#include <dali/devel-api/scripting/scripting.h>
#include <dali/public-api/adaptor-framework/native-image-source.h>
#include <dali/integration-api/adaptors/adaptor.h>
+#include <dali/integration-api/debug.h>
+#include <dali/public-api/animation/constraint.h>
+#include <dali/devel-api/actors/actor-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/video-view/video-view.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
namespace Dali
{
const char* const WINDOW_SURFACE_TARGET( "windowSurfaceTarget" );
const char* const NATIVE_IMAGE_TARGET( "nativeImageTarget" );
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vertexPosition.xyz *= uSize;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
+ \n
+ void main()\n
+ {\n
+ gl_FragColor = vec4(mixColor, opacity)*uColor;\n
+ }\n
+);
+
+struct TriggerFunctor
+{
+ TriggerFunctor( TriggerEventInterface* notification )
+ : mNotification( notification )
+ {
+ }
+
+ void operator()( bool& current, const PropertyInputContainer& inputs )
+ {
+ if( mNotification != NULL )
+ {
+ mNotification->Trigger();
+ }
+ }
+
+ TriggerEventInterface* mNotification;
+};
+
} // anonymous namepsace
VideoView::VideoView()
: Control( ControlBehaviour( ACTOR_BEHAVIOUR_DEFAULT | DISABLE_STYLE_CHANGE_SIGNALS ) ),
+ mUpdateTriggerPropertyIndex( Property::INVALID_INDEX),
+ mNotification( NULL ),
mCurrentVideoPlayPosition( 0 ),
mIsNativeImageTarget( true ),
mIsPlay( false ),
mIsPause( false )
{
mVideoPlayer = Dali::VideoPlayer::New();
+
+ TriggerEventFactory triggerEventFactory;
+ mNotification = triggerEventFactory.CreateTriggerEvent( MakeCallback(this, &VideoView::UpdateDisplayArea ),
+ TriggerEventInterface::KEEP_ALIVE_AFTER_TRIGGER);
}
VideoView::~VideoView()
{
+ if( mNotification != NULL )
+ {
+ delete mNotification;
+ }
}
Toolkit::VideoView VideoView::New()
mVideoPlayer.SetRenderingTarget( nativeImageSourcePtr );
mVideoPlayer.FinishedSignal().Connect( this, &VideoView::EmitSignalFinish );
+
+ mUpdateTriggerPropertyIndex = Self().RegisterProperty( "updateTrigger", true );
}
void VideoView::SetUrl( const std::string& url )
}
}
+ Property::Value* target = map.Find( RENDERING_TARGET );
+ std::string targetType;
+
+ if( target && target->Get( targetType ) && targetType == WINDOW_SURFACE_TARGET )
+ {
+ this->SetWindowSurfaceTarget();
+ }
+ else if( target && target->Get( targetType ) && targetType == NATIVE_IMAGE_TARGET )
+ {
+ this->SetNativeImageTarget();
+ }
+
RelayoutRequest();
}
case Toolkit::VideoView::Property::VIDEO:
{
std::string videoUrl;
+ Property::Map map;
+
if( value.Get( videoUrl ) )
{
impl.SetUrl( videoUrl );
}
-
- Property::Map map;
- if( value.Get( map ) )
+ else if( value.Get( map ) )
{
- impl.SetPropertyMap( map );
+ Property::Value* shaderValue = map.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
- Property::Value* target = map.Find( RENDERING_TARGET );
- std::string targetType;
- if( target && target->Get( targetType ) && targetType == WINDOW_SURFACE_TARGET )
+ if( map.Count() > 1u || !shaderValue )
{
- impl.SetWindowSurfaceTarget();
+ impl.SetPropertyMap( map );
}
- else if( target && target->Get( targetType ) && targetType == NATIVE_IMAGE_TARGET )
+ else if( impl.mVisual && map.Count() == 1u && shaderValue )
{
- impl.SetNativeImageTarget();
+ Property::Map shaderMap;
+ if( shaderValue->Get( shaderMap ) )
+ {
+ Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
+ visual.SetCustomShader( shaderMap );
+ if( videoView.OnStage() )
+ {
+ visual.SetOffStage( videoView );
+ visual.SetOnStage( videoView );
+ }
+ }
}
}
break;
mVisual.Reset();
}
+ Constraint constraint = Constraint::New<bool>( self, mUpdateTriggerPropertyIndex, TriggerFunctor( mNotification ) );
+ constraint.AddSource( Source( self, Actor::Property::POSITION ) );
+ constraint.AddSource( Source( self, Actor::Property::SIZE ) );
+ constraint.Apply();
+
mVideoPlayer.SetRenderingTarget( Dali::Adaptor::Get().GetNativeWindowHandle() );
mVideoPlayer.SetUrl( mUrl );
mVideoPlayer.Play();
mVideoPlayer.Pause();
}
- mVideoPlayer.SetPlayPosition( curPos );
+
+ if( curPos > 0 )
+ {
+ mVideoPlayer.SetPlayPosition( curPos );
+ }
+
+ // For underlay rendering mode, video display area have to be transparent.
+ Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
+ Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE );
+ renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ZERO );
+ renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE );
+ renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ZERO );
+ self.AddRenderer( renderer );
}
void VideoView::SetNativeImageTarget()
mVideoPlayer.Play();
mVideoPlayer.Pause();
}
- mVideoPlayer.SetPlayPosition( curPos );
+ if( curPos > 0 )
+ {
+ mVideoPlayer.SetPlayPosition( curPos );
+ }
+}
+
+void VideoView::UpdateDisplayArea()
+{
+ Actor self( Self() );
+
+ bool positionUsesAnchorPoint = self.GetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT ).Get< bool >();
+ Vector3 actorSize = self.GetCurrentSize() * self.GetCurrentScale();
+ Vector3 anchorPointOffSet = actorSize * ( positionUsesAnchorPoint ? self.GetCurrentAnchorPoint() : AnchorPoint::TOP_LEFT );
+
+ Vector2 screenPosition = self.GetProperty( DevelActor::Property::SCREEN_POSITION ).Get< Vector2 >();
+
+ mDisplayArea.x = screenPosition.x - anchorPointOffSet.x;
+ mDisplayArea.y = screenPosition.y - anchorPointOffSet.y;
+ mDisplayArea.width = actorSize.x;
+ mDisplayArea.height = actorSize.y;
+
+ mVideoPlayer.SetDisplayArea( mDisplayArea );
}
} // namespace Internal
-} // namespace Toolkit
+} // namespace toolkit
} // namespace Dali