// EXTERNAL INCLUDES
#include <dali/devel-api/adaptor-framework/thread-settings.h>
-#include <dali/integration-api/adaptors/adaptor.h>
#include <dali/integration-api/debug.h>
#include <chrono>
#include <thread>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
namespace Dali
{
namespace
{
-constexpr auto LOOP_FOREVER = -1;
-constexpr auto NANOSECONDS_PER_SECOND( 1e+9 );
-
#if defined(DEBUG_ENABLED)
Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
#endif
-inline void ResetValue( bool& updated, uint32_t& value, uint32_t newValue, ConditionalWait& conditionalWait )
-{
- ConditionalWait::ScopedLock lock( conditionalWait );
- if( !updated )
- {
- value = newValue;
- updated = true;
- }
-}
-
} // unnamed namespace
-VectorRasterizeThread::VectorRasterizeThread( const std::string& url )
-: mUrl( url ),
- mVectorRenderer(),
+VectorRasterizeThread::VectorRasterizeThread()
+: mRasterizeTasks(),
mConditionalWait(),
- mResourceReadyTrigger(),
- mAnimationFinishedTrigger(),
- mPlayState( PlayState::STOPPED ),
- mStopBehavior( DevelImageVisual::StopBehavior::CURRENT_FRAME ),
- mLoopingMode( DevelImageVisual::LoopingMode::RESTART ),
- mFrameDurationNanoSeconds( 0 ),
- mFrameRate( 60.0f ),
- mCurrentFrame( 0 ),
- mTotalFrame( 0 ),
- mStartFrame( 0 ),
- mEndFrame( 0 ),
- mWidth( 0 ),
- mHeight( 0 ),
- mLoopCount( LOOP_FOREVER ),
- mCurrentLoop( 0 ),
- mNeedRender( false ),
+ mCompletedCallback(),
mDestroyThread( false ),
- mResourceReady( false ),
- mCurrentFrameUpdated( false ),
- mForward( true ),
- mUpdateFrameNumber( false ),
+ mIsThreadStarted( false ),
mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
{
- Initialize();
}
VectorRasterizeThread::~VectorRasterizeThread()
ConditionalWait::ScopedLock lock( mConditionalWait );
mDestroyThread = true;
mConditionalWait.Notify( lock );
-
- // This should be called in the main thread to stop waiting for the dequeuable buffer.
- mVectorRenderer.StopRender();
}
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::~VectorRasterizeThread: Join [%p]\n", this );
Join();
}
-void VectorRasterizeThread::Run()
-{
- SetThreadName( "VectorImageThread" );
- mLogFactory.InstallLogFunction();
-
- while( !mDestroyThread )
- {
- Rasterize();
- }
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread [%p]\n", this );
-}
-
-void VectorRasterizeThread::SetRenderer( Renderer renderer )
+void VectorRasterizeThread::SetCompletedCallback( CallbackBase* callback )
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- mVectorRenderer.SetRenderer( renderer );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetRenderer [%p]\n", this );
-}
-
-void VectorRasterizeThread::SetSize( uint32_t width, uint32_t height )
-{
- if( mWidth != width || mHeight != height )
- {
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mVectorRenderer.SetSize( width, height );
-
- mWidth = width;
- mHeight = height;
-
- mResourceReady = false;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetSize: width = %d, height = %d [%p]\n", width, height, this );
- }
+ mCompletedCallback = std::unique_ptr< CallbackBase >( callback );
}
-void VectorRasterizeThread::PlayAnimation()
+void VectorRasterizeThread::AddTask( VectorAnimationTaskPtr task )
{
+ // Lock while adding task to the queue
ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != PlayState::PLAYING )
- {
- mNeedRender = true;
- mUpdateFrameNumber = false;
- mPlayState = PlayState::PLAYING;
- mConditionalWait.Notify( lock );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PlayAnimation: Play [%p]\n", this );
- }
-}
-
-void VectorRasterizeThread::StopAnimation()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != PlayState::STOPPED && mPlayState != PlayState::STOPPING )
+ if( !mIsThreadStarted )
{
- mNeedRender = true;
- mPlayState = PlayState::STOPPING;
- mConditionalWait.Notify( lock );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop [%p]\n", this );
+ Start();
+ mIsThreadStarted = true;
}
-}
-void VectorRasterizeThread::PauseAnimation()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState == PlayState::PLAYING )
+ if( mRasterizeTasks.end() == std::find( mRasterizeTasks.begin(), mRasterizeTasks.end(), task ) )
{
- mPlayState = PlayState::PAUSED;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PauseAnimation: Pause [%p]\n", this );
- }
-}
+ mRasterizeTasks.push_back( task );
-void VectorRasterizeThread::RenderFrame()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( !mResourceReady )
- {
- mNeedRender = true;
+ // wake up the animation thread
mConditionalWait.Notify( lock );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render [%p]\n", this );
- }
-}
-
-void VectorRasterizeThread::SetResourceReadyCallback( EventThreadCallback* callback )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mResourceReadyTrigger = std::unique_ptr< EventThreadCallback >( callback );
-}
-
-void VectorRasterizeThread::SetAnimationFinishedCallback( EventThreadCallback* callback )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mAnimationFinishedTrigger = std::unique_ptr< EventThreadCallback >( callback );
-}
-
-void VectorRasterizeThread::SetLoopCount( int32_t count )
-{
- if( mLoopCount != count )
- {
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- mLoopCount = count;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d] [%p]\n", count, this );
- }
-}
-
-void VectorRasterizeThread::SetPlayRange( uint32_t startFrame, uint32_t endFrame )
-{
- // Make sure the range specified is between 0 and the total frame number
- if( ( startFrame < mTotalFrame ) && ( endFrame < mTotalFrame ) )
- {
- // If the range is not in order swap values
- if( startFrame > endFrame )
- {
- uint32_t temp = startFrame;
- startFrame = endFrame;
- endFrame = temp;
- }
-
- if( startFrame != mStartFrame || endFrame != mEndFrame )
- {
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- mStartFrame = startFrame;
- mEndFrame = endFrame;
-
- // If the current frame is out of the range, change the current frame also.
- if( mStartFrame > mCurrentFrame )
- {
- mCurrentFrame = mStartFrame;
-
- mCurrentFrameUpdated = true;
- mResourceReady = false;
- }
- else if( mEndFrame < mCurrentFrame )
- {
- mCurrentFrame = mEndFrame;
-
- mCurrentFrameUpdated = true;
- mResourceReady = false;
- }
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetPlayRange: [%d, %d] [%p]\n", mStartFrame, mEndFrame, this );
- }
- }
-}
-
-DevelImageVisual::PlayState::Type VectorRasterizeThread::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;
}
-bool VectorRasterizeThread::IsResourceReady() const
-{
- return mResourceReady;
-}
-
-void VectorRasterizeThread::SetCurrentFrameNumber( uint32_t frameNumber )
+void VectorRasterizeThread::Run()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
- {
- mCurrentFrame = frameNumber;
- mCurrentFrameUpdated = true;
-
- mResourceReady = false;
+ SetThreadName( "VectorRasterizeThread" );
+ mLogFactory.InstallLogFunction();
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this );
- }
- else
+ while( !mDestroyThread )
{
- DALI_LOG_ERROR( "Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame );
+ Rasterize();
}
}
-uint32_t VectorRasterizeThread::GetCurrentFrameNumber() const
-{
- return mCurrentFrame;
-}
-
-uint32_t VectorRasterizeThread::GetTotalFrameNumber() const
-{
- return mTotalFrame;
-}
-
-void VectorRasterizeThread::GetDefaultSize( uint32_t& width, uint32_t& height ) const
-{
- mVectorRenderer.GetDefaultSize( width, height );
-}
-
-void VectorRasterizeThread::SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mStopBehavior = stopBehavior;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this );
-}
-
-void VectorRasterizeThread::SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mLoopingMode = loopingMode;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this );
-}
-
-void VectorRasterizeThread::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, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this );
-}
-
void VectorRasterizeThread::Rasterize()
{
- bool resourceReady, stopped = false;
- uint32_t currentFrame, startFrame, endFrame;
- int32_t loopCount;
-
+ VectorAnimationTaskPtr nextTask;
{
+ // Lock while popping task out from the queue
ConditionalWait::ScopedLock lock( mConditionalWait );
- if( ( mPlayState == PlayState::PAUSED || mPlayState == PlayState::STOPPED ) && !mNeedRender && !mDestroyThread )
+ // conditional wait
+ if( mRasterizeTasks.empty() )
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait [%p]\n", this );
mConditionalWait.Wait( lock );
}
- if( mPlayState == PlayState::PLAYING && mUpdateFrameNumber )
- {
- mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
- }
-
- resourceReady = mResourceReady;
- currentFrame = mCurrentFrame;
- startFrame = mStartFrame;
- endFrame = mEndFrame;
- loopCount = mLoopCount;
-
- mNeedRender = false;
- mResourceReady = true;
- mCurrentFrameUpdated = false;
- mUpdateFrameNumber = true;
- }
-
- auto currentFrameStartTime = std::chrono::system_clock::now();
-
- if( mPlayState == PlayState::STOPPING )
- {
- currentFrame = GetStoppedFrame( startFrame, endFrame, currentFrame );
- ResetValue( mCurrentFrameUpdated, mCurrentFrame, currentFrame, mConditionalWait );
-
- stopped = true;
- }
- else if( mPlayState == PlayState::PLAYING )
- {
- bool animationFinished = false;
-
- if( currentFrame >= endFrame ) // last frame
- {
- if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
- {
- mForward = false;
- }
- else
- {
- if( loopCount < 0 || ++mCurrentLoop < loopCount ) // 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.
- mUpdateFrameNumber = false;
- }
- else
- {
- animationFinished = true; // end of animation
- }
- }
- }
- else if( currentFrame == startFrame && !mForward ) // first frame
- {
- if( loopCount < 0 || ++mCurrentLoop < loopCount ) // repeat forever or before the last loop
- {
- mForward = true;
- }
- else
- {
- animationFinished = true; // end of animation
- }
- }
-
- if( animationFinished )
+ // pop out the next task from the queue
+ if( !mRasterizeTasks.empty() )
{
- if( mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME )
- {
- stopped = true;
- }
- else
- {
- mPlayState = PlayState::STOPPING;
- }
+ std::vector< VectorAnimationTaskPtr >::iterator next = mRasterizeTasks.begin();
+ nextTask = *next;
+ mRasterizeTasks.erase( next );
}
}
- // Rasterize
- if( !mVectorRenderer.Render( currentFrame ) )
- {
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this );
- mUpdateFrameNumber = false;
- }
-
- if( !resourceReady )
+ if( nextTask )
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger [%p]\n", this );
+ bool keepAnimation = nextTask->Rasterize();
- mResourceReadyTrigger->Trigger();
- }
-
- if( stopped )
- {
- mPlayState = PlayState::STOPPED;
- mForward = true;
- mCurrentLoop = 0;
-
- // Animation is finished
- mAnimationFinishedTrigger->Trigger();
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished [%p]\n", this );
- }
-
- auto timeToSleepUntil = currentFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds );
-
-#if defined(DEBUG_ENABLED)
- auto sleepDuration = std::chrono::duration_cast< std::chrono::milliseconds >( timeToSleepUntil - std::chrono::system_clock::now() );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [current = %d, sleep duration = %lld] [%p]\n", currentFrame, sleepDuration.count(), this );
-#endif
-
- std::this_thread::sleep_until( timeToSleepUntil );
-}
-
-uint32_t VectorRasterizeThread::GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame )
-{
- uint32_t frame = currentFrame;
-
- switch( mStopBehavior )
- {
- case DevelImageVisual::StopBehavior::FIRST_FRAME:
+ if( mCompletedCallback )
{
- frame = startFrame;
- break;
- }
- case DevelImageVisual::StopBehavior::LAST_FRAME:
- {
- if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
- {
- frame = startFrame;
- }
- else
- {
- frame = endFrame;
- }
- break;
- }
- case DevelImageVisual::StopBehavior::CURRENT_FRAME:
- {
- frame = currentFrame;
- break;
+ CallbackBase::Execute( *mCompletedCallback, nextTask, keepAnimation );
}
}
-
- return frame;
}
} // namespace Internal