-void VectorRasterizeThread::PauseAnimation()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlaying && !mPaused )
- {
- mPaused = true;
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PauseAnimation: Pause\n" );
- }
-}
-
-void VectorRasterizeThread::ResumeAnimation()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- if( mPlaying && mPaused )
- {
- mPaused = false;
- mConditionalWait.Notify( lock );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::ResumeAnimation: Resume\n" );
- }
-}
-
-void VectorRasterizeThread::RenderFrame()
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mNeedRender = true;
- mConditionalWait.Notify( lock );
-
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render\n" );
-}
-
-void VectorRasterizeThread::SetResourceReadyCallback( EventThreadCallback* callback )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mResourceReadyTrigger = callback;
-}
-
-void VectorRasterizeThread::SetLoopCount( int16_t count )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- mLoopCount = count;
-
- // Reset progress
- mCurrentLoop = 0;
- mCurrentFrame = mStartFrame;
-}
-
-void VectorRasterizeThread::SetPlayRange( Vector2 range )