2 * Copyright (c) 2023 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/vector-animation-task.h>
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/math/math-utils.h>
24 #include <dali/public-api/object/property-array.h>
27 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
28 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h>
29 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
39 constexpr auto LOOP_FOREVER = -1;
40 constexpr auto MICROSECONDS_PER_SECOND(1e+6);
42 #if defined(DEBUG_ENABLED)
43 Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_VECTOR_ANIMATION");
46 } // unnamed namespace
48 VectorAnimationTask::VectorAnimationTask(VisualFactoryCache& factoryCache)
49 : AsyncTask(MakeCallback(this, &VectorAnimationTask::TaskCompleted), AsyncTask::PriorityType::HIGH, AsyncTask::ThreadType::WORKER_THREAD),
51 mVectorRenderer(VectorAnimationRenderer::New()),
53 mVectorAnimationThread(factoryCache.GetVectorAnimationManager().GetVectorAnimationThread()),
55 mResourceReadySignal(),
56 mLoadCompletedCallback(MakeCallback(this, &VectorAnimationTask::OnLoadCompleted)),
57 mPlayState(PlayState::STOPPED),
58 mStopBehavior(DevelImageVisual::StopBehavior::CURRENT_FRAME),
59 mLoopingMode(DevelImageVisual::LoopingMode::RESTART),
60 mNextFrameStartTime(),
61 mFrameDurationMicroSeconds(MICROSECONDS_PER_SECOND / 60.0f),
70 mAnimationDataIndex(0),
71 mLoopCount(LOOP_FOREVER),
74 mUpdateFrameNumber(false),
75 mNeedAnimationFinishedTrigger(true),
76 mAnimationDataUpdated(false),
83 mVectorRenderer.UploadCompletedSignal().Connect(this, &VectorAnimationTask::OnUploadCompleted);
86 VectorAnimationTask::~VectorAnimationTask()
88 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::~VectorAnimationTask: destructor [%p]\n", this);
91 void VectorAnimationTask::Process()
93 mRasterized = Rasterize();
96 bool VectorAnimationTask::IsReady()
101 void VectorAnimationTask::Finalize()
103 ConditionalWait::ScopedLock lock(mConditionalWait);
105 // Release some objects in the main thread
106 if(mAnimationFinishedCallback)
108 mVectorAnimationThread.RemoveEventTriggerCallback(mAnimationFinishedCallback.get());
110 if(mLoadCompletedCallback)
112 mVectorAnimationThread.RemoveEventTriggerCallback(mLoadCompletedCallback.get());
115 mVectorRenderer.Finalize();
120 void VectorAnimationTask::TaskCompleted(VectorAnimationTaskPtr task)
122 mVectorAnimationThread.OnTaskCompleted(task, task->IsRasterized(), task->IsAnimating());
125 bool VectorAnimationTask::IsRasterized()
130 bool VectorAnimationTask::IsAnimating()
132 return mKeepAnimation;
135 bool VectorAnimationTask::Load(bool synchronousLoading)
137 if(!mVectorRenderer.Load(mUrl))
139 DALI_LOG_ERROR("VectorAnimationTask::Load: Load failed [%s]\n", mUrl.c_str());
140 mLoadRequest = false;
142 if(!synchronousLoading)
144 mVectorAnimationThread.AddEventTriggerCallback(mLoadCompletedCallback.get());
149 mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
151 mEndFrame = mTotalFrame - 1;
153 mFrameRate = mVectorRenderer.GetFrameRate();
154 mFrameDurationMicroSeconds = MICROSECONDS_PER_SECOND / mFrameRate;
156 mLoadRequest = false;
157 if(!synchronousLoading)
159 mVectorAnimationThread.AddEventTriggerCallback(mLoadCompletedCallback.get());
162 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Load: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this);
167 void VectorAnimationTask::SetRenderer(Renderer renderer)
169 ConditionalWait::ScopedLock lock(mConditionalWait);
171 mVectorRenderer.SetRenderer(renderer);
173 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetRenderer [%p]\n", this);
176 void VectorAnimationTask::RequestLoad(const std::string& url, bool synchronousLoading)
180 if(!synchronousLoading)
184 mVectorAnimationThread.AddTask(this);
194 bool VectorAnimationTask::IsLoadRequested() const
199 void VectorAnimationTask::SetAnimationData(const AnimationData& data)
201 ConditionalWait::ScopedLock lock(mConditionalWait);
203 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetAnimationData [%p]\n", this);
205 uint32_t index = mAnimationDataIndex == 0 ? 1 : 0; // Use the other buffer
207 mAnimationData[index] = data;
208 mAnimationDataUpdated = true;
210 if(data.resendFlag & VectorAnimationTask::RESEND_SIZE)
212 // The size should be changed in the main thread.
213 SetSize(data.width, data.height);
216 mVectorAnimationThread.AddTask(this);
219 void VectorAnimationTask::SetSize(uint32_t width, uint32_t height)
221 if(mWidth != width || mHeight != height)
223 mVectorRenderer.SetSize(width, height);
228 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetSize: width = %d, height = %d [%p]\n", width, height, this);
232 void VectorAnimationTask::PlayAnimation()
234 if(mPlayState != PlayState::PLAYING)
236 mNeedAnimationFinishedTrigger = true;
237 mUpdateFrameNumber = false;
238 mPlayState = PlayState::PLAYING;
240 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PlayAnimation: Play [%p]\n", this);
244 void VectorAnimationTask::StopAnimation()
246 if(mPlayState != PlayState::STOPPING)
248 mNeedAnimationFinishedTrigger = false;
249 mPlayState = PlayState::STOPPING;
251 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::StopAnimation: Stop [%p]\n", this);
255 void VectorAnimationTask::PauseAnimation()
257 if(mPlayState == PlayState::PLAYING)
259 mPlayState = PlayState::PAUSED;
261 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this);
265 void VectorAnimationTask::SetAnimationFinishedCallback(CallbackBase* callback)
267 ConditionalWait::ScopedLock lock(mConditionalWait);
268 mAnimationFinishedCallback = std::unique_ptr<CallbackBase>(callback);
271 void VectorAnimationTask::SetLoopCount(int32_t count)
273 if(mLoopCount != count)
278 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopCount: [%d] [%p]\n", count, this);
282 void VectorAnimationTask::SetPlayRange(const Property::Array& playRange)
285 uint32_t startFrame = 0, endFrame = 0;
286 size_t count = playRange.Count();
290 int32_t start = 0, end = 0;
291 if(playRange.GetElementAt(0).Get(start) && playRange.GetElementAt(1).Get(end))
293 startFrame = static_cast<uint32_t>(start);
294 endFrame = static_cast<uint32_t>(end);
299 std::string startMarker, endMarker;
300 if(playRange.GetElementAt(0).Get(startMarker) && playRange.GetElementAt(1).Get(endMarker))
304 uint32_t frame; // We don't use this later
305 if(mVectorRenderer.GetMarkerInfo(startMarker, startFrame, frame) && mVectorRenderer.GetMarkerInfo(endMarker, frame, endFrame))
316 if(playRange.GetElementAt(0).Get(marker))
318 if(mVectorRenderer && mVectorRenderer.GetMarkerInfo(marker, startFrame, endFrame))
327 DALI_LOG_ERROR("VectorAnimationTask::SetPlayRange: Invalid range [%p]\n", this);
331 // Make sure the range specified is between 0 and the total frame number
332 startFrame = std::min(startFrame, mTotalFrame - 1);
333 endFrame = std::min(endFrame, mTotalFrame - 1);
335 // If the range is not in order swap values
336 if(startFrame > endFrame)
338 uint32_t temp = startFrame;
339 startFrame = endFrame;
343 if(startFrame != mStartFrame || endFrame != mEndFrame)
345 mStartFrame = startFrame;
346 mEndFrame = endFrame;
348 // If the current frame is out of the range, change the current frame also.
349 if(mStartFrame > mCurrentFrame)
351 mCurrentFrame = mStartFrame;
353 else if(mEndFrame < mCurrentFrame)
355 mCurrentFrame = mEndFrame;
358 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetPlayRange: [%d, %d] [%s] [%p]\n", mStartFrame, mEndFrame, mUrl.c_str(), this);
362 void VectorAnimationTask::GetPlayRange(uint32_t& startFrame, uint32_t& endFrame)
364 startFrame = mStartFrame;
365 endFrame = mEndFrame;
368 void VectorAnimationTask::SetCurrentFrameNumber(uint32_t frameNumber)
370 if(mCurrentFrame == frameNumber)
372 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this);
376 if(frameNumber >= mStartFrame && frameNumber <= mEndFrame)
378 mCurrentFrame = frameNumber;
379 mUpdateFrameNumber = false;
381 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this);
385 DALI_LOG_ERROR("Invalid frame number [%d (%d, %d)] [%p]\n", frameNumber, mStartFrame, mEndFrame, this);
389 uint32_t VectorAnimationTask::GetCurrentFrameNumber() const
391 return mCurrentFrame;
394 uint32_t VectorAnimationTask::GetTotalFrameNumber() const
399 void VectorAnimationTask::GetDefaultSize(uint32_t& width, uint32_t& height) const
401 mVectorRenderer.GetDefaultSize(width, height);
404 void VectorAnimationTask::SetStopBehavior(DevelImageVisual::StopBehavior::Type stopBehavior)
406 mStopBehavior = stopBehavior;
408 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this);
411 void VectorAnimationTask::SetLoopingMode(DevelImageVisual::LoopingMode::Type loopingMode)
413 mLoopingMode = loopingMode;
415 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this);
418 void VectorAnimationTask::GetLayerInfo(Property::Map& map) const
420 mVectorRenderer.GetLayerInfo(map);
423 VectorAnimationTask::ResourceReadySignalType& VectorAnimationTask::ResourceReadySignal()
425 return mResourceReadySignal;
428 bool VectorAnimationTask::Rasterize()
430 bool stopped = false;
431 uint32_t currentFrame;
432 mKeepAnimation = false;
435 ConditionalWait::ScopedLock lock(mConditionalWait);
438 // The task will be destroyed. We don't need rasterization.
453 ApplyAnimationData();
455 if(mPlayState == PlayState::PLAYING && mUpdateFrameNumber)
457 mCurrentFrame = mForward ? mCurrentFrame + mDroppedFrames + 1 : (mCurrentFrame > mDroppedFrames ? mCurrentFrame - mDroppedFrames - 1 : 0);
458 Dali::ClampInPlace(mCurrentFrame, mStartFrame, mEndFrame);
461 currentFrame = mCurrentFrame;
463 mUpdateFrameNumber = true;
465 if(mPlayState == PlayState::STOPPING)
467 mCurrentFrame = GetStoppedFrame(mStartFrame, mEndFrame, mCurrentFrame);
468 currentFrame = mCurrentFrame;
471 else if(mPlayState == PlayState::PLAYING)
473 bool animationFinished = false;
475 if(currentFrame >= mEndFrame) // last frame
477 if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
483 if(mLoopCount < 0 || ++mCurrentLoop < mLoopCount) // repeat forever or before the last loop
485 mCurrentFrame = mStartFrame;
486 mUpdateFrameNumber = false;
490 animationFinished = true; // end of animation
494 else if(currentFrame == mStartFrame && !mForward) // first frame
496 if(mLoopCount < 0 || ++mCurrentLoop < mLoopCount) // repeat forever or before the last loop
502 animationFinished = true; // end of animation
506 if(animationFinished)
508 if(mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME)
514 mPlayState = PlayState::STOPPING;
520 bool renderSuccess = false;
523 renderSuccess = mVectorRenderer.Render(currentFrame);
526 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this);
527 mUpdateFrameNumber = false;
531 if(stopped && renderSuccess)
533 mPlayState = PlayState::STOPPED;
539 // Notify the Renderer that rendering is stopped.
540 mVectorRenderer.RenderStopped();
543 // Animation is finished
545 ConditionalWait::ScopedLock lock(mConditionalWait);
546 if(mNeedAnimationFinishedTrigger && mAnimationFinishedCallback)
548 mVectorAnimationThread.AddEventTriggerCallback(mAnimationFinishedCallback.get());
552 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this);
555 if(mPlayState != PlayState::PAUSED && mPlayState != PlayState::STOPPED)
557 mKeepAnimation = true;
563 uint32_t VectorAnimationTask::GetStoppedFrame(uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame)
565 uint32_t frame = currentFrame;
567 switch(mStopBehavior)
569 case DevelImageVisual::StopBehavior::FIRST_FRAME:
574 case DevelImageVisual::StopBehavior::LAST_FRAME:
576 if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
586 case DevelImageVisual::StopBehavior::CURRENT_FRAME:
588 frame = currentFrame;
596 VectorAnimationTask::TimePoint VectorAnimationTask::CalculateNextFrameTime(bool renderNow)
598 // std::chrono::time_point template has second parameter duration which defaults to the std::chrono::steady_clock supported
599 // duration. In some C++11 implementations it is a milliseconds duration, so it fails to compile unless mNextFrameStartTime
600 // is casted to use the default duration.
601 mNextFrameStartTime = std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds));
602 auto current = std::chrono::steady_clock::now();
607 mNextFrameStartTime = current;
609 else if(mNextFrameStartTime < current)
611 uint32_t droppedFrames = 0;
613 while(current > std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds)) && droppedFrames < mTotalFrame)
616 mNextFrameStartTime = std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds));
619 mNextFrameStartTime = current;
620 mDroppedFrames = droppedFrames;
623 return mNextFrameStartTime;
626 VectorAnimationTask::TimePoint VectorAnimationTask::GetNextFrameTime()
628 return mNextFrameStartTime;
631 void VectorAnimationTask::ApplyAnimationData()
636 ConditionalWait::ScopedLock lock(mConditionalWait);
638 if(!mAnimationDataUpdated || mAnimationData[mAnimationDataIndex].resendFlag != 0)
640 // Data is not updated or the previous data is not applied yet.
644 mAnimationDataIndex = mAnimationDataIndex == 0 ? 1 : 0; // Swap index
645 mAnimationDataUpdated = false;
647 index = mAnimationDataIndex;
650 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOP_COUNT)
652 SetLoopCount(mAnimationData[index].loopCount);
655 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_RANGE)
657 SetPlayRange(mAnimationData[index].playRange);
660 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_STOP_BEHAVIOR)
662 SetStopBehavior(mAnimationData[index].stopBehavior);
665 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOPING_MODE)
667 SetLoopingMode(mAnimationData[index].loopingMode);
670 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_CURRENT_FRAME)
672 SetCurrentFrameNumber(mAnimationData[index].currentFrame);
675 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_NEED_RESOURCE_READY)
677 mVectorRenderer.InvalidateBuffer();
680 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_DYNAMIC_PROPERTY)
682 for(auto&& iter : mAnimationData[index].dynamicProperties)
684 mVectorRenderer.AddPropertyValueCallback(iter.keyPath, static_cast<VectorAnimationRenderer::VectorProperty>(iter.property), iter.callback, iter.id);
688 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_STATE)
690 if(mAnimationData[index].playState == DevelImageVisual::PlayState::PLAYING)
694 else if(mAnimationData[index].playState == DevelImageVisual::PlayState::PAUSED)
698 else if(mAnimationData[index].playState == DevelImageVisual::PlayState::STOPPED)
705 mAnimationData[index].dynamicProperties.clear();
706 mAnimationData[index].resendFlag = 0;
709 void VectorAnimationTask::OnUploadCompleted()
711 mResourceReadySignal.Emit(ResourceStatus::READY);
714 void VectorAnimationTask::OnLoadCompleted()
718 mResourceReadySignal.Emit(ResourceStatus::LOADED);
722 mResourceReadySignal.Emit(ResourceStatus::FAILED);
725 } // namespace Internal
727 } // namespace Toolkit