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/common/stage-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>
36 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.h>
50 const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
51 constexpr auto LOOP_FOREVER = -1;
53 } // unnamed namespace
55 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
57 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
58 visual->SetProperties( properties );
63 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
65 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
70 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
71 : Visual::Base( factoryCache ),
72 mImageVisualShaderFactory( shaderFactory ),
75 mPlayRange( 0.0f, 1.0f ),
77 mVectorRasterizeThread(),
78 mLoopCount( LOOP_FOREVER ),
79 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP ),
80 mNeedToSetRenderer( true )
82 // the rasterized image is with pre-multiplied alpha format
83 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
86 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
90 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
92 naturalSize = mVisualSize;
95 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
98 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
101 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
103 map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, static_cast< int >( mLoopCount ) );
104 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, static_cast< Vector2 >( mPlayRange ) );
106 if( mVectorRasterizeThread )
108 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread->GetPlayState() ) );
112 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( DevelImageVisual::PlayState::STOPPED ) );
116 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
121 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
123 // url already passed in from constructor
124 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
126 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
127 if( keyValue.first.type == Property::Key::INDEX )
129 DoSetProperty( keyValue.first.indexKey, keyValue.second );
133 if( keyValue.first == LOOP_COUNT_NAME )
135 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
137 else if( keyValue.first == PLAY_RANGE_NAME )
139 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
145 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
149 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
152 if( value.Get( loopCount ) )
154 mLoopCount = loopCount;
155 if( mVectorRasterizeThread )
157 mVectorRasterizeThread->SetLoopCount( loopCount );
162 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
165 if( value.Get( range ) )
167 // Make sure the range specified is between 0.0 and 1.0
168 if( range.x >= 0.0f && range.x <= 1.0f && range.y >= 0.0f && range.y <= 1.0f )
170 Vector2 orderedRange( range );
171 // If the range is not in order swap values
172 if( range.x > range.y )
174 orderedRange = Vector2( range.y, range.x );
177 mPlayRange = orderedRange;
179 if( mVectorRasterizeThread )
181 mVectorRasterizeThread->SetPlayRange( mPlayRange );
190 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
194 if( mImpl->mCustomShader )
196 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
197 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
198 mImpl->mCustomShader->mHints );
200 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
204 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
207 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
209 mNeedToSetRenderer = true;
211 mImpl->mRenderer = Renderer::New( geometry, shader );
213 TextureSet textureSet = TextureSet::New();
214 mImpl->mRenderer.SetTextures( textureSet );
216 // Register transform properties
217 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
219 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
221 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
222 mPlacementActor = actor;
224 // This visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
225 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
228 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
230 if( mVectorRasterizeThread )
232 mVectorRasterizeThread->PauseAnimation();
233 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
234 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
237 if( mImpl->mRenderer )
239 actor.RemoveRenderer( mImpl->mRenderer );
240 mImpl->mRenderer.Reset();
243 mPlacementActor.Reset();
245 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
246 mVisualSize = Vector2::ZERO;
249 void AnimatedVectorImageVisual::OnSetTransform()
251 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
255 if( visualSize != mVisualSize )
257 mVisualSize = visualSize;
259 if( !mVectorRasterizeThread )
261 uint32_t width = static_cast< uint32_t >( visualSize.width );
262 uint32_t height = static_cast< uint32_t >( visualSize.height );
264 mVectorRasterizeThread = std::unique_ptr< VectorRasterizeThread >( new VectorRasterizeThread( mUrl.GetUrl() ) );
266 mVectorRasterizeThread->SetRenderer( mImpl->mRenderer );
267 mVectorRasterizeThread->SetSize( width, height );
268 mVectorRasterizeThread->SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
269 mVectorRasterizeThread->SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
270 mVectorRasterizeThread->SetLoopCount( mLoopCount );
271 mVectorRasterizeThread->SetPlayRange( mPlayRange );
273 mVectorRasterizeThread->Start();
277 uint32_t width = static_cast< uint32_t >( visualSize.width );
278 uint32_t height = static_cast< uint32_t >( visualSize.height );
280 mVectorRasterizeThread->SetRenderer( mImpl->mRenderer );
281 mVectorRasterizeThread->SetSize( width, height );
284 mNeedToSetRenderer = false;
286 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
288 mVectorRasterizeThread->StartAnimation();
289 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY );
294 mVectorRasterizeThread->RenderFrame();
300 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
302 // Check if action is valid for this visual type and perform action if possible
305 case DevelAnimatedVectorImageVisual::Action::PLAY:
309 // When renderer has changed, do not StartAnimation before SetRenderer(newOne)
310 if( mVectorRasterizeThread && !mNeedToSetRenderer )
312 mVectorRasterizeThread->StartAnimation();
313 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY ); //TODO: Should manage this globally
316 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
319 case DevelAnimatedVectorImageVisual::Action::PAUSE:
321 if( mVectorRasterizeThread )
323 mVectorRasterizeThread->PauseAnimation();
324 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
326 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
329 case DevelAnimatedVectorImageVisual::Action::STOP:
331 if( mVectorRasterizeThread )
333 bool emitSignal = false;
334 if( mVectorRasterizeThread->GetPlayState() != DevelImageVisual::PlayState::STOPPED )
339 mVectorRasterizeThread->StopAnimation();
340 DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
344 OnAnimationFinished();
347 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
353 void AnimatedVectorImageVisual::OnResourceReady()
355 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
356 Actor actor = mPlacementActor.GetHandle();
359 actor.AddRenderer( mImpl->mRenderer );
360 // reset the weak handle so that the renderer only get added to actor once
361 mPlacementActor.Reset();
363 Stage::GetCurrent().KeepRendering( 0.0f );
367 void AnimatedVectorImageVisual::OnAnimationFinished()
369 if( mImpl->mEventObserver )
371 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
375 } // namespace Internal
377 } // namespace Toolkit