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/common/stage-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/internal/visuals/image-visual-shader-factory.h>
30 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
31 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
33 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-image-rasterize-thread.h>
34 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
48 const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
50 } // unnamed namespace
52 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
54 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
55 visual->SetProperties( properties );
60 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
62 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
67 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
68 : Visual::Base( factoryCache ),
69 mImageVisualShaderFactory( shaderFactory ),
73 mVectorRasterizeThread(),
74 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
76 // the rasterized image is with pre-multiplied alpha format
77 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
80 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
84 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
86 naturalSize = mVisualSize;
89 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
92 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
95 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
99 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
104 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
106 // url already passed in from constructor
107 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
109 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
110 if( keyValue.first.type == Property::Key::INDEX )
112 DoSetProperty( keyValue.first.indexKey, keyValue.second );
117 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
121 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
125 if( mImpl->mCustomShader )
127 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
128 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
129 mImpl->mCustomShader->mHints );
131 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
135 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
138 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
140 mImpl->mRenderer = Renderer::New( geometry, shader );
142 TextureSet textureSet = TextureSet::New();
143 mImpl->mRenderer.SetTextures( textureSet );
145 // Register transform properties
146 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
148 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
150 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
151 mPlacementActor = actor;
153 // This visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
154 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
157 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
159 if( mVectorRasterizeThread )
161 mVectorRasterizeThread->PauseAnimation();
162 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
163 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
166 if( mImpl->mRenderer )
168 actor.RemoveRenderer( mImpl->mRenderer );
169 mImpl->mRenderer.Reset();
172 mPlacementActor.Reset();
174 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
175 mVisualSize = Vector2::ZERO;
178 void AnimatedVectorImageVisual::OnSetTransform()
180 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
184 if( visualSize != mVisualSize )
186 mVisualSize = visualSize;
188 if( !mVectorRasterizeThread )
190 uint32_t width = static_cast< uint32_t >( visualSize.width );
191 uint32_t height = static_cast< uint32_t >( visualSize.height );
193 mVectorRasterizeThread = std::unique_ptr< VectorRasterizeThread >( new VectorRasterizeThread( mUrl.GetUrl(), mImpl->mRenderer, width, height ) );
195 mVectorRasterizeThread->SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
196 mVectorRasterizeThread->Start();
198 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
200 mVectorRasterizeThread->StartAnimation();
201 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY );
206 mVectorRasterizeThread->RenderFrame();
217 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
219 if( actionId == mActionStatus )
224 // Check if action is valid for this visual type and perform action if possible
227 case DevelAnimatedVectorImageVisual::Action::PLAY:
231 if( mVectorRasterizeThread )
233 mVectorRasterizeThread->StartAnimation();
234 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY ); //TODO: Should manage this globally
237 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
240 case DevelAnimatedVectorImageVisual::Action::PAUSE:
242 if( mVectorRasterizeThread )
244 mVectorRasterizeThread->PauseAnimation();
245 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
247 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
250 case DevelAnimatedVectorImageVisual::Action::RESUME:
252 if( mVectorRasterizeThread )
254 mVectorRasterizeThread->ResumeAnimation();
255 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY );
257 mActionStatus = DevelAnimatedVectorImageVisual::Action::RESUME;
260 case DevelAnimatedVectorImageVisual::Action::STOP:
262 if( mVectorRasterizeThread )
264 mVectorRasterizeThread->StopAnimation();
265 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
267 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
273 void AnimatedVectorImageVisual::OnResourceReady()
275 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
276 Actor actor = mPlacementActor.GetHandle();
279 actor.AddRenderer( mImpl->mRenderer );
280 // reset the weak handle so that the renderer only get added to actor once
281 mPlacementActor.Reset();
283 Stage::GetCurrent().KeepRendering( 0.0f );
287 } // namespace Internal
289 } // namespace Toolkit