#include <dali/devel-api/adaptor-framework/thread-settings.h>
#include <dali/integration-api/adaptors/adaptor.h>
#include <dali/integration-api/debug.h>
-
-// INTERNAL INCLUDES
+#include <chrono>
+#include <thread>
namespace Dali
{
{
constexpr auto LOOP_FOREVER = -1;
+constexpr auto NANOSECONDS_PER_SECOND( 1e+9 );
#if defined(DEBUG_ENABLED)
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 )
+{
+ ConditionalWait::ScopedLock lock( conditionalWait );
+ if( !updated )
+ {
+ value = startValue;
+ }
+}
+
} // unnamed namespace
VectorRasterizeThread::VectorRasterizeThread( const std::string& url )
: mUrl( url ),
mVectorRenderer(),
mConditionalWait(),
- mMutex(),
mResourceReadyTrigger(),
mAnimationFinishedTrigger(),
- mPlayRange( 0.0f, 1.0f ),
mPlayState( DevelImageVisual::PlayState::STOPPED ),
- mProgress( 0.0f ),
+ mFrameDurationNanoSeconds( 0 ),
+ mFrameRate( 60.0f ),
mCurrentFrame( 0 ),
mTotalFrame( 0 ),
mStartFrame( 0 ),
mNeedRender( false ),
mDestroyThread( false ),
mResourceReady( false ),
+ mCurrentFrameUpdated( false ),
mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
{
- mVectorRenderer = VectorAnimationRenderer::New( mUrl );
+ Initialize();
}
VectorRasterizeThread::~VectorRasterizeThread()
SetThreadName( "VectorImageThread" );
mLogFactory.InstallLogFunction();
- //TODO: check the return value
- StartRender();
-
- while( IsThreadReady() )
+ while( !mDestroyThread )
{
Rasterize();
}
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread\n" );
}
void VectorRasterizeThread::SetRenderer( Renderer renderer )
void VectorRasterizeThread::PlayAnimation()
{
ConditionalWait::ScopedLock lock( mConditionalWait );
+
if( mPlayState != DevelImageVisual::PlayState::PLAYING )
{
mPlayState = DevelImageVisual::PlayState::PLAYING;
{
mPlayState = DevelImageVisual::PlayState::STOPPED;
- // Reset the current frame and the current loop
mCurrentFrame = mStartFrame;
- mCurrentLoop = 0;
+ mCurrentFrameUpdated = true;
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
}
mLoopCount = count;
- // Reset progress
- mCurrentLoop = 0;
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d]\n", count );
}
}
-int32_t VectorRasterizeThread::GetLoopCount() const
+void VectorRasterizeThread::SetPlayRange( uint32_t startFrame, uint32_t endFrame )
{
- return mLoopCount;
-}
-
-void VectorRasterizeThread::SetPlayRange( Vector2 range )
-{
- // Make sure the range specified is between 0.0 and 1.0
- if( range.x >= 0.0f && range.x <= 1.0f && range.y >= 0.0f && range.y <= 1.0f )
+ // Make sure the range specified is between 0 and the total frame number
+ if( startFrame >= 0 && startFrame < mTotalFrame && endFrame >= 0 && endFrame < mTotalFrame )
{
- Vector2 orderedRange( range );
// If the range is not in order swap values
- if( range.x > range.y )
+ if( startFrame > endFrame )
{
- orderedRange = Vector2( range.y, range.x );
+ uint32_t temp = startFrame;
+ startFrame = endFrame;
+ endFrame = temp;
}
- if( mPlayRange != orderedRange )
+ if( startFrame != mStartFrame || endFrame != mEndFrame )
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- mPlayRange = orderedRange;
+ mStartFrame = startFrame;
+ mEndFrame = endFrame;
- if( mTotalFrame != 0 )
+ // If the current frame is out of the range, change the current frame also.
+ if( mStartFrame > mCurrentFrame )
{
- mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f );
- mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f );
-
- // If the current frame is out of the range, change the current frame also.
- if( mStartFrame > mCurrentFrame )
- {
- mCurrentFrame = mStartFrame;
+ mCurrentFrame = mStartFrame;
- mResourceReady = false;
- }
- else if( mEndFrame < mCurrentFrame )
- {
- mCurrentFrame = mEndFrame;
+ mCurrentFrameUpdated = true;
+ mResourceReady = false;
+ }
+ else if( mEndFrame < mCurrentFrame )
+ {
+ mCurrentFrame = mEndFrame;
- mResourceReady = false;
- }
+ mCurrentFrameUpdated = true;
+ mResourceReady = false;
}
+
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetPlayRangeInFrame: [%d, %d]\n", mStartFrame, mEndFrame );
}
}
}
-Vector2 VectorRasterizeThread::GetPlayRange() const
-{
- return mPlayRange;
-}
-
-void VectorRasterizeThread::SetCurrentProgress( float progress )
+void VectorRasterizeThread::SetCurrentFrameNumber( uint32_t frameNumber )
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- if( progress >= mPlayRange.x && progress <= mPlayRange.y )
+ if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
{
- mProgress = progress;
-
- if( mTotalFrame != 0 )
- {
- mCurrentFrame = static_cast< uint32_t >( mTotalFrame * progress + 0.5f );
- }
+ mCurrentFrame = frameNumber;
+ mCurrentFrameUpdated = true;
mResourceReady = false;
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentProgress: progress = %f (%d)\n", progress, mCurrentFrame );
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: frame number = %f (%d)\n", mCurrentFrame );
+ }
+ else
+ {
+ DALI_LOG_ERROR( "Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame );
}
}
-float VectorRasterizeThread::GetCurrentProgress() const
+uint32_t VectorRasterizeThread::GetCurrentFrameNumber() const
{
- return ( static_cast< float >( mCurrentFrame ) / static_cast< float >( mTotalFrame ) );
+ return mCurrentFrame;
}
-DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
+uint32_t VectorRasterizeThread::GetTotalFrameNumber() const
{
- return mPlayState;
+ return mTotalFrame;
}
-bool VectorRasterizeThread::IsResourceReady() const
+void VectorRasterizeThread::GetDefaultSize( uint32_t& width, uint32_t& height ) const
{
- return mResourceReady;
+ mVectorRenderer.GetDefaultSize( width, height );
}
-bool VectorRasterizeThread::IsThreadReady()
+DevelImageVisual::PlayState VectorRasterizeThread::GetPlayState() const
{
- ConditionalWait::ScopedLock lock( mConditionalWait );
-
- if( mPlayState != DevelImageVisual::PlayState::PLAYING && !mNeedRender && !mDestroyThread )
- {
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::IsThreadReady: Wait\n" );
-
- mConditionalWait.Wait( lock );
- }
+ return mPlayState;
+}
- // Keep the thread alive if this thread is NOT to be destroyed
- return !mDestroyThread;
+bool VectorRasterizeThread::IsResourceReady() const
+{
+ return mResourceReady;
}
-bool VectorRasterizeThread::StartRender()
+void VectorRasterizeThread::Initialize()
{
- //TODO: check the return value
- mVectorRenderer.StartRender();
+ mVectorRenderer = VectorAnimationRenderer::New( mUrl );
mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
- mStartFrame = static_cast< uint32_t >( mPlayRange.x * mTotalFrame + 0.5f );
- mEndFrame = static_cast< uint32_t >( mPlayRange.y * mTotalFrame + 0.5f );
+ mEndFrame = mTotalFrame;
+
+ mFrameRate = mVectorRenderer.GetFrameRate();
+ mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
- mCurrentFrame = std::max( static_cast< uint32_t >( mTotalFrame * mProgress + 0.5f ), mStartFrame );
+ uint32_t width, height;
+ mVectorRenderer.GetDefaultSize( width, height );
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StartRender: Renderer is started [%d (%d, %d)]\n", mTotalFrame, mStartFrame, mEndFrame );
+ SetSize( width, height );
- return true;
+ DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps]\n", mUrl.c_str(), mTotalFrame, mFrameRate );
}
void VectorRasterizeThread::Rasterize()
{
- DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: [%d]\n", mCurrentFrame );
-
- bool needRender, resourceReady;
+ bool resourceReady;
+ uint32_t currentFrame, startFrame, endFrame;
+ int32_t loopCount;
+ DevelImageVisual::PlayState playState;
{
ConditionalWait::ScopedLock lock( mConditionalWait );
- needRender = mNeedRender;
+
+ if( mPlayState != DevelImageVisual::PlayState::PLAYING && !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 );
+ }
+
resourceReady = mResourceReady;
+ currentFrame = mCurrentFrame++;
+ startFrame = mStartFrame;
+ endFrame = mEndFrame;
+ loopCount = mLoopCount;
+ playState = mPlayState;
+
+ mNeedRender = false;
+ mResourceReady = true;
+ mCurrentFrameUpdated = false;
}
+ auto currentFrameStartTime = std::chrono::system_clock::now();
+
// Rasterize
- mVectorRenderer.Render( mCurrentFrame );
+ mVectorRenderer.Render( currentFrame );
- if( mPlayState == DevelImageVisual::PlayState::PLAYING )
+ if( playState == DevelImageVisual::PlayState::PLAYING )
{
- if( ++mCurrentFrame >= mEndFrame )
+ if( currentFrame >= endFrame )
{
- if( mLoopCount < 0 )
+ if( loopCount < 0 )
{
// repeat forever
- mCurrentFrame = mStartFrame;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait ); // If the current frame is changed in the event thread, don't overwrite it.
}
else
{
mCurrentLoop++;
- if( mCurrentLoop >= mLoopCount )
+ if( mCurrentLoop >= loopCount )
{
- // Animation is finished
mPlayState = DevelImageVisual::PlayState::STOPPED;
- // Reset the current frame and the current loop
- mCurrentFrame = mStartFrame;
- mCurrentLoop = 0;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
+ // Animation is finished
mAnimationFinishedTrigger->Trigger();
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished\n" );
}
else
{
- mCurrentFrame = mStartFrame;
+ ResetToStart( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );
}
}
}
}
- if( needRender )
- {
- mNeedRender = false;
- }
-
if( !resourceReady )
{
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Resource ready trigger\n" );
mResourceReadyTrigger->Trigger();
- mResourceReady = true;
}
+
+ 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() );
+#endif
+
+ std::this_thread::sleep_until( timeToSleepUntil );
}
} // namespace Internal