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/visual-properties-devel.h>
30 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
31 #include <dali-toolkit/devel-api/visuals/animated-vector-image-visual-signals-devel.h>
32 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.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/internal/visuals/visual-base-data-impl.h>
49 constexpr auto LOOP_FOREVER = -1;
51 const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
53 // Flags for re-sending data to the rasterize thread
56 RESEND_PLAY_RANGE = 1 << 0,
57 RESEND_LOOP_COUNT = 1 << 1
60 } // unnamed namespace
62 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
64 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
65 visual->SetProperties( properties );
70 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
72 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
77 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
78 : Visual::Base( factoryCache ),
79 mImageVisualShaderFactory( shaderFactory ),
81 mVectorRasterizeThread( imageUrl.GetUrl() ),
83 mPlayRange( 0.0f, 1.0f ),
85 mLoopCount( LOOP_FOREVER ),
87 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
89 // the rasterized image is with pre-multiplied alpha format
90 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
92 mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
93 mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
95 mVectorRasterizeThread.Start();
98 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
102 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
104 naturalSize = mVisualSize;
107 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
110 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
113 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
115 map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
116 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, mPlayRange );
117 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
118 map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_PROGRESS, mVectorRasterizeThread.GetCurrentProgress() );
121 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
126 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
128 // url already passed in from constructor
129 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
131 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
132 if( keyValue.first.type == Property::Key::INDEX )
134 DoSetProperty( keyValue.first.indexKey, keyValue.second );
138 if( keyValue.first == LOOP_COUNT_NAME )
140 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
142 else if( keyValue.first == PLAY_RANGE_NAME )
144 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
150 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
154 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
157 if( value.Get( loopCount ) )
159 mLoopCount = loopCount;
160 mResendFlag |= RESEND_LOOP_COUNT;
164 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
167 if( value.Get( range ) )
170 mResendFlag |= RESEND_PLAY_RANGE;
177 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
181 if( mImpl->mCustomShader )
183 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
184 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
185 mImpl->mCustomShader->mHints );
187 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
191 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
194 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
196 mImpl->mRenderer = Renderer::New( geometry, shader );
198 TextureSet textureSet = TextureSet::New();
199 mImpl->mRenderer.SetTextures( textureSet );
201 // Register transform properties
202 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
204 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
206 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
207 mPlacementActor = actor;
209 mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
212 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
214 mVectorRasterizeThread.PauseAnimation();
216 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
218 if( mImpl->mRenderer )
220 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
222 actor.RemoveRenderer( mImpl->mRenderer );
223 mImpl->mRenderer.Reset();
226 mPlacementActor.Reset();
228 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
229 mVisualSize = Vector2::ZERO;
232 void AnimatedVectorImageVisual::OnSetTransform()
234 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
238 if( visualSize != mVisualSize )
240 mVisualSize = visualSize;
242 uint32_t width = static_cast< uint32_t >( visualSize.width );
243 uint32_t height = static_cast< uint32_t >( visualSize.height );
245 mVectorRasterizeThread.SetSize( width, height );
250 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
252 mVectorRasterizeThread.PlayAnimation();
254 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
259 mVectorRasterizeThread.RenderFrame();
262 if( mVectorRasterizeThread.IsResourceReady() )
264 Actor actor = mPlacementActor.GetHandle();
267 actor.AddRenderer( mImpl->mRenderer );
268 mPlacementActor.Reset();
271 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
276 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
278 // Check if action is valid for this visual type and perform action if possible
281 case DevelAnimatedVectorImageVisual::Action::PLAY:
285 mVectorRasterizeThread.PlayAnimation();
287 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
289 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
292 case DevelAnimatedVectorImageVisual::Action::PAUSE:
294 mVectorRasterizeThread.PauseAnimation();
296 if( mImpl->mRenderer )
298 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
301 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
304 case DevelAnimatedVectorImageVisual::Action::STOP:
306 if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
308 mVectorRasterizeThread.StopAnimation();
310 OnAnimationFinished();
312 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
315 case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
318 if( attributes.Get( progress ) )
320 mVectorRasterizeThread.SetCurrentProgress( progress );
324 case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
326 Property::Map* map = attributes.GetMap();
329 DoSetProperties( *map );
338 void AnimatedVectorImageVisual::OnResourceReady()
340 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
341 Actor actor = mPlacementActor.GetHandle();
344 actor.AddRenderer( mImpl->mRenderer );
345 // reset the weak handle so that the renderer only get added to actor once
346 mPlacementActor.Reset();
348 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
352 void AnimatedVectorImageVisual::OnAnimationFinished()
354 if( mImpl->mEventObserver )
356 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
359 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
361 if( mImpl->mRenderer )
363 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
367 void AnimatedVectorImageVisual::SendAnimationData()
371 bool isPlaying = false;
372 if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
374 mVectorRasterizeThread.PauseAnimation();
378 if( mResendFlag & RESEND_LOOP_COUNT )
380 mVectorRasterizeThread.SetLoopCount( mLoopCount );
383 if( mResendFlag & RESEND_PLAY_RANGE )
385 mVectorRasterizeThread.SetPlayRange( mPlayRange );
390 mVectorRasterizeThread.PlayAnimation();
394 mVectorRasterizeThread.RenderFrame();
395 Stage::GetCurrent().KeepRendering( 0.0f );
402 } // namespace Internal
404 } // namespace Toolkit