#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
{
{
public:
+ using UploadCompletedSignalType = Dali::VectorAnimationRenderer::UploadCompletedSignalType;
+
/**
* @brief Constructor.
*
* @param[in] url The url of the vector animation file
- * @param[in] renderer The renderer used to render the image
- * @param[in] width The width of the content
- * @param[in] height The height of the content
*/
- VectorRasterizeThread( const std::string& url, Renderer renderer, uint32_t width, uint32_t height );
+ VectorRasterizeThread( const std::string& url );
/**
* @brief Destructor.
virtual ~VectorRasterizeThread();
/**
+ * @brief Sets the renderer used to display the result image.
+ *
+ * @param[in] renderer The renderer used to display the result image
+ */
+ void SetRenderer( Renderer renderer );
+
+ /**
* @brief Sets the target image size.
*
* @param[in] width The target image width
/**
* @brief Play the vector animation.
*/
- void StartAnimation();
+ void PlayAnimation();
/**
* @brief Stop the vector animation.
void PauseAnimation();
/**
- * @brief Resume the vector animation.
- */
- void ResumeAnimation();
-
- /**
* @brief Render one frame. The current frame number will be increased.
*/
void RenderFrame();
/**
- * @brief This callback is called after the first frame is ready.
- * @param[in] callback The resource ready callback
+ * @brief This callback is called after the animation is finished.
+ * @param[in] callback The animation finished callback
*/
- void SetResourceReadyCallback( EventThreadCallback* 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 SetLoopCount( int16_t count );
+ void SetLoopCount( int32_t count );
/**
- * @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 );
+ void SetPlayRange( uint32_t startFrame, uint32_t endFrame );
+
+ /**
+ * @brief Get the play state
+ * @return The play state
+ */
+ DevelImageVisual::PlayState::Type GetPlayState() const;
+
+ /**
+ * @brief Queries whether the resource is ready.
+ * @return true if ready, false otherwise
+ */
+ bool IsResourceReady() const;
+
+ /**
+ * @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
+ */
+ uint32_t GetCurrentFrameNumber() const;
+
+ /**
+ * @brief Retrieves the total frame number of the animation.
+ * @return The total frame number
+ */
+ uint32_t GetTotalFrameNumber() const;
+
+ /**
+ * @brief Gets the default size of the file,.
+ * @return 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 Called by the rasterize thread which ensures a wait if required.
- * @return false if the thread should stop.
+ * @brief Initializes the vector renderer.
*/
- bool IsThreadReady();
+ void Initialize();
/**
- * @brief Start rendering
+ * @brief Rasterizes the current frame.
*/
- bool StartRender();
+ void Rasterize();
/**
- * @brief Rasterize the current frame.
+ * @brief Gets the frame number when the animation is stopped according to the stop behavior.
*/
- void Rasterize();
+ uint32_t GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame );
// Undefined
VectorRasterizeThread( const VectorRasterizeThread& thread ) = delete;
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;
+ 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 > mAnimationFinishedTrigger;
+ Vector2 mPlayRange;
+ PlayState mPlayState;
+ DevelImageVisual::StopBehavior::Type mStopBehavior;
+ DevelImageVisual::LoopingMode::Type mLoopingMode;
+ int64_t mFrameDurationNanoSeconds;
+ float mFrameRate;
+ uint32_t mCurrentFrame;
+ uint32_t mTotalFrame;
+ uint32_t mStartFrame;
+ uint32_t mEndFrame;
+ uint32_t mWidth;
+ uint32_t mHeight;
+ int32_t mLoopCount;
+ int32_t mCurrentLoop;
+ bool mNeedRender;
+ 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
};