2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.h>
22 #include <dali/public-api/common/stage.h>
23 #include <dali/devel-api/rendering/renderer-devel.h>
24 #include <dali/integration-api/debug.h>
27 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
28 #include <dali-toolkit/public-api/visuals/visual-properties.h>
29 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
30 #include <dali-toolkit/devel-api/visuals/animated-vector-image-visual-signals-devel.h>
31 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
32 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
33 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
34 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
48 constexpr auto LOOP_FOREVER = -1;
50 const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
52 // Flags for re-sending data to the rasterize thread
55 RESEND_PLAY_RANGE = 1 << 0,
56 RESEND_LOOP_COUNT = 1 << 1
59 } // unnamed namespace
61 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
63 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
64 visual->SetProperties( properties );
69 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
71 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
76 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
77 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
78 mImageVisualShaderFactory( shaderFactory ),
80 mVectorRasterizeThread( imageUrl.GetUrl() ),
82 mPlayRange( 0.0f, 1.0f ),
84 mLoopCount( LOOP_FOREVER ),
86 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
88 // the rasterized image is with pre-multiplied alpha format
89 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
91 mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
92 mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
94 mVectorRasterizeThread.Start();
97 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
101 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
103 naturalSize = mVisualSize;
106 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
109 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
112 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
114 map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
115 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, mPlayRange );
116 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
117 map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_PROGRESS, mVectorRasterizeThread.GetCurrentProgress() );
120 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
125 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
127 // url already passed in from constructor
128 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
130 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
131 if( keyValue.first.type == Property::Key::INDEX )
133 DoSetProperty( keyValue.first.indexKey, keyValue.second );
137 if( keyValue.first == LOOP_COUNT_NAME )
139 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
141 else if( keyValue.first == PLAY_RANGE_NAME )
143 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
149 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
153 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
156 if( value.Get( loopCount ) )
158 mLoopCount = loopCount;
159 mResendFlag |= RESEND_LOOP_COUNT;
163 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
166 if( value.Get( range ) )
169 mResendFlag |= RESEND_PLAY_RANGE;
176 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
180 if( mImpl->mCustomShader )
182 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
183 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
184 mImpl->mCustomShader->mHints );
186 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
190 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
193 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
195 mImpl->mRenderer = Renderer::New( geometry, shader );
197 TextureSet textureSet = TextureSet::New();
198 mImpl->mRenderer.SetTextures( textureSet );
200 // Register transform properties
201 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
203 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
205 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
206 mPlacementActor = actor;
208 mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
211 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
213 mVectorRasterizeThread.PauseAnimation();
215 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
217 if( mImpl->mRenderer )
219 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
221 actor.RemoveRenderer( mImpl->mRenderer );
222 mImpl->mRenderer.Reset();
225 mPlacementActor.Reset();
227 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
228 mVisualSize = Vector2::ZERO;
231 void AnimatedVectorImageVisual::OnSetTransform()
233 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
237 if( visualSize != mVisualSize )
239 mVisualSize = visualSize;
241 uint32_t width = static_cast< uint32_t >( visualSize.width );
242 uint32_t height = static_cast< uint32_t >( visualSize.height );
244 mVectorRasterizeThread.SetSize( width, height );
249 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
251 mVectorRasterizeThread.PlayAnimation();
253 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
258 mVectorRasterizeThread.RenderFrame();
261 if( mVectorRasterizeThread.IsResourceReady() )
263 Actor actor = mPlacementActor.GetHandle();
266 actor.AddRenderer( mImpl->mRenderer );
267 mPlacementActor.Reset();
270 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
275 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
277 // Check if action is valid for this visual type and perform action if possible
280 case DevelAnimatedVectorImageVisual::Action::PLAY:
284 mVectorRasterizeThread.PlayAnimation();
286 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
288 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
291 case DevelAnimatedVectorImageVisual::Action::PAUSE:
293 mVectorRasterizeThread.PauseAnimation();
295 if( mImpl->mRenderer )
297 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
300 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
303 case DevelAnimatedVectorImageVisual::Action::STOP:
305 if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
307 mVectorRasterizeThread.StopAnimation();
309 OnAnimationFinished();
311 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
314 case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
317 if( attributes.Get( progress ) )
319 mVectorRasterizeThread.SetCurrentProgress( progress );
323 case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
325 Property::Map* map = attributes.GetMap();
328 DoSetProperties( *map );
337 void AnimatedVectorImageVisual::OnResourceReady()
339 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
340 Actor actor = mPlacementActor.GetHandle();
343 actor.AddRenderer( mImpl->mRenderer );
344 // reset the weak handle so that the renderer only get added to actor once
345 mPlacementActor.Reset();
347 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
351 void AnimatedVectorImageVisual::OnAnimationFinished()
353 if( mImpl->mEventObserver )
355 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
358 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
360 if( mImpl->mRenderer )
362 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
366 void AnimatedVectorImageVisual::SendAnimationData()
370 bool isPlaying = false;
371 if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
373 mVectorRasterizeThread.PauseAnimation();
377 if( mResendFlag & RESEND_LOOP_COUNT )
379 mVectorRasterizeThread.SetLoopCount( mLoopCount );
382 if( mResendFlag & RESEND_PLAY_RANGE )
384 mVectorRasterizeThread.SetPlayRange( mPlayRange );
389 mVectorRasterizeThread.PlayAnimation();
393 mVectorRasterizeThread.RenderFrame();
394 Stage::GetCurrent().KeepRendering( 0.0f );
401 } // namespace Internal
403 } // namespace Toolkit