(Vector) Let we send finished signal only for matched sent play/stop from visual
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / animated-vector-image / animated-vector-image-visual.cpp
index 982d6dd..9c81c3b 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 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.
@@ -97,10 +97,13 @@ AnimatedVectorImageVisual::AnimatedVectorImageVisual(VisualFactoryCache& factory
   mPlacementActor(),
   mPlayState(DevelImageVisual::PlayState::STOPPED),
   mEventCallback(nullptr),
+  mLastSentPlayStateId(0u),
   mLoadFailed(false),
   mRendererAdded(false),
   mCoreShutdown(false),
-  mRedrawInScalingDown(true)
+  mRedrawInScalingDown(true),
+  mEnableFrameCache(false),
+  mUseNativeImage(false)
 {
   // the rasterized image is with pre-multiplied alpha format
   mImpl->mFlags |= Visual::Base::Impl::IS_PREMULTIPLIED_ALPHA;
@@ -113,6 +116,12 @@ AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
 {
   if(!mCoreShutdown)
   {
+    if(mImageUrl.IsBufferResource())
+    {
+      TextureManager& textureManager = mFactoryCache.GetTextureManager();
+      textureManager.RemoveEncodedImageBuffer(mImageUrl.GetUrl());
+    }
+
     auto& vectorAnimationManager = mFactoryCache.GetVectorAnimationManager();
     vectorAnimationManager.RemoveObserver(*this);
 
@@ -204,9 +213,14 @@ void AnimatedVectorImageVisual::DoCreatePropertyMap(Property::Map& map) const
   mVectorAnimationTask->GetLayerInfo(layerInfo);
   map.Insert(Toolkit::DevelImageVisual::Property::CONTENT_INFO, layerInfo);
 
+  Property::Map markerInfo;
+  mVectorAnimationTask->GetMarkerInfo(markerInfo);
+  map.Insert(Toolkit::DevelImageVisual::Property::MARKER_INFO, markerInfo);
+
   map.Insert(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, IsSynchronousLoadingRequired());
   map.Insert(Toolkit::ImageVisual::Property::DESIRED_WIDTH, mDesiredSize.GetWidth());
   map.Insert(Toolkit::ImageVisual::Property::DESIRED_HEIGHT, mDesiredSize.GetHeight());
+  map.Insert(Toolkit::DevelImageVisual::Property::ENABLE_FRAME_CACHE, mEnableFrameCache);
 }
 
 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap(Property::Map& map) const
@@ -267,6 +281,10 @@ void AnimatedVectorImageVisual::DoSetProperties(const Property::Map& propertyMap
       {
         DoSetProperty(Toolkit::ImageVisual::Property::DESIRED_HEIGHT, keyValue.second);
       }
+      else if(keyValue.first == ENABLE_FRAME_CACHE)
+      {
+        DoSetProperty(Toolkit::DevelImageVisual::Property::ENABLE_FRAME_CACHE, keyValue.second);
+      }
     }
   }
 
@@ -372,6 +390,20 @@ void AnimatedVectorImageVisual::DoSetProperty(Property::Index index, const Prope
       }
       break;
     }
+
+    case Toolkit::DevelImageVisual::Property::ENABLE_FRAME_CACHE:
+    {
+      bool enableFrameCache = false;
+      if(value.Get(enableFrameCache))
+      {
+        mEnableFrameCache = enableFrameCache;
+        if(mVectorAnimationTask)
+        {
+          mVectorAnimationTask->KeepRasterizedBuffer(mEnableFrameCache);
+        }
+      }
+      break;
+    }
   }
 }
 
@@ -380,7 +412,21 @@ void AnimatedVectorImageVisual::OnInitialize(void)
   mVectorAnimationTask->ResourceReadySignal().Connect(this, &AnimatedVectorImageVisual::OnResourceReady);
   mVectorAnimationTask->SetAnimationFinishedCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnAnimationFinished));
 
-  mVectorAnimationTask->RequestLoad(mImageUrl, IsSynchronousLoadingRequired());
+  EncodedImageBuffer encodedImageBuffer;
+
+  if(mImageUrl.IsBufferResource())
+  {
+    // Increase reference count of External Resources :
+    // EncodedImageBuffer.
+    // Reference count will be decreased at destructor of the visual.
+    TextureManager& textureManager = mFactoryCache.GetTextureManager();
+    textureManager.UseExternalResource(mImageUrl.GetUrl());
+
+    encodedImageBuffer = textureManager.GetEncodedImageBuffer(mImageUrl.GetUrl());
+  }
+
+  mVectorAnimationTask->KeepRasterizedBuffer(mEnableFrameCache);
+  mVectorAnimationTask->RequestLoad(mImageUrl, encodedImageBuffer, IsSynchronousLoadingRequired());
 
   auto& vectorAnimationManager = mFactoryCache.GetVectorAnimationManager();
   vectorAnimationManager.AddObserver(*this);
@@ -413,6 +459,7 @@ void AnimatedVectorImageVisual::DoSetOnScene(Actor& actor)
     Vector2 imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
     mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize, false);
     actor.AddRenderer(mImpl->mRenderer);
+    mRendererAdded = true;
     ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
   }
   else
@@ -519,11 +566,9 @@ void AnimatedVectorImageVisual::OnDoAction(const Property::Index actionId, const
     {
       if(IsOnScene() && mVisualSize != Vector2::ZERO)
       {
-        if(mAnimationData.playState != DevelImageVisual::PlayState::PLAYING)
-        {
-          mAnimationData.playState = DevelImageVisual::PlayState::PLAYING;
-          mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_STATE;
-        }
+        // Always resend Playing state. If task is already playing, it will be ignored at Rasterize time.
+        mAnimationData.playState = DevelImageVisual::PlayState::PLAYING;
+        mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_STATE;
       }
       mPlayState = DevelImageVisual::PlayState::PLAYING;
       break;
@@ -601,6 +646,29 @@ void AnimatedVectorImageVisual::OnResourceReady(VectorAnimationTask::ResourceSta
   else
   {
     mLoadFailed = status == VectorAnimationTask::ResourceStatus::FAILED ? true : false;
+    if(status == VectorAnimationTask::ResourceStatus::READY)
+    {
+      // Texture was ready. Change the shader if we need.
+      bool useNativeImage = false;
+      if(mImpl->mRenderer)
+      {
+        auto textureSet = mImpl->mRenderer.GetTextures();
+        if(textureSet && textureSet.GetTextureCount() > 0)
+        {
+          auto texture = textureSet.GetTexture(0u);
+          if(texture)
+          {
+            useNativeImage = DevelTexture::IsNative(texture);
+
+            if(mUseNativeImage != useNativeImage)
+            {
+              mUseNativeImage = useNativeImage;
+              UpdateShader();
+            }
+          }
+        }
+      }
+    }
 
     // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
     Actor actor = mPlacementActor.GetHandle();
@@ -626,8 +694,14 @@ void AnimatedVectorImageVisual::OnResourceReady(VectorAnimationTask::ResourceSta
   DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "status = %d [%p]\n", status, this);
 }
 
-void AnimatedVectorImageVisual::OnAnimationFinished()
+void AnimatedVectorImageVisual::OnAnimationFinished(uint32_t playStateId)
 {
+  // Only send event when animation is finished by the last Play/Pause/Stop request.
+  if(mLastSentPlayStateId != playStateId)
+  {
+    return;
+  }
+
   AnimatedVectorImageVisualPtr self = this; // Keep reference until this API finished
 
   DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnAnimationFinished: action state = %d [%p]\n", mPlayState, this);
@@ -654,6 +728,13 @@ void AnimatedVectorImageVisual::SendAnimationData()
 {
   if(mAnimationData.resendFlag)
   {
+    if(mAnimationData.resendFlag & VectorAnimationTask::RESEND_PLAY_STATE)
+    {
+      // Keep last sent playId. It will be used when we try to emit AnimationFinished signal.
+      // The OnAnimationFinished signal what before Play/Pause/Stop action send could be come after action sent.
+      // To ensure the OnAnimationFinished signal comes belong to what we sent, we need to keep last sent playId.
+      mAnimationData.playStateId = ++mLastSentPlayStateId;
+    }
     mVectorAnimationTask->SetAnimationData(mAnimationData);
 
     if(mImpl->mRenderer)
@@ -806,7 +887,8 @@ Shader AnimatedVectorImageVisual::GenerateShader() const
       mFactoryCache,
       ImageVisualShaderFeatureBuilder()
         .EnableRoundedCorner(IsRoundedCornerRequired())
-        .EnableBorderline(IsBorderlineRequired()));
+        .EnableBorderline(IsBorderlineRequired())
+        .SetTextureForFragmentShaderCheck(mUseNativeImage ? mImpl->mRenderer.GetTextures().GetTexture(0) : Dali::Texture()));
   }
   return shader;
 }