#define DALI_TOOLKIT_VECTOR_ANIMATION_TASK_H
/*
- * Copyright (c) 2020 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/public-api/object/property-array.h>
#include <dali/devel-api/adaptor-framework/event-thread-callback.h>
#include <dali/devel-api/adaptor-framework/vector-animation-renderer.h>
#include <dali/devel-api/threading/conditional-wait.h>
-#include <memory>
+#include <dali/public-api/object/property-array.h>
#include <chrono>
+#include <memory>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
class VisualFactoryCache;
class VectorAnimationThread;
class VectorAnimationTask;
-typedef IntrusivePtr< VectorAnimationTask > VectorAnimationTaskPtr;
+typedef IntrusivePtr<VectorAnimationTask> VectorAnimationTaskPtr;
/**
* The task of the vector animation.
class VectorAnimationTask : public RefObject
{
public:
-
using UploadCompletedSignalType = Dali::VectorAnimationRenderer::UploadCompletedSignalType;
/**
struct AnimationData
{
AnimationData()
- : resendFlag( 0 ),
+ : resendFlag(0),
playRange(),
playState(),
- stopBehavior( DevelImageVisual::StopBehavior::CURRENT_FRAME ),
- loopingMode( DevelImageVisual::LoopingMode::RESTART ),
- currentFrame( 0 ),
- width( 0 ),
- height( 0 ),
- loopCount( -1 )
+ stopBehavior(DevelImageVisual::StopBehavior::CURRENT_FRAME),
+ loopingMode(DevelImageVisual::LoopingMode::RESTART),
+ currentFrame(0),
+ width(0),
+ height(0),
+ loopCount(-1)
{
}
- AnimationData& operator= ( const AnimationData& rhs )
+ AnimationData& operator=(const AnimationData& rhs)
{
resendFlag |= rhs.resendFlag; // OR resend flag
- playRange = rhs.playRange;
- playState = rhs.playState;
+ playRange = rhs.playRange;
+ playState = rhs.playState;
stopBehavior = rhs.stopBehavior;
- loopingMode = rhs.loopingMode;
+ loopingMode = rhs.loopingMode;
currentFrame = rhs.currentFrame;
- width = rhs.width;
- height = rhs.height;
- loopCount = rhs.loopCount;
+ width = rhs.width;
+ height = rhs.height;
+ loopCount = rhs.loopCount;
return *this;
}
* @brief Constructor.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
- * @param[in] url The url of the vector animation file
*/
- VectorAnimationTask( VisualFactoryCache& factoryCache, const std::string& url );
+ VectorAnimationTask(VisualFactoryCache& factoryCache);
/**
* @brief Destructor.
*/
- virtual ~VectorAnimationTask();
+ ~VectorAnimationTask() override;
/**
* @brief Finalizes the task.
void Finalize();
/**
+ * @brief Loads the animation file.
+ *
+ * @param[in] url The url of the vector animation file
+ * @return True if loading success, false otherwise.
+ */
+ bool Load(const std::string& url);
+
+ /**
* @brief Sets the renderer used to display the result image.
*
* @param[in] renderer The renderer used to display the result image
*/
- void SetRenderer( Renderer renderer );
+ void SetRenderer(Renderer renderer);
/**
* @brief Sets data to specify animation playback.
* @param[in] data The animation data
*/
- void SetAnimationData( const AnimationData& data );
+ void SetAnimationData(const AnimationData& data);
/**
* @brief This callback is called after the animation is finished.
* @param[in] callback The animation finished callback
*/
- void SetAnimationFinishedCallback( EventThreadCallback* callback );
+ void SetAnimationFinishedCallback(EventThreadCallback* callback);
/**
* @brief Gets the playing range in frame number.
* @param[out] startFrame The frame number to specify minimum progress.
* @param[out] endFrame The frame number to specify maximum progress.
*/
- void GetPlayRange( uint32_t& startFrame, uint32_t& endFrame );
+ void GetPlayRange(uint32_t& startFrame, uint32_t& endFrame);
/**
* @brief Retrieves the current frame number of the animation.
* @brief Gets the default size of the file,.
* @return The default size of the file
*/
- void GetDefaultSize( uint32_t& width, uint32_t& height ) const;
+ void GetDefaultSize(uint32_t& width, uint32_t& height) const;
/**
* @brief Gets the layer information of all the child layers.
* @param[out] map The layer information
*/
- void GetLayerInfo( Property::Map& map ) const;
+ void GetLayerInfo(Property::Map& map) const;
/**
* @brief Connect to this signal to be notified when the texture upload is completed.
* @brief Calculates the time for the next frame rasterization.
* @return The time for the next frame rasterization.
*/
- std::chrono::time_point< std::chrono::system_clock > CalculateNextFrameTime( bool renderNow );
+ std::chrono::time_point<std::chrono::system_clock> CalculateNextFrameTime(bool renderNow);
/**
* @brief Gets the time for the next frame rasterization.
* @return The time for the next frame rasterization.
*/
- std::chrono::time_point< std::chrono::system_clock > GetNextFrameTime();
+ std::chrono::time_point<std::chrono::system_clock> GetNextFrameTime();
private:
-
- /**
- * @brief Initializes the vector renderer.
- */
- void Initialize();
-
/**
* @brief Play the vector animation.
*/
* @param[in] width The target image width
* @param[in] height The target image height
*/
- void SetSize( uint32_t width, uint32_t height );
+ void SetSize(uint32_t width, uint32_t height);
/**
* @brief Enable looping for 'count' repeats. -1 means to repeat forever.
* @param[in] count The number of times to loop
*/
- void SetLoopCount( int32_t count );
+ void SetLoopCount(int32_t count);
/**
* @brief Set the playing range in frame number.
* @param[in] playRange The array to specify minimum and maximum progress.
* The animation will play between those values.
*/
- void SetPlayRange( const Property::Array& playRange );
+ void SetPlayRange(const Property::Array& playRange);
/**
* @brief Sets the current frame number of the animation.
* @param[in] frameNumber The new frame number between [0, the maximum frame number] or between the play range if specified.
*/
- void SetCurrentFrameNumber( uint32_t frameNumber );
+ void SetCurrentFrameNumber(uint32_t frameNumber);
/**
* @brief Sets the stop behavior of the animation. This is performed when the animation is stopped.
* @param[in] stopBehavior The stop behavior
*/
- void SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior );
+ void SetStopBehavior(DevelImageVisual::StopBehavior::Type stopBehavior);
/**
* @brief Sets the looping mode.
* Animation plays forwards and then restarts from the beginning or runs backwards again.
* @param[in] loopingMode The looping mode
*/
- void SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode );
+ void SetLoopingMode(DevelImageVisual::LoopingMode::Type loopingMode);
/**
* @brief Gets the frame number when the animation is stopped according to the stop behavior.
*/
- uint32_t GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame );
+ uint32_t GetStoppedFrame(uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame);
/**
* @brief Applies the animation data set by the main thread.
void ApplyAnimationData();
// Undefined
- VectorAnimationTask( const VectorAnimationTask& task ) = delete;
+ VectorAnimationTask(const VectorAnimationTask& task) = delete;
// Undefined
- VectorAnimationTask& operator=( const VectorAnimationTask& task ) = delete;
+ VectorAnimationTask& operator=(const VectorAnimationTask& task) = delete;
private:
-
enum class PlayState
{
- STOPPING, ///< The animation is stopping
- STOPPED, ///< The animation has stopped
- PLAYING, ///< The animation is playing
- PAUSED ///< The animation is paused
+ STOPPING, ///< The animation is stopping
+ STOPPED, ///< The animation has stopped
+ PLAYING, ///< The animation is playing
+ PAUSED ///< The animation is paused
};
- std::string mUrl;
- VectorAnimationRenderer mVectorRenderer;
- AnimationData mAnimationData[2];
- VectorAnimationThread& mVectorAnimationThread;
- ConditionalWait mConditionalWait;
- std::unique_ptr< EventThreadCallback > mAnimationFinishedTrigger;
- PlayState mPlayState;
- DevelImageVisual::StopBehavior::Type mStopBehavior;
- DevelImageVisual::LoopingMode::Type mLoopingMode;
- std::chrono::time_point< std::chrono::system_clock > mNextFrameStartTime;
- int64_t mFrameDurationNanoSeconds;
- float mFrameRate;
- uint32_t mCurrentFrame;
- uint32_t mTotalFrame;
- uint32_t mStartFrame;
- uint32_t mEndFrame;
- uint32_t mWidth;
- uint32_t mHeight;
- uint32_t mAnimationDataIndex;
- int32_t mLoopCount;
- int32_t mCurrentLoop;
- bool mForward;
- bool mUpdateFrameNumber;
- bool mNeedAnimationFinishedTrigger;
- bool mAnimationDataUpdated;
- bool mDestroyTask;
+ std::string mUrl;
+ VectorAnimationRenderer mVectorRenderer;
+ AnimationData mAnimationData[2];
+ VectorAnimationThread& mVectorAnimationThread;
+ ConditionalWait mConditionalWait;
+ std::unique_ptr<EventThreadCallback> mAnimationFinishedTrigger;
+ PlayState mPlayState;
+ DevelImageVisual::StopBehavior::Type mStopBehavior;
+ DevelImageVisual::LoopingMode::Type mLoopingMode;
+ std::chrono::time_point<std::chrono::system_clock> mNextFrameStartTime;
+ int64_t mFrameDurationNanoSeconds;
+ float mFrameRate;
+ uint32_t mCurrentFrame;
+ uint32_t mTotalFrame;
+ uint32_t mStartFrame;
+ uint32_t mEndFrame;
+ uint32_t mWidth;
+ uint32_t mHeight;
+ uint32_t mAnimationDataIndex;
+ int32_t mLoopCount;
+ int32_t mCurrentLoop;
+ bool mForward;
+ bool mUpdateFrameNumber;
+ bool mNeedAnimationFinishedTrigger;
+ bool mAnimationDataUpdated;
+ bool mDestroyTask;
};
} // namespace Internal