/*
- * Copyright (c) 2018 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/devel-api/adaptor-framework/thread-settings.h>
-#include <dali/integration-api/adaptors/adaptor.h>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
#include <dali/integration-api/debug.h>
#include <chrono>
#include <thread>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
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" );
+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(),
+VectorRasterizeThread::VectorRasterizeThread()
+: mRasterizeTasks(),
mConditionalWait(),
- 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 ),
- mEndFrame( 0 ),
- mWidth( 0 ),
- mHeight( 0 ),
- mLoopCount( LOOP_FOREVER ),
- mCurrentLoop( 0 ),
- mNeedRender( false ),
- mDestroyThread( false ),
- mResourceReady( false ),
- mCurrentFrameUpdated( false ),
- mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
+ mCompletedCallback(),
+ mDestroyThread(false),
+ mIsThreadStarted(false),
+ mLogFactory(Dali::Adaptor::Get().GetLogFactory())
{
- mVectorRenderer = VectorAnimationRenderer::New( mUrl );
}
VectorRasterizeThread::~VectorRasterizeThread()
{
// Stop the thread
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
+ 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();
+ mConditionalWait.Notify(lock);
}
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::~VectorRasterizeThread: Join\n" );
+ DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::~VectorRasterizeThread: Join [%p]\n", this);
Join();
}
-void VectorRasterizeThread::Run()
+void VectorRasterizeThread::SetCompletedCallback(CallbackBase* callback)
{
- SetThreadName( "VectorImageThread" );
- mLogFactory.InstallLogFunction();
-
- //TODO: check the return value
- StartRender();
+ ConditionalWait::ScopedLock lock(mConditionalWait);
- while( !mDestroyThread )
- {
- Rasterize();
- }
+ mCompletedCallback = std::unique_ptr<CallbackBase>(callback);
}
-void VectorRasterizeThread::SetRenderer( Renderer renderer )
+void VectorRasterizeThread::AddTask(VectorAnimationTaskPtr task)
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- mVectorRenderer.SetRenderer( renderer );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetRenderer\n" );
-}
+ // Lock while adding task to the queue
+ ConditionalWait::ScopedLock lock(mConditionalWait);
-void VectorRasterizeThread::SetSize( uint32_t width, uint32_t height )
-{
- if( mWidth != width || mHeight != height )
+ if(!mIsThreadStarted)
{
- 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\n", width, height );
+ Start();
+ mIsThreadStarted = true;
}
-}
-void VectorRasterizeThread::PlayAnimation()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != DevelImageVisual::PlayState::PLAYING )
+ if(mRasterizeTasks.end() == std::find(mRasterizeTasks.begin(), mRasterizeTasks.end(), task))
{
- mPlayState = DevelImageVisual::PlayState::PLAYING;
- mConditionalWait.Notify( lock );
+ mRasterizeTasks.push_back(task);
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PlayAnimation: Start\n" );
+ // wake up the animation thread
+ mConditionalWait.Notify(lock);
}
}
-void VectorRasterizeThread::StopAnimation()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != DevelImageVisual::PlayState::STOPPED )
- {
- mPlayState = DevelImageVisual::PlayState::STOPPED;
-
- mCurrentFrame = mStartFrame;
- mCurrentFrameUpdated = true;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
- }
-}
-
-void VectorRasterizeThread::PauseAnimation()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState == DevelImageVisual::PlayState::PLAYING )
- {
- mPlayState = DevelImageVisual::PlayState::PAUSED;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PauseAnimation: Pause\n" );
- }
-}
-
-void VectorRasterizeThread::RenderFrame()
+void VectorRasterizeThread::Run()
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
+ SetThreadName("VectorRasterizeThread");
+ mLogFactory.InstallLogFunction();
- if( !mResourceReady )
+ while(!mDestroyThread)
{
- mNeedRender = true;
- mConditionalWait.Notify( lock );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render\n" );
+ Rasterize();
}
}
-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 )
+void VectorRasterizeThread::Rasterize()
{
- if( mLoopCount != count )
+ VectorAnimationTaskPtr nextTask;
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
+ // Lock while popping task out from the queue
+ ConditionalWait::ScopedLock lock(mConditionalWait);
- mLoopCount = count;
- }
-}
-
-int32_t VectorRasterizeThread::GetLoopCount() const
-{
- return mLoopCount;
-}
-
-void VectorRasterizeThread::SetPlayRange( Vector2 range )
-{
- // 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 )
- {
- Vector2 orderedRange( range );
- // If the range is not in order swap values
- if( range.x > range.y )
+ // conditional wait
+ if(mRasterizeTasks.empty())
{
- orderedRange = Vector2( range.y, range.x );
+ mConditionalWait.Wait(lock);
}
- if( mPlayRange != orderedRange )
+ // pop out the next task from the queue
+ if(!mRasterizeTasks.empty())
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- mPlayRange = orderedRange;
-
- if( mTotalFrame != 0 )
- {
- 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;
- }
- }
+ std::vector<VectorAnimationTaskPtr>::iterator next = mRasterizeTasks.begin();
+ nextTask = *next;
+ mRasterizeTasks.erase(next);
}
}
-}
-
-Vector2 VectorRasterizeThread::GetPlayRange() const
-{
- return mPlayRange;
-}
-
-void VectorRasterizeThread::SetCurrentProgress( float progress )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( progress >= mPlayRange.x && progress <= mPlayRange.y )
- {
- mProgress = progress;
-
- if( mTotalFrame != 0 )
- {
- 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 );
- }
-}
-
-float VectorRasterizeThread::GetCurrentProgress() const
-{
- return ( static_cast< float >( mCurrentFrame ) / static_cast< float >( mTotalFrame ) );
-}
-
-DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
-{
- return mPlayState;
-}
-
-bool VectorRasterizeThread::IsResourceReady() const
-{
- return mResourceReady;
-}
-
-bool VectorRasterizeThread::StartRender()
-{
- //TODO: check the return value
- mVectorRenderer.StartRender();
-
- mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
-
- mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f );
- mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f );
-
- mCurrentFrame = std::max( static_cast< uint32_t >( mTotalFrame * mProgress + 0.5f ), mStartFrame );
-
- mFrameRate = mVectorRenderer.GetFrameRate();
- mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StartRender: Renderer is started [%d, %f fps]\n", mTotalFrame, mFrameRate );
-
- return true;
-}
-
-void VectorRasterizeThread::Rasterize()
-{
- bool resourceReady;
- uint32_t currentFrame, startFrame, endFrame;
- int32_t loopCount;
- DevelImageVisual::PlayState playState;
+ if(nextTask)
{
- 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;
- }
+ bool keepAnimation = nextTask->Rasterize();
- auto currentFrameStartTime = std::chrono::system_clock::now();
-
- // Rasterize
- mVectorRenderer.Render( currentFrame );
-
- if( playState == DevelImageVisual::PlayState::PLAYING )
- {
- if( currentFrame >= endFrame )
+ if(mCompletedCallback)
{
- if( loopCount < 0 )
- {
- // repeat forever
- ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
- }
- else
- {
- mCurrentLoop++;
- if( mCurrentLoop >= loopCount )
- {
- mPlayState = DevelImageVisual::PlayState::STOPPED;
-
- // Animation is finished
- mAnimationFinishedTrigger->Trigger();
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" );
- }
- else
- {
- ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
- }
- }
+ CallbackBase::Execute(*mCompletedCallback, nextTask, keepAnimation);
}
}
-
- if( !resourceReady )
- {
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" );
-
- mResourceReadyTrigger->Trigger();
- }
-
- 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", mCurrentFrame, sleepDuration.count() );
-#endif
-
- std::this_thread::sleep_until( timeToSleepUntil );
}
} // namespace Internal