#define DALI_TOOLKIT_INTERNAL_ROLLING_ANIMATED_IMAGE_CACHE_H
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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-toolkit/internal/texture-manager/texture-manager-impl.h>
+#include <dali-toolkit/internal/visuals/animated-image/image-cache.h>
#include <dali/devel-api/adaptor-framework/animated-image-loading.h>
#include <dali/devel-api/common/circular-queue.h>
-#include <dali-toolkit/internal/visuals/animated-image/image-cache.h>
-#include <dali-toolkit/internal/visuals/texture-manager-impl.h>
namespace Dali
{
{
namespace Internal
{
-
/**
* Class to manage a rolling cache of Animated images, where the cache size
* is smaller than the total number of images.
{
public:
/**
- * Constructor.
+ * @brief Constructor.
* @param[in] textureManager The texture manager
* @param[in] animatedImageLoader The loaded animated image
- * @param[in] frameCount The number of frames in the animated image
* @param[in] observer FrameReady observer
* @param[in] cacheSize The size of the cache
* @param[in] batchSize The size of a batch to load
* This will start loading textures immediately, according to the
* batch and cache sizes.
*/
- RollingAnimatedImageCache( TextureManager& textureManager,
- AnimatedImageLoading& animatedImageLoader,
- uint32_t frameCount,
- ImageCache::FrameReadyObserver& observer,
- uint16_t cacheSize,
- uint16_t batchSize,
- bool isSynchronousLoading );
+ RollingAnimatedImageCache(TextureManager& textureManager,
+ AnimatedImageLoading& animatedImageLoader,
+ ImageCache::FrameReadyObserver& observer,
+ uint16_t cacheSize,
+ uint16_t batchSize,
+ bool isSynchronousLoading);
/**
- * Destructor
+ * @brief Destructor
*/
~RollingAnimatedImageCache() override;
/**
- * Get the Nth frame. If it's not ready, this will trigger the
- * sending of FrameReady() when the image becomes ready.
+ * @copydoc Internal::ImageCache::Frame()
*/
- TextureSet Frame( uint32_t frameIndex ) override;
+ TextureSet Frame(uint32_t frameIndex) override;
/**
- * Get the first frame. If it's not ready, this will trigger the
- * sending of FrameReady() when the image becomes ready.
+ * @copydoc Internal::ImageCache::FirstFrame()
*/
TextureSet FirstFrame() override;
/**
- * Get the interval of Nth frame.
+ * @copydoc Internal::ImageCache::GetFrameInterval()
+ */
+ uint32_t GetFrameInterval(uint32_t frameIndex) const override;
+
+ /**
+ * @copydoc Internal::ImageCache::GetCurrentFrameIndex()
+ */
+ int32_t GetCurrentFrameIndex() const override;
+
+ /**
+ * @copydoc Internal::ImageCache::GetTotalFrameCount()
+ */
+ int32_t GetTotalFrameCount() const override;
+
+ /**
+ * @copydoc Internal::ImageCache::ClearCache()
*/
- uint32_t GetFrameInterval( uint32_t frameIndex ) override;
+ void ClearCache() override;
private:
/**
+ * @brief Check whether the front frame is ready or not.
+ *
* @return true if the front frame is ready
*/
bool IsFrontReady() const;
/**
- * Request to Load a frame
+ * @brief Request to Load a frame
+ *
+ * @param[in] frameIndex index of frame to be loaded.
+ * @param[in] useCache true if this frame loading uses cache.
+ * @param[in] synchronousLoading true if the frame should be loaded synchronously
+ *
+ * @return the texture set currently loaded.
*/
- void RequestFrameLoading( uint32_t frameIndex );
+ TextureSet RequestFrameLoading(uint32_t frameIndex, bool useCache, bool synchronousLoading);
/**
- * Load the next batch of images
+ * @brief Load the next batch of images
+ *
+ * @param[in] frameIndex starting frame index of batch to be loaded.
*/
- void LoadBatch();
+ void LoadBatch(uint32_t frameIndex);
/**
- * Find the matching image frame, and set it to ready
+ * @brief Find the matching image frame, and set it to ready
+ *
+ * @param[in] textureId texture id to be marked as ready.
*/
- void SetImageFrameReady( TextureManager::TextureId textureId );
+ void SetImageFrameReady(TextureManager::TextureId textureId);
/**
- * Get the texture set of the front frame.
- * @return the texture set
+ * @brief Get the texture set of the front frame.
+ *
+ * @return the texture set of the front of Cache.
*/
TextureSet GetFrontTextureSet() const;
/**
- * Get the texture id of the given index
+ * @brief Get the texture id of the given index
+ *
+ * @param[in] index index of the queue.
*/
- TextureManager::TextureId GetCachedTextureId( int index ) const;
+ TextureManager::TextureId GetCachedTextureId(int index) const;
/**
- * Check if the front frame has become ready - if so, inform observer
- * @param[in] wasReady Readiness before call.
+ * @brief Make the loaded frame ready and notify it to the texture upload observer
+ *
+ * @param[in] loadSuccess whether the loading is succeded or not.
+ * @param[in] textureSet textureSet for this frame.
+ * @param[in] interval interval between this frame and next frame.
*/
- void CheckFrontFrame( bool wasReady );
+ void MakeFrameReady(bool loadSuccess, TextureSet textureSet, uint32_t interval);
protected:
- void UploadComplete(
- bool loadSuccess,
- int32_t textureId,
- TextureSet textureSet,
- bool useAtlasing,
- const Vector4& atlasRect,
- bool preMultiplied ) override;
-
- void LoadComplete(
- bool loadSuccess,
- Devel::PixelBuffer pixelBuffer,
- const VisualUrl& url,
- bool preMultiplied ) override;
+ /**
+ * @copydoc Toolkit::TextureUploadObserver::LoadComplete()
+ */
+ void LoadComplete(bool loadSuccess, TextureInformation textureInformation) override;
private:
+
/**
* Secondary class to hold readiness and index into url
*/
struct ImageFrame
{
- unsigned int mFrameNumber = 0u;
- bool mReady = false;
+ uint32_t mFrameNumber = 0u;
+ bool mReady = false;
};
- Dali::AnimatedImageLoading mAnimatedImageLoading;
- uint32_t mFrameCount;
- int mFrameIndex;
- std::vector<UrlStore> mImageUrls;
- std::vector<int32_t> mIntervals;
- std::vector<uint32_t> mLoadWaitingQueue;
- CircularQueue<ImageFrame> mQueue;
- bool mIsSynchronousLoading;
- bool mOnLoading;
+ Dali::AnimatedImageLoading mAnimatedImageLoading;
+ uint32_t mFrameCount;
+ uint32_t mFrameIndex;
+ uint32_t mCacheSize;
+ std::vector<UrlStore> mImageUrls;
+ std::vector<int32_t> mIntervals;
+ std::vector<uint32_t> mLoadWaitingQueue;
+ CircularQueue<ImageFrame> mQueue;
+ bool mIsSynchronousLoading;
};
} // namespace Internal