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 const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
50 } // unnamed namespace
52 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
54 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
55 visual->SetProperties( properties );
60 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
62 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
67 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
68 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
69 mImageVisualShaderFactory( shaderFactory ),
71 mVectorRasterizeThread( imageUrl.GetUrl() ),
74 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
76 // the rasterized image is with pre-multiplied alpha format
77 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
79 mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
80 mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
82 mVectorRasterizeThread.Start();
85 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
89 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
91 naturalSize = mVisualSize;
94 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
97 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
100 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
102 map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, static_cast< int >( mVectorRasterizeThread.GetLoopCount() ) );
103 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, static_cast< Vector2 >( mVectorRasterizeThread.GetPlayRange() ) );
104 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
107 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
112 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
114 // url already passed in from constructor
115 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
117 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
118 if( keyValue.first.type == Property::Key::INDEX )
120 DoSetProperty( keyValue.first.indexKey, keyValue.second );
124 if( keyValue.first == LOOP_COUNT_NAME )
126 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
128 else if( keyValue.first == PLAY_RANGE_NAME )
130 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
136 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
140 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
143 if( value.Get( loopCount ) )
145 mVectorRasterizeThread.SetLoopCount( loopCount );
149 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
152 if( value.Get( range ) )
154 mVectorRasterizeThread.SetPlayRange( range );
161 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
165 if( mImpl->mCustomShader )
167 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
168 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
169 mImpl->mCustomShader->mHints );
171 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
175 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
178 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
180 mImpl->mRenderer = Renderer::New( geometry, shader );
182 TextureSet textureSet = TextureSet::New();
183 mImpl->mRenderer.SetTextures( textureSet );
185 // Register transform properties
186 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
188 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
190 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
191 mPlacementActor = actor;
193 mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
196 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
198 mVectorRasterizeThread.PauseAnimation();
200 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
202 if( mImpl->mRenderer )
204 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
206 actor.RemoveRenderer( mImpl->mRenderer );
207 mImpl->mRenderer.Reset();
210 mPlacementActor.Reset();
212 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
213 mVisualSize = Vector2::ZERO;
216 void AnimatedVectorImageVisual::OnSetTransform()
218 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
222 if( visualSize != mVisualSize )
224 mVisualSize = visualSize;
226 uint32_t width = static_cast< uint32_t >( visualSize.width );
227 uint32_t height = static_cast< uint32_t >( visualSize.height );
229 mVectorRasterizeThread.SetSize( width, height );
232 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
234 mVectorRasterizeThread.PlayAnimation();
236 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
241 mVectorRasterizeThread.RenderFrame();
244 if( mVectorRasterizeThread.IsResourceReady() )
246 Actor actor = mPlacementActor.GetHandle();
249 actor.AddRenderer( mImpl->mRenderer );
250 mPlacementActor.Reset();
253 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
258 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
260 // Check if action is valid for this visual type and perform action if possible
263 case DevelAnimatedVectorImageVisual::Action::PLAY:
267 mVectorRasterizeThread.PlayAnimation();
269 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
271 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
274 case DevelAnimatedVectorImageVisual::Action::PAUSE:
276 mVectorRasterizeThread.PauseAnimation();
278 if( mImpl->mRenderer )
280 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
283 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
286 case DevelAnimatedVectorImageVisual::Action::STOP:
288 if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
290 mVectorRasterizeThread.StopAnimation();
292 OnAnimationFinished();
294 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
300 void AnimatedVectorImageVisual::OnResourceReady()
302 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
303 Actor actor = mPlacementActor.GetHandle();
306 actor.AddRenderer( mImpl->mRenderer );
307 // reset the weak handle so that the renderer only get added to actor once
308 mPlacementActor.Reset();
311 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
314 void AnimatedVectorImageVisual::OnAnimationFinished()
316 if( mImpl->mEventObserver )
318 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
321 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
323 if( mImpl->mRenderer )
325 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
329 } // namespace Internal
331 } // namespace Toolkit