#include <dali/devel-api/threading/thread.h>
#include <dali/integration-api/adaptors/log-factory-interface.h>
#include <string>
+#include <memory>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
namespace Dali
{
void PauseAnimation();
/**
- * @brief Resume the vector animation.
- */
- void ResumeAnimation();
-
- /**
* @brief Render one frame. The current frame number will be increased.
*/
void RenderFrame();
void SetResourceReadyCallback( EventThreadCallback* callback );
/**
+ * @brief This callback is called after the animation is finished.
+ * @param[in] callback The animation finished callback
+ */
+ void SetAnimationFinishedCallback( EventThreadCallback* callback );
+
+ /**
* @brief Enable looping for 'count' repeats. -1 means to repeat forever.
* @param[in] count The number of times to loop
*/
*/
void SetPlayRange( Vector2 range );
+ /**
+ * @brief Get the play state
+ * @return The play state
+ */
+ DevelImageVisual::PlayState GetPlayState();
+
protected:
/**
private:
- std::string mUrl;
- VectorAnimationRenderer mVectorRenderer;
- ConditionalWait mConditionalWait;
- Dali::Mutex mMutex;
- EventThreadCallback* mResourceReadyTrigger;
- Vector2 mPlayRange;
- uint32_t mCurrentFrame;
- uint32_t mTotalFrame;
- uint32_t mStartFrame;
- uint32_t mEndFrame;
- uint32_t mWidth;
- uint32_t mHeight;
- int16_t mLoopCount;
- int16_t mCurrentLoop;
- bool mNeedRender;
- bool mPlaying;
- bool mPaused;
- bool mDestroyThread; ///< Whether the thread be destroyed
- bool mResourceReady;
+ std::string mUrl;
+ VectorAnimationRenderer mVectorRenderer;
+ ConditionalWait mConditionalWait;
+ Dali::Mutex mMutex;
+ std::unique_ptr< EventThreadCallback > mResourceReadyTrigger;
+ std::unique_ptr< EventThreadCallback > mAnimationFinishedTrigger;
+ Vector2 mPlayRange;
+ DevelImageVisual::PlayState mPlayState;
+ uint32_t mCurrentFrame;
+ uint32_t mTotalFrame;
+ uint32_t mStartFrame;
+ uint32_t mEndFrame;
+ uint32_t mWidth;
+ uint32_t mHeight;
+ int16_t mLoopCount;
+ int16_t mCurrentLoop;
+ bool mNeedRender;
+ bool mDestroyThread; ///< Whether the thread be destroyed
+ bool mResourceReady;
const Dali::LogFactoryInterface& mLogFactory; ///< The log factory
};