2 * Copyright (c) 2019 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,
57 RESEND_STOP_BEHAVIOR = 1 << 2,
58 RESEND_LOOPING_MODE = 1 << 3
62 DALI_ENUM_TO_STRING_TABLE_BEGIN( STOP_BEHAVIOR )
63 DALI_ENUM_TO_STRING_WITH_SCOPE( Dali::Toolkit::DevelImageVisual::StopBehavior, CURRENT_FRAME )
64 DALI_ENUM_TO_STRING_WITH_SCOPE( Dali::Toolkit::DevelImageVisual::StopBehavior, FIRST_FRAME )
65 DALI_ENUM_TO_STRING_WITH_SCOPE( Dali::Toolkit::DevelImageVisual::StopBehavior, LAST_FRAME )
66 DALI_ENUM_TO_STRING_TABLE_END( STOP_BEHAVIOR )
69 DALI_ENUM_TO_STRING_TABLE_BEGIN( LOOPING_MODE )
70 DALI_ENUM_TO_STRING_WITH_SCOPE( Dali::Toolkit::DevelImageVisual::LoopingMode, RESTART )
71 DALI_ENUM_TO_STRING_WITH_SCOPE( Dali::Toolkit::DevelImageVisual::LoopingMode, AUTO_REVERSE )
72 DALI_ENUM_TO_STRING_TABLE_END( LOOPING_MODE )
74 #if defined(DEBUG_ENABLED)
75 Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
78 } // unnamed namespace
80 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
82 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
83 visual->SetProperties( properties );
88 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
90 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
95 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
96 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
97 mImageVisualShaderFactory( shaderFactory ),
99 mVectorRasterizeThread( imageUrl.GetUrl() ),
102 mLoopCount( LOOP_FOREVER ),
106 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP ),
107 mStopBehavior( DevelImageVisual::StopBehavior::CURRENT_FRAME ),
108 mLoopingMode( DevelImageVisual::LoopingMode::RESTART )
110 // the rasterized image is with pre-multiplied alpha format
111 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
113 mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
114 mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
116 mVectorRasterizeThread.Start();
119 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
123 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
125 if( mImpl->mRenderer ) // Check if we have a rendered image
127 auto textureSet = mImpl->mRenderer.GetTextures();
130 if( textureSet.GetTextureCount() > 0 )
132 auto texture = textureSet.GetTexture( 0 );
133 naturalSize.x = texture.GetWidth();
134 naturalSize.y = texture.GetHeight();
140 uint32_t width, height;
141 mVectorRasterizeThread.GetDefaultSize( width, height );
142 naturalSize.x = width;
143 naturalSize.y = height;
146 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
149 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
152 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
154 map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
156 Property::Array playRange;
157 playRange.PushBack( mStartFrame );
158 playRange.PushBack( mEndFrame );
159 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, playRange );
161 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
162 map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_FRAME_NUMBER, static_cast< int32_t >( mVectorRasterizeThread.GetCurrentFrameNumber() ) );
163 map.Insert( Toolkit::DevelImageVisual::Property::TOTAL_FRAME_NUMBER, static_cast< int32_t >( mVectorRasterizeThread.GetTotalFrameNumber() ) );
165 map.Insert( Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR, mStopBehavior );
166 map.Insert( Toolkit::DevelImageVisual::Property::LOOPING_MODE, mLoopingMode );
169 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
174 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
176 // url already passed in from constructor
177 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
179 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
180 if( keyValue.first.type == Property::Key::INDEX )
182 DoSetProperty( keyValue.first.indexKey, keyValue.second );
186 if( keyValue.first == LOOP_COUNT_NAME )
188 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
190 else if( keyValue.first == PLAY_RANGE_NAME )
192 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
194 else if( keyValue.first == STOP_BEHAVIOR_NAME )
196 DoSetProperty( Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR, keyValue.second );
198 else if( keyValue.first == LOOPING_MODE_NAME )
200 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOPING_MODE, keyValue.second );
206 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
210 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
213 if( value.Get( loopCount ) )
215 mLoopCount = loopCount;
216 mResendFlag |= RESEND_LOOP_COUNT;
220 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
222 Property::Array* array = value.GetArray();
225 size_t count = array->Count();
228 int startFrame, endFrame;
229 int totalFrame = mVectorRasterizeThread.GetTotalFrameNumber();
230 array->GetElementAt( 0 ).Get( startFrame );
231 array->GetElementAt( 1 ).Get( endFrame );
233 if( startFrame >= 0 && startFrame < totalFrame && endFrame >= 0 && endFrame < totalFrame )
235 mStartFrame = startFrame;
236 mEndFrame = endFrame;
237 mResendFlag |= RESEND_PLAY_RANGE;
241 DALI_LOG_ERROR( "Invalid play range [%d, %d / %d]\n", startFrame, endFrame, totalFrame );
247 case Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR:
249 int32_t stopBehavior;
250 Scripting::GetEnumerationProperty( value, STOP_BEHAVIOR_TABLE, STOP_BEHAVIOR_TABLE_COUNT, stopBehavior );
251 mStopBehavior = DevelImageVisual::StopBehavior::Type( stopBehavior );
252 mResendFlag |= RESEND_STOP_BEHAVIOR;
255 case Toolkit::DevelImageVisual::Property::LOOPING_MODE:
258 Scripting::GetEnumerationProperty( value, LOOPING_MODE_TABLE, LOOPING_MODE_TABLE_COUNT, loopingMode );
259 mLoopingMode = DevelImageVisual::LoopingMode::Type( loopingMode );
260 mResendFlag |= RESEND_LOOPING_MODE;
266 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
270 if( mImpl->mCustomShader )
272 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
273 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
274 mImpl->mCustomShader->mHints );
276 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
280 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
283 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
285 mImpl->mRenderer = Renderer::New( geometry, shader );
287 TextureSet textureSet = TextureSet::New();
288 mImpl->mRenderer.SetTextures( textureSet );
290 // Register transform properties
291 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
293 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
295 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
296 mPlacementActor = actor;
298 mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
300 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOnStage [%p]\n", this );
303 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
305 mVectorRasterizeThread.PauseAnimation();
307 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
309 if( mImpl->mRenderer )
311 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
313 actor.RemoveRenderer( mImpl->mRenderer );
314 mImpl->mRenderer.Reset();
317 mPlacementActor.Reset();
319 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
320 mVisualSize = Vector2::ZERO;
322 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::DoSetOffStage [%p]\n", this );
325 void AnimatedVectorImageVisual::OnSetTransform()
327 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
331 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnSetTransform: width = %f, height = %f [%p]\n", visualSize.width, visualSize.height, this );
333 if( visualSize != mVisualSize )
335 mVisualSize = visualSize;
337 uint32_t width = static_cast< uint32_t >( visualSize.width );
338 uint32_t height = static_cast< uint32_t >( visualSize.height );
340 mVectorRasterizeThread.SetSize( width, height );
345 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
347 mVectorRasterizeThread.PlayAnimation();
349 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
354 mVectorRasterizeThread.RenderFrame();
357 if( mVectorRasterizeThread.IsResourceReady() )
359 Actor actor = mPlacementActor.GetHandle();
362 actor.AddRenderer( mImpl->mRenderer );
363 mPlacementActor.Reset();
365 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnSetTransform: Renderer is added [%p]\n", this );
368 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
373 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
375 // Check if action is valid for this visual type and perform action if possible
378 case DevelAnimatedVectorImageVisual::Action::PLAY:
380 if( IsOnStage() && mVisualSize != Vector2::ZERO )
382 mVectorRasterizeThread.PlayAnimation();
384 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
386 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
389 case DevelAnimatedVectorImageVisual::Action::PAUSE:
391 mVectorRasterizeThread.PauseAnimation();
393 if( mImpl->mRenderer )
395 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
398 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
401 case DevelAnimatedVectorImageVisual::Action::STOP:
403 if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
405 mVectorRasterizeThread.StopAnimation();
407 OnAnimationFinished();
409 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
412 case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
415 if( attributes.Get( frameNumber ) )
417 mVectorRasterizeThread.SetCurrentFrameNumber( frameNumber );
419 if( IsOnStage() && mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::PLAYING )
421 mVectorRasterizeThread.RenderFrame();
422 Stage::GetCurrent().KeepRendering( 0.0f ); // Trigger rendering
427 case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
429 Property::Map* map = attributes.GetMap();
432 DoSetProperties( *map );
441 void AnimatedVectorImageVisual::OnResourceReady()
443 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
444 Actor actor = mPlacementActor.GetHandle();
447 actor.AddRenderer( mImpl->mRenderer );
448 // reset the weak handle so that the renderer only get added to actor once
449 mPlacementActor.Reset();
451 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
453 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnResourceReady: Renderer is added [%p]\n", this );
457 void AnimatedVectorImageVisual::OnAnimationFinished()
459 if( mImpl->mEventObserver )
461 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
464 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
466 if( mImpl->mRenderer )
468 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
472 void AnimatedVectorImageVisual::SendAnimationData()
476 bool isPlaying = false;
477 if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
479 mVectorRasterizeThread.PauseAnimation();
483 if( mResendFlag & RESEND_LOOP_COUNT )
485 mVectorRasterizeThread.SetLoopCount( mLoopCount );
488 if( mResendFlag & RESEND_PLAY_RANGE )
490 mVectorRasterizeThread.SetPlayRange( mStartFrame, mEndFrame );
493 if( mResendFlag & RESEND_STOP_BEHAVIOR )
495 mVectorRasterizeThread.SetStopBehavior( mStopBehavior );
498 if( mResendFlag & RESEND_LOOPING_MODE )
500 mVectorRasterizeThread.SetLoopingMode( mLoopingMode );
507 mVectorRasterizeThread.PlayAnimation();
511 mVectorRasterizeThread.RenderFrame();
512 Stage::GetCurrent().KeepRendering( 0.0f );
520 } // namespace Internal
522 } // namespace Toolkit