// EXTERNAL INCLUDES
#include <dali/public-api/common/stage.h>
-#include <dali/devel-api/common/stage-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
+#include <dali-toolkit/devel-api/visuals/animated-vector-image-visual-signals-devel.h>
#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
-#include <dali-toolkit/internal/visuals/animated-vector-image/vector-image-rasterize-thread.h>
namespace Dali
{
namespace
{
+constexpr auto LOOP_FOREVER = -1;
+
const Dali::Vector4 FULL_TEXTURE_RECT( 0.f, 0.f, 1.f, 1.f );
+// Flags for re-sending data to the rasterize thread
+enum Flags
+{
+ RESEND_PLAY_RANGE = 1 << 0,
+ RESEND_LOOP_COUNT = 1 << 1
+};
+
} // unnamed namespace
AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
mImageVisualShaderFactory( shaderFactory ),
mUrl( imageUrl ),
+ mVectorRasterizeThread( imageUrl.GetUrl() ),
mVisualSize(),
+ mPlayRange( 0.0f, 1.0f ),
mPlacementActor(),
- mVectorRasterizeThread(),
+ mLoopCount( LOOP_FOREVER ),
+ mResendFlag( 0 ),
mActionStatus( DevelAnimatedVectorImageVisual::Action::STOP )
{
// the rasterized image is with pre-multiplied alpha format
mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
+
+ mVectorRasterizeThread.SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
+ mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
+
+ mVectorRasterizeThread.Start();
}
AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
{
map.Insert( Toolkit::ImageVisual::Property::URL, mUrl.GetUrl() );
}
+ map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
+ map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, mPlayRange );
+ map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
+ map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_PROGRESS, mVectorRasterizeThread.GetCurrentProgress() );
}
void AnimatedVectorImageVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
{
DoSetProperty( keyValue.first.indexKey, keyValue.second );
}
+ else
+ {
+ if( keyValue.first == LOOP_COUNT_NAME )
+ {
+ DoSetProperty( Toolkit::DevelImageVisual::Property::LOOP_COUNT, keyValue.second );
+ }
+ else if( keyValue.first == PLAY_RANGE_NAME )
+ {
+ DoSetProperty( Toolkit::DevelImageVisual::Property::PLAY_RANGE, keyValue.second );
+ }
+ }
}
}
void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
{
+ switch(index)
+ {
+ case Toolkit::DevelImageVisual::Property::LOOP_COUNT:
+ {
+ int32_t loopCount;
+ if( value.Get( loopCount ) )
+ {
+ mLoopCount = loopCount;
+ mResendFlag |= RESEND_LOOP_COUNT;
+ }
+ break;
+ }
+ case Toolkit::DevelImageVisual::Property::PLAY_RANGE:
+ {
+ Vector2 range;
+ if( value.Get( range ) )
+ {
+ mPlayRange = range;
+ mResendFlag |= RESEND_PLAY_RANGE;
+ }
+ break;
+ }
+ }
}
void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
// Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
mPlacementActor = actor;
- // This visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
}
void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
{
- if( mVectorRasterizeThread )
- {
- mVectorRasterizeThread->PauseAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
- mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
- }
+ mVectorRasterizeThread.PauseAnimation();
+
+ mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
if( mImpl->mRenderer )
{
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
}
{
mVisualSize = visualSize;
- if( !mVectorRasterizeThread )
- {
- uint32_t width = static_cast< uint32_t >( visualSize.width );
- uint32_t height = static_cast< uint32_t >( visualSize.height );
-
- mVectorRasterizeThread = std::unique_ptr< VectorRasterizeThread >( new VectorRasterizeThread( mUrl.GetUrl(), mImpl->mRenderer, width, height ) );
-
- mVectorRasterizeThread->SetResourceReadyCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnResourceReady ) ) );
- mVectorRasterizeThread->Start();
-
- if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
- {
- mVectorRasterizeThread->StartAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY );
- }
- else
- {
- // Render one frame
- mVectorRasterizeThread->RenderFrame();
- }
- }
- else
+ uint32_t width = static_cast< uint32_t >( visualSize.width );
+ uint32_t height = static_cast< uint32_t >( visualSize.height );
+
+ mVectorRasterizeThread.SetSize( width, height );
+ }
+
+ SendAnimationData();
+
+ if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
+ {
+ mVectorRasterizeThread.PlayAnimation();
+
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
+ }
+ else
+ {
+ // Render one frame
+ mVectorRasterizeThread.RenderFrame();
+ }
+
+ if( mVectorRasterizeThread.IsResourceReady() )
+ {
+ Actor actor = mPlacementActor.GetHandle();
+ if( actor )
{
- // TODO: change size
+ actor.AddRenderer( mImpl->mRenderer );
+ mPlacementActor.Reset();
}
+
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
}
}
void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
{
- if( actionId == mActionStatus )
- {
- return;
- }
-
// Check if action is valid for this visual type and perform action if possible
switch( actionId )
{
case DevelAnimatedVectorImageVisual::Action::PLAY:
{
- if( IsOnStage())
+ if( IsOnStage() && mVisualSize != Vector2::ZERO )
{
- if( mVectorRasterizeThread )
- {
- mVectorRasterizeThread->StartAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY ); //TODO: Should manage this globally
- }
+ mVectorRasterizeThread.PlayAnimation();
+
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
}
mActionStatus = DevelAnimatedVectorImageVisual::Action::PLAY;
break;
}
case DevelAnimatedVectorImageVisual::Action::PAUSE:
{
- if( mVectorRasterizeThread )
+ mVectorRasterizeThread.PauseAnimation();
+
+ if( mImpl->mRenderer )
{
- mVectorRasterizeThread->PauseAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
}
+
mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
break;
}
- case DevelAnimatedVectorImageVisual::Action::RESUME:
+ case DevelAnimatedVectorImageVisual::Action::STOP:
{
- if( mVectorRasterizeThread )
+ if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
{
- mVectorRasterizeThread->ResumeAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::CONTINUOUSLY );
+ mVectorRasterizeThread.StopAnimation();
+
+ OnAnimationFinished();
}
- mActionStatus = DevelAnimatedVectorImageVisual::Action::RESUME;
+ mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
break;
}
- case DevelAnimatedVectorImageVisual::Action::STOP:
+ case DevelAnimatedVectorImageVisual::Action::JUMP_TO:
{
- if( mVectorRasterizeThread )
+ float progress;
+ if( attributes.Get( progress ) )
{
- mVectorRasterizeThread->StopAnimation();
- DevelStage::SetRenderingBehavior( Stage::GetCurrent(), DevelStage::Rendering::IF_REQUIRED );
+ mVectorRasterizeThread.SetCurrentProgress( progress );
+ }
+ break;
+ }
+ case DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY:
+ {
+ Property::Map* map = attributes.GetMap();
+ if( map )
+ {
+ DoSetProperties( *map );
+
+ SendAnimationData();
}
- mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
break;
}
}
// reset the weak handle so that the renderer only get added to actor once
mPlacementActor.Reset();
- Stage::GetCurrent().KeepRendering( 0.0f );
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ }
+}
+
+void AnimatedVectorImageVisual::OnAnimationFinished()
+{
+ if( mImpl->mEventObserver )
+ {
+ mImpl->mEventObserver->NotifyVisualEvent( *this, DevelAnimatedVectorImageVisual::Signal::ANIMATION_FINISHED );
+ }
+
+ mActionStatus = DevelAnimatedVectorImageVisual::Action::STOP;
+
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+ }
+}
+
+void AnimatedVectorImageVisual::SendAnimationData()
+{
+ if( mResendFlag )
+ {
+ bool isPlaying = false;
+ if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
+ {
+ mVectorRasterizeThread.PauseAnimation();
+ isPlaying = true;
+ }
+
+ if( mResendFlag & RESEND_LOOP_COUNT )
+ {
+ mVectorRasterizeThread.SetLoopCount( mLoopCount );
+ }
+
+ if( mResendFlag & RESEND_PLAY_RANGE )
+ {
+ mVectorRasterizeThread.SetPlayRange( mPlayRange );
+ }
+
+ if( isPlaying )
+ {
+ mVectorRasterizeThread.PlayAnimation();
+ }
+ else
+ {
+ mVectorRasterizeThread.RenderFrame();
+ Stage::GetCurrent().KeepRendering( 0.0f );
+ }
+
+ mResendFlag = 0;
}
}