#include <dali/devel-api/threading/thread.h>
#include <dali/integration-api/adaptors/log-factory-interface.h>
#include <string>
+#include <memory>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
*/
bool IsResourceReady() const;
+ /**
+ * @brief Sets the progress of the animation.
+ * @param[in] progress The new progress as a normalized value between [0,1] or between the play range if specified.
+ */
+ void SetCurrentProgress( float progress );
+
+ /**
+ * @brief Retrieves the current progress of the animation.
+ * @return The current progress as a normalized value between [0,1]
+ */
+ float GetCurrentProgress() const;
+
protected:
/**
private:
/**
- * @brief Called by the rasterize thread which ensures a wait if required.
- * @return false if the thread should stop.
- */
- bool IsThreadReady();
-
- /**
* @brief Start rendering
*/
bool StartRender();
std::string mUrl;
VectorAnimationRenderer mVectorRenderer;
ConditionalWait mConditionalWait;
- Dali::Mutex mMutex;
- EventThreadCallback* mResourceReadyTrigger;
- EventThreadCallback* mAnimationFinishedTrigger;
+ std::unique_ptr< EventThreadCallback > mResourceReadyTrigger;
+ std::unique_ptr< EventThreadCallback > mAnimationFinishedTrigger;
Vector2 mPlayRange;
DevelImageVisual::PlayState mPlayState;
+ int64_t mFrameDurationNanoSeconds;
float mProgress;
+ float mFrameRate;
uint32_t mCurrentFrame;
uint32_t mTotalFrame;
uint32_t mStartFrame;
bool mNeedRender;
bool mDestroyThread; ///< Whether the thread be destroyed
bool mResourceReady;
+ bool mCurrentFrameUpdated;
const Dali::LogFactoryInterface& mLogFactory; ///< The log factory
};