2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.h>
22 #include <dali/public-api/common/stage.h>
23 #include <dali/devel-api/rendering/renderer-devel.h>
24 #include <dali/integration-api/debug.h>
27 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
28 #include <dali-toolkit/public-api/visuals/visual-properties.h>
29 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
30 #include <dali-toolkit/devel-api/visuals/animated-vector-image-visual-signals-devel.h>
31 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
32 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
34 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
48 constexpr auto LOOP_FOREVER = -1;
50 const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
52 // Flags for re-sending data to the rasterize thread
55 RESEND_PLAY_RANGE = 1 << 0,
56 RESEND_LOOP_COUNT = 1 << 1
59 #if defined(DEBUG_ENABLED)
60 Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
63 } // unnamed namespace
65 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
67 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
68 visual->SetProperties( properties );
73 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
75 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
80 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
81 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
82 mImageVisualShaderFactory( shaderFactory ),
84 mVectorRasterizeThread( imageUrl.GetUrl() ),
86 mPlayRange( 0.0f, 1.0f ),
88 mLoopCount( LOOP_FOREVER ),
90 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
92 // the rasterized image is with pre-multiplied alpha format
93 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
95 mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
96 mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
98 mVectorRasterizeThread.Start();
101 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
105 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
107 if( mImpl->mRenderer ) // Check if we have a rendered image
109 auto textureSet = mImpl->mRenderer.GetTextures();
112 if( textureSet.GetTextureCount() > 0 )
114 auto texture = textureSet.GetTexture( 0 );
115 naturalSize.x = texture.GetWidth();
116 naturalSize.y = texture.GetHeight();
122 uint32_t width, height;
123 mVectorRasterizeThread.GetDefaultSize( width, height );
124 naturalSize.x = width;
125 naturalSize.y = height;
128 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
131 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
134 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
136 map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
137 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, mPlayRange );
138 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
139 map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_PROGRESS, mVectorRasterizeThread.GetCurrentProgress() );
142 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
147 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
149 // url already passed in from constructor
150 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
152 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
153 if( keyValue.first.type == Property::Key::INDEX )
155 DoSetProperty( keyValue.first.indexKey, keyValue.second );
159 if( keyValue.first == LOOP_COUNT_NAME )
161 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
163 else if( keyValue.first == PLAY_RANGE_NAME )
165 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
171 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
175 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
178 if( value.Get( loopCount ) )
180 mLoopCount = loopCount;
181 mResendFlag |= RESEND_LOOP_COUNT;
185 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
188 if( value.Get( range ) )
191 mResendFlag |= RESEND_PLAY_RANGE;
198 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
202 if( mImpl->mCustomShader )
204 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
205 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
206 mImpl->mCustomShader->mHints );
208 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
212 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
215 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
217 mImpl->mRenderer = Renderer::New( geometry, shader );
219 TextureSet textureSet = TextureSet::New();
220 mImpl->mRenderer.SetTextures( textureSet );
222 // Register transform properties
223 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
225 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
227 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
228 mPlacementActor = actor;
230 mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
233 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
235 mVectorRasterizeThread.PauseAnimation();
237 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
239 if( mImpl->mRenderer )
241 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
243 actor.RemoveRenderer( mImpl->mRenderer );
244 mImpl->mRenderer.Reset();
247 mPlacementActor.Reset();
249 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
250 mVisualSize = Vector2::ZERO;
253 void AnimatedVectorImageVisual::OnSetTransform()
255 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
259 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnSetTransform: width = %f, height = %f\n", visualSize.width, visualSize.height );
261 if( visualSize != mVisualSize )
263 mVisualSize = visualSize;
265 uint32_t width = static_cast< uint32_t >( visualSize.width );
266 uint32_t height = static_cast< uint32_t >( visualSize.height );
268 mVectorRasterizeThread.SetSize( width, height );
273 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
275 mVectorRasterizeThread.PlayAnimation();
277 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
282 mVectorRasterizeThread.RenderFrame();
285 if( mVectorRasterizeThread.IsResourceReady() )
287 Actor actor = mPlacementActor.GetHandle();
290 actor.AddRenderer( mImpl->mRenderer );
291 mPlacementActor.Reset();
294 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
299 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
301 // Check if action is valid for this visual type and perform action if possible
304 case DevelAnimatedVectorImageVisual::Action::PLAY:
306 if( IsOnStage() && mVisualSize != Vector2::ZERO )
308 mVectorRasterizeThread.PlayAnimation();
310 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
312 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
315 case DevelAnimatedVectorImageVisual::Action::PAUSE:
317 mVectorRasterizeThread.PauseAnimation();
319 if( mImpl->mRenderer )
321 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
324 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
327 case DevelAnimatedVectorImageVisual::Action::STOP:
329 if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
331 mVectorRasterizeThread.StopAnimation();
333 OnAnimationFinished();
335 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
338 case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
341 if( attributes.Get( progress ) )
343 mVectorRasterizeThread.SetCurrentProgress( progress );
345 if( IsOnStage() && mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::PLAYING )
347 mVectorRasterizeThread.RenderFrame();
348 Stage::GetCurrent().KeepRendering( 0.0f ); // Trigger rendering
353 case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
355 Property::Map* map = attributes.GetMap();
358 DoSetProperties( *map );
367 void AnimatedVectorImageVisual::OnResourceReady()
369 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
370 Actor actor = mPlacementActor.GetHandle();
373 actor.AddRenderer( mImpl->mRenderer );
374 // reset the weak handle so that the renderer only get added to actor once
375 mPlacementActor.Reset();
377 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
381 void AnimatedVectorImageVisual::OnAnimationFinished()
383 if( mImpl->mEventObserver )
385 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
388 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
390 if( mImpl->mRenderer )
392 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
396 void AnimatedVectorImageVisual::SendAnimationData()
400 bool isPlaying = false;
401 if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
403 mVectorRasterizeThread.PauseAnimation();
407 if( mResendFlag & RESEND_LOOP_COUNT )
409 mVectorRasterizeThread.SetLoopCount( mLoopCount );
412 if( mResendFlag & RESEND_PLAY_RANGE )
414 mVectorRasterizeThread.SetPlayRange( mPlayRange );
421 mVectorRasterizeThread.PlayAnimation();
425 mVectorRasterizeThread.RenderFrame();
426 Stage::GetCurrent().KeepRendering( 0.0f );
434 } // namespace Internal
436 } // namespace Toolkit