2 * Copyright (c) 2019 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-rasterize-thread.h>
22 #include <dali/devel-api/adaptor-framework/thread-settings.h>
23 #include <dali/integration-api/adaptors/adaptor.h>
24 #include <dali/integration-api/debug.h>
40 constexpr auto LOOP_FOREVER = -1;
41 constexpr auto NANOSECONDS_PER_SECOND( 1e+9 );
43 #if defined(DEBUG_ENABLED)
44 Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
47 inline void ResetToStart( bool& updated, uint32_t& value, uint32_t startValue, ConditionalWait& conditionalWait )
49 ConditionalWait::ScopedLock lock( conditionalWait );
56 } // unnamed namespace
58 VectorRasterizeThread::VectorRasterizeThread( const std::string& url )
62 mResourceReadyTrigger(),
63 mAnimationFinishedTrigger(),
64 mPlayState( DevelImageVisual::PlayState::STOPPED ),
65 mFrameDurationNanoSeconds( 0 ),
73 mLoopCount( LOOP_FOREVER ),
76 mDestroyThread( false ),
77 mResourceReady( false ),
78 mCurrentFrameUpdated( false ),
79 mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
84 VectorRasterizeThread::~VectorRasterizeThread()
88 ConditionalWait::ScopedLock lock( mConditionalWait );
89 mDestroyThread = true;
90 mConditionalWait.Notify( lock );
92 // This should be called in the main thread to stop waiting for the dequeuable buffer.
93 mVectorRenderer.StopRender();
96 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::~VectorRasterizeThread: Join\n" );
101 void VectorRasterizeThread::Run()
103 SetThreadName( "VectorImageThread" );
104 mLogFactory.InstallLogFunction();
106 while( !mDestroyThread )
111 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread\n" );
114 void VectorRasterizeThread::SetRenderer( Renderer renderer )
116 ConditionalWait::ScopedLock lock( mConditionalWait );
118 mVectorRenderer.SetRenderer( renderer );
120 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetRenderer\n" );
123 void VectorRasterizeThread::SetSize( uint32_t width, uint32_t height )
125 if( mWidth != width || mHeight != height )
127 ConditionalWait::ScopedLock lock( mConditionalWait );
128 mVectorRenderer.SetSize( width, height );
133 mResourceReady = false;
135 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetSize: width = %d, height = %d\n", width, height );
139 void VectorRasterizeThread::PlayAnimation()
141 ConditionalWait::ScopedLock lock( mConditionalWait );
143 if( mPlayState != DevelImageVisual::PlayState::PLAYING )
145 mPlayState = DevelImageVisual::PlayState::PLAYING;
146 mConditionalWait.Notify( lock );
148 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PlayAnimation: Start\n" );
152 void VectorRasterizeThread::StopAnimation()
154 ConditionalWait::ScopedLock lock( mConditionalWait );
155 if( mPlayState != DevelImageVisual::PlayState::STOPPED )
157 mPlayState = DevelImageVisual::PlayState::STOPPED;
159 mCurrentFrame = mStartFrame;
160 mCurrentFrameUpdated = true;
162 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
166 void VectorRasterizeThread::PauseAnimation()
168 ConditionalWait::ScopedLock lock( mConditionalWait );
169 if( mPlayState == DevelImageVisual::PlayState::PLAYING )
171 mPlayState = DevelImageVisual::PlayState::PAUSED;
173 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PauseAnimation: Pause\n" );
177 void VectorRasterizeThread::RenderFrame()
179 ConditionalWait::ScopedLock lock( mConditionalWait );
181 if( !mResourceReady )
184 mConditionalWait.Notify( lock );
186 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render\n" );
190 void VectorRasterizeThread::SetResourceReadyCallback( EventThreadCallback* callback )
192 ConditionalWait::ScopedLock lock( mConditionalWait );
193 mResourceReadyTrigger = std::unique_ptr< EventThreadCallback >( callback );
196 void VectorRasterizeThread::SetAnimationFinishedCallback( EventThreadCallback* callback )
198 ConditionalWait::ScopedLock lock( mConditionalWait );
199 mAnimationFinishedTrigger = std::unique_ptr< EventThreadCallback >( callback );
202 void VectorRasterizeThread::SetLoopCount( int32_t count )
204 if( mLoopCount != count )
206 ConditionalWait::ScopedLock lock( mConditionalWait );
210 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d]\n", count );
214 void VectorRasterizeThread::SetPlayRange( uint32_t startFrame, uint32_t endFrame )
216 // Make sure the range specified is between 0 and the total frame number
217 if( ( startFrame < mTotalFrame ) && ( endFrame < mTotalFrame ) )
219 // If the range is not in order swap values
220 if( startFrame > endFrame )
222 uint32_t temp = startFrame;
223 startFrame = endFrame;
227 if( startFrame != mStartFrame || endFrame != mEndFrame )
229 ConditionalWait::ScopedLock lock( mConditionalWait );
231 mStartFrame = startFrame;
232 mEndFrame = endFrame;
234 // If the current frame is out of the range, change the current frame also.
235 if( mStartFrame > mCurrentFrame )
237 mCurrentFrame = mStartFrame;
239 mCurrentFrameUpdated = true;
240 mResourceReady = false;
242 else if( mEndFrame < mCurrentFrame )
244 mCurrentFrame = mEndFrame;
246 mCurrentFrameUpdated = true;
247 mResourceReady = false;
250 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetPlayRangeInFrame: [%d, %d]\n", mStartFrame, mEndFrame );
255 void VectorRasterizeThread::SetCurrentFrameNumber( uint32_t frameNumber )
257 ConditionalWait::ScopedLock lock( mConditionalWait );
259 if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
261 mCurrentFrame = frameNumber;
262 mCurrentFrameUpdated = true;
264 mResourceReady = false;
266 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: frame number = %f (%d)\n", mCurrentFrame );
270 DALI_LOG_ERROR( "Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame );
274 uint32_t VectorRasterizeThread::GetCurrentFrameNumber() const
276 return mCurrentFrame;
279 uint32_t VectorRasterizeThread::GetTotalFrameNumber() const
284 void VectorRasterizeThread::GetDefaultSize( uint32_t& width, uint32_t& height ) const
286 mVectorRenderer.GetDefaultSize( width, height );
289 DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
294 bool VectorRasterizeThread::IsResourceReady() const
296 return mResourceReady;
299 void VectorRasterizeThread::Initialize()
301 mVectorRenderer = VectorAnimationRenderer::New( mUrl );
303 mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
305 mEndFrame = mTotalFrame;
307 mFrameRate = mVectorRenderer.GetFrameRate();
308 mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
310 uint32_t width, height;
311 mVectorRenderer.GetDefaultSize( width, height );
313 SetSize( width, height );
315 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps]\n", mUrl.c_str(), mTotalFrame, mFrameRate );
318 void VectorRasterizeThread::Rasterize()
321 uint32_t currentFrame, startFrame, endFrame;
323 DevelImageVisual::PlayState playState;
326 ConditionalWait::ScopedLock lock( mConditionalWait );
328 if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
330 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait\n" );
332 if( mPlayState == DevelImageVisual::PlayState::STOPPED )
334 // Reset the current loop
337 mConditionalWait.Wait( lock );
340 resourceReady = mResourceReady;
341 currentFrame = mCurrentFrame++;
342 startFrame = mStartFrame;
343 endFrame = mEndFrame;
344 loopCount = mLoopCount;
345 playState = mPlayState;
348 mResourceReady = true;
349 mCurrentFrameUpdated = false;
352 auto currentFrameStartTime = std::chrono::system_clock::now();
355 mVectorRenderer.Render( currentFrame );
357 if( playState == DevelImageVisual::PlayState::PLAYING )
359 if( currentFrame >= endFrame )
364 ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
369 if( mCurrentLoop >= loopCount )
371 mPlayState = DevelImageVisual::PlayState::STOPPED;
373 ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
375 // Animation is finished
376 mAnimationFinishedTrigger->Trigger();
378 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" );
382 ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
390 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" );
392 mResourceReadyTrigger->Trigger();
395 auto timeToSleepUntil = currentFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds );
397 #if defined(DEBUG_ENABLED)
398 auto sleepDuration = std::chrono::duration_cast< std::chrono::milliseconds >( timeToSleepUntil - std::chrono::system_clock::now() );
400 DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [current = %d, sleep duration = %lld]\n", currentFrame, sleepDuration.count() );
403 std::this_thread::sleep_until( timeToSleepUntil );
406 } // namespace Internal
408 } // namespace Toolkit