/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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/math/math-utils.h>
#include <dali/public-api/object/property-array.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-
constexpr auto LOOP_FOREVER = -1;
-constexpr auto NANOSECONDS_PER_SECOND( 1e+9 );
+constexpr auto MICROSECONDS_PER_SECOND(1e+6);
#if defined(DEBUG_ENABLED)
-Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
+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() ),
+VectorAnimationTask::VectorAnimationTask(VisualFactoryCache& factoryCache)
+: mUrl(),
+ mVectorRenderer(VectorAnimationRenderer::New()),
+ mAnimationData(),
+ mVectorAnimationThread(factoryCache.GetVectorAnimationManager().GetVectorAnimationThread()),
mConditionalWait(),
mAnimationFinishedTrigger(),
- mPlayState( PlayState::STOPPED ),
- mStopBehavior( DevelImageVisual::StopBehavior::CURRENT_FRAME ),
- mLoopingMode( DevelImageVisual::LoopingMode::RESTART ),
+ mPlayState(PlayState::STOPPED),
+ mStopBehavior(DevelImageVisual::StopBehavior::CURRENT_FRAME),
+ mLoopingMode(DevelImageVisual::LoopingMode::RESTART),
mNextFrameStartTime(),
- mFrameDurationNanoSeconds( 0 ),
- mFrameRate( 60.0f ),
- mCurrentFrame( 0 ),
- mTotalFrame( 0 ),
- mStartFrame( 0 ),
- mEndFrame( 0 ),
- mWidth( 0 ),
- mHeight( 0 ),
- mLoopCount( LOOP_FOREVER ),
- mCurrentLoop( 0 ),
- mResourceReady( false ),
- mCurrentFrameUpdated( false ),
- mCurrentLoopUpdated( false ),
- mForward( true ),
- mUpdateFrameNumber( false ),
- mNeedAnimationFinishedTrigger( true )
+ mFrameDurationMicroSeconds(MICROSECONDS_PER_SECOND / 60.0f),
+ mFrameRate(60.0f),
+ mCurrentFrame(0),
+ mTotalFrame(0),
+ mStartFrame(0),
+ mEndFrame(0),
+ mDroppedFrames(0),
+ mWidth(0),
+ mHeight(0),
+ mAnimationDataIndex(0),
+ mLoopCount(LOOP_FOREVER),
+ mCurrentLoop(0),
+ mForward(true),
+ mUpdateFrameNumber(false),
+ mNeedAnimationFinishedTrigger(true),
+ mAnimationDataUpdated(false),
+ mDestroyTask(false)
{
- Initialize();
}
VectorAnimationTask::~VectorAnimationTask()
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::~VectorAnimationTask: destructor [%p]\n", this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::~VectorAnimationTask: destructor [%p]\n", this);
}
void VectorAnimationTask::Finalize()
{
+ ConditionalWait::ScopedLock lock(mConditionalWait);
+
// Release some objects in the main thread
- if( mAnimationFinishedTrigger )
+ if(mAnimationFinishedTrigger)
{
mAnimationFinishedTrigger.reset();
}
mVectorRenderer.Finalize();
+
+ mDestroyTask = true;
}
-void VectorAnimationTask::SetRenderer( Renderer renderer )
+bool VectorAnimationTask::Load(const std::string& url)
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
+ mUrl = url;
- mVectorRenderer.SetRenderer( renderer );
+ if(!mVectorRenderer.Load(mUrl))
+ {
+ DALI_LOG_ERROR("VectorAnimationTask::Load: Load failed [%s]\n", mUrl.c_str());
+ return false;
+ }
+
+ mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetRenderer [%p]\n", this );
+ mEndFrame = mTotalFrame - 1;
+
+ mFrameRate = mVectorRenderer.GetFrameRate();
+ mFrameDurationMicroSeconds = MICROSECONDS_PER_SECOND / mFrameRate;
+
+ uint32_t width, height;
+ mVectorRenderer.GetDefaultSize(width, height);
+
+ SetSize(width, height);
+
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Load: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this);
+
+ return true;
}
-void VectorAnimationTask::SetSize( uint32_t width, uint32_t height )
+void VectorAnimationTask::SetRenderer(Renderer renderer)
{
- if( mWidth != width || mHeight != height )
- {
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mVectorRenderer.SetSize( width, height );
+ ConditionalWait::ScopedLock lock(mConditionalWait);
- mWidth = width;
- mHeight = height;
+ mVectorRenderer.SetRenderer(renderer);
- mResourceReady = false;
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetRenderer [%p]\n", this);
+}
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetSize: width = %d, height = %d [%p]\n", width, height, 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::PlayAnimation()
+void VectorAnimationTask::SetSize(uint32_t width, uint32_t height)
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( mPlayState != PlayState::PLAYING )
+ if(mWidth != width || mHeight != height)
{
- mUpdateFrameNumber = false;
- mPlayState = PlayState::PLAYING;
+ mVectorRenderer.SetSize(width, height);
- mVectorAnimationThread.AddTask( this );
+ mWidth = width;
+ mHeight = height;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PlayAnimation: Play [%p]\n", this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetSize: width = %d, height = %d [%p]\n", width, height, this);
}
}
-void VectorAnimationTask::StopAnimation()
+void VectorAnimationTask::PlayAnimation()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != PlayState::STOPPED && mPlayState != PlayState::STOPPING )
+ if(mPlayState != PlayState::PLAYING)
{
- mNeedAnimationFinishedTrigger = false;
- mPlayState = PlayState::STOPPING;
+ mNeedAnimationFinishedTrigger = true;
+ mUpdateFrameNumber = false;
+ mPlayState = PlayState::PLAYING;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::StopAnimation: Stop [%p]\n", this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PlayAnimation: Play [%p]\n", this);
}
}
-void VectorAnimationTask::PauseAnimation()
+void VectorAnimationTask::StopAnimation()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState == PlayState::PLAYING )
+ if(mPlayState != PlayState::STOPPING)
{
- mPlayState = PlayState::PAUSED;
+ mNeedAnimationFinishedTrigger = false;
+ mPlayState = PlayState::STOPPING;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::StopAnimation: Stop [%p]\n", this);
}
}
-void VectorAnimationTask::RenderFrame()
+void VectorAnimationTask::PauseAnimation()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( !mResourceReady )
+ if(mPlayState == PlayState::PLAYING)
{
- mVectorAnimationThread.AddTask( this );
+ mPlayState = PlayState::PAUSED;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::RenderFrame: Render [%p]\n", this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this);
}
}
-void VectorAnimationTask::SetAnimationFinishedCallback( EventThreadCallback* callback )
+void VectorAnimationTask::SetAnimationFinishedCallback(EventThreadCallback* callback)
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( callback )
+ ConditionalWait::ScopedLock lock(mConditionalWait);
+ if(callback)
{
- mAnimationFinishedTrigger = std::unique_ptr< EventThreadCallback >( callback );
+ mAnimationFinishedTrigger = std::unique_ptr<EventThreadCallback>(callback);
}
}
-void VectorAnimationTask::SetLoopCount( int32_t count )
+void VectorAnimationTask::SetLoopCount(int32_t count)
{
- if( mLoopCount != count )
+ if(mLoopCount != count)
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- mLoopCount = count;
+ mLoopCount = count;
mCurrentLoop = 0;
- mCurrentLoopUpdated = true;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopCount: [%d] [%p]\n", count, this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopCount: [%d] [%p]\n", count, this);
}
}
-void VectorAnimationTask::SetPlayRange( Property::Array& playRange )
+void VectorAnimationTask::SetPlayRange(const Property::Array& playRange)
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- bool valid = false;
+ bool valid = false;
uint32_t startFrame = 0, endFrame = 0;
- size_t count = playRange.Count();
+ size_t count = playRange.Count();
- if( count >= 2 )
+ if(count >= 2)
{
int32_t start = 0, end = 0;
- if( playRange.GetElementAt( 0 ).Get( start ) && playRange.GetElementAt( 1 ).Get( end ) )
+ 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;
+ 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(playRange.GetElementAt(0).Get(startMarker) && playRange.GetElementAt(1).Get(endMarker))
{
- if( mVectorRenderer )
+ if(mVectorRenderer)
{
- uint32_t frame; // We don't use this later
- if( mVectorRenderer.GetMarkerInfo( startMarker, startFrame, frame ) && mVectorRenderer.GetMarkerInfo( endMarker, frame, endFrame ) )
+ 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 )
+ else if(count == 1)
{
std::string marker;
- if( playRange.GetElementAt( 0 ).Get( marker ) )
+ if(playRange.GetElementAt(0).Get(marker))
{
- if( mVectorRenderer )
+ if(mVectorRenderer && mVectorRenderer.GetMarkerInfo(marker, startFrame, endFrame))
{
- mVectorRenderer.GetMarkerInfo( marker, startFrame, endFrame );
valid = true;
}
}
}
- if( !valid )
+ if(!valid)
{
- DALI_LOG_ERROR( "VectorAnimationTask::SetPlayRange: Invalid range [%p]\n", this );
+ 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 >= 0 && startFrame < mTotalFrame && endFrame >= 0 && endFrame < mTotalFrame )
+ if(startFrame < mTotalFrame && endFrame < mTotalFrame)
{
// If the range is not in order swap values
- if( startFrame > endFrame )
+ if(startFrame > endFrame)
{
uint32_t temp = startFrame;
- startFrame = endFrame;
- endFrame = temp;
+ startFrame = endFrame;
+ endFrame = temp;
}
- if( startFrame != mStartFrame || endFrame != mEndFrame )
+ if(startFrame != mStartFrame || endFrame != mEndFrame)
{
mStartFrame = startFrame;
- mEndFrame = endFrame;
+ mEndFrame = endFrame;
// If the current frame is out of the range, change the current frame also.
- if( mStartFrame > mCurrentFrame )
+ if(mStartFrame > mCurrentFrame)
{
mCurrentFrame = mStartFrame;
-
- mCurrentFrameUpdated = true;
- mResourceReady = false;
}
- else if( mEndFrame < mCurrentFrame )
+ 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 );
+ 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 );
+ DALI_LOG_ERROR("VectorAnimationTask::SetPlayRange: Invalid range (%d, %d) [%p]\n", startFrame, endFrame, this);
return;
}
}
-void VectorAnimationTask::GetPlayRange( uint32_t& startFrame, uint32_t& endFrame )
+void VectorAnimationTask::GetPlayRange(uint32_t& startFrame, uint32_t& endFrame)
{
startFrame = mStartFrame;
- 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;
+ endFrame = mEndFrame;
}
-void VectorAnimationTask::SetCurrentFrameNumber( uint32_t frameNumber )
+void VectorAnimationTask::SetCurrentFrameNumber(uint32_t frameNumber)
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( mCurrentFrame == frameNumber )
+ if(mCurrentFrame == frameNumber)
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this);
return;
}
- if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
+ if(frameNumber >= mStartFrame && frameNumber <= mEndFrame)
{
- mCurrentFrame = frameNumber;
- mCurrentFrameUpdated = true;
-
+ mCurrentFrame = frameNumber;
mUpdateFrameNumber = false;
- mResourceReady = false;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this);
}
else
{
- DALI_LOG_ERROR( "Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame );
+ DALI_LOG_ERROR("Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame);
}
}
return mTotalFrame;
}
-void VectorAnimationTask::GetDefaultSize( uint32_t& width, uint32_t& height ) const
+void VectorAnimationTask::GetDefaultSize(uint32_t& width, uint32_t& height) const
{
- mVectorRenderer.GetDefaultSize( width, height );
+ mVectorRenderer.GetDefaultSize(width, height);
}
-void VectorAnimationTask::SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior )
+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 );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this);
}
-void VectorAnimationTask::SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode )
+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 );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this);
}
-void VectorAnimationTask::GetLayerInfo( Property::Map& map ) const
+void VectorAnimationTask::GetLayerInfo(Property::Map& map) const
{
- mVectorRenderer.GetLayerInfo( map );
+ mVectorRenderer.GetLayerInfo(map);
}
VectorAnimationTask::UploadCompletedSignalType& VectorAnimationTask::UploadCompletedSignal()
return mVectorRenderer.UploadCompletedSignal();
}
-void VectorAnimationTask::Initialize()
-{
- mVectorRenderer = VectorAnimationRenderer::New( mUrl );
-
- mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
-
- mEndFrame = mTotalFrame - 1;
-
- mFrameRate = mVectorRenderer.GetFrameRate();
- mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
-
- uint32_t width, height;
- mVectorRenderer.GetDefaultSize( width, height );
-
- SetSize( width, height );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Initialize: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, 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 )
+ ConditionalWait::ScopedLock lock(mConditionalWait);
+ 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 + mDroppedFrames + 1 : mCurrentFrame - mDroppedFrames - 1;
+ Dali::ClampInPlace(mCurrentFrame, mStartFrame, mEndFrame);
+ }
+
+ currentFrame = mCurrentFrame;
+
+ mUpdateFrameNumber = true;
- stopped = 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 )
+ if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
{
mForward = false;
}
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
+ 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;
}
else
{
- animationFinished = true; // end of animation
+ animationFinished = true; // end of animation
}
- ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
}
- if( animationFinished )
+ if(animationFinished)
{
- if( mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME )
+ if(mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME)
{
stopped = true;
}
// Rasterize
bool renderSuccess = false;
- if( mVectorRenderer )
+ if(mVectorRenderer)
{
- renderSuccess = mVectorRenderer.Render( currentFrame );
- if( !renderSuccess )
+ renderSuccess = mVectorRenderer.Render(currentFrame);
+ if(!renderSuccess)
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this);
mUpdateFrameNumber = false;
}
}
- if( stopped && renderSuccess )
+ if(stopped && renderSuccess)
{
- mPlayState = PlayState::STOPPED;
- mForward = true;
+ mPlayState = PlayState::STOPPED;
+ mForward = true;
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 );
+ 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 keepAnimation;
}
-uint32_t VectorAnimationTask::GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame )
+uint32_t VectorAnimationTask::GetStoppedFrame(uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame)
{
uint32_t frame = currentFrame;
- switch( mStopBehavior )
+ switch(mStopBehavior)
{
case DevelImageVisual::StopBehavior::FIRST_FRAME:
{
}
case DevelImageVisual::StopBehavior::LAST_FRAME:
{
- if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
+ if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
{
frame = startFrame;
}
return frame;
}
-std::chrono::time_point< std::chrono::system_clock > VectorAnimationTask::CalculateNextFrameTime( bool renderNow )
+VectorAnimationTask::TimePoint VectorAnimationTask::CalculateNextFrameTime(bool renderNow)
{
- // std::chrono::time_point template has second parameter duration which defaults to the std::chrono::system_clock supported
+ // std::chrono::time_point template has second parameter duration which defaults to the std::chrono::steady_clock supported
// duration. In some C++11 implementations it is a milliseconds duration, so it fails to compile unless mNextFrameStartTime
// is casted to use the default duration.
- mNextFrameStartTime = std::chrono::time_point_cast< std::chrono::time_point< std::chrono::system_clock >::duration >(
- mNextFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds ) );
- auto current = std::chrono::system_clock::now();
- if( renderNow || mNextFrameStartTime < current )
+ mNextFrameStartTime = std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds));
+ auto current = std::chrono::steady_clock::now();
+ mDroppedFrames = 0;
+
+ if(renderNow)
{
mNextFrameStartTime = current;
}
+ else if(mNextFrameStartTime < current)
+ {
+ uint32_t droppedFrames = 0;
+
+ while(current > std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds)) && droppedFrames < mTotalFrame)
+ {
+ droppedFrames++;
+ mNextFrameStartTime = std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds));
+ }
+
+ mNextFrameStartTime = current;
+ mDroppedFrames = droppedFrames;
+ }
+
return mNextFrameStartTime;
}
-std::chrono::time_point< std::chrono::system_clock > VectorAnimationTask::GetNextFrameTime()
+VectorAnimationTask::TimePoint VectorAnimationTask::GetNextFrameTime()
{
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