/*
- * Copyright (c) 2022 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.
#include <dali-toolkit/devel-api/visuals/visual-actions-devel.h>
#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-feature-builder.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
AnimatedVectorImageVisual::AnimatedVectorImageVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, ImageDimensions size)
: Visual::Base(factoryCache, Visual::FittingMode::FILL, static_cast<Toolkit::Visual::Type>(Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE)),
- mUrl(imageUrl),
+ mImageUrl(imageUrl),
mAnimationData(),
mVectorAnimationTask(new VectorAnimationTask(factoryCache)),
mImageVisualShaderFactory(shaderFactory),
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;
{
if(!mCoreShutdown)
{
+ if(mImageUrl.IsBufferResource())
+ {
+ TextureManager& textureManager = mFactoryCache.GetTextureManager();
+ textureManager.RemoveEncodedImageBuffer(mImageUrl.GetUrl());
+ }
+
auto& vectorAnimationManager = mFactoryCache.GetVectorAnimationManager();
vectorAnimationManager.RemoveObserver(*this);
if(mEventCallback)
{
mFactoryCache.GetVectorAnimationManager().UnregisterEventCallback(mEventCallback);
+ mEventCallback = nullptr;
}
// Finalize animation task and disconnect the signal in the main thread
{
map.Clear();
map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE);
- if(mUrl.IsValid())
+ if(mImageUrl.IsValid())
{
- map.Insert(Toolkit::ImageVisual::Property::URL, mUrl.GetUrl());
+ map.Insert(Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl());
}
map.Insert(Toolkit::DevelImageVisual::Property::LOOP_COUNT, mAnimationData.loopCount);
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
{
DoSetProperty(Toolkit::ImageVisual::Property::DESIRED_HEIGHT, keyValue.second);
}
+ else if(keyValue.first == ENABLE_FRAME_CACHE)
+ {
+ DoSetProperty(Toolkit::DevelImageVisual::Property::ENABLE_FRAME_CACHE, keyValue.second);
+ }
}
}
mAnimationData.playRange = *array;
mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_RANGE;
}
+ else if(value.GetType() == Property::STRING)
+ {
+ std::string markerName;
+ if(value.Get(markerName))
+ {
+ Property::Array array;
+ array.Add(markerName);
+ mAnimationData.playRange = std::move(array);
+ mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_RANGE;
+ }
+ }
break;
}
case Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR:
}
break;
}
+
+ case Toolkit::DevelImageVisual::Property::ENABLE_FRAME_CACHE:
+ {
+ bool enableFrameCache = false;
+ if(value.Get(enableFrameCache))
+ {
+ mEnableFrameCache = enableFrameCache;
+ if(mVectorAnimationTask)
+ {
+ mVectorAnimationTask->KeepRasterizedBuffer(mEnableFrameCache);
+ }
+ }
+ break;
+ }
}
}
void AnimatedVectorImageVisual::OnInitialize(void)
{
mVectorAnimationTask->ResourceReadySignal().Connect(this, &AnimatedVectorImageVisual::OnResourceReady);
- mVectorAnimationTask->SetAnimationFinishedCallback(new EventThreadCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnAnimationFinished)));
+ mVectorAnimationTask->SetAnimationFinishedCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnAnimationFinished));
+ mVectorAnimationTask->SetForceRenderOnceCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnForceRendering));
+
+ EncodedImageBuffer encodedImageBuffer;
- mVectorAnimationTask->RequestLoad(mUrl.GetUrl(), IsSynchronousLoadingRequired());
+ 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);
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
{
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;
}
break;
}
+ case DevelAnimatedVectorImageVisual::Action::FLUSH:
+ {
+ if(DALI_LIKELY(!mCoreShutdown))
+ {
+ SendAnimationData();
+ }
+ break;
+ }
}
TriggerVectorRasterization();
void AnimatedVectorImageVisual::OnResourceReady(VectorAnimationTask::ResourceStatus status)
{
+ AnimatedVectorImageVisualPtr self = this; // Keep reference until this API finished
+
if(status == VectorAnimationTask::ResourceStatus::LOADED)
{
if(mImpl->mEventObserver)
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();
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);
if(mPlayState != DevelImageVisual::PlayState::STOPPED)
}
}
+void AnimatedVectorImageVisual::OnForceRendering(uint32_t playStateId)
+{
+ if(!mCoreShutdown)
+ {
+ Stage::GetCurrent().KeepRendering(0.0f); // Trigger event processing
+ }
+}
+
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)
{
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
- ImageVisualShaderFeature::FeatureBuilder()
+ ImageVisualShaderFeatureBuilder()
.EnableRoundedCorner(IsRoundedCornerRequired())
- .EnableBorderline(IsBorderlineRequired()));
+ .EnableBorderline(IsBorderlineRequired())
+ .SetTextureForFragmentShaderCheck(mUseNativeImage ? mImpl->mRenderer.GetTextures().GetTexture(0) : Dali::Texture()));
}
return shader;
}