{
public:
+ using UploadCompletedSignalType = Dali::VectorAnimationRenderer::UploadCompletedSignalType;
+
/**
* @brief Constructor.
*
void RenderFrame();
/**
- * @brief This callback is called after the first frame is ready.
- * @param[in] callback The resource ready callback
- */
- void SetResourceReadyCallback( EventThreadCallback* callback );
-
- /**
* @brief This callback is called after the animation is finished.
* @param[in] callback The animation finished callback
*/
void SetLoopCount( int32_t count );
/**
- * @brief Gets the loop count. -1 means to repeat forever.
- * @return The number of times to loop
- */
- int32_t GetLoopCount() const;
-
- /**
- * @brief Set the playing range.
- * @param[in] range Two values between [0,1] to specify minimum and maximum progress.
+ * @brief Set the playing range in frame number.
+ * @param[in] startFrame The frame number to specify minimum progress.
+ * @param[in] endFrame The frame number to specify maximum progress.
* The animation will play between those values.
*/
- void SetPlayRange( Vector2 range );
-
- /**
- * @brief Gets the playing range.
- * @return The play range defined for the animation
- */
- Vector2 GetPlayRange() const;
+ void SetPlayRange( uint32_t startFrame, uint32_t endFrame );
/**
* @brief Get the play state
* @return The play state
*/
- DevelImageVisual::PlayState GetPlayState() const;
+ DevelImageVisual::PlayState::Type GetPlayState() const;
/**
* @brief Queries whether the resource is ready.
bool IsResourceReady() const;
/**
- * @brief Sets the progress of the animation.
- * @param[in] progress The new progress as a normalized value between [0,1] or between the play range if specified.
+ * @brief Sets the current frame number of the animation.
+ * @param[in] frameNumber The new frame number between [0, the maximum frame number] or between the play range if specified.
+ */
+ void SetCurrentFrameNumber( uint32_t frameNumber );
+
+ /**
+ * @brief Retrieves the current frame number of the animation.
+ * @return The current frame number
*/
- void SetCurrentProgress( float progress );
+ uint32_t GetCurrentFrameNumber() const;
/**
- * @brief Retrieves the current progress of the animation.
- * @return The current progress as a normalized value between [0,1]
+ * @brief Retrieves the total frame number of the animation.
+ * @return The total frame number
*/
- float GetCurrentProgress() const;
+ uint32_t GetTotalFrameNumber() const;
/**
* @brief Gets the default size of the file,.
*/
void GetDefaultSize( uint32_t& width, uint32_t& height ) const;
+ /**
+ * @brief Sets the stop behavior of the animation. This is performed when the animation is stopped.
+ * @param[in] stopBehavior The stop behavior
+ */
+ void SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior );
+
+ /**
+ * @brief Sets the looping mode.
+ * Animation plays forwards and then restarts from the beginning or runs backwards again.
+ * @param[in] loopingMode The looping mode
+ */
+ void SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode );
+
+ /**
+ * @brief Connect to this signal to be notified when the texture upload is completed.
+ * @return The signal to connect to.
+ */
+ UploadCompletedSignalType& UploadCompletedSignal();
+
protected:
/**
private:
/**
- * @brief Initialize the vector renderer.
+ * @brief Initializes the vector renderer.
*/
void Initialize();
/**
- * @brief Rasterize the current frame.
+ * @brief Rasterizes the current frame.
*/
void Rasterize();
+ /**
+ * @brief Gets the frame number when the animation is stopped according to the stop behavior.
+ */
+ uint32_t GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame );
+
// Undefined
VectorRasterizeThread( const VectorRasterizeThread& thread ) = delete;
private:
+ enum class PlayState
+ {
+ STOPPING, ///< The animation is stopping
+ STOPPED, ///< The animation has stopped
+ PLAYING, ///< The animation is playing
+ PAUSED ///< The animation is paused
+ };
+
std::string mUrl;
VectorAnimationRenderer mVectorRenderer;
ConditionalWait mConditionalWait;
- std::unique_ptr< EventThreadCallback > mResourceReadyTrigger;
std::unique_ptr< EventThreadCallback > mAnimationFinishedTrigger;
Vector2 mPlayRange;
- DevelImageVisual::PlayState mPlayState;
+ PlayState mPlayState;
+ DevelImageVisual::StopBehavior::Type mStopBehavior;
+ DevelImageVisual::LoopingMode::Type mLoopingMode;
int64_t mFrameDurationNanoSeconds;
- float mProgress;
float mFrameRate;
uint32_t mCurrentFrame;
uint32_t mTotalFrame;
bool mDestroyThread; ///< Whether the thread be destroyed
bool mResourceReady;
bool mCurrentFrameUpdated;
+ bool mCurrentLoopUpdated;
+ bool mForward;
+ bool mUpdateFrameNumber;
+ bool mNeedAnimationFinishedTrigger;
const Dali::LogFactoryInterface& mLogFactory; ///< The log factory
};