-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 = std::unique_ptr< EventThreadCallback >( callback );
-}
-
-void VectorRasterizeThread::SetAnimationFinishedCallback( EventThreadCallback* callback )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
- mAnimationFinishedTrigger = std::unique_ptr< EventThreadCallback >( callback );
-}
-
-void VectorRasterizeThread::SetLoopCount( int32_t count )
-{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- mLoopCount = count;
-
- // Reset progress
- mCurrentLoop = 0;
- mCurrentFrame = mStartFrame;
-}
-
-int32_t VectorRasterizeThread::GetLoopCount() const
-{
- return mLoopCount;
-}
-
-void VectorRasterizeThread::SetPlayRange( Vector2 range )