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 )
+inline void ResetValue( bool& updated, uint32_t& value, uint32_t newValue, ConditionalWait& conditionalWait )
{
ConditionalWait::ScopedLock lock( conditionalWait );
if( !updated )
{
- value = startValue;
+ value = newValue;
+ updated = true;
}
}
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 ),
+ mForward( true ),
+ mUpdateFrameNumber( false ),
mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
{
Initialize();
{
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\n" );
}
}
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;
+ mPlayState = PlayState::STOPPING;
+ mConditionalWait.Notify( lock );
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
}
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" );
}
}
}
+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 );
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\n", mCurrentFrame );
}
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\n", mStopBehavior );
}
-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\n", mLoopingMode );
}
void VectorRasterizeThread::Initialize()
mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
- mEndFrame = mTotalFrame;
+ mEndFrame = mTotalFrame - 1;
mFrameRate = mVectorRenderer.GetFrameRate();
mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
void VectorRasterizeThread::Rasterize()
{
- bool resourceReady;
+ bool resourceReady, stopped = false;
uint32_t currentFrame, startFrame, endFrame;
int32_t loopCount;
- DevelImageVisual::PlayState playState;
{
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;
- }
mConditionalWait.Wait( lock );
}
+ if( mPlayState == PlayState::PLAYING && mUpdateFrameNumber )
+ {
+ mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
+ }
+
resourceReady = mResourceReady;
- currentFrame = mCurrentFrame++;
+ currentFrame = mCurrentFrame;
startFrame = mStartFrame;
endFrame = mEndFrame;
loopCount = mLoopCount;
- playState = mPlayState;
mNeedRender = false;
mResourceReady = true;
mCurrentFrameUpdated = false;
+ mUpdateFrameNumber = 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 || ++mCurrentLoop < 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
}
}
}
+ else if( currentFrame == startFrame && !mForward ) // first frame
+ {
+ if( loopCount < 0 || ++mCurrentLoop < loopCount ) // repeat forever or before the last loop
+ {
+ mForward = true;
+ }
+ else
+ {
+ animationFinished = true; // end of animation
+ }
+ }
+
+ if( animationFinished )
+ {
+ if( mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME )
+ {
+ stopped = true;
+ }
+ else
+ {
+ mPlayState = PlayState::STOPPING;
+ }
+ }
}
+ // Rasterize
+ mVectorRenderer.Render( currentFrame );
+
if( !resourceReady )
{
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" );
mResourceReadyTrigger->Trigger();
}
+ if( stopped )
+ {
+ mPlayState = PlayState::STOPPED;
+ mForward = true;
+ mCurrentLoop = 0;
+
+ // Animation is finished
+ mAnimationFinishedTrigger->Trigger();
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" );
+ }
+
auto timeToSleepUntil = currentFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds );
#if defined(DEBUG_ENABLED)
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