Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
#endif
-inline void ResetToStart( bool& updated, uint32_t& value, uint32_t startValue, ConditionalWait& conditionalWait )
+template< typename T >
+inline void ResetValue( bool& updated, T& value, T newValue, ConditionalWait& conditionalWait )
{
ConditionalWait::ScopedLock lock( conditionalWait );
if( !updated )
{
- value = startValue;
+ value = newValue;
+ updated = true;
}
}
: mUrl( url ),
mVectorRenderer(),
mConditionalWait(),
- mResourceReadyTrigger(),
mAnimationFinishedTrigger(),
- mPlayState( DevelImageVisual::PlayState::STOPPED ),
+ mPlayState( PlayState::STOPPED ),
+ mStopBehavior( DevelImageVisual::StopBehavior::CURRENT_FRAME ),
+ mLoopingMode( DevelImageVisual::LoopingMode::RESTART ),
mFrameDurationNanoSeconds( 0 ),
mFrameRate( 60.0f ),
mCurrentFrame( 0 ),
mDestroyThread( false ),
mResourceReady( false ),
mCurrentFrameUpdated( false ),
+ mCurrentLoopUpdated( false ),
+ mForward( true ),
+ mUpdateFrameNumber( false ),
+ mNeedAnimationFinishedTrigger( true ),
mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
{
Initialize();
ConditionalWait::ScopedLock lock( mConditionalWait );
mDestroyThread = true;
mConditionalWait.Notify( lock );
-
- // This should be called in the main thread to stop waiting for the dequeuable buffer.
- mVectorRenderer.StopRender();
}
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::~VectorRasterizeThread: Join\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::~VectorRasterizeThread: Join [%p]\n", this );
Join();
}
Rasterize();
}
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread [%p]\n", this );
}
void VectorRasterizeThread::SetRenderer( Renderer renderer )
mVectorRenderer.SetRenderer( renderer );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetRenderer\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetRenderer [%p]\n", this );
}
void VectorRasterizeThread::SetSize( uint32_t width, uint32_t height )
mResourceReady = false;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetSize: width = %d, height = %d\n", width, height );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetSize: width = %d, height = %d [%p]\n", width, height, this );
}
}
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != DevelImageVisual::PlayState::PLAYING )
+ if( mPlayState != PlayState::PLAYING )
{
- mPlayState = DevelImageVisual::PlayState::PLAYING;
+ mNeedRender = true;
+ mUpdateFrameNumber = false;
+ mPlayState = PlayState::PLAYING;
mConditionalWait.Notify( lock );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PlayAnimation: Start\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PlayAnimation: Play [%p]\n", this );
}
}
void VectorRasterizeThread::StopAnimation()
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != DevelImageVisual::PlayState::STOPPED )
+ if( mPlayState != PlayState::STOPPED && mPlayState != PlayState::STOPPING )
{
- mPlayState = DevelImageVisual::PlayState::STOPPED;
-
- mCurrentFrame = mStartFrame;
- mCurrentFrameUpdated = true;
+ mNeedRender = true;
+ mNeedAnimationFinishedTrigger = false;
+ mPlayState = PlayState::STOPPING;
+ mConditionalWait.Notify( lock );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop [%p]\n", this );
}
}
void VectorRasterizeThread::PauseAnimation()
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState == DevelImageVisual::PlayState::PLAYING )
+ if( mPlayState == PlayState::PLAYING )
{
- mPlayState = DevelImageVisual::PlayState::PAUSED;
+ mPlayState = PlayState::PAUSED;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PauseAnimation: Pause\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PauseAnimation: Pause [%p]\n", this );
}
}
mNeedRender = true;
mConditionalWait.Notify( lock );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render [%p]\n", this );
}
}
-void VectorRasterizeThread::SetResourceReadyCallback( EventThreadCallback* callback )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mResourceReadyTrigger = std::unique_ptr< EventThreadCallback >( callback );
-}
-
void VectorRasterizeThread::SetAnimationFinishedCallback( EventThreadCallback* callback )
{
ConditionalWait::ScopedLock lock( mConditionalWait );
ConditionalWait::ScopedLock lock( mConditionalWait );
mLoopCount = count;
+ mCurrentLoop = 0;
+ mCurrentLoopUpdated = true;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d]\n", count );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d] [%p]\n", count, this );
}
}
mResourceReady = false;
}
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetPlayRangeInFrame: [%d, %d]\n", mStartFrame, mEndFrame );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetPlayRange: [%d, %d] [%p]\n", mStartFrame, mEndFrame, this );
+ }
+ }
+}
+
+DevelImageVisual::PlayState::Type VectorRasterizeThread::GetPlayState() const
+{
+ DevelImageVisual::PlayState::Type state = DevelImageVisual::PlayState::STOPPED;
+
+ switch( mPlayState )
+ {
+ case PlayState::PLAYING:
+ {
+ state = DevelImageVisual::PlayState::PLAYING;
+ break;
+ }
+ case PlayState::PAUSED:
+ {
+ state = DevelImageVisual::PlayState::PAUSED;
+ break;
+ }
+ case PlayState::STOPPING:
+ case PlayState::STOPPED:
+ {
+ state = DevelImageVisual::PlayState::STOPPED;
+ break;
}
}
+
+ return state;
+}
+
+bool VectorRasterizeThread::IsResourceReady() const
+{
+ return mResourceReady;
}
void VectorRasterizeThread::SetCurrentFrameNumber( uint32_t frameNumber )
{
ConditionalWait::ScopedLock lock( mConditionalWait );
+ if( mCurrentFrame == frameNumber )
+ {
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this );
+ return;
+ }
+
if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
{
mCurrentFrame = frameNumber;
mResourceReady = false;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: frame number = %f (%d)\n", mCurrentFrame );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this );
}
else
{
mVectorRenderer.GetDefaultSize( width, height );
}
-DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
+void VectorRasterizeThread::SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior )
{
- return mPlayState;
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+ mStopBehavior = stopBehavior;
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this );
}
-bool VectorRasterizeThread::IsResourceReady() const
+void VectorRasterizeThread::SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode )
{
- return mResourceReady;
+ ConditionalWait::ScopedLock lock( mConditionalWait );
+ mLoopingMode = loopingMode;
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this );
+}
+
+VectorRasterizeThread::UploadCompletedSignalType& VectorRasterizeThread::UploadCompletedSignal()
+{
+ return mVectorRenderer.UploadCompletedSignal();
}
void VectorRasterizeThread::Initialize()
mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
- mEndFrame = mTotalFrame;
+ mEndFrame = mTotalFrame - 1;
mFrameRate = mVectorRenderer.GetFrameRate();
mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
SetSize( width, height );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps]\n", mUrl.c_str(), mTotalFrame, mFrameRate );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this );
}
void VectorRasterizeThread::Rasterize()
{
- bool resourceReady;
+ bool stopped = false, needAnimationFinishedTrigger;
uint32_t currentFrame, startFrame, endFrame;
- int32_t loopCount;
- DevelImageVisual::PlayState playState;
+ int32_t loopCount, currentLoopCount;
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
+ if( ( mPlayState == PlayState::PAUSED || mPlayState == PlayState::STOPPED ) && !mNeedRender && !mDestroyThread )
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait\n" );
-
- if( mPlayState == DevelImageVisual::PlayState::STOPPED )
- {
- // Reset the current loop
- mCurrentLoop = 0;
- }
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait [%p]\n", this );
mConditionalWait.Wait( lock );
}
- resourceReady = mResourceReady;
- currentFrame = mCurrentFrame++;
+ if( mPlayState == PlayState::PLAYING && mUpdateFrameNumber )
+ {
+ mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
+ }
+
+ currentFrame = mCurrentFrame;
startFrame = mStartFrame;
endFrame = mEndFrame;
loopCount = mLoopCount;
- playState = mPlayState;
+ currentLoopCount = mCurrentLoop;
+ needAnimationFinishedTrigger = mNeedAnimationFinishedTrigger;
- mNeedRender = false;
mResourceReady = true;
+ mNeedRender = false;
mCurrentFrameUpdated = false;
+ mCurrentLoopUpdated = false;
+ mUpdateFrameNumber = true;
+ mNeedAnimationFinishedTrigger = true;
}
auto currentFrameStartTime = std::chrono::system_clock::now();
- // Rasterize
- mVectorRenderer.Render( currentFrame );
+ if( mPlayState == PlayState::STOPPING )
+ {
+ currentFrame = GetStoppedFrame( startFrame, endFrame, currentFrame );
+ ResetValue( mCurrentFrameUpdated, mCurrentFrame, currentFrame, mConditionalWait );
- if( playState == DevelImageVisual::PlayState::PLAYING )
+ stopped = true;
+ }
+ else if( mPlayState == PlayState::PLAYING )
{
- if( currentFrame >= endFrame )
+ bool animationFinished = false;
+
+ if( currentFrame >= endFrame ) // last frame
{
- if( loopCount < 0 )
+ if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
{
- // repeat forever
- ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
+ mForward = false;
}
else
{
- mCurrentLoop++;
- if( mCurrentLoop >= loopCount )
+ if( loopCount < 0 || ++currentLoopCount < loopCount ) // repeat forever or before the last loop
{
- mPlayState = DevelImageVisual::PlayState::STOPPED;
-
- ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
-
- // Animation is finished
- mAnimationFinishedTrigger->Trigger();
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" );
+ ResetValue( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
+ mUpdateFrameNumber = false;
}
else
{
- ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
+ animationFinished = true; // end of animation
}
+ ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
+ }
+ }
+ else if( currentFrame == startFrame && !mForward ) // first frame
+ {
+ if( loopCount < 0 || ++currentLoopCount < loopCount ) // repeat forever or before the last loop
+ {
+ mForward = true;
+ }
+ else
+ {
+ animationFinished = true; // end of animation
+ }
+ ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
+ }
+
+ if( animationFinished )
+ {
+ if( mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME )
+ {
+ stopped = true;
+ }
+ else
+ {
+ mPlayState = PlayState::STOPPING;
}
}
}
- if( !resourceReady )
+ // Rasterize
+ if( !mVectorRenderer.Render( currentFrame ) )
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this );
+ mUpdateFrameNumber = false;
+ }
- mResourceReadyTrigger->Trigger();
+ if( stopped )
+ {
+ mPlayState = PlayState::STOPPED;
+ mForward = true;
+ mCurrentLoop = 0;
+
+ // Animation is finished
+ if( needAnimationFinishedTrigger )
+ {
+ mAnimationFinishedTrigger->Trigger();
+ }
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this );
}
auto timeToSleepUntil = currentFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds );
#if defined(DEBUG_ENABLED)
auto sleepDuration = std::chrono::duration_cast< std::chrono::milliseconds >( timeToSleepUntil - std::chrono::system_clock::now() );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [current = %d, sleep duration = %lld]\n", currentFrame, sleepDuration.count() );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [current = %d, sleep duration = %lld] [%p]\n", currentFrame, sleepDuration.count(), this );
#endif
std::this_thread::sleep_until( timeToSleepUntil );
}
+uint32_t VectorRasterizeThread::GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame )
+{
+ uint32_t frame = currentFrame;
+
+ switch( mStopBehavior )
+ {
+ case DevelImageVisual::StopBehavior::FIRST_FRAME:
+ {
+ frame = startFrame;
+ break;
+ }
+ case DevelImageVisual::StopBehavior::LAST_FRAME:
+ {
+ if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
+ {
+ frame = startFrame;
+ }
+ else
+ {
+ frame = endFrame;
+ }
+ break;
+ }
+ case DevelImageVisual::StopBehavior::CURRENT_FRAME:
+ {
+ frame = currentFrame;
+ break;
+ }
+ }
+
+ return frame;
+}
+
} // namespace Internal
} // namespace Toolkit