Change-Id: Ie9c44a8a3997a644080c934d36e99c8aee804bf2
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
// Wait for animation finish
DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
// Wait for animation finish
DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ // EventThread will be triggered after animation finished (For render forcibly).
+ // TODO : Is this logic will works well on server-side?
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
// Jump to 3
DevelControl::DoAction(actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::JUMP_TO, 3);
// Jump to 3
DevelControl::DoAction(actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::JUMP_TO, 3);
{
mVectorAnimationTask->ResourceReadySignal().Connect(this, &AnimatedVectorImageVisual::OnResourceReady);
mVectorAnimationTask->SetAnimationFinishedCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnAnimationFinished));
{
mVectorAnimationTask->ResourceReadySignal().Connect(this, &AnimatedVectorImageVisual::OnResourceReady);
mVectorAnimationTask->SetAnimationFinishedCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnAnimationFinished));
+ mVectorAnimationTask->SetForceRenderOnceCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnForceRendering));
EncodedImageBuffer encodedImageBuffer;
EncodedImageBuffer encodedImageBuffer;
+void AnimatedVectorImageVisual::OnForceRendering(uint32_t playStateId)
+{
+ if(!mCoreShutdown)
+ {
+ Stage::GetCurrent().KeepRendering(0.0f); // Trigger event processing
+ }
+}
+
void AnimatedVectorImageVisual::SendAnimationData()
{
if(mAnimationData.resendFlag)
void AnimatedVectorImageVisual::SendAnimationData()
{
if(mAnimationData.resendFlag)
void OnAnimationFinished(uint32_t playStateId);
/**
void OnAnimationFinished(uint32_t playStateId);
/**
+ * @brief Event callback from rasterize thread. This is called when we want to ensure rendering next frame.
+ *
+ * @param[in] argument Not using arguments
+ */
+ void OnForceRendering(uint32_t argument);
+
+ /**
* @brief Send animation data to the rasterize thread.
*/
void SendAnimationData();
* @brief Send animation data to the rasterize thread.
*/
void SendAnimationData();
mForward(true),
mUpdateFrameNumber(false),
mNeedAnimationFinishedTrigger(true),
mForward(true),
mUpdateFrameNumber(false),
mNeedAnimationFinishedTrigger(true),
+ mNeedForceRenderOnceTrigger(false),
mAnimationDataUpdated(false),
mDestroyTask(false),
mLoadRequest(false),
mAnimationDataUpdated(false),
mDestroyTask(false),
mLoadRequest(false),
mVectorAnimationThread.RemoveEventTriggerCallbacks(mAnimationFinishedCallback.get());
mAnimationFinishedCallback.reset();
}
mVectorAnimationThread.RemoveEventTriggerCallbacks(mAnimationFinishedCallback.get());
mAnimationFinishedCallback.reset();
}
+ if(mForceRenderOnceCallback)
+ {
+ mVectorAnimationThread.RemoveEventTriggerCallbacks(mForceRenderOnceCallback.get());
+ mForceRenderOnceCallback.reset();
+ }
if(mLoadCompletedCallback)
{
mVectorAnimationThread.RemoveEventTriggerCallbacks(mLoadCompletedCallback.get());
if(mLoadCompletedCallback)
{
mVectorAnimationThread.RemoveEventTriggerCallbacks(mLoadCompletedCallback.get());
{
mPlayState = PlayState::PAUSED;
{
mPlayState = PlayState::PAUSED;
+ // Ensure to render paused frame.
+ mNeedForceRenderOnceTrigger = true;
+
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this);
}
}
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this);
}
}
mAnimationFinishedCallback = std::unique_ptr<CallbackBase>(callback);
}
mAnimationFinishedCallback = std::unique_ptr<CallbackBase>(callback);
}
+void VectorAnimationTask::SetForceRenderOnceCallback(CallbackBase* callback)
+{
+ Mutex::ScopedLock lock(mMutex);
+ mForceRenderOnceCallback = std::unique_ptr<CallbackBase>(callback);
+}
+
void VectorAnimationTask::SetLoopCount(int32_t count)
{
if(mLoopCount != count)
void VectorAnimationTask::SetLoopCount(int32_t count)
{
if(mLoopCount != count)
if(mStartFrame > mCurrentFrame)
{
mCurrentFrame = mStartFrame;
if(mStartFrame > mCurrentFrame)
{
mCurrentFrame = mStartFrame;
+
+ if(mPlayState != PlayState::PLAYING)
+ {
+ // Ensure to render current frame.
+ mNeedForceRenderOnceTrigger = true;
+ }
}
else if(mEndFrame < mCurrentFrame)
{
mCurrentFrame = mEndFrame;
}
else if(mEndFrame < mCurrentFrame)
{
mCurrentFrame = mEndFrame;
+
+ if(mPlayState != PlayState::PLAYING)
+ {
+ // Ensure to render current frame.
+ mNeedForceRenderOnceTrigger = true;
+ }
}
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetPlayRange: [%d, %d] [%s] [%p]\n", mStartFrame, mEndFrame, mImageUrl.GetUrl().c_str(), this);
}
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetPlayRange: [%d, %d] [%s] [%p]\n", mStartFrame, mEndFrame, mImageUrl.GetUrl().c_str(), this);
mCurrentFrame = frameNumber;
mUpdateFrameNumber = false;
mCurrentFrame = frameNumber;
mUpdateFrameNumber = false;
+ if(mPlayState != PlayState::PLAYING)
+ {
+ // Ensure to render current frame.
+ mNeedForceRenderOnceTrigger = true;
+ }
+
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this);
}
else
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this);
}
else
mForward = true;
mCurrentLoop = 0;
mForward = true;
mCurrentLoop = 0;
+ mNeedForceRenderOnceTrigger = true;
+
if(mVectorRenderer)
{
// Notify the Renderer that rendering is stopped.
if(mVectorRenderer)
{
// Notify the Renderer that rendering is stopped.
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this);
}
DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this);
}
+ // Forcely trigger render once if need.
+ if(mNeedForceRenderOnceTrigger)
+ {
+ Mutex::ScopedLock lock(mMutex);
+ if(mForceRenderOnceCallback)
+ {
+ mVectorAnimationThread.AddEventTriggerCallback(mForceRenderOnceCallback.get(), mAppliedPlayStateId);
+ }
+ mNeedForceRenderOnceTrigger = false;
+ }
+
if(mPlayState != PlayState::PAUSED && mPlayState != PlayState::STOPPED)
{
mKeepAnimation = true;
if(mPlayState != PlayState::PAUSED && mPlayState != PlayState::STOPPED)
{
mKeepAnimation = true;
void SetAnimationFinishedCallback(CallbackBase* callback);
/**
void SetAnimationFinishedCallback(CallbackBase* callback);
/**
+ * @brief This callback is called when we want to force render next frame.
+ * @param[in] callback The force render once callback
+ */
+ void SetForceRenderOnceCallback(CallbackBase* 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.
* @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.
Mutex mMutex;
ResourceReadySignalType mResourceReadySignal;
std::unique_ptr<CallbackBase> mAnimationFinishedCallback{};
Mutex mMutex;
ResourceReadySignalType mResourceReadySignal;
std::unique_ptr<CallbackBase> mAnimationFinishedCallback{};
+ std::unique_ptr<CallbackBase> mForceRenderOnceCallback{};
std::unique_ptr<CallbackBase> mLoadCompletedCallback{};
mutable Property::Map mCachedLayerInfo;
mutable Property::Map mCachedMarkerInfo;
std::unique_ptr<CallbackBase> mLoadCompletedCallback{};
mutable Property::Map mCachedLayerInfo;
mutable Property::Map mCachedMarkerInfo;
bool mForward : 1;
bool mUpdateFrameNumber : 1;
bool mNeedAnimationFinishedTrigger : 1;
bool mForward : 1;
bool mUpdateFrameNumber : 1;
bool mNeedAnimationFinishedTrigger : 1;
+ bool mNeedForceRenderOnceTrigger : 1;
bool mAnimationDataUpdated : 1;
bool mDestroyTask : 1;
bool mLoadRequest : 1;
bool mAnimationDataUpdated : 1;
bool mDestroyTask : 1;
bool mLoadRequest : 1;