#include <dali/devel-api/adaptor-framework/thread-settings.h>
#include <dali/integration-api/adaptors/adaptor.h>
#include <dali/integration-api/debug.h>
-
-// INTERNAL INCLUDES
+#include <chrono>
+#include <thread>
namespace Dali
{
{
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 ResetToStart( bool& updated, uint32_t& value, uint32_t startValue, ConditionalWait& conditionalWait )
+{
+ ConditionalWait::ScopedLock lock( conditionalWait );
+ if( !updated )
+ {
+ value = startValue;
+ }
+}
+
} // unnamed namespace
VectorRasterizeThread::VectorRasterizeThread( const std::string& url )
: mUrl( url ),
mVectorRenderer(),
mConditionalWait(),
- mMutex(),
mResourceReadyTrigger(),
mAnimationFinishedTrigger(),
mPlayRange( 0.0f, 1.0f ),
mPlayState( DevelImageVisual::PlayState::STOPPED ),
+ mFrameDurationNanoSeconds( 0 ),
mProgress( 0.0f ),
+ mFrameRate( 60.0f ),
mCurrentFrame( 0 ),
mTotalFrame( 0 ),
mStartFrame( 0 ),
mNeedRender( false ),
mDestroyThread( false ),
mResourceReady( false ),
+ mCurrentFrameUpdated( false ),
mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
{
- mVectorRenderer = VectorAnimationRenderer::New( mUrl );
+ Initialize();
}
VectorRasterizeThread::~VectorRasterizeThread()
SetThreadName( "VectorImageThread" );
mLogFactory.InstallLogFunction();
- //TODO: check the return value
- StartRender();
-
- while( IsThreadReady() )
+ while( !mDestroyThread )
{
Rasterize();
}
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread\n" );
}
void VectorRasterizeThread::SetRenderer( Renderer renderer )
void VectorRasterizeThread::PlayAnimation()
{
ConditionalWait::ScopedLock lock( mConditionalWait );
+
if( mPlayState != DevelImageVisual::PlayState::PLAYING )
{
- if( mPlayState == DevelImageVisual::PlayState::STOPPED )
- {
- // Reset the current frame and the current loop
- mCurrentFrame = mStartFrame;
- mCurrentLoop = 0;
- }
-
mPlayState = DevelImageVisual::PlayState::PLAYING;
mConditionalWait.Notify( lock );
{
mPlayState = DevelImageVisual::PlayState::STOPPED;
+ mCurrentFrame = mStartFrame;
+ mCurrentFrameUpdated = true;
+
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
}
}
void VectorRasterizeThread::RenderFrame()
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- mNeedRender = true;
- mConditionalWait.Notify( lock );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render\n" );
+ if( !mResourceReady )
+ {
+ mNeedRender = true;
+ mConditionalWait.Notify( lock );
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render\n" );
+ }
}
void VectorRasterizeThread::SetResourceReadyCallback( EventThreadCallback* callback )
void VectorRasterizeThread::SetLoopCount( int32_t count )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
+ if( mLoopCount != count )
+ {
+ ConditionalWait::ScopedLock lock( mConditionalWait );
- mLoopCount = count;
+ mLoopCount = count;
- // Reset progress
- mCurrentLoop = 0;
- mCurrentFrame = mStartFrame;
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d]\n", count );
+ }
}
int32_t VectorRasterizeThread::GetLoopCount() const
void VectorRasterizeThread::SetPlayRange( Vector2 range )
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
// Make sure the range specified is between 0.0 and 1.0
if( range.x >= 0.0f && range.x <= 1.0f && range.y >= 0.0f && range.y <= 1.0f )
{
orderedRange = Vector2( range.y, range.x );
}
- mPlayRange = orderedRange;
-
- if( mTotalFrame != 0 )
+ if( mPlayRange != orderedRange )
{
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+
+ mPlayRange = orderedRange;
+
mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f );
mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f );
+
+ // 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]\n", mStartFrame, mEndFrame );
}
}
}
return mPlayRange;
}
-DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
+void VectorRasterizeThread::SetCurrentProgress( float progress )
{
- return mPlayState;
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+
+ if( progress >= mPlayRange.x && progress <= mPlayRange.y )
+ {
+ mProgress = progress;
+
+ mCurrentFrame = static_cast< uint32_t >( mTotalFrame * progress + 0.5f );
+ mCurrentFrameUpdated = true;
+
+ mResourceReady = false;
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentProgress: progress = %f (%d)\n", progress, mCurrentFrame );
+ }
}
-bool VectorRasterizeThread::IsResourceReady() const
+float VectorRasterizeThread::GetCurrentProgress() const
{
- return mResourceReady;
+ return ( static_cast< float >( mCurrentFrame ) / static_cast< float >( mTotalFrame ) );
}
-bool VectorRasterizeThread::IsThreadReady()
+void VectorRasterizeThread::GetDefaultSize( uint32_t& width, uint32_t& height ) const
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
- {
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::IsThreadReady: Wait\n" );
+ mVectorRenderer.GetDefaultSize( width, height );
+}
- mConditionalWait.Wait( lock );
- }
+DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
+{
+ return mPlayState;
+}
- // Keep the thread alive if this thread is NOT to be destroyed
- return !mDestroyThread;
+bool VectorRasterizeThread::IsResourceReady() const
+{
+ return mResourceReady;
}
-bool VectorRasterizeThread::StartRender()
+void VectorRasterizeThread::Initialize()
{
- //TODO: check the return value
- mVectorRenderer.StartRender();
+ mVectorRenderer = VectorAnimationRenderer::New( mUrl );
mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f );
mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f );
- mCurrentFrame = mStartFrame;
+ mCurrentFrame = std::max( static_cast< uint32_t >( mTotalFrame * mProgress + 0.5f ), mStartFrame );
+
+ mFrameRate = mVectorRenderer.GetFrameRate();
+ mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
+
+ uint32_t width, height;
+ mVectorRenderer.GetDefaultSize( width, height );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StartRender: Renderer is started [%d (%d, %d)]\n", mTotalFrame, mStartFrame, mEndFrame );
+ SetSize( width, height );
- return true;
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps]\n", mUrl.c_str(), mTotalFrame, mFrameRate );
}
void VectorRasterizeThread::Rasterize()
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [%d]\n", mCurrentFrame );
+ bool resourceReady;
+ uint32_t currentFrame, startFrame, endFrame;
+ int32_t loopCount;
+ DevelImageVisual::PlayState playState;
+
+ {
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+
+ if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
+ {
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait\n" );
+
+ if( mPlayState == DevelImageVisual::PlayState::STOPPED )
+ {
+ // Reset the current loop
+ mCurrentLoop = 0;
+ }
+ mConditionalWait.Wait( lock );
+ }
+
+ resourceReady = mResourceReady;
+ currentFrame = mCurrentFrame++;
+ startFrame = mStartFrame;
+ endFrame = mEndFrame;
+ loopCount = mLoopCount;
+ playState = mPlayState;
+
+ mNeedRender = false;
+ mResourceReady = true;
+ mCurrentFrameUpdated = false;
+ }
+
+ auto currentFrameStartTime = std::chrono::system_clock::now();
// Rasterize
- mVectorRenderer.Render( mCurrentFrame );
+ mVectorRenderer.Render( currentFrame );
- if( mPlayState == DevelImageVisual::PlayState::PLAYING )
+ if( playState == DevelImageVisual::PlayState::PLAYING )
{
- if( ++mCurrentFrame >= mEndFrame )
+ if( currentFrame >= endFrame )
{
- if( mLoopCount < 0 )
+ if( loopCount < 0 )
{
// repeat forever
- mCurrentFrame = mStartFrame;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
}
else
{
mCurrentLoop++;
- if( mCurrentLoop >= mLoopCount )
+ if( mCurrentLoop >= loopCount )
{
- // Animation is finished
mPlayState = DevelImageVisual::PlayState::STOPPED;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
+
+ // Animation is finished
mAnimationFinishedTrigger->Trigger();
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" );
}
else
{
- mCurrentFrame = mStartFrame;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
}
}
}
}
- mNeedRender = false;
-
- if( !mResourceReady )
+ if( !resourceReady )
{
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" );
mResourceReadyTrigger->Trigger();
- mResourceReady = true;
}
+
+ 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]\n", currentFrame, sleepDuration.count() );
+#endif
+
+ std::this_thread::sleep_until( timeToSleepUntil );
}
} // namespace Internal