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 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
59 #if defined(DEBUG_ENABLED)
60 Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
63 } // unnamed namespace
65 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
67 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
68 visual->SetProperties( properties );
73 AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
75 AnimatedVectorImageVisualPtr visual( new AnimatedVectorImageVisual( factoryCache, shaderFactory, imageUrl ) );
80 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
81 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
82 mImageVisualShaderFactory( shaderFactory ),
84 mVectorRasterizeThread( imageUrl.GetUrl() ),
87 mLoopCount( LOOP_FOREVER ),
91 mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
93 // the rasterized image is with pre-multiplied alpha format
94 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
96 mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
97 mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
99 mVectorRasterizeThread.Start();
102 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
106 void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
108 if( mImpl->mRenderer ) // Check if we have a rendered image
110 auto textureSet = mImpl->mRenderer.GetTextures();
113 if( textureSet.GetTextureCount() > 0 )
115 auto texture = textureSet.GetTexture( 0 );
116 naturalSize.x = texture.GetWidth();
117 naturalSize.y = texture.GetHeight();
123 uint32_t width, height;
124 mVectorRasterizeThread.GetDefaultSize( width, height );
125 naturalSize.x = width;
126 naturalSize.y = height;
129 void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
132 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::DevelVisual::ANIMATED_VECTOR_IMAGE );
135 map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
137 map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
139 Property::Array playRange;
140 playRange.PushBack( mStartFrame );
141 playRange.PushBack( mEndFrame );
142 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, playRange );
144 map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
145 map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_FRAME_NUMBER, static_cast< int32_t >( mVectorRasterizeThread.GetCurrentFrameNumber() ) );
146 map.Insert( Toolkit::DevelImageVisual::Property::TOTAL_FRAME_NUMBER, static_cast< int32_t >( mVectorRasterizeThread.GetTotalFrameNumber() ) );
149 void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
154 void AnimatedVectorImageVisual::DoSetProperties( const Property::Map& propertyMap )
156 // url already passed in from constructor
157 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
159 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
160 if( keyValue.first.type == Property::Key::INDEX )
162 DoSetProperty( keyValue.first.indexKey, keyValue.second );
166 if( keyValue.first == LOOP_COUNT_NAME )
168 DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
170 else if( keyValue.first == PLAY_RANGE_NAME )
172 DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
178 void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
182 case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
185 if( value.Get( loopCount ) )
187 mLoopCount = loopCount;
188 mResendFlag |= RESEND_LOOP_COUNT;
192 case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
194 Property::Array* array = value.GetArray();
197 size_t count = array->Count();
200 int startFrame, endFrame;
201 int totalFrame = mVectorRasterizeThread.GetTotalFrameNumber();
202 array->GetElementAt( 0 ).Get( startFrame );
203 array->GetElementAt( 1 ).Get( endFrame );
205 if( startFrame >= 0 && startFrame < totalFrame && endFrame >= 0 && endFrame < totalFrame )
207 mStartFrame = startFrame;
208 mEndFrame = endFrame;
209 mResendFlag |= RESEND_PLAY_RANGE;
213 DALI_LOG_ERROR( "Invalid play range [%d, %d / %d]\n", startFrame, endFrame, totalFrame );
222 void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
226 if( mImpl->mCustomShader )
228 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
229 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
230 mImpl->mCustomShader->mHints );
232 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
236 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, false, true );
239 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
241 mImpl->mRenderer = Renderer::New( geometry, shader );
243 TextureSet textureSet = TextureSet::New();
244 mImpl->mRenderer.SetTextures( textureSet );
246 // Register transform properties
247 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
249 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
251 // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
252 mPlacementActor = actor;
254 mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
257 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
259 mVectorRasterizeThread.PauseAnimation();
261 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
263 if( mImpl->mRenderer )
265 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
267 actor.RemoveRenderer( mImpl->mRenderer );
268 mImpl->mRenderer.Reset();
271 mPlacementActor.Reset();
273 // Reset the visual size to zero so that when adding the actor back to stage the rasterization is forced
274 mVisualSize = Vector2::ZERO;
277 void AnimatedVectorImageVisual::OnSetTransform()
279 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
283 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "AnimatedVectorImageVisual::OnSetTransform: width = %f, height = %f\n", visualSize.width, visualSize.height );
285 if( visualSize != mVisualSize )
287 mVisualSize = visualSize;
289 uint32_t width = static_cast< uint32_t >( visualSize.width );
290 uint32_t height = static_cast< uint32_t >( visualSize.height );
292 mVectorRasterizeThread.SetSize( width, height );
297 if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
299 mVectorRasterizeThread.PlayAnimation();
301 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
306 mVectorRasterizeThread.RenderFrame();
309 if( mVectorRasterizeThread.IsResourceReady() )
311 Actor actor = mPlacementActor.GetHandle();
314 actor.AddRenderer( mImpl->mRenderer );
315 mPlacementActor.Reset();
318 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
323 void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
325 // Check if action is valid for this visual type and perform action if possible
328 case DevelAnimatedVectorImageVisual::Action::PLAY:
330 if( IsOnStage() && mVisualSize != Vector2::ZERO )
332 mVectorRasterizeThread.PlayAnimation();
334 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
336 mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
339 case DevelAnimatedVectorImageVisual::Action::PAUSE:
341 mVectorRasterizeThread.PauseAnimation();
343 if( mImpl->mRenderer )
345 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
348 mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
351 case DevelAnimatedVectorImageVisual::Action::STOP:
353 if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
355 mVectorRasterizeThread.StopAnimation();
357 OnAnimationFinished();
359 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
362 case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
365 if( attributes.Get( frameNumber ) )
367 mVectorRasterizeThread.SetCurrentFrameNumber( frameNumber );
369 if( IsOnStage() && mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::PLAYING )
371 mVectorRasterizeThread.RenderFrame();
372 Stage::GetCurrent().KeepRendering( 0.0f ); // Trigger rendering
377 case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
379 Property::Map* map = attributes.GetMap();
382 DoSetProperties( *map );
391 void AnimatedVectorImageVisual::OnResourceReady()
393 // If weak handle is holding a placement actor, it is the time to add the renderer to actor.
394 Actor actor = mPlacementActor.GetHandle();
397 actor.AddRenderer( mImpl->mRenderer );
398 // reset the weak handle so that the renderer only get added to actor once
399 mPlacementActor.Reset();
401 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
405 void AnimatedVectorImageVisual::OnAnimationFinished()
407 if( mImpl->mEventObserver )
409 mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
412 mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
414 if( mImpl->mRenderer )
416 mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
420 void AnimatedVectorImageVisual::SendAnimationData()
424 bool isPlaying = false;
425 if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
427 mVectorRasterizeThread.PauseAnimation();
431 if( mResendFlag & RESEND_LOOP_COUNT )
433 mVectorRasterizeThread.SetLoopCount( mLoopCount );
436 if( mResendFlag & RESEND_PLAY_RANGE )
438 mVectorRasterizeThread.SetPlayRange( mStartFrame, mEndFrame );
445 mVectorRasterizeThread.PlayAnimation();
449 mVectorRasterizeThread.RenderFrame();
450 Stage::GetCurrent().KeepRendering( 0.0f );
458 } // namespace Internal
460 } // namespace Toolkit