2 * Copyright (c) 2022 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/vector-animation-task.h>
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/math/math-utils.h>
24 #include <dali/public-api/object/property-array.h>
27 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
28 #include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h>
29 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
39 constexpr auto LOOP_FOREVER = -1;
40 constexpr auto MICROSECONDS_PER_SECOND(1e+6);
42 #if defined(DEBUG_ENABLED)
43 Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_VECTOR_ANIMATION");
46 } // unnamed namespace
48 VectorAnimationTask::VectorAnimationTask(VisualFactoryCache& factoryCache)
50 mVectorRenderer(VectorAnimationRenderer::New()),
52 mVectorAnimationThread(factoryCache.GetVectorAnimationManager().GetVectorAnimationThread()),
54 mResourceReadySignal(),
55 mAnimationFinishedTrigger(),
56 mLoadCompletedTrigger(new EventThreadCallback(MakeCallback(this, &VectorAnimationTask::OnLoadCompleted))),
57 mPlayState(PlayState::STOPPED),
58 mStopBehavior(DevelImageVisual::StopBehavior::CURRENT_FRAME),
59 mLoopingMode(DevelImageVisual::LoopingMode::RESTART),
60 mNextFrameStartTime(),
61 mFrameDurationMicroSeconds(MICROSECONDS_PER_SECOND / 60.0f),
70 mAnimationDataIndex(0),
71 mLoopCount(LOOP_FOREVER),
74 mUpdateFrameNumber(false),
75 mNeedAnimationFinishedTrigger(true),
76 mAnimationDataUpdated(false),
81 mVectorRenderer.UploadCompletedSignal().Connect(this, &VectorAnimationTask::OnUploadCompleted);
84 VectorAnimationTask::~VectorAnimationTask()
86 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::~VectorAnimationTask: destructor [%p]\n", this);
89 void VectorAnimationTask::Finalize()
91 ConditionalWait::ScopedLock lock(mConditionalWait);
93 // Release some objects in the main thread
94 if(mAnimationFinishedTrigger)
96 mAnimationFinishedTrigger.reset();
98 if(mLoadCompletedTrigger)
100 mLoadCompletedTrigger.reset();
103 mVectorRenderer.Finalize();
108 bool VectorAnimationTask::Load()
110 if(!mVectorRenderer.Load(mUrl))
112 DALI_LOG_ERROR("VectorAnimationTask::Load: Load failed [%s]\n", mUrl.c_str());
113 mLoadRequest = false;
115 mLoadCompletedTrigger->Trigger();
119 mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
121 mEndFrame = mTotalFrame - 1;
123 mFrameRate = mVectorRenderer.GetFrameRate();
124 mFrameDurationMicroSeconds = MICROSECONDS_PER_SECOND / mFrameRate;
126 mLoadRequest = false;
127 mLoadCompletedTrigger->Trigger();
129 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Load: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this);
134 void VectorAnimationTask::SetRenderer(Renderer renderer)
136 ConditionalWait::ScopedLock lock(mConditionalWait);
138 mVectorRenderer.SetRenderer(renderer);
140 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetRenderer [%p]\n", this);
143 void VectorAnimationTask::RequestLoad(const std::string& url)
148 mVectorAnimationThread.AddTask(this);
151 bool VectorAnimationTask::IsLoadRequested() const
156 void VectorAnimationTask::SetAnimationData(const AnimationData& data)
158 ConditionalWait::ScopedLock lock(mConditionalWait);
160 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetAnimationData [%p]\n", this);
162 uint32_t index = mAnimationDataIndex == 0 ? 1 : 0; // Use the other buffer
164 mAnimationData[index] = data;
165 mAnimationDataUpdated = true;
167 if(data.resendFlag & VectorAnimationTask::RESEND_SIZE)
169 // The size should be changed in the main thread.
170 SetSize(data.width, data.height);
173 mVectorAnimationThread.AddTask(this);
176 void VectorAnimationTask::SetSize(uint32_t width, uint32_t height)
178 if(mWidth != width || mHeight != height)
180 mVectorRenderer.SetSize(width, height);
185 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetSize: width = %d, height = %d [%p]\n", width, height, this);
189 void VectorAnimationTask::PlayAnimation()
191 if(mPlayState != PlayState::PLAYING)
193 mNeedAnimationFinishedTrigger = true;
194 mUpdateFrameNumber = false;
195 mPlayState = PlayState::PLAYING;
197 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PlayAnimation: Play [%p]\n", this);
201 void VectorAnimationTask::StopAnimation()
203 if(mPlayState != PlayState::STOPPING)
205 mNeedAnimationFinishedTrigger = false;
206 mPlayState = PlayState::STOPPING;
208 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::StopAnimation: Stop [%p]\n", this);
212 void VectorAnimationTask::PauseAnimation()
214 if(mPlayState == PlayState::PLAYING)
216 mPlayState = PlayState::PAUSED;
218 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this);
222 void VectorAnimationTask::SetAnimationFinishedCallback(EventThreadCallback* callback)
224 ConditionalWait::ScopedLock lock(mConditionalWait);
227 mAnimationFinishedTrigger = std::unique_ptr<EventThreadCallback>(callback);
231 void VectorAnimationTask::SetLoopCount(int32_t count)
233 if(mLoopCount != count)
238 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopCount: [%d] [%p]\n", count, this);
242 void VectorAnimationTask::SetPlayRange(const Property::Array& playRange)
245 uint32_t startFrame = 0, endFrame = 0;
246 size_t count = playRange.Count();
250 int32_t start = 0, end = 0;
251 if(playRange.GetElementAt(0).Get(start) && playRange.GetElementAt(1).Get(end))
253 startFrame = static_cast<uint32_t>(start);
254 endFrame = static_cast<uint32_t>(end);
259 std::string startMarker, endMarker;
260 if(playRange.GetElementAt(0).Get(startMarker) && playRange.GetElementAt(1).Get(endMarker))
264 uint32_t frame; // We don't use this later
265 if(mVectorRenderer.GetMarkerInfo(startMarker, startFrame, frame) && mVectorRenderer.GetMarkerInfo(endMarker, frame, endFrame))
276 if(playRange.GetElementAt(0).Get(marker))
278 if(mVectorRenderer && mVectorRenderer.GetMarkerInfo(marker, startFrame, endFrame))
287 DALI_LOG_ERROR("VectorAnimationTask::SetPlayRange: Invalid range [%p]\n", this);
291 // Make sure the range specified is between 0 and the total frame number
292 startFrame = std::min(startFrame, mTotalFrame - 1);
293 endFrame = std::min(endFrame, mTotalFrame - 1);
295 // If the range is not in order swap values
296 if(startFrame > endFrame)
298 uint32_t temp = startFrame;
299 startFrame = endFrame;
303 if(startFrame != mStartFrame || endFrame != mEndFrame)
305 mStartFrame = startFrame;
306 mEndFrame = endFrame;
308 // If the current frame is out of the range, change the current frame also.
309 if(mStartFrame > mCurrentFrame)
311 mCurrentFrame = mStartFrame;
313 else if(mEndFrame < mCurrentFrame)
315 mCurrentFrame = mEndFrame;
318 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetPlayRange: [%d, %d] [%s] [%p]\n", mStartFrame, mEndFrame, mUrl.c_str(), this);
322 void VectorAnimationTask::GetPlayRange(uint32_t& startFrame, uint32_t& endFrame)
324 startFrame = mStartFrame;
325 endFrame = mEndFrame;
328 void VectorAnimationTask::SetCurrentFrameNumber(uint32_t frameNumber)
330 if(mCurrentFrame == frameNumber)
332 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this);
336 if(frameNumber >= mStartFrame && frameNumber <= mEndFrame)
338 mCurrentFrame = frameNumber;
339 mUpdateFrameNumber = false;
341 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this);
345 DALI_LOG_ERROR("Invalid frame number [%d (%d, %d)] [%p]\n", frameNumber, mStartFrame, mEndFrame, this);
349 uint32_t VectorAnimationTask::GetCurrentFrameNumber() const
351 return mCurrentFrame;
354 uint32_t VectorAnimationTask::GetTotalFrameNumber() const
359 void VectorAnimationTask::GetDefaultSize(uint32_t& width, uint32_t& height) const
361 mVectorRenderer.GetDefaultSize(width, height);
364 void VectorAnimationTask::SetStopBehavior(DevelImageVisual::StopBehavior::Type stopBehavior)
366 mStopBehavior = stopBehavior;
368 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this);
371 void VectorAnimationTask::SetLoopingMode(DevelImageVisual::LoopingMode::Type loopingMode)
373 mLoopingMode = loopingMode;
375 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this);
378 void VectorAnimationTask::GetLayerInfo(Property::Map& map) const
380 mVectorRenderer.GetLayerInfo(map);
383 VectorAnimationTask::ResourceReadySignalType& VectorAnimationTask::ResourceReadySignal()
385 return mResourceReadySignal;
388 bool VectorAnimationTask::Rasterize(bool& keepAnimation)
390 bool stopped = false;
391 uint32_t currentFrame;
392 keepAnimation = false;
395 ConditionalWait::ScopedLock lock(mConditionalWait);
398 // The task will be destroyed. We don't need rasterization.
413 ApplyAnimationData();
415 if(mPlayState == PlayState::PLAYING && mUpdateFrameNumber)
417 mCurrentFrame = mForward ? mCurrentFrame + mDroppedFrames + 1 : (mCurrentFrame > mDroppedFrames ? mCurrentFrame - mDroppedFrames - 1 : 0);
418 Dali::ClampInPlace(mCurrentFrame, mStartFrame, mEndFrame);
421 currentFrame = mCurrentFrame;
423 mUpdateFrameNumber = true;
425 if(mPlayState == PlayState::STOPPING)
427 mCurrentFrame = GetStoppedFrame(mStartFrame, mEndFrame, mCurrentFrame);
428 currentFrame = mCurrentFrame;
431 else if(mPlayState == PlayState::PLAYING)
433 bool animationFinished = false;
435 if(currentFrame >= mEndFrame) // last frame
437 if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
443 if(mLoopCount < 0 || ++mCurrentLoop < mLoopCount) // repeat forever or before the last loop
445 mCurrentFrame = mStartFrame;
446 mUpdateFrameNumber = false;
450 animationFinished = true; // end of animation
454 else if(currentFrame == mStartFrame && !mForward) // first frame
456 if(mLoopCount < 0 || ++mCurrentLoop < mLoopCount) // repeat forever or before the last loop
462 animationFinished = true; // end of animation
466 if(animationFinished)
468 if(mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME)
474 mPlayState = PlayState::STOPPING;
480 bool renderSuccess = false;
483 renderSuccess = mVectorRenderer.Render(currentFrame);
486 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this);
487 mUpdateFrameNumber = false;
491 if(stopped && renderSuccess)
493 mPlayState = PlayState::STOPPED;
497 // Animation is finished
499 ConditionalWait::ScopedLock lock(mConditionalWait);
500 if(mNeedAnimationFinishedTrigger && mAnimationFinishedTrigger)
502 mAnimationFinishedTrigger->Trigger();
506 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this);
509 if(mPlayState != PlayState::PAUSED && mPlayState != PlayState::STOPPED)
511 keepAnimation = true;
517 uint32_t VectorAnimationTask::GetStoppedFrame(uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame)
519 uint32_t frame = currentFrame;
521 switch(mStopBehavior)
523 case DevelImageVisual::StopBehavior::FIRST_FRAME:
528 case DevelImageVisual::StopBehavior::LAST_FRAME:
530 if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
540 case DevelImageVisual::StopBehavior::CURRENT_FRAME:
542 frame = currentFrame;
550 VectorAnimationTask::TimePoint VectorAnimationTask::CalculateNextFrameTime(bool renderNow)
552 // std::chrono::time_point template has second parameter duration which defaults to the std::chrono::steady_clock supported
553 // duration. In some C++11 implementations it is a milliseconds duration, so it fails to compile unless mNextFrameStartTime
554 // is casted to use the default duration.
555 mNextFrameStartTime = std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds));
556 auto current = std::chrono::steady_clock::now();
561 mNextFrameStartTime = current;
563 else if(mNextFrameStartTime < current)
565 uint32_t droppedFrames = 0;
567 while(current > std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds)) && droppedFrames < mTotalFrame)
570 mNextFrameStartTime = std::chrono::time_point_cast<TimePoint::duration>(mNextFrameStartTime + std::chrono::microseconds(mFrameDurationMicroSeconds));
573 mNextFrameStartTime = current;
574 mDroppedFrames = droppedFrames;
577 return mNextFrameStartTime;
580 VectorAnimationTask::TimePoint VectorAnimationTask::GetNextFrameTime()
582 return mNextFrameStartTime;
585 void VectorAnimationTask::ApplyAnimationData()
590 ConditionalWait::ScopedLock lock(mConditionalWait);
592 if(!mAnimationDataUpdated || mAnimationData[mAnimationDataIndex].resendFlag != 0)
594 // Data is not updated or the previous data is not applied yet.
598 mAnimationDataIndex = mAnimationDataIndex == 0 ? 1 : 0; // Swap index
599 mAnimationDataUpdated = false;
601 index = mAnimationDataIndex;
604 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOP_COUNT)
606 SetLoopCount(mAnimationData[index].loopCount);
609 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_RANGE)
611 SetPlayRange(mAnimationData[index].playRange);
614 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_STOP_BEHAVIOR)
616 SetStopBehavior(mAnimationData[index].stopBehavior);
619 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOPING_MODE)
621 SetLoopingMode(mAnimationData[index].loopingMode);
624 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_CURRENT_FRAME)
626 SetCurrentFrameNumber(mAnimationData[index].currentFrame);
629 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_NEED_RESOURCE_READY)
631 mVectorRenderer.InvalidateBuffer();
634 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_DYNAMIC_PROPERTY)
636 for(auto&& iter : mAnimationData[index].dynamicProperties)
638 mVectorRenderer.AddPropertyValueCallback(iter.keyPath, static_cast<VectorAnimationRenderer::VectorProperty>(iter.property), iter.callback, iter.id);
642 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_STATE)
644 if(mAnimationData[index].playState == DevelImageVisual::PlayState::PLAYING)
648 else if(mAnimationData[index].playState == DevelImageVisual::PlayState::PAUSED)
652 else if(mAnimationData[index].playState == DevelImageVisual::PlayState::STOPPED)
659 mAnimationData[index].dynamicProperties.clear();
660 mAnimationData[index].resendFlag = 0;
663 void VectorAnimationTask::OnUploadCompleted()
665 mResourceReadySignal.Emit(ResourceStatus::READY);
668 void VectorAnimationTask::OnLoadCompleted()
672 mResourceReadySignal.Emit(ResourceStatus::LOADED);
676 mResourceReadySignal.Emit(ResourceStatus::FAILED);
679 } // namespace Internal
681 } // namespace Toolkit