/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/public-api/object/property-array.h>
+#include <dali/public-api/math/math-utils.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
namespace Dali
{
Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
#endif
-template< typename T >
-inline void ResetValue( bool& updated, T& value, T newValue, ConditionalWait& conditionalWait )
-{
- ConditionalWait::ScopedLock lock( conditionalWait );
- if( !updated )
- {
- value = newValue;
- updated = true;
- }
-}
-
} // unnamed namespace
VectorAnimationTask::VectorAnimationTask( VisualFactoryCache& factoryCache, const std::string& url )
: mUrl( url ),
mVectorRenderer(),
- mVectorAnimationThread( factoryCache.GetVectorAnimationThread() ),
+ mAnimationData(),
+ mVectorAnimationThread( factoryCache.GetVectorAnimationManager().GetVectorAnimationThread() ),
mConditionalWait(),
mAnimationFinishedTrigger(),
mPlayState( PlayState::STOPPED ),
mEndFrame( 0 ),
mWidth( 0 ),
mHeight( 0 ),
+ mAnimationDataIndex( 0 ),
mLoopCount( LOOP_FOREVER ),
mCurrentLoop( 0 ),
- mResourceReady( false ),
- mCurrentFrameUpdated( false ),
- mCurrentLoopUpdated( false ),
mForward( true ),
mUpdateFrameNumber( false ),
- mNeedAnimationFinishedTrigger( true )
+ mNeedAnimationFinishedTrigger( true ),
+ mAnimationDataUpdated( false ),
+ mDestroyTask( false )
{
Initialize();
}
void VectorAnimationTask::Finalize()
{
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+
// Release some objects in the main thread
if( mAnimationFinishedTrigger )
{
}
mVectorRenderer.Finalize();
+
+ mDestroyTask = true;
}
void VectorAnimationTask::SetRenderer( Renderer renderer )
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetRenderer [%p]\n", this );
}
+void VectorAnimationTask::SetAnimationData( const AnimationData& data )
+{
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetAnimationData [%p]\n", this );
+
+ uint32_t index = mAnimationDataIndex == 0 ? 1 : 0; // Use the other buffer
+
+ mAnimationData[index] = data;
+ mAnimationDataUpdated = true;
+
+ if( data.resendFlag & VectorAnimationTask::RESEND_SIZE )
+ {
+ // The size should be changed in the main thread.
+ SetSize( data.width, data.height );
+ }
+
+ mVectorAnimationThread.AddTask( this );
+}
+
void VectorAnimationTask::SetSize( uint32_t width, uint32_t height )
{
if( mWidth != width || mHeight != height )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
mVectorRenderer.SetSize( width, height );
mWidth = width;
mHeight = height;
- mResourceReady = false;
-
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetSize: width = %d, height = %d [%p]\n", width, height, this );
}
}
void VectorAnimationTask::PlayAnimation()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
if( mPlayState != PlayState::PLAYING )
{
+ mNeedAnimationFinishedTrigger = true;
mUpdateFrameNumber = false;
mPlayState = PlayState::PLAYING;
- mVectorAnimationThread.AddTask( this );
-
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PlayAnimation: Play [%p]\n", this );
}
}
void VectorAnimationTask::StopAnimation()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != PlayState::STOPPED && mPlayState != PlayState::STOPPING )
+ if( mPlayState != PlayState::STOPPING )
{
mNeedAnimationFinishedTrigger = false;
mPlayState = PlayState::STOPPING;
void VectorAnimationTask::PauseAnimation()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
if( mPlayState == PlayState::PLAYING )
{
mPlayState = PlayState::PAUSED;
}
}
-void VectorAnimationTask::RenderFrame()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( !mResourceReady )
- {
- mVectorAnimationThread.AddTask( this );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::RenderFrame: Render [%p]\n", this );
- }
-}
-
void VectorAnimationTask::SetAnimationFinishedCallback( EventThreadCallback* callback )
{
ConditionalWait::ScopedLock lock( mConditionalWait );
{
if( mLoopCount != count )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
mLoopCount = count;
mCurrentLoop = 0;
- mCurrentLoopUpdated = true;
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopCount: [%d] [%p]\n", count, this );
}
}
-void VectorAnimationTask::SetPlayRange( uint32_t startFrame, uint32_t endFrame )
+void VectorAnimationTask::SetPlayRange( const Property::Array& playRange )
{
+ bool valid = false;
+ uint32_t startFrame = 0, endFrame = 0;
+ size_t count = playRange.Count();
+
+ if( count >= 2 )
+ {
+ int32_t start = 0, end = 0;
+ if( playRange.GetElementAt( 0 ).Get( start ) && playRange.GetElementAt( 1 ).Get( end ) )
+ {
+ startFrame = static_cast< uint32_t >( start );
+ endFrame = static_cast< uint32_t >( end );
+ valid = true;
+ }
+ else
+ {
+ std::string startMarker, endMarker;
+ if( playRange.GetElementAt( 0 ).Get( startMarker ) && playRange.GetElementAt( 1 ).Get( endMarker ) )
+ {
+ if( mVectorRenderer )
+ {
+ uint32_t frame; // We don't use this later
+ if( mVectorRenderer.GetMarkerInfo( startMarker, startFrame, frame ) && mVectorRenderer.GetMarkerInfo( endMarker, frame, endFrame ) )
+ {
+ valid = true;
+ }
+ }
+ }
+ }
+ }
+ else if( count == 1 )
+ {
+ std::string marker;
+ if( playRange.GetElementAt( 0 ).Get( marker ) )
+ {
+ if( mVectorRenderer )
+ {
+ mVectorRenderer.GetMarkerInfo( marker, startFrame, endFrame );
+ valid = true;
+ }
+ }
+ }
+
+ if( !valid )
+ {
+ DALI_LOG_ERROR( "VectorAnimationTask::SetPlayRange: Invalid range [%p]\n", this );
+ return;
+ }
+
// Make sure the range specified is between 0 and the total frame number
- if( ( startFrame < mTotalFrame ) && ( endFrame < mTotalFrame ) )
+ if( startFrame < mTotalFrame && endFrame < mTotalFrame )
{
// If the range is not in order swap values
if( startFrame > endFrame )
if( startFrame != mStartFrame || endFrame != mEndFrame )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
mStartFrame = startFrame;
mEndFrame = endFrame;
if( mStartFrame > mCurrentFrame )
{
mCurrentFrame = mStartFrame;
-
- mCurrentFrameUpdated = true;
- mResourceReady = false;
}
else if( mEndFrame < mCurrentFrame )
{
mCurrentFrame = mEndFrame;
-
- mCurrentFrameUpdated = true;
- mResourceReady = false;
}
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetPlayRange: [%d, %d] [%p]\n", mStartFrame, mEndFrame, this );
}
}
+ else
+ {
+ DALI_LOG_ERROR( "VectorAnimationTask::SetPlayRange: Invalid range (%d, %d) [%p]\n", startFrame, endFrame, this );
+ return;
+ }
}
void VectorAnimationTask::GetPlayRange( uint32_t& startFrame, uint32_t& endFrame )
endFrame = mEndFrame;
}
-DevelImageVisual::PlayState::Type VectorAnimationTask::GetPlayState() const
-{
- DevelImageVisual::PlayState::Type state = DevelImageVisual::PlayState::STOPPED;
-
- switch( mPlayState )
- {
- case PlayState::PLAYING:
- {
- state = DevelImageVisual::PlayState::PLAYING;
- break;
- }
- case PlayState::PAUSED:
- {
- state = DevelImageVisual::PlayState::PAUSED;
- break;
- }
- case PlayState::STOPPING:
- case PlayState::STOPPED:
- {
- state = DevelImageVisual::PlayState::STOPPED;
- break;
- }
- }
-
- return state;
-}
-
void VectorAnimationTask::SetCurrentFrameNumber( uint32_t frameNumber )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
if( mCurrentFrame == frameNumber )
{
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this );
if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
{
mCurrentFrame = frameNumber;
- mCurrentFrameUpdated = true;
-
mUpdateFrameNumber = false;
- mResourceReady = false;
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this );
}
void VectorAnimationTask::SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
mStopBehavior = stopBehavior;
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this );
void VectorAnimationTask::SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
mLoopingMode = loopingMode;
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this );
bool VectorAnimationTask::Rasterize()
{
- bool stopped = false, needAnimationFinishedTrigger;
- uint32_t currentFrame, startFrame, endFrame;
- int32_t loopCount, currentLoopCount;
- PlayState playState;
+ bool stopped = false;
+ uint32_t currentFrame;
{
ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( mPlayState == PlayState::PLAYING && mUpdateFrameNumber )
+ if( mDestroyTask )
{
- mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
+ // The task will be destroyed. We don't need rasterization.
+ return false;
}
-
- currentFrame = mCurrentFrame;
- startFrame = mStartFrame;
- endFrame = mEndFrame;
- loopCount = mLoopCount;
- currentLoopCount = mCurrentLoop;
- needAnimationFinishedTrigger = mNeedAnimationFinishedTrigger;
- playState = mPlayState;
-
- mResourceReady = true;
- mCurrentFrameUpdated = false;
- mCurrentLoopUpdated = false;
- mUpdateFrameNumber = true;
- mNeedAnimationFinishedTrigger = true;
}
- if( playState == PlayState::STOPPING )
+ ApplyAnimationData();
+
+ if( mPlayState == PlayState::PLAYING && mUpdateFrameNumber )
{
- currentFrame = GetStoppedFrame( startFrame, endFrame, currentFrame );
- ResetValue( mCurrentFrameUpdated, mCurrentFrame, currentFrame, mConditionalWait );
+ mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
+ Dali::ClampInPlace( mCurrentFrame, mStartFrame, mEndFrame );
+ }
+
+ currentFrame = mCurrentFrame;
+
+ mUpdateFrameNumber = true;
+ if( mPlayState == PlayState::STOPPING )
+ {
+ mCurrentFrame = GetStoppedFrame( mStartFrame, mEndFrame, mCurrentFrame );
+ currentFrame = mCurrentFrame;
stopped = true;
}
- else if( playState == PlayState::PLAYING )
+ else if( mPlayState == PlayState::PLAYING )
{
bool animationFinished = false;
- if( currentFrame >= endFrame ) // last frame
+ if( currentFrame >= mEndFrame ) // last frame
{
if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
{
}
else
{
- if( loopCount < 0 || ++currentLoopCount < loopCount ) // repeat forever or before the last loop
+ if( mLoopCount < 0 || ++mCurrentLoop < mLoopCount ) // repeat forever or before the last loop
{
- ResetValue( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
+ mCurrentFrame = mStartFrame;
mUpdateFrameNumber = false;
}
else
{
animationFinished = true; // end of animation
}
- ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
}
}
- else if( currentFrame == startFrame && !mForward ) // first frame
+ else if( currentFrame == mStartFrame && !mForward ) // first frame
{
- if( loopCount < 0 || ++currentLoopCount < loopCount ) // repeat forever or before the last loop
+ if( mLoopCount < 0 || ++mCurrentLoop < mLoopCount ) // repeat forever or before the last loop
{
mForward = true;
}
{
animationFinished = true; // end of animation
}
- ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
}
if( animationFinished )
mCurrentLoop = 0;
// Animation is finished
- if( needAnimationFinishedTrigger && mAnimationFinishedTrigger )
{
- mAnimationFinishedTrigger->Trigger();
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+ if( mNeedAnimationFinishedTrigger && mAnimationFinishedTrigger )
+ {
+ mAnimationFinishedTrigger->Trigger();
+ }
}
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this );
}
bool keepAnimation = true;
- if( playState == PlayState::PAUSED || playState == PlayState::STOPPED )
+ if( mPlayState == PlayState::PAUSED || mPlayState == PlayState::STOPPED )
{
keepAnimation = false;
}
return mNextFrameStartTime;
}
+void VectorAnimationTask::ApplyAnimationData()
+{
+ uint32_t index;
+
+ {
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+
+ if( !mAnimationDataUpdated || mAnimationData[mAnimationDataIndex].resendFlag != 0 )
+ {
+ // Data is not updated or the previous data is not applied yet.
+ return;
+ }
+
+ mAnimationDataIndex = mAnimationDataIndex == 0 ? 1 : 0; // Swap index
+ mAnimationDataUpdated = false;
+
+ index = mAnimationDataIndex;
+ }
+
+ if( mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOP_COUNT )
+ {
+ SetLoopCount( mAnimationData[index].loopCount );
+ }
+
+ if( mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_RANGE )
+ {
+ SetPlayRange( mAnimationData[index].playRange );
+ }
+
+ if( mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_STOP_BEHAVIOR )
+ {
+ SetStopBehavior( mAnimationData[index].stopBehavior );
+ }
+
+ if( mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOPING_MODE )
+ {
+ SetLoopingMode( mAnimationData[index].loopingMode );
+ }
+
+ if( mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_CURRENT_FRAME )
+ {
+ SetCurrentFrameNumber( mAnimationData[index].currentFrame );
+ }
+
+ if( mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_STATE )
+ {
+ if( mAnimationData[index].playState == DevelImageVisual::PlayState::PLAYING )
+ {
+ PlayAnimation();
+ }
+ else if( mAnimationData[index].playState == DevelImageVisual::PlayState::PAUSED )
+ {
+ PauseAnimation();
+ }
+ else if( mAnimationData[index].playState == DevelImageVisual::PlayState::STOPPED )
+ {
+ StopAnimation();
+ }
+ }
+
+ mAnimationData[index].resendFlag = 0;
+}
+
} // namespace Internal
} // namespace Toolkit