2 * Copyright (c) 2021 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 NANOSECONDS_PER_SECOND(1e+9);
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, const std::string& url)
52 mVectorAnimationThread(factoryCache.GetVectorAnimationManager().GetVectorAnimationThread()),
54 mAnimationFinishedTrigger(),
55 mPlayState(PlayState::STOPPED),
56 mStopBehavior(DevelImageVisual::StopBehavior::CURRENT_FRAME),
57 mLoopingMode(DevelImageVisual::LoopingMode::RESTART),
58 mNextFrameStartTime(),
59 mFrameDurationNanoSeconds(0),
67 mAnimationDataIndex(0),
68 mLoopCount(LOOP_FOREVER),
71 mUpdateFrameNumber(false),
72 mNeedAnimationFinishedTrigger(true),
73 mAnimationDataUpdated(false),
79 VectorAnimationTask::~VectorAnimationTask()
81 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::~VectorAnimationTask: destructor [%p]\n", this);
84 void VectorAnimationTask::Finalize()
86 ConditionalWait::ScopedLock lock(mConditionalWait);
88 // Release some objects in the main thread
89 if(mAnimationFinishedTrigger)
91 mAnimationFinishedTrigger.reset();
94 mVectorRenderer.Finalize();
99 void VectorAnimationTask::SetRenderer(Renderer renderer)
101 ConditionalWait::ScopedLock lock(mConditionalWait);
103 mVectorRenderer.SetRenderer(renderer);
105 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetRenderer [%p]\n", this);
108 void VectorAnimationTask::SetAnimationData(const AnimationData& data)
110 ConditionalWait::ScopedLock lock(mConditionalWait);
112 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetAnimationData [%p]\n", this);
114 uint32_t index = mAnimationDataIndex == 0 ? 1 : 0; // Use the other buffer
116 mAnimationData[index] = data;
117 mAnimationDataUpdated = true;
119 if(data.resendFlag & VectorAnimationTask::RESEND_SIZE)
121 // The size should be changed in the main thread.
122 SetSize(data.width, data.height);
125 mVectorAnimationThread.AddTask(this);
128 void VectorAnimationTask::SetSize(uint32_t width, uint32_t height)
130 if(mWidth != width || mHeight != height)
132 mVectorRenderer.SetSize(width, height);
137 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetSize: width = %d, height = %d [%p]\n", width, height, this);
141 void VectorAnimationTask::PlayAnimation()
143 if(mPlayState != PlayState::PLAYING)
145 mNeedAnimationFinishedTrigger = true;
146 mUpdateFrameNumber = false;
147 mPlayState = PlayState::PLAYING;
149 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PlayAnimation: Play [%p]\n", this);
153 void VectorAnimationTask::StopAnimation()
155 if(mPlayState != PlayState::STOPPING)
157 mNeedAnimationFinishedTrigger = false;
158 mPlayState = PlayState::STOPPING;
160 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::StopAnimation: Stop [%p]\n", this);
164 void VectorAnimationTask::PauseAnimation()
166 if(mPlayState == PlayState::PLAYING)
168 mPlayState = PlayState::PAUSED;
170 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this);
174 void VectorAnimationTask::SetAnimationFinishedCallback(EventThreadCallback* callback)
176 ConditionalWait::ScopedLock lock(mConditionalWait);
179 mAnimationFinishedTrigger = std::unique_ptr<EventThreadCallback>(callback);
183 void VectorAnimationTask::SetLoopCount(int32_t count)
185 if(mLoopCount != count)
190 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopCount: [%d] [%p]\n", count, this);
194 void VectorAnimationTask::SetPlayRange(const Property::Array& playRange)
197 uint32_t startFrame = 0, endFrame = 0;
198 size_t count = playRange.Count();
202 int32_t start = 0, end = 0;
203 if(playRange.GetElementAt(0).Get(start) && playRange.GetElementAt(1).Get(end))
205 startFrame = static_cast<uint32_t>(start);
206 endFrame = static_cast<uint32_t>(end);
211 std::string startMarker, endMarker;
212 if(playRange.GetElementAt(0).Get(startMarker) && playRange.GetElementAt(1).Get(endMarker))
216 uint32_t frame; // We don't use this later
217 if(mVectorRenderer.GetMarkerInfo(startMarker, startFrame, frame) && mVectorRenderer.GetMarkerInfo(endMarker, frame, endFrame))
228 if(playRange.GetElementAt(0).Get(marker))
232 mVectorRenderer.GetMarkerInfo(marker, startFrame, endFrame);
240 DALI_LOG_ERROR("VectorAnimationTask::SetPlayRange: Invalid range [%p]\n", this);
244 // Make sure the range specified is between 0 and the total frame number
245 if(startFrame < mTotalFrame && endFrame < mTotalFrame)
247 // If the range is not in order swap values
248 if(startFrame > endFrame)
250 uint32_t temp = startFrame;
251 startFrame = endFrame;
255 if(startFrame != mStartFrame || endFrame != mEndFrame)
257 mStartFrame = startFrame;
258 mEndFrame = endFrame;
260 // If the current frame is out of the range, change the current frame also.
261 if(mStartFrame > mCurrentFrame)
263 mCurrentFrame = mStartFrame;
265 else if(mEndFrame < mCurrentFrame)
267 mCurrentFrame = mEndFrame;
270 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetPlayRange: [%d, %d] [%p]\n", mStartFrame, mEndFrame, this);
275 DALI_LOG_ERROR("VectorAnimationTask::SetPlayRange: Invalid range (%d, %d) [%p]\n", startFrame, endFrame, this);
280 void VectorAnimationTask::GetPlayRange(uint32_t& startFrame, uint32_t& endFrame)
282 startFrame = mStartFrame;
283 endFrame = mEndFrame;
286 void VectorAnimationTask::SetCurrentFrameNumber(uint32_t frameNumber)
288 if(mCurrentFrame == frameNumber)
290 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this);
294 if(frameNumber >= mStartFrame && frameNumber <= mEndFrame)
296 mCurrentFrame = frameNumber;
297 mUpdateFrameNumber = false;
299 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this);
303 DALI_LOG_ERROR("Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame);
307 uint32_t VectorAnimationTask::GetCurrentFrameNumber() const
309 return mCurrentFrame;
312 uint32_t VectorAnimationTask::GetTotalFrameNumber() const
317 void VectorAnimationTask::GetDefaultSize(uint32_t& width, uint32_t& height) const
319 mVectorRenderer.GetDefaultSize(width, height);
322 void VectorAnimationTask::SetStopBehavior(DevelImageVisual::StopBehavior::Type stopBehavior)
324 mStopBehavior = stopBehavior;
326 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this);
329 void VectorAnimationTask::SetLoopingMode(DevelImageVisual::LoopingMode::Type loopingMode)
331 mLoopingMode = loopingMode;
333 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this);
336 void VectorAnimationTask::GetLayerInfo(Property::Map& map) const
338 mVectorRenderer.GetLayerInfo(map);
341 VectorAnimationTask::UploadCompletedSignalType& VectorAnimationTask::UploadCompletedSignal()
343 return mVectorRenderer.UploadCompletedSignal();
346 void VectorAnimationTask::Initialize()
348 mVectorRenderer = VectorAnimationRenderer::New(mUrl);
350 mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
352 mEndFrame = mTotalFrame - 1;
354 mFrameRate = mVectorRenderer.GetFrameRate();
355 mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
357 uint32_t width, height;
358 mVectorRenderer.GetDefaultSize(width, height);
360 SetSize(width, height);
362 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Initialize: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this);
365 bool VectorAnimationTask::Rasterize()
367 bool stopped = false;
368 uint32_t currentFrame;
371 ConditionalWait::ScopedLock lock(mConditionalWait);
374 // The task will be destroyed. We don't need rasterization.
379 ApplyAnimationData();
381 if(mPlayState == PlayState::PLAYING && mUpdateFrameNumber)
383 mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
384 Dali::ClampInPlace(mCurrentFrame, mStartFrame, mEndFrame);
387 currentFrame = mCurrentFrame;
389 mUpdateFrameNumber = true;
391 if(mPlayState == PlayState::STOPPING)
393 mCurrentFrame = GetStoppedFrame(mStartFrame, mEndFrame, mCurrentFrame);
394 currentFrame = mCurrentFrame;
397 else if(mPlayState == PlayState::PLAYING)
399 bool animationFinished = false;
401 if(currentFrame >= mEndFrame) // last frame
403 if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
409 if(mLoopCount < 0 || ++mCurrentLoop < mLoopCount) // repeat forever or before the last loop
411 mCurrentFrame = mStartFrame;
412 mUpdateFrameNumber = false;
416 animationFinished = true; // end of animation
420 else if(currentFrame == mStartFrame && !mForward) // first frame
422 if(mLoopCount < 0 || ++mCurrentLoop < mLoopCount) // repeat forever or before the last loop
428 animationFinished = true; // end of animation
432 if(animationFinished)
434 if(mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME)
440 mPlayState = PlayState::STOPPING;
446 bool renderSuccess = false;
449 renderSuccess = mVectorRenderer.Render(currentFrame);
452 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this);
453 mUpdateFrameNumber = false;
457 if(stopped && renderSuccess)
459 mPlayState = PlayState::STOPPED;
463 // Animation is finished
465 ConditionalWait::ScopedLock lock(mConditionalWait);
466 if(mNeedAnimationFinishedTrigger && mAnimationFinishedTrigger)
468 mAnimationFinishedTrigger->Trigger();
472 DALI_LOG_INFO(gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this);
475 bool keepAnimation = true;
476 if(mPlayState == PlayState::PAUSED || mPlayState == PlayState::STOPPED)
478 keepAnimation = false;
481 return keepAnimation;
484 uint32_t VectorAnimationTask::GetStoppedFrame(uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame)
486 uint32_t frame = currentFrame;
488 switch(mStopBehavior)
490 case DevelImageVisual::StopBehavior::FIRST_FRAME:
495 case DevelImageVisual::StopBehavior::LAST_FRAME:
497 if(mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE)
507 case DevelImageVisual::StopBehavior::CURRENT_FRAME:
509 frame = currentFrame;
517 std::chrono::time_point<std::chrono::system_clock> VectorAnimationTask::CalculateNextFrameTime(bool renderNow)
519 // std::chrono::time_point template has second parameter duration which defaults to the std::chrono::system_clock supported
520 // duration. In some C++11 implementations it is a milliseconds duration, so it fails to compile unless mNextFrameStartTime
521 // is casted to use the default duration.
522 mNextFrameStartTime = std::chrono::time_point_cast<std::chrono::time_point<std::chrono::system_clock>::duration>(
523 mNextFrameStartTime + std::chrono::nanoseconds(mFrameDurationNanoSeconds));
524 auto current = std::chrono::system_clock::now();
525 if(renderNow || mNextFrameStartTime < current)
527 mNextFrameStartTime = current;
529 return mNextFrameStartTime;
532 std::chrono::time_point<std::chrono::system_clock> VectorAnimationTask::GetNextFrameTime()
534 return mNextFrameStartTime;
537 void VectorAnimationTask::ApplyAnimationData()
542 ConditionalWait::ScopedLock lock(mConditionalWait);
544 if(!mAnimationDataUpdated || mAnimationData[mAnimationDataIndex].resendFlag != 0)
546 // Data is not updated or the previous data is not applied yet.
550 mAnimationDataIndex = mAnimationDataIndex == 0 ? 1 : 0; // Swap index
551 mAnimationDataUpdated = false;
553 index = mAnimationDataIndex;
556 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOP_COUNT)
558 SetLoopCount(mAnimationData[index].loopCount);
561 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_RANGE)
563 SetPlayRange(mAnimationData[index].playRange);
566 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_STOP_BEHAVIOR)
568 SetStopBehavior(mAnimationData[index].stopBehavior);
571 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_LOOPING_MODE)
573 SetLoopingMode(mAnimationData[index].loopingMode);
576 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_CURRENT_FRAME)
578 SetCurrentFrameNumber(mAnimationData[index].currentFrame);
581 if(mAnimationData[index].resendFlag & VectorAnimationTask::RESEND_PLAY_STATE)
583 if(mAnimationData[index].playState == DevelImageVisual::PlayState::PLAYING)
587 else if(mAnimationData[index].playState == DevelImageVisual::PlayState::PAUSED)
591 else if(mAnimationData[index].playState == DevelImageVisual::PlayState::STOPPED)
597 mAnimationData[index].resendFlag = 0;
600 } // namespace Internal
602 } // namespace Toolkit