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 const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
51 } // unnamed namespace
53 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
55 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
56 visual->SetProperties( properties );
61 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
63 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
68 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
69 : Visual::Base( factoryCache ),
70 mImageVisualShaderFactory( shaderFactory ),
72 mVectorRasterizeThread( imageUrl.GetUrl() ),
75 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
77 // the rasterized image is with pre-multiplied alpha format
78 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
80 mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
81 mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
83 mVectorRasterizeThread.Start();
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 >( mVectorRasterizeThread.GetLoopCount() ) );
104 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, static_cast< Vector2 >( mVectorRasterizeThread.GetPlayRange() ) );
105 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
108 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
113 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
115 // url already passed in from constructor
116 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
118 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
119 if( keyValue.first.type == Property::Key::INDEX )
121 DoSetProperty( keyValue.first.indexKey, keyValue.second );
125 if( keyValue.first == LOOP_COUNT_NAME )
127 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
129 else if( keyValue.first == PLAY_RANGE_NAME )
131 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
137 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
141 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
144 if( value.Get( loopCount ) )
146 mVectorRasterizeThread.SetLoopCount( loopCount );
150 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
153 if( value.Get( range ) )
155 mVectorRasterizeThread.SetPlayRange( range );
162 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
166 if( mImpl->mCustomShader )
168 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
169 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
170 mImpl->mCustomShader->mHints );
172 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
176 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
179 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
181 mImpl->mRenderer = Renderer::New( geometry, shader );
183 TextureSet textureSet = TextureSet::New();
184 mImpl->mRenderer.SetTextures( textureSet );
186 // Register transform properties
187 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
189 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
191 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
192 mPlacementActor = actor;
194 mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
197 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
199 mVectorRasterizeThread.PauseAnimation();
201 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
203 if( mImpl->mRenderer )
205 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
207 actor.RemoveRenderer( mImpl->mRenderer );
208 mImpl->mRenderer.Reset();
211 mPlacementActor.Reset();
213 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
214 mVisualSize = Vector2::ZERO;
217 void AnimatedVectorImageVisual::OnSetTransform()
219 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
223 if( visualSize != mVisualSize )
225 mVisualSize = visualSize;
227 uint32_t width = static_cast< uint32_t >( visualSize.width );
228 uint32_t height = static_cast< uint32_t >( visualSize.height );
230 mVectorRasterizeThread.SetSize( width, height );
233 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
235 mVectorRasterizeThread.PlayAnimation();
237 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
242 mVectorRasterizeThread.RenderFrame();
245 if( mVectorRasterizeThread.IsResourceReady() )
247 Actor actor = mPlacementActor.GetHandle();
250 actor.AddRenderer( mImpl->mRenderer );
251 mPlacementActor.Reset();
254 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
259 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
261 // Check if action is valid for this visual type and perform action if possible
264 case DevelAnimatedVectorImageVisual::Action::PLAY:
268 mVectorRasterizeThread.PlayAnimation();
270 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
272 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
275 case DevelAnimatedVectorImageVisual::Action::PAUSE:
277 mVectorRasterizeThread.PauseAnimation();
279 if( mImpl->mRenderer )
281 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
284 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
287 case DevelAnimatedVectorImageVisual::Action::STOP:
289 if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
291 mVectorRasterizeThread.StopAnimation();
293 OnAnimationFinished();
295 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
301 void AnimatedVectorImageVisual::OnResourceReady()
303 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
304 Actor actor = mPlacementActor.GetHandle();
307 actor.AddRenderer( mImpl->mRenderer );
308 // reset the weak handle so that the renderer only get added to actor once
309 mPlacementActor.Reset();
312 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
315 void AnimatedVectorImageVisual::OnAnimationFinished()
317 if( mImpl->mEventObserver )
319 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
322 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
324 if( mImpl->mRenderer )
326 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
330 } // namespace Internal
332 } // namespace Toolkit