Apply to update shaders when CornerRadius/Borderline Animate
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / animated-vector-image / animated-vector-image-visual.cpp
1 /*
2  * Copyright (c) 2021 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.h>
20
21 // EXTERNAL INCLUDES
22 #include <dali/devel-api/adaptor-framework/window-devel.h>
23 #include <dali/devel-api/common/stage.h>
24 #include <dali/devel-api/rendering/renderer-devel.h>
25 #include <dali/integration-api/debug.h>
26
27 // INTERNAL INCLUDES
28 #include <dali-toolkit/devel-api/visuals/animated-vector-image-visual-signals-devel.h>
29 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
30 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
31 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
32 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
33 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
34 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
35 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
36 #include <dali-toolkit/public-api/visuals/visual-properties.h>
37
38 namespace Dali
39 {
40 namespace Toolkit
41 {
42 namespace Internal
43 {
44 namespace
45 {
46 const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
47
48 // stop behavior
49 DALI_ENUM_TO_STRING_TABLE_BEGIN(STOP_BEHAVIOR)
50   DALI_ENUM_TO_STRING_WITH_SCOPE(Dali::Toolkit::DevelImageVisual::StopBehavior, CURRENT_FRAME)
51   DALI_ENUM_TO_STRING_WITH_SCOPE(Dali::Toolkit::DevelImageVisual::StopBehavior, FIRST_FRAME)
52   DALI_ENUM_TO_STRING_WITH_SCOPE(Dali::Toolkit::DevelImageVisual::StopBehavior, LAST_FRAME)
53 DALI_ENUM_TO_STRING_TABLE_END(STOP_BEHAVIOR)
54
55 // looping mode
56 DALI_ENUM_TO_STRING_TABLE_BEGIN(LOOPING_MODE)
57   DALI_ENUM_TO_STRING_WITH_SCOPE(Dali::Toolkit::DevelImageVisual::LoopingMode, RESTART)
58   DALI_ENUM_TO_STRING_WITH_SCOPE(Dali::Toolkit::DevelImageVisual::LoopingMode, AUTO_REVERSE)
59 DALI_ENUM_TO_STRING_TABLE_END(LOOPING_MODE)
60
61 #if defined(DEBUG_ENABLED)
62 Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_VECTOR_ANIMATION");
63 #endif
64
65 } // unnamed namespace
66
67 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
68 {
69   AnimatedVectorImageVisualPtr visual(new AnimatedVectorImageVisual(factoryCache, shaderFactory, imageUrl));
70   visual->SetProperties(properties);
71   visual->Initialize();
72   return visual;
73 }
74
75 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
76 {
77   AnimatedVectorImageVisualPtr visual(new AnimatedVectorImageVisual(factoryCache, shaderFactory, imageUrl));
78   visual->Initialize();
79   return visual;
80 }
81
82 AnimatedVectorImageVisual::AnimatedVectorImageVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
83 : Visual::Base(factoryCache, Visual::FittingMode::FILL, static_cast<Toolkit::Visual::Type>(Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE)),
84   mUrl(imageUrl),
85   mAnimationData(),
86   mVectorAnimationTask(new VectorAnimationTask(factoryCache)),
87   mImageVisualShaderFactory(shaderFactory),
88   mVisualSize(),
89   mVisualScale(Vector2::ONE),
90   mPlacementActor(),
91   mPlayState(DevelImageVisual::PlayState::STOPPED),
92   mEventCallback(nullptr),
93   mLoadFailed(false),
94   mRendererAdded(false),
95   mCoreShutdown(false),
96   mRedrawInScalingDown(true)
97 {
98   // the rasterized image is with pre-multiplied alpha format
99   mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
100
101   if(!mVectorAnimationTask->Load(mUrl.GetUrl()))
102   {
103     mLoadFailed = true;
104   }
105
106   mVectorAnimationTask->UploadCompletedSignal().Connect(this, &AnimatedVectorImageVisual::OnUploadCompleted);
107   mVectorAnimationTask->SetAnimationFinishedCallback(new EventThreadCallback(MakeCallback(this, &AnimatedVectorImageVisual::OnAnimationFinished)));
108
109   auto& vectorAnimationManager = mFactoryCache.GetVectorAnimationManager();
110   vectorAnimationManager.AddObserver(*this);
111 }
112
113 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
114 {
115   if(!mCoreShutdown)
116   {
117     auto& vectorAnimationManager = mFactoryCache.GetVectorAnimationManager();
118     vectorAnimationManager.RemoveObserver(*this);
119
120     if(mEventCallback)
121     {
122       mFactoryCache.GetVectorAnimationManager().UnregisterEventCallback(mEventCallback);
123     }
124
125     // Finalize animation task and disconnect the signal in the main thread
126     mVectorAnimationTask->UploadCompletedSignal().Disconnect(this, &AnimatedVectorImageVisual::OnUploadCompleted);
127     mVectorAnimationTask->Finalize();
128   }
129 }
130
131 void AnimatedVectorImageVisual::VectorAnimationManagerDestroyed()
132 {
133   // Core is shutting down. Don't talk to the plugin any more.
134   mCoreShutdown = true;
135 }
136
137 void AnimatedVectorImageVisual::GetNaturalSize(Vector2& naturalSize)
138 {
139   if(mVisualSize != Vector2::ZERO)
140   {
141     naturalSize = mVisualSize;
142   }
143   else
144   {
145     uint32_t width, height;
146     mVectorAnimationTask->GetDefaultSize(width, height);
147     naturalSize.x = width;
148     naturalSize.y = height;
149   }
150
151   DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::GetNaturalSize: w = %f, h = %f [%p]\n", naturalSize.width, naturalSize.height, this);
152 }
153
154 void AnimatedVectorImageVisual::DoCreatePropertyMap(Property::Map& map) const
155 {
156   map.Clear();
157   map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE);
158   if(mUrl.IsValid())
159   {
160     map.Insert(Toolkit::ImageVisual::Property::URL, mUrl.GetUrl());
161   }
162   map.Insert(Toolkit::DevelImageVisual::Property::LOOP_COUNT, mAnimationData.loopCount);
163
164   uint32_t startFrame, endFrame;
165   mVectorAnimationTask->GetPlayRange(startFrame, endFrame);
166
167   Property::Array playRange;
168   playRange.PushBack(static_cast<int32_t>(startFrame));
169   playRange.PushBack(static_cast<int32_t>(endFrame));
170   map.Insert(Toolkit::DevelImageVisual::Property::PLAY_RANGE, playRange);
171
172   map.Insert(Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast<int32_t>(mPlayState));
173   map.Insert(Toolkit::DevelImageVisual::Property::CURRENT_FRAME_NUMBER, static_cast<int32_t>(mVectorAnimationTask->GetCurrentFrameNumber()));
174   map.Insert(Toolkit::DevelImageVisual::Property::TOTAL_FRAME_NUMBER, static_cast<int32_t>(mVectorAnimationTask->GetTotalFrameNumber()));
175
176   map.Insert(Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR, mAnimationData.stopBehavior);
177   map.Insert(Toolkit::DevelImageVisual::Property::LOOPING_MODE, mAnimationData.loopingMode);
178   map.Insert(Toolkit::DevelImageVisual::Property::REDRAW_IN_SCALING_DOWN, mRedrawInScalingDown);
179
180   Property::Map layerInfo;
181   mVectorAnimationTask->GetLayerInfo(layerInfo);
182   map.Insert(Toolkit::DevelImageVisual::Property::CONTENT_INFO, layerInfo);
183 }
184
185 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap(Property::Map& map) const
186 {
187   // Do nothing
188 }
189
190 void AnimatedVectorImageVisual::DoSetProperties(const Property::Map& propertyMap)
191 {
192   // url already passed in from constructor
193   for(Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter)
194   {
195     KeyValuePair keyValue = propertyMap.GetKeyValue(iter);
196     if(keyValue.first.type == Property::Key::INDEX)
197     {
198       DoSetProperty(keyValue.first.indexKey, keyValue.second);
199     }
200     else
201     {
202       if(keyValue.first == LOOP_COUNT_NAME)
203       {
204         DoSetProperty(Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second);
205       }
206       else if(keyValue.first == PLAY_RANGE_NAME)
207       {
208         DoSetProperty(Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second);
209       }
210       else if(keyValue.first == STOP_BEHAVIOR_NAME)
211       {
212         DoSetProperty(Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR, keyValue.second);
213       }
214       else if(keyValue.first == LOOPING_MODE_NAME)
215       {
216         DoSetProperty(Toolkit::DevelImageVisual::Property::LOOPING_MODE, keyValue.second);
217       }
218       else if(keyValue.first == REDRAW_IN_SCALING_DOWN_NAME)
219       {
220         DoSetProperty(Toolkit::DevelImageVisual::Property::REDRAW_IN_SCALING_DOWN, keyValue.second);
221       }
222     }
223   }
224
225   TriggerVectorRasterization();
226 }
227
228 void AnimatedVectorImageVisual::DoSetProperty(Property::Index index, const Property::Value& value)
229 {
230   switch(index)
231   {
232     case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
233     {
234       int32_t loopCount;
235       if(value.Get(loopCount))
236       {
237         mAnimationData.loopCount = loopCount;
238         mAnimationData.resendFlag |= VectorAnimationTask::RESEND_LOOP_COUNT;
239       }
240       break;
241     }
242     case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
243     {
244       const Property::Array* array = value.GetArray();
245       if(array)
246       {
247         mAnimationData.playRange = *array;
248         mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_RANGE;
249       }
250       break;
251     }
252     case Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR:
253     {
254       int32_t stopBehavior = mAnimationData.stopBehavior;
255       if(Scripting::GetEnumerationProperty(value, STOP_BEHAVIOR_TABLE, STOP_BEHAVIOR_TABLE_COUNT, stopBehavior))
256       {
257         mAnimationData.stopBehavior = DevelImageVisual::StopBehavior::Type(stopBehavior);
258         mAnimationData.resendFlag |= VectorAnimationTask::RESEND_STOP_BEHAVIOR;
259       }
260       break;
261     }
262     case Toolkit::DevelImageVisual::Property::LOOPING_MODE:
263     {
264       int32_t loopingMode = mAnimationData.loopingMode;
265       if(Scripting::GetEnumerationProperty(value, LOOPING_MODE_TABLE, LOOPING_MODE_TABLE_COUNT, loopingMode))
266       {
267         mAnimationData.loopingMode = DevelImageVisual::LoopingMode::Type(loopingMode);
268         mAnimationData.resendFlag |= VectorAnimationTask::RESEND_LOOPING_MODE;
269       }
270       break;
271     }
272     case Toolkit::DevelImageVisual::Property::REDRAW_IN_SCALING_DOWN:
273     {
274       bool redraw;
275       if(value.Get(redraw))
276       {
277         mRedrawInScalingDown = redraw;
278       }
279       break;
280     }
281   }
282 }
283
284 void AnimatedVectorImageVisual::OnInitialize(void)
285 {
286   Shader shader = GenerateShader();
287
288   Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
289
290   mImpl->mRenderer = Renderer::New(geometry, shader);
291
292   TextureSet textureSet = TextureSet::New();
293   mImpl->mRenderer.SetTextures(textureSet);
294
295   // Register transform properties
296   mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
297 }
298
299 void AnimatedVectorImageVisual::DoSetOnScene(Actor& actor)
300 {
301   // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
302
303   // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
304   mPlacementActor = actor;
305
306   if(mLoadFailed)
307   {
308     TextureSet textureSet = TextureSet::New();
309     mImpl->mRenderer.SetTextures(textureSet);
310
311     Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
312     textureSet.SetTexture(0u, brokenImage);
313
314     actor.AddRenderer(mImpl->mRenderer);
315
316     ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
317   }
318   else
319   {
320     mVectorAnimationTask->SetRenderer(mImpl->mRenderer);
321
322     // Add property notification for scaling & size
323     mScaleNotification = actor.AddPropertyNotification(Actor::Property::WORLD_SCALE, StepCondition(0.1f, 1.0f));
324     mScaleNotification.NotifySignal().Connect(this, &AnimatedVectorImageVisual::OnScaleNotification);
325
326     mSizeNotification = actor.AddPropertyNotification(Actor::Property::SIZE, StepCondition(3.0f));
327     mSizeNotification.NotifySignal().Connect(this, &AnimatedVectorImageVisual::OnSizeNotification);
328
329     DevelActor::VisibilityChangedSignal(actor).Connect(this, &AnimatedVectorImageVisual::OnControlVisibilityChanged);
330
331     Window window = DevelWindow::Get(actor);
332     if(window)
333     {
334       DevelWindow::VisibilityChangedSignal(window).Connect(this, &AnimatedVectorImageVisual::OnWindowVisibilityChanged);
335     }
336   }
337
338   DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOnScene [%p]\n", this);
339 }
340
341 void AnimatedVectorImageVisual::DoSetOffScene(Actor& actor)
342 {
343   StopAnimation();
344   SendAnimationData();
345
346   if(mImpl->mRenderer)
347   {
348     actor.RemoveRenderer(mImpl->mRenderer);
349     mRendererAdded = false;
350   }
351
352   // Remove property notification
353   actor.RemovePropertyNotification(mScaleNotification);
354   actor.RemovePropertyNotification(mSizeNotification);
355
356   DevelActor::VisibilityChangedSignal(actor).Disconnect(this, &AnimatedVectorImageVisual::OnControlVisibilityChanged);
357
358   Window window = DevelWindow::Get(actor);
359   if(window)
360   {
361     DevelWindow::VisibilityChangedSignal(window).Disconnect(this, &AnimatedVectorImageVisual::OnWindowVisibilityChanged);
362   }
363
364   mPlacementActor.Reset();
365
366   // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
367   mVisualSize  = Vector2::ZERO;
368   mVisualScale = Vector2::ONE;
369
370   DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOffScene [%p]\n", this);
371 }
372
373 void AnimatedVectorImageVisual::OnSetTransform()
374 {
375   Vector2 visualSize = mImpl->mTransform.GetVisualSize(mImpl->mControlSize);
376
377   if(IsOnScene() && visualSize != mVisualSize)
378   {
379     DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnSetTransform: width = %f, height = %f [%p]\n", visualSize.width, visualSize.height, this);
380
381     mVisualSize = visualSize;
382
383     SetVectorImageSize();
384
385     if(mPlayState == DevelImageVisual::PlayState::PLAYING && mAnimationData.playState != DevelImageVisual::PlayState::PLAYING)
386     {
387       mAnimationData.playState = DevelImageVisual::PlayState::PLAYING;
388       mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_STATE;
389     }
390
391     SendAnimationData();
392   }
393 }
394
395 void AnimatedVectorImageVisual::UpdateShader()
396 {
397   if(mImpl->mRenderer)
398   {
399     Shader shader = GenerateShader();
400     mImpl->mRenderer.SetShader(shader);
401   }
402 }
403
404 void AnimatedVectorImageVisual::OnDoAction(const Property::Index actionId, const Property::Value& attributes)
405 {
406   // Check if action is valid for this visual type and perform action if possible
407   switch(actionId)
408   {
409     case DevelAnimatedVectorImageVisual::Action::PLAY:
410     {
411       if(IsOnScene() && mVisualSize != Vector2::ZERO)
412       {
413         if(mAnimationData.playState != DevelImageVisual::PlayState::PLAYING)
414         {
415           mAnimationData.playState = DevelImageVisual::PlayState::PLAYING;
416           mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_STATE;
417         }
418       }
419       mPlayState = DevelImageVisual::PlayState::PLAYING;
420       break;
421     }
422     case DevelAnimatedVectorImageVisual::Action::PAUSE:
423     {
424       if(mAnimationData.playState == DevelImageVisual::PlayState::PLAYING)
425       {
426         mAnimationData.playState = DevelImageVisual::PlayState::PAUSED;
427         mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_STATE;
428       }
429       mPlayState = DevelImageVisual::PlayState::PAUSED;
430       break;
431     }
432     case DevelAnimatedVectorImageVisual::Action::STOP:
433     {
434       if(mAnimationData.playState != DevelImageVisual::PlayState::STOPPED)
435       {
436         mAnimationData.playState = DevelImageVisual::PlayState::STOPPED;
437         mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_STATE;
438       }
439       mPlayState = DevelImageVisual::PlayState::STOPPED;
440       break;
441     }
442     case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
443     {
444       int32_t frameNumber;
445       if(attributes.Get(frameNumber))
446       {
447         mAnimationData.currentFrame = frameNumber;
448         mAnimationData.resendFlag |= VectorAnimationTask::RESEND_CURRENT_FRAME;
449       }
450       break;
451     }
452     case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
453     {
454       const Property::Map* map = attributes.GetMap();
455       if(map)
456       {
457         DoSetProperties(*map);
458       }
459       break;
460     }
461   }
462
463   TriggerVectorRasterization();
464 }
465
466 void AnimatedVectorImageVisual::OnUploadCompleted()
467 {
468   // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
469   Actor actor = mPlacementActor.GetHandle();
470   if(actor && !mRendererAdded)
471   {
472     actor.AddRenderer(mImpl->mRenderer);
473     mRendererAdded = true;
474
475     ResourceReady(Toolkit::Visual::ResourceStatus::READY);
476
477     DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnUploadCompleted: Renderer is added [%p]\n", this);
478   }
479 }
480
481 void AnimatedVectorImageVisual::OnAnimationFinished()
482 {
483   DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnAnimationFinished: action state = %d [%p]\n", mPlayState, this);
484
485   if(mPlayState != DevelImageVisual::PlayState::STOPPED)
486   {
487     mPlayState = DevelImageVisual::PlayState::STOPPED;
488
489     mAnimationData.playState = DevelImageVisual::PlayState::STOPPED;
490
491     if(mImpl->mEventObserver)
492     {
493       mImpl->mEventObserver->NotifyVisualEvent(*this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED);
494     }
495   }
496
497   if(mImpl->mRenderer)
498   {
499     mImpl->mRenderer.SetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED);
500   }
501 }
502
503 void AnimatedVectorImageVisual::SendAnimationData()
504 {
505   if(mAnimationData.resendFlag)
506   {
507     mVectorAnimationTask->SetAnimationData(mAnimationData);
508
509     if(mImpl->mRenderer)
510     {
511       if(mAnimationData.playState == DevelImageVisual::PlayState::PLAYING)
512       {
513         mImpl->mRenderer.SetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY);
514       }
515       else
516       {
517         mImpl->mRenderer.SetProperty(DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED);
518       }
519     }
520
521     mAnimationData.resendFlag = 0;
522   }
523 }
524
525 void AnimatedVectorImageVisual::SetVectorImageSize()
526 {
527   uint32_t width  = static_cast<uint32_t>(mVisualSize.width * mVisualScale.width);
528   uint32_t height = static_cast<uint32_t>(mVisualSize.height * mVisualScale.height);
529
530   mAnimationData.width  = width;
531   mAnimationData.height = height;
532   mAnimationData.resendFlag |= VectorAnimationTask::RESEND_SIZE;
533 }
534
535 void AnimatedVectorImageVisual::StopAnimation()
536 {
537   if(mAnimationData.playState != DevelImageVisual::PlayState::STOPPED)
538   {
539     mAnimationData.playState = DevelImageVisual::PlayState::STOPPED;
540     mAnimationData.resendFlag |= VectorAnimationTask::RESEND_PLAY_STATE;
541
542     mPlayState = DevelImageVisual::PlayState::STOPPED;
543   }
544 }
545
546 void AnimatedVectorImageVisual::TriggerVectorRasterization()
547 {
548   if(!mEventCallback && !mCoreShutdown)
549   {
550     mEventCallback               = MakeCallback(this, &AnimatedVectorImageVisual::OnProcessEvents);
551     auto& vectorAnimationManager = mFactoryCache.GetVectorAnimationManager();
552     vectorAnimationManager.RegisterEventCallback(mEventCallback);
553     Stage::GetCurrent().KeepRendering(0.0f); // Trigger event processing
554   }
555 }
556
557 void AnimatedVectorImageVisual::OnScaleNotification(PropertyNotification& source)
558 {
559   Actor actor = mPlacementActor.GetHandle();
560   if(actor)
561   {
562     Vector3 scale = actor.GetProperty<Vector3>(Actor::Property::WORLD_SCALE);
563
564     if(mRedrawInScalingDown || scale.width >= 1.0f || scale.height >= 1.0f)
565     {
566       mVisualScale.width  = scale.width;
567       mVisualScale.height = scale.height;
568
569       DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnScaleNotification: scale = %f, %f [%p]\n", mVisualScale.width, mVisualScale.height, this);
570
571       SetVectorImageSize();
572       SendAnimationData();
573
574       Stage::GetCurrent().KeepRendering(0.0f); // Trigger event processing
575     }
576   }
577 }
578
579 void AnimatedVectorImageVisual::OnSizeNotification(PropertyNotification& source)
580 {
581   Actor actor = mPlacementActor.GetHandle();
582   if(actor)
583   {
584     Vector3 size       = actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE);
585     mVisualSize.width  = size.width;
586     mVisualSize.height = size.height;
587
588     DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnSizeNotification: size = %f, %f [%p]\n", mVisualSize.width, mVisualSize.height, this);
589
590     SetVectorImageSize();
591     SendAnimationData();
592
593     Stage::GetCurrent().KeepRendering(0.0f); // Trigger event processing
594   }
595 }
596
597 void AnimatedVectorImageVisual::OnControlVisibilityChanged(Actor actor, bool visible, DevelActor::VisibilityChange::Type type)
598 {
599   if(!visible)
600   {
601     StopAnimation();
602     TriggerVectorRasterization();
603
604     DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnControlVisibilityChanged: invisibile. Pause animation [%p]\n", this);
605   }
606 }
607
608 void AnimatedVectorImageVisual::OnWindowVisibilityChanged(Window window, bool visible)
609 {
610   if(!visible)
611   {
612     StopAnimation();
613     TriggerVectorRasterization();
614
615     DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnWindowVisibilityChanged: invisibile. Pause animation [%p]\n", this);
616   }
617 }
618
619 void AnimatedVectorImageVisual::OnProcessEvents()
620 {
621   SendAnimationData();
622
623   mEventCallback = nullptr; // The callback will be deleted in the VectorAnimationManager
624 }
625
626 Shader AnimatedVectorImageVisual::GenerateShader() const
627 {
628   Shader shader;
629   if(mImpl->mCustomShader)
630   {
631     shader = Shader::New(mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
632                          mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
633                          mImpl->mCustomShader->mHints);
634
635     shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
636   }
637   else
638   {
639     shader = mImageVisualShaderFactory.GetShader(
640       mFactoryCache,
641       TextureAtlas::DISABLED,
642       DefaultTextureWrapMode::APPLY,
643       IsRoundedCornerRequired() ? RoundedCorner::ENABLED : RoundedCorner::DISABLED,
644       IsBorderlineRequired() ? Borderline::ENABLED : Borderline::DISABLED
645     );
646   }
647   return shader;
648 }
649
650
651 } // namespace Internal
652
653 } // namespace Toolkit
654
655 } // namespace Dali