-}
-
-Vector2 VectorRasterizeThread::GetPlayRange() const
-{
- return mPlayRange;
-}
-
-void VectorRasterizeThread::SetCurrentProgress( float progress )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( progress >= mPlayRange.x && progress <= mPlayRange.y )
- {
- mProgress = progress;
-
- if( mTotalFrame != 0 )
- {
- mCurrentFrame = static_cast< uint32_t >( mTotalFrame * progress + 0.5f );
- mCurrentFrameUpdated = true;
- }
-
- mResourceReady = false;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentProgress: progress = %f (%d)\n", progress, mCurrentFrame );
- }
-}
-
-float VectorRasterizeThread::GetCurrentProgress() const
-{
- return ( static_cast< float >( mCurrentFrame ) / static_cast< float >( mTotalFrame ) );
-}
-
-DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
-{
- return mPlayState;
-}
-
-bool VectorRasterizeThread::IsResourceReady() const
-{
- return mResourceReady;
-}
-
-bool VectorRasterizeThread::StartRender()
-{
- //TODO: check the return value
- mVectorRenderer.StartRender();
-
- mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
-
- mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f );
- mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f );
-
- mCurrentFrame = std::max( static_cast< uint32_t >( mTotalFrame * mProgress + 0.5f ), mStartFrame );
-
- mFrameRate = mVectorRenderer.GetFrameRate();
- mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StartRender: Renderer is started [%d, %f fps]\n", mTotalFrame, mFrameRate );
-
- return true;
-}
-
-void VectorRasterizeThread::Rasterize()
-{
- bool resourceReady;
- uint32_t currentFrame, startFrame, endFrame;
- int32_t loopCount;
- DevelImageVisual::PlayState playState;