1 #ifndef DALI_TOOLKIT_VECTOR_ANIMATION_TASK_H
2 #define DALI_TOOLKIT_VECTOR_ANIMATION_TASK_H
5 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
21 #include <dali/devel-api/adaptor-framework/event-thread-callback.h>
22 #include <dali/devel-api/adaptor-framework/vector-animation-renderer.h>
23 #include <dali/devel-api/threading/conditional-wait.h>
24 #include <dali/public-api/adaptor-framework/async-task-manager.h>
25 #include <dali/public-api/adaptor-framework/encoded-image-buffer.h>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/object/property-array.h>
32 #include <dali-toolkit/devel-api/visuals/animated-vector-image-visual-actions-devel.h>
33 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
34 #include <dali-toolkit/internal/visuals/visual-url.h>
42 class VisualFactoryCache;
43 class VectorAnimationThread;
44 class VectorAnimationTask;
45 typedef IntrusivePtr<VectorAnimationTask> VectorAnimationTaskPtr;
48 * The task of the vector animation.
50 class VectorAnimationTask : public AsyncTask, public ConnectionTracker
53 enum class ResourceStatus
55 LOADED, /// Resource is loaded
56 READY, /// Resource is ready
57 FAILED /// Resource is fail to load
60 using ResourceReadySignalType = Signal<void(ResourceStatus)>;
62 using TimePoint = std::chrono::time_point<std::chrono::steady_clock>;
63 using DynamicPropertyType = std::vector<DevelAnimatedVectorImageVisual::DynamicPropertyInfo>;
66 * Flags for re-sending data to the vector animation thread
70 RESEND_PLAY_RANGE = 1 << 0,
71 RESEND_LOOP_COUNT = 1 << 1,
72 RESEND_STOP_BEHAVIOR = 1 << 2,
73 RESEND_LOOPING_MODE = 1 << 3,
74 RESEND_CURRENT_FRAME = 1 << 4,
76 RESEND_PLAY_STATE = 1 << 6,
77 RESEND_NEED_RESOURCE_READY = 1 << 7,
78 RESEND_DYNAMIC_PROPERTY = 1 << 8
82 * @brief Structure used to pass parameters to the vector animation task
91 stopBehavior(DevelImageVisual::StopBehavior::CURRENT_FRAME),
92 loopingMode(DevelImageVisual::LoopingMode::RESTART),
100 AnimationData& operator=(const AnimationData& rhs)
102 resendFlag |= rhs.resendFlag; // OR resend flag
103 playRange = rhs.playRange;
104 playState = rhs.playState;
105 stopBehavior = rhs.stopBehavior;
106 loopingMode = rhs.loopingMode;
107 currentFrame = rhs.currentFrame;
110 loopCount = rhs.loopCount;
111 dynamicProperties.insert(dynamicProperties.end(), rhs.dynamicProperties.begin(), rhs.dynamicProperties.end());
116 Property::Array playRange;
117 DynamicPropertyType dynamicProperties;
118 DevelImageVisual::PlayState::Type playState;
119 DevelImageVisual::StopBehavior::Type stopBehavior;
120 DevelImageVisual::LoopingMode::Type loopingMode;
121 uint32_t currentFrame;
128 * @brief Constructor.
130 * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
132 VectorAnimationTask(VisualFactoryCache& factoryCache);
137 ~VectorAnimationTask() override;
140 * Process the task accodring to the type
142 void Process() override;
145 * Whether the task is ready to process.
146 * @return True if the task is ready to process.
148 bool IsReady() override;
151 * @brief Finalizes the task.
156 * @brief Sets the renderer used to display the result image.
158 * @param[in] renderer The renderer used to display the result image
160 void SetRenderer(Renderer renderer);
163 * @brief Requests to load the animation file.
165 * @param[in] url The url of the vector animation file
166 * @param[in] encodedImageBuffer The resource buffer if required.
167 * @param[in] synchronousLoading True if the url should be loaded synchronously
169 void RequestLoad(const VisualUrl& url, EncodedImageBuffer encodedImageBuffer, bool synchronousLoading);
172 * @brief Queries whether loading is requested.
173 * @return True if loading is requested.
175 bool IsLoadRequested() const;
178 * @brief Sets data to specify animation playback.
179 * @param[in] data The animation data
181 void SetAnimationData(const AnimationData& data);
184 * @brief This callback is called after the animation is finished.
185 * @param[in] callback The animation finished callback
187 void SetAnimationFinishedCallback(CallbackBase* callback);
190 * @brief Gets the playing range in frame number.
191 * @param[out] startFrame The frame number to specify minimum progress.
192 * @param[out] endFrame The frame number to specify maximum progress.
194 void GetPlayRange(uint32_t& startFrame, uint32_t& endFrame);
197 * @brief Retrieves the current frame number of the animation.
198 * @return The current frame number
200 uint32_t GetCurrentFrameNumber() const;
203 * @brief Retrieves the total frame number of the animation.
204 * @return The total frame number
206 uint32_t GetTotalFrameNumber() const;
209 * @brief Gets the default size of the file,.
210 * @return The default size of the file
212 void GetDefaultSize(uint32_t& width, uint32_t& height) const;
215 * @brief Gets the layer information of all the child layers.
216 * @param[out] map The layer information
218 void GetLayerInfo(Property::Map& map) const;
221 * @brief Connect to this signal to be notified when the resource is ready.
222 * @return The signal to connect to.
224 ResourceReadySignalType& ResourceReadySignal();
227 * @brief Rasterizes the current frame.
228 * @return true if the rasterization succeeded, false otherwise.
233 * @brief Calculates the time for the next frame rasterization.
234 * @return The time for the next frame rasterization.
236 TimePoint CalculateNextFrameTime(bool renderNow);
239 * @brief Gets the time for the next frame rasterization.
240 * @return The time for the next frame rasterization.
242 TimePoint GetNextFrameTime();
245 * @brief Called when the rasterization is completed from the asyncTaskManager
246 * @param[in] task The completed task
248 void TaskCompleted(VectorAnimationTaskPtr task);
251 * @brief Check the rasterization succeeded
252 * @return true if the rasterization succeeded, false otherwise.
257 * @brief Check the animation is running
258 * @return true if the animation is running, false otherwise.
264 * @brief Loads the animation file.
266 * @param[in] synchronousLoading True if loading is requested synchronously
267 * @return True if loading succeeded, false otherwise.
269 bool Load(bool synchronousLoading);
272 * @brief Play the vector animation.
274 void PlayAnimation();
277 * @brief Stop the vector animation.
279 void StopAnimation();
282 * @brief Pause the vector animation.
284 void PauseAnimation();
287 * @brief Sets the target image size.
289 * @param[in] width The target image width
290 * @param[in] height The target image height
292 void SetSize(uint32_t width, uint32_t height);
295 * @brief Enable looping for 'count' repeats. -1 means to repeat forever.
296 * @param[in] count The number of times to loop
298 void SetLoopCount(int32_t count);
301 * @brief Set the playing range in frame number.
302 * @param[in] playRange The array to specify minimum and maximum progress.
303 * The animation will play between those values.
305 void SetPlayRange(const Property::Array& playRange);
308 * @brief Sets the current frame number of the animation.
309 * @param[in] frameNumber The new frame number between [0, the maximum frame number] or between the play range if specified.
311 void SetCurrentFrameNumber(uint32_t frameNumber);
314 * @brief Sets the stop behavior of the animation. This is performed when the animation is stopped.
315 * @param[in] stopBehavior The stop behavior
317 void SetStopBehavior(DevelImageVisual::StopBehavior::Type stopBehavior);
320 * @brief Sets the looping mode.
321 * Animation plays forwards and then restarts from the beginning or runs backwards again.
322 * @param[in] loopingMode The looping mode
324 void SetLoopingMode(DevelImageVisual::LoopingMode::Type loopingMode);
327 * @brief Gets the frame number when the animation is stopped according to the stop behavior.
329 uint32_t GetStoppedFrame(uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame);
332 * @brief Applies the animation data set by the main thread.
334 void ApplyAnimationData();
337 * @brief Called when the texture upload is completed.
339 void OnUploadCompleted();
342 * @brief Event callback from rasterize thread. This is called when the file loading is completed.
344 void OnLoadCompleted();
347 VectorAnimationTask(const VectorAnimationTask& task) = delete;
350 VectorAnimationTask& operator=(const VectorAnimationTask& task) = delete;
355 STOPPING, ///< The animation is stopping
356 STOPPED, ///< The animation has stopped
357 PLAYING, ///< The animation is playing
358 PAUSED ///< The animation is paused
362 EncodedImageBuffer mEncodedImageBuffer;
363 VectorAnimationRenderer mVectorRenderer;
364 std::vector<AnimationData> mAnimationData[2];
365 VectorAnimationThread& mVectorAnimationThread;
366 ConditionalWait mConditionalWait;
367 ResourceReadySignalType mResourceReadySignal;
368 std::unique_ptr<CallbackBase> mAnimationFinishedCallback{};
369 std::unique_ptr<CallbackBase> mLoadCompletedCallback{};
370 PlayState mPlayState;
371 DevelImageVisual::StopBehavior::Type mStopBehavior;
372 DevelImageVisual::LoopingMode::Type mLoopingMode;
373 TimePoint mNextFrameStartTime;
374 int64_t mFrameDurationMicroSeconds;
376 uint32_t mCurrentFrame;
377 uint32_t mTotalFrame;
378 uint32_t mStartFrame;
380 uint32_t mDroppedFrames;
383 uint32_t mAnimationDataIndex;
385 int32_t mCurrentLoop;
387 bool mUpdateFrameNumber;
388 bool mNeedAnimationFinishedTrigger;
389 bool mAnimationDataUpdated;
397 } // namespace Internal
399 } // namespace Toolkit
403 #endif // DALI_TOOLKIT_VECTOR_ANIMATION_TASK_H