(Vector) Refactor vector to use thread pool 32/214332/8
authorHeeyong Song <heeyong.song@samsung.com>
Fri, 20 Sep 2019 09:23:48 +0000 (18:23 +0900)
committerHeeyong Song <heeyong.song@samsung.com>
Mon, 14 Oct 2019 02:02:09 +0000 (11:02 +0900)
Change-Id: If9701ae9b938f4a21cf30f7536d441aedd7d9f08

13 files changed:
automated-tests/src/dali-toolkit/dali-toolkit-test-utils/toolkit-vector-animation-renderer.cpp
automated-tests/src/dali-toolkit/utc-Dali-AnimatedVectorImageVisual.cpp
dali-toolkit/internal/file.list
dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.cpp
dali-toolkit/internal/visuals/animated-vector-image/animated-vector-image-visual.h
dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.cpp [new file with mode: 0644]
dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.h [new file with mode: 0644]
dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.cpp [new file with mode: 0644]
dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h [new file with mode: 0755]
dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.cpp
dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.h
dali-toolkit/internal/visuals/visual-factory-cache.cpp
dali-toolkit/internal/visuals/visual-factory-cache.h

index 558cdec..344280a 100755 (executable)
@@ -37,8 +37,20 @@ public:
     mRenderer(),
     mWidth( 0 ),
     mHeight( 0 ),
-    mPreviousFrame( 0 )
+    mPreviousFrame( 0 ),
+    mFrameRate( 60.0f )
   {
+    mCount++;
+
+    if( mCount == 2 )
+    {
+      mFrameRate = 0.1f;
+    }
+  }
+
+  ~VectorAnimationRenderer()
+  {
+    mCount--;
   }
 
   void SetRenderer( Dali::Renderer renderer )
@@ -87,7 +99,7 @@ public:
 
   float GetFrameRate() const
   {
-    return 60.0f;
+    return mFrameRate;
   }
 
   void GetDefaultSize( uint32_t& width, uint32_t& height ) const
@@ -103,14 +115,19 @@ public:
 
 public:
 
+  static uint32_t mCount;
+
   std::string mUrl;
   Dali::Renderer mRenderer;
   uint32_t mWidth;
   uint32_t mHeight;
   uint32_t mPreviousFrame;
+  float mFrameRate;
   Dali::VectorAnimationRenderer::UploadCompletedSignalType mUploadCompletedSignal;
 };
 
+uint32_t VectorAnimationRenderer::mCount = 0;
+
 inline VectorAnimationRenderer& GetImplementation( Dali::VectorAnimationRenderer& renderer )
 {
   DALI_ASSERT_ALWAYS( renderer && "VectorAnimationRenderer handle is empty." );
index 87ff376..98a2d3d 100644 (file)
@@ -251,8 +251,20 @@ int UtcDaliAnimatedVectorImageVisualGetPropertyMap01(void)
   VisualFactory factory = VisualFactory::Get();
   Visual::Base visual = factory.CreateVisual( propertyMap );
 
+  DummyControl actor = DummyControl::New( true );
+  DummyControlImpl& dummyImpl = static_cast< DummyControlImpl& >( actor.GetImplementation() );
+  dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+  Vector2 controlSize( 20.f, 30.f );
+  actor.SetSize( controlSize );
+
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
   Property::Map resultMap;
-  visual.CreatePropertyMap( resultMap );
+  resultMap = actor.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
 
   // check the property values from the returned map from a visual
   Property::Value* value = resultMap.Find( Toolkit::Visual::Property::TYPE, Property::INTEGER );
@@ -564,10 +576,10 @@ int UtcDaliAnimatedVectorImageVisualPlayRange(void)
   ToolkitTestApplication application;
   tet_infoline( "UtcDaliAnimatedVectorImageVisualPlayRange" );
 
-  int startFrame = 3, endFrame = 1;
+  int startFrame = 1, endFrame = 3;
   Property::Array array;
-  array.PushBack( startFrame );
   array.PushBack( endFrame );
+  array.PushBack( startFrame );
 
   Property::Map propertyMap;
   propertyMap.Add( Toolkit::Visual::Property::TYPE, DevelVisual::ANIMATED_VECTOR_IMAGE )
@@ -610,7 +622,7 @@ int UtcDaliAnimatedVectorImageVisualPlayRange(void)
 
   // Set invalid play range
   array.Clear();
-  array.PushBack( -1 );
+  array.PushBack( 1 );
   array.PushBack( 100 );
 
   attributes.Clear();
@@ -630,6 +642,44 @@ int UtcDaliAnimatedVectorImageVisualPlayRange(void)
   DALI_TEST_EQUALS( startFrame, resultStartFrame, TEST_LOCATION );  // Should not be changed
   DALI_TEST_EQUALS( endFrame, resultEndFrame, TEST_LOCATION );
 
+  DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::PAUSE, Property::Map() );
+
+  application.SendNotification();
+  application.Render();
+
+  DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::JUMP_TO, 3 );
+
+  application.SendNotification();
+  application.Render();
+
+  map = actor.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
+  value = map.Find( DevelImageVisual::Property::CURRENT_FRAME_NUMBER );
+  DALI_TEST_EQUALS( value->Get< int >(), 3, TEST_LOCATION );
+
+  array.Clear();
+  array.PushBack( 0 );
+  array.PushBack( 2 );
+
+  attributes.Clear();
+  attributes.Add( DevelImageVisual::Property::PLAY_RANGE, array );
+  DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY, attributes );
+
+  application.SendNotification();
+  application.Render();
+
+  map = actor.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
+  value = map.Find( DevelImageVisual::Property::PLAY_RANGE );
+
+  result = value->GetArray();
+  result->GetElementAt( 0 ).Get( resultStartFrame );
+  result->GetElementAt( 1 ).Get( resultEndFrame );
+
+  DALI_TEST_EQUALS( 0, resultStartFrame, TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, resultEndFrame, TEST_LOCATION );
+
+  value = map.Find( DevelImageVisual::Property::CURRENT_FRAME_NUMBER );
+  DALI_TEST_EQUALS( value->Get< int >(), 2, TEST_LOCATION );    // CURRENT_FRAME_NUMBER should be changed also.
+
   END_TEST;
 }
 
@@ -856,6 +906,24 @@ int UtcDaliAnimatedVectorImageVisualUpdateProperty(void)
   DALI_TEST_CHECK( result->GetElementAt( 0 ).Get< int >() == startFrame );
   DALI_TEST_CHECK( result->GetElementAt( 1 ).Get< int >() == endFrame );
 
+  // Play and update property
+  attributes.Clear();
+  DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::PLAY, attributes );
+
+  application.SendNotification();
+  application.Render();
+
+  attributes.Add( DevelImageVisual::Property::LOOP_COUNT, 10 );
+
+  DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY, attributes );
+
+  application.SendNotification();
+  application.Render();
+
+  map = actor.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
+  value = map.Find( DevelImageVisual::Property::LOOP_COUNT );
+  DALI_TEST_EQUALS( value->Get< int >(), 10, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -1093,3 +1161,67 @@ int UtcDaliAnimatedVectorImageVisualPropertyNotification(void)
 
   END_TEST;
 }
+
+int UtcDaliAnimatedVectorImageVisualMultipleInstances(void)
+{
+  ToolkitTestApplication application;
+  tet_infoline( "UtcDaliAnimatedVectorImageVisualMultipleInstances" );
+
+  Property::Map propertyMap;
+  propertyMap.Add( Toolkit::Visual::Property::TYPE, DevelVisual::ANIMATED_VECTOR_IMAGE )
+             .Add( ImageVisual::Property::URL, TEST_VECTOR_IMAGE_FILE_NAME );
+
+  Visual::Base visual1 = VisualFactory::Get().CreateVisual( propertyMap );
+  DALI_TEST_CHECK( visual1 );
+
+  DummyControl actor1 = DummyControl::New( true );
+  DummyControlImpl& dummyImpl1 = static_cast< DummyControlImpl& >( actor1.GetImplementation() );
+  dummyImpl1.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual1 );
+
+  Vector2 controlSize( 20.f, 30.f );
+  actor1.SetSize( controlSize );
+
+  Stage::GetCurrent().Add( actor1 );
+
+  propertyMap.Clear();
+  propertyMap.Add( Toolkit::Visual::Property::TYPE, DevelVisual::ANIMATED_VECTOR_IMAGE )
+             .Add( ImageVisual::Property::URL, TEST_VECTOR_IMAGE_FILE_NAME );
+
+  Visual::Base visual2 = VisualFactory::Get().CreateVisual( propertyMap );
+  DALI_TEST_CHECK( visual2 );
+
+  DummyControl actor2 = DummyControl::New( true );
+  DummyControlImpl& dummyImpl2 = static_cast< DummyControlImpl& >( actor2.GetImplementation() );
+  dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual2 );
+
+  actor2.SetSize( controlSize );
+
+  Stage::GetCurrent().Add( actor2 );
+
+  DevelControl::DoAction( actor2, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::PLAY, Property::Map() );
+
+  application.SendNotification();
+  application.Render();
+
+  std::this_thread::sleep_for( std::chrono::milliseconds( 200 ) );
+
+  Property::Map attributes;
+  attributes.Add( DevelImageVisual::Property::STOP_BEHAVIOR, DevelImageVisual::StopBehavior::LAST_FRAME );
+
+  DevelControl::DoAction( actor1, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY, attributes );
+  DevelControl::DoAction( actor2, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY, attributes );
+
+  DevelControl::DoAction( actor1, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::PLAY, Property::Map() );
+
+  // renderer is added to actor
+  DALI_TEST_CHECK( actor1.GetRendererCount() == 1u );
+  Renderer renderer1 = actor1.GetRendererAt( 0u );
+  DALI_TEST_CHECK( renderer1 );
+
+  // renderer is added to actor
+  DALI_TEST_CHECK( actor2.GetRendererCount() == 1u );
+  Renderer renderer2 = actor2.GetRendererAt( 0u );
+  DALI_TEST_CHECK( renderer2 );
+
+  END_TEST;
+}
index a7b1b78..9642ef8 100644 (file)
@@ -19,6 +19,8 @@ SET( toolkit_src_files
    ${toolkit_src_dir}/visuals/animated-image/rolling-image-cache.cpp
    ${toolkit_src_dir}/visuals/animated-image/rolling-gif-image-cache.cpp
    ${toolkit_src_dir}/visuals/animated-vector-image/animated-vector-image-visual.cpp
+   ${toolkit_src_dir}/visuals/animated-vector-image/vector-animation-task.cpp
+   ${toolkit_src_dir}/visuals/animated-vector-image/vector-animation-thread.cpp
    ${toolkit_src_dir}/visuals/animated-vector-image/vector-rasterize-thread.cpp
    ${toolkit_src_dir}/visuals/border/border-visual.cpp
    ${toolkit_src_dir}/visuals/color/color-visual.cpp
index 5b0c1c4..070836c 100644 (file)
@@ -94,9 +94,9 @@ AnimatedVectorImageVisualPtr AnimatedVectorImageVisual::New( VisualFactoryCache&
 
 AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
-  mImageVisualShaderFactory( shaderFactory ),
   mUrl( imageUrl ),
-  mVectorRasterizeThread( imageUrl.GetUrl() ),
+  mVectorAnimationTask( new VectorAnimationTask( factoryCache, imageUrl.GetUrl() ) ),
+  mImageVisualShaderFactory( shaderFactory ),
   mVisualSize(),
   mVisualScale( Vector2::ONE ),
   mPlacementActor(),
@@ -112,10 +112,8 @@ AnimatedVectorImageVisual::AnimatedVectorImageVisual( VisualFactoryCache& factor
   // the rasterized image is with pre-multiplied alpha format
   mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
 
-  mVectorRasterizeThread.UploadCompletedSignal().Connect( this, &AnimatedVectorImageVisual::OnUploadCompleted );
-  mVectorRasterizeThread.SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
-
-  mVectorRasterizeThread.Start();
+  mVectorAnimationTask->UploadCompletedSignal().Connect( this, &AnimatedVectorImageVisual::OnUploadCompleted );
+  mVectorAnimationTask->SetAnimationFinishedCallback( new EventThreadCallback( MakeCallback( this, &AnimatedVectorImageVisual::OnAnimationFinished ) ) );
 }
 
 AnimatedVectorImageVisual::~AnimatedVectorImageVisual()
@@ -131,7 +129,7 @@ void AnimatedVectorImageVisual::GetNaturalSize( Vector2& naturalSize )
   else
   {
     uint32_t width, height;
-    mVectorRasterizeThread.GetDefaultSize( width, height );
+    mVectorAnimationTask->GetDefaultSize( width, height );
     naturalSize.x = width;
     naturalSize.y = height;
   }
@@ -149,14 +147,17 @@ void AnimatedVectorImageVisual::DoCreatePropertyMap( Property::Map& map ) const
   }
   map.Insert( Toolkit::DevelImageVisual::Property::LOOP_COUNT, mLoopCount );
 
+  uint32_t startFrame, endFrame;
+  mVectorAnimationTask->GetPlayRange( startFrame, endFrame );
+
   Property::Array playRange;
-  playRange.PushBack( mStartFrame );
-  playRange.PushBack( mEndFrame );
+  playRange.PushBack( static_cast< int32_t >( startFrame ) );
+  playRange.PushBack( static_cast< int32_t >( endFrame ) );
   map.Insert( Toolkit::DevelImageVisual::Property::PLAY_RANGE, playRange );
 
-  map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int >( mVectorRasterizeThread.GetPlayState() ) );
-  map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_FRAME_NUMBER, static_cast< int32_t >( mVectorRasterizeThread.GetCurrentFrameNumber() ) );
-  map.Insert( Toolkit::DevelImageVisual::Property::TOTAL_FRAME_NUMBER, static_cast< int32_t >( mVectorRasterizeThread.GetTotalFrameNumber() ) );
+  map.Insert( Toolkit::DevelImageVisual::Property::PLAY_STATE, static_cast< int32_t >( mVectorAnimationTask->GetPlayState() ) );
+  map.Insert( Toolkit::DevelImageVisual::Property::CURRENT_FRAME_NUMBER, static_cast< int32_t >( mVectorAnimationTask->GetCurrentFrameNumber() ) );
+  map.Insert( Toolkit::DevelImageVisual::Property::TOTAL_FRAME_NUMBER, static_cast< int32_t >( mVectorAnimationTask->GetTotalFrameNumber() ) );
 
   map.Insert( Toolkit::DevelImageVisual::Property::STOP_BEHAVIOR, mStopBehavior );
   map.Insert( Toolkit::DevelImageVisual::Property::LOOPING_MODE, mLoopingMode );
@@ -222,7 +223,7 @@ void AnimatedVectorImageVisual::DoSetProperty( Property::Index index, const Prop
         if( count >= 2 )
         {
           int startFrame, endFrame;
-          int totalFrame = mVectorRasterizeThread.GetTotalFrameNumber();
+          int totalFrame = mVectorAnimationTask->GetTotalFrameNumber();
           array->GetElementAt( 0 ).Get( startFrame );
           array->GetElementAt( 1 ).Get( endFrame );
 
@@ -295,7 +296,7 @@ void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
   // Hold the weak handle of the placement actor and delay the adding of renderer until the rasterization is finished.
   mPlacementActor = actor;
 
-  mVectorRasterizeThread.SetRenderer( mImpl->mRenderer );
+  mVectorAnimationTask->SetRenderer( mImpl->mRenderer );
 
   // Add property notification for scaling & size
   mScaleNotification = actor.AddPropertyNotification( Actor::Property::WORLD_SCALE, StepCondition( 0.1f, 1.0f ) );
@@ -309,7 +310,7 @@ void AnimatedVectorImageVisual::DoSetOnStage( Actor& actor )
 
 void AnimatedVectorImageVisual::DoSetOffStage( Actor& actor )
 {
-  mVectorRasterizeThread.PauseAnimation();
+  mVectorAnimationTask->PauseAnimation();
 
   mActionStatus = DevelAnimatedVectorImageVisual::Action::PAUSE;
 
@@ -352,14 +353,14 @@ void AnimatedVectorImageVisual::OnSetTransform()
 
     if( mActionStatus == DevelAnimatedVectorImageVisual::Action::PLAY )
     {
-      mVectorRasterizeThread.PlayAnimation();
+      mVectorAnimationTask->PlayAnimation();
 
       mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
     }
     else
     {
       // Render one frame
-      mVectorRasterizeThread.RenderFrame();
+      mVectorAnimationTask->RenderFrame();
     }
   }
 }
@@ -373,7 +374,7 @@ void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, cons
     {
       if( IsOnStage() && mVisualSize != Vector2::ZERO )
       {
-        mVectorRasterizeThread.PlayAnimation();
+        mVectorAnimationTask->PlayAnimation();
 
         mImpl->mRenderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
       }
@@ -382,7 +383,7 @@ void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, cons
     }
     case DevelAnimatedVectorImageVisual::Action::PAUSE:
     {
-      mVectorRasterizeThread.PauseAnimation();
+      mVectorAnimationTask->PauseAnimation();
 
       if( mImpl->mRenderer )
       {
@@ -394,9 +395,9 @@ void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, cons
     }
     case DevelAnimatedVectorImageVisual::Action::STOP:
     {
-      if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::STOPPED )
+      if( mVectorAnimationTask->GetPlayState() != DevelImageVisual::PlayState::STOPPED )
       {
-        mVectorRasterizeThread.StopAnimation();
+        mVectorAnimationTask->StopAnimation();
       }
 
       if( mImpl->mRenderer )
@@ -412,11 +413,11 @@ void AnimatedVectorImageVisual::OnDoAction( const Property::Index actionId, cons
       int32_t frameNumber;
       if( attributes.Get( frameNumber ) )
       {
-        mVectorRasterizeThread.SetCurrentFrameNumber( frameNumber );
+        mVectorAnimationTask->SetCurrentFrameNumber( frameNumber );
 
-        if( IsOnStage() && mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::PLAYING )
+        if( IsOnStage() && mVectorAnimationTask->GetPlayState() != DevelImageVisual::PlayState::PLAYING )
         {
-          mVectorRasterizeThread.RenderFrame();
+          mVectorAnimationTask->RenderFrame();
           Stage::GetCurrent().KeepRendering( 0.0f );    // Trigger rendering
         }
       }
@@ -476,41 +477,41 @@ void AnimatedVectorImageVisual::SendAnimationData()
   if( mResendFlag )
   {
     bool isPlaying = false;
-    if( mVectorRasterizeThread.GetPlayState() == DevelImageVisual::PlayState::PLAYING )
+    if( mVectorAnimationTask->GetPlayState() == DevelImageVisual::PlayState::PLAYING )
     {
-      mVectorRasterizeThread.PauseAnimation();
+      mVectorAnimationTask->PauseAnimation();
       isPlaying = true;
     }
 
     if( mResendFlag & RESEND_LOOP_COUNT )
     {
-      mVectorRasterizeThread.SetLoopCount( mLoopCount );
+      mVectorAnimationTask->SetLoopCount( mLoopCount );
     }
 
     if( mResendFlag & RESEND_PLAY_RANGE )
     {
-      mVectorRasterizeThread.SetPlayRange( mStartFrame, mEndFrame );
+      mVectorAnimationTask->SetPlayRange( mStartFrame, mEndFrame );
     }
 
     if( mResendFlag & RESEND_STOP_BEHAVIOR )
     {
-      mVectorRasterizeThread.SetStopBehavior( mStopBehavior );
+      mVectorAnimationTask->SetStopBehavior( mStopBehavior );
     }
 
     if( mResendFlag & RESEND_LOOPING_MODE )
     {
-      mVectorRasterizeThread.SetLoopingMode( mLoopingMode );
+      mVectorAnimationTask->SetLoopingMode( mLoopingMode );
     }
 
     if( IsOnStage() )
     {
       if( isPlaying )
       {
-        mVectorRasterizeThread.PlayAnimation();
+        mVectorAnimationTask->PlayAnimation();
       }
       else
       {
-        mVectorRasterizeThread.RenderFrame();
+        mVectorAnimationTask->RenderFrame();
         Stage::GetCurrent().KeepRendering( 0.0f );
       }
     }
@@ -524,11 +525,11 @@ void AnimatedVectorImageVisual::SetVectorImageSize()
   uint32_t width = static_cast< uint32_t >( mVisualSize.width * mVisualScale.width );
   uint32_t height = static_cast< uint32_t >( mVisualSize.height * mVisualScale.height );
 
-  mVectorRasterizeThread.SetSize( width, height );
+  mVectorAnimationTask->SetSize( width, height );
 
-  if( IsOnStage() && mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::PLAYING )
+  if( IsOnStage() && mVectorAnimationTask->GetPlayState() != DevelImageVisual::PlayState::PLAYING )
   {
-    mVectorRasterizeThread.RenderFrame();
+    mVectorAnimationTask->RenderFrame();
     Stage::GetCurrent().KeepRendering( 0.0f );    // Trigger rendering
   }
 }
index b6837b5..674cb1b 100644 (file)
@@ -27,7 +27,7 @@
 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
 #include <dali-toolkit/internal/visuals/visual-url.h>
 #include <dali-toolkit/devel-api/visuals/animated-vector-image-visual-actions-devel.h>
-#include <dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.h>
 
 namespace Dali
 {
@@ -39,7 +39,6 @@ namespace Internal
 {
 
 class ImageVisualShaderFactory;
-class VectorRasterizeThread;
 class AnimatedVectorImageVisual;
 using AnimatedVectorImageVisualPtr = IntrusivePtr< AnimatedVectorImageVisual >;
 
@@ -183,17 +182,17 @@ private:
   AnimatedVectorImageVisual& operator=( const AnimatedVectorImageVisual& visual ) = delete;
 
 private:
-  ImageVisualShaderFactory&                    mImageVisualShaderFactory;
   VisualUrl                                    mUrl;
-  VectorRasterizeThread                        mVectorRasterizeThread;
+  VectorAnimationTaskPtr                       mVectorAnimationTask;
+  ImageVisualShaderFactory&                    mImageVisualShaderFactory;
   PropertyNotification                         mScaleNotification;
   PropertyNotification                         mSizeNotification;
   Vector2                                      mVisualSize;
   Vector2                                      mVisualScale;
   WeakHandle< Actor >                          mPlacementActor;
   int32_t                                      mLoopCount;
-  int32_t                                      mStartFrame;
-  int32_t                                      mEndFrame;
+  uint32_t                                     mStartFrame;
+  uint32_t                                     mEndFrame;
   uint32_t                                     mResendFlag;
   DevelAnimatedVectorImageVisual::Action::Type mActionStatus;
   DevelImageVisual::StopBehavior::Type         mStopBehavior;
diff --git a/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.cpp b/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.cpp
new file mode 100644 (file)
index 0000000..0445df7
--- /dev/null
@@ -0,0 +1,516 @@
+/*
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.h>
+
+// EXTERNAL INCLUDES
+#include <dali/integration-api/debug.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+namespace
+{
+
+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
+
+template< typename T >
+inline void ResetValue( bool& updated, T& value, T newValue, ConditionalWait& conditionalWait )
+{
+  ConditionalWait::ScopedLock lock( conditionalWait );
+  if( !updated )
+  {
+    value = newValue;
+    updated = true;
+  }
+}
+
+} // unnamed namespace
+
+VectorAnimationTask::VectorAnimationTask( VisualFactoryCache& factoryCache, const std::string& url )
+: mUrl( url ),
+  mVectorRenderer(),
+  mVectorAnimationThread( factoryCache.GetVectorAnimationThread() ),
+  mConditionalWait(),
+  mAnimationFinishedTrigger(),
+  mPlayState( PlayState::STOPPED ),
+  mStopBehavior( DevelImageVisual::StopBehavior::CURRENT_FRAME ),
+  mLoopingMode( DevelImageVisual::LoopingMode::RESTART ),
+  mNextFrameStartTime(),
+  mFrameDurationNanoSeconds( 0 ),
+  mFrameRate( 60.0f ),
+  mCurrentFrame( 0 ),
+  mTotalFrame( 0 ),
+  mStartFrame( 0 ),
+  mEndFrame( 0 ),
+  mWidth( 0 ),
+  mHeight( 0 ),
+  mLoopCount( LOOP_FOREVER ),
+  mCurrentLoop( 0 ),
+  mResourceReady( false ),
+  mCurrentFrameUpdated( false ),
+  mCurrentLoopUpdated( false ),
+  mForward( true ),
+  mUpdateFrameNumber( false ),
+  mNeedAnimationFinishedTrigger( true )
+{
+  Initialize();
+}
+
+VectorAnimationTask::~VectorAnimationTask()
+{
+  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::~VectorAnimationTask: destructor [%p]\n", this );
+}
+
+void VectorAnimationTask::SetRenderer( Renderer renderer )
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+
+  mVectorRenderer.SetRenderer( renderer );
+
+  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetRenderer [%p]\n", this );
+}
+
+void VectorAnimationTask::SetSize( uint32_t width, uint32_t height )
+{
+  if( mWidth != width || mHeight != height )
+  {
+    ConditionalWait::ScopedLock lock( mConditionalWait );
+    mVectorRenderer.SetSize( width, height );
+
+    mWidth = width;
+    mHeight = height;
+
+    mResourceReady = false;
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetSize: width = %d, height = %d [%p]\n", width, height, this );
+  }
+}
+
+void VectorAnimationTask::PlayAnimation()
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+
+  if( mPlayState != PlayState::PLAYING )
+  {
+    mUpdateFrameNumber = false;
+    mPlayState = PlayState::PLAYING;
+
+    mVectorAnimationThread.AddTask( this );
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PlayAnimation: Play [%p]\n", this );
+  }
+}
+
+void VectorAnimationTask::StopAnimation()
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+  if( mPlayState != PlayState::STOPPED && mPlayState != PlayState::STOPPING )
+  {
+    mNeedAnimationFinishedTrigger = false;
+    mPlayState = PlayState::STOPPING;
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::StopAnimation: Stop [%p]\n", this );
+  }
+}
+
+void VectorAnimationTask::PauseAnimation()
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+  if( mPlayState == PlayState::PLAYING )
+  {
+    mPlayState = PlayState::PAUSED;
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::PauseAnimation: Pause [%p]\n", this );
+  }
+}
+
+void VectorAnimationTask::RenderFrame()
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+
+  if( !mResourceReady )
+  {
+    mVectorAnimationThread.AddTask( this );
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::RenderFrame: Render [%p]\n", this );
+  }
+}
+
+void VectorAnimationTask::SetAnimationFinishedCallback( EventThreadCallback* callback )
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+  mAnimationFinishedTrigger = std::unique_ptr< EventThreadCallback >( callback );
+}
+
+void VectorAnimationTask::SetLoopCount( int32_t count )
+{
+  if( mLoopCount != count )
+  {
+    ConditionalWait::ScopedLock lock( mConditionalWait );
+
+    mLoopCount = count;
+    mCurrentLoop = 0;
+    mCurrentLoopUpdated = true;
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopCount: [%d] [%p]\n", count, this );
+  }
+}
+
+void VectorAnimationTask::SetPlayRange( uint32_t startFrame, uint32_t endFrame )
+{
+  // Make sure the range specified is between 0 and the total frame number
+  if( ( startFrame < mTotalFrame ) && ( endFrame < mTotalFrame ) )
+  {
+    // If the range is not in order swap values
+    if( startFrame > endFrame )
+    {
+      uint32_t temp = startFrame;
+      startFrame = endFrame;
+      endFrame = temp;
+    }
+
+    if( startFrame != mStartFrame || endFrame != mEndFrame )
+    {
+      ConditionalWait::ScopedLock lock( mConditionalWait );
+
+      mStartFrame = startFrame;
+      mEndFrame = endFrame;
+
+      // If the current frame is out of the range, change the current frame also.
+      if( mStartFrame > mCurrentFrame )
+      {
+        mCurrentFrame = mStartFrame;
+
+        mCurrentFrameUpdated = true;
+        mResourceReady = false;
+      }
+      else if( mEndFrame < mCurrentFrame )
+      {
+        mCurrentFrame = mEndFrame;
+
+        mCurrentFrameUpdated = true;
+        mResourceReady = false;
+      }
+
+      DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetPlayRange: [%d, %d] [%p]\n", mStartFrame, mEndFrame, this );
+    }
+  }
+}
+
+void VectorAnimationTask::GetPlayRange( uint32_t& startFrame, uint32_t& endFrame )
+{
+  startFrame = mStartFrame;
+  endFrame = mEndFrame;
+}
+
+DevelImageVisual::PlayState::Type VectorAnimationTask::GetPlayState() const
+{
+  DevelImageVisual::PlayState::Type state = DevelImageVisual::PlayState::STOPPED;
+
+  switch( mPlayState )
+  {
+    case PlayState::PLAYING:
+    {
+      state = DevelImageVisual::PlayState::PLAYING;
+      break;
+    }
+    case PlayState::PAUSED:
+    {
+      state = DevelImageVisual::PlayState::PAUSED;
+      break;
+    }
+    case PlayState::STOPPING:
+    case PlayState::STOPPED:
+    {
+      state = DevelImageVisual::PlayState::STOPPED;
+      break;
+    }
+  }
+
+  return state;
+}
+
+void VectorAnimationTask::SetCurrentFrameNumber( uint32_t frameNumber )
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+
+  if( mCurrentFrame == frameNumber )
+  {
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this );
+    return;
+  }
+
+  if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
+  {
+    mCurrentFrame = frameNumber;
+    mCurrentFrameUpdated = true;
+
+    mResourceReady = false;
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this );
+  }
+  else
+  {
+    DALI_LOG_ERROR( "Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame );
+  }
+}
+
+uint32_t VectorAnimationTask::GetCurrentFrameNumber() const
+{
+  return mCurrentFrame;
+}
+
+uint32_t VectorAnimationTask::GetTotalFrameNumber() const
+{
+  return mTotalFrame;
+}
+
+void VectorAnimationTask::GetDefaultSize( uint32_t& width, uint32_t& height ) const
+{
+  mVectorRenderer.GetDefaultSize( width, height );
+}
+
+void VectorAnimationTask::SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior )
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+  mStopBehavior = stopBehavior;
+
+  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this );
+}
+
+void VectorAnimationTask::SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode )
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+  mLoopingMode = loopingMode;
+
+  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this );
+}
+
+VectorAnimationTask::UploadCompletedSignalType& VectorAnimationTask::UploadCompletedSignal()
+{
+  return mVectorRenderer.UploadCompletedSignal();
+}
+
+void VectorAnimationTask::Initialize()
+{
+  mVectorRenderer = VectorAnimationRenderer::New( mUrl );
+
+  mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
+
+  mEndFrame = mTotalFrame - 1;
+
+  mFrameRate = mVectorRenderer.GetFrameRate();
+  mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
+
+  uint32_t width, height;
+  mVectorRenderer.GetDefaultSize( width, height );
+
+  SetSize( width, height );
+
+  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Initialize: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this );
+}
+
+bool VectorAnimationTask::Rasterize()
+{
+  bool stopped = false, needAnimationFinishedTrigger;
+  uint32_t currentFrame, startFrame, endFrame;
+  int32_t loopCount, currentLoopCount;
+  PlayState playState;
+
+  {
+    ConditionalWait::ScopedLock lock( mConditionalWait );
+
+    if( mPlayState == PlayState::PLAYING && mUpdateFrameNumber )
+    {
+      mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
+    }
+
+    currentFrame = mCurrentFrame;
+    startFrame = mStartFrame;
+    endFrame = mEndFrame;
+    loopCount = mLoopCount;
+    currentLoopCount = mCurrentLoop;
+    needAnimationFinishedTrigger = mNeedAnimationFinishedTrigger;
+    playState = mPlayState;
+
+    mResourceReady = true;
+    mCurrentFrameUpdated = false;
+    mCurrentLoopUpdated = false;
+    mUpdateFrameNumber = true;
+    mNeedAnimationFinishedTrigger = true;
+  }
+
+  if( playState == PlayState::STOPPING )
+  {
+    currentFrame = GetStoppedFrame( startFrame, endFrame, currentFrame );
+    ResetValue( mCurrentFrameUpdated, mCurrentFrame, currentFrame, mConditionalWait );
+
+    stopped = true;
+  }
+  else if( playState == PlayState::PLAYING )
+  {
+    bool animationFinished = false;
+
+    if( currentFrame >= endFrame )  // last frame
+    {
+      if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
+      {
+        mForward = false;
+      }
+      else
+      {
+        if( loopCount < 0 || ++currentLoopCount < loopCount )   // repeat forever or before the last loop
+        {
+          ResetValue( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );  // If the current frame is changed in the event thread, don't overwrite it.
+          mUpdateFrameNumber = false;
+        }
+        else
+        {
+          animationFinished = true;   // end of animation
+        }
+        ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
+      }
+    }
+    else if( currentFrame == startFrame && !mForward )  // first frame
+    {
+      if( loopCount < 0 || ++currentLoopCount < loopCount )   // repeat forever or before the last loop
+      {
+        mForward = true;
+      }
+      else
+      {
+        animationFinished = true;   // end of animation
+      }
+      ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
+    }
+
+    if( animationFinished )
+    {
+      if( mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME )
+      {
+        stopped = true;
+      }
+      else
+      {
+        mPlayState = PlayState::STOPPING;
+      }
+    }
+  }
+
+  // Rasterize
+  bool renderSuccess = mVectorRenderer.Render( currentFrame );
+  if( !renderSuccess )
+  {
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this );
+    mUpdateFrameNumber = false;
+  }
+
+  if( stopped && renderSuccess )
+  {
+    mPlayState = PlayState::STOPPED;
+    mForward = true;
+    mCurrentLoop = 0;
+
+    // Animation is finished
+    if( needAnimationFinishedTrigger && mAnimationFinishedTrigger )
+    {
+      mAnimationFinishedTrigger->Trigger();
+    }
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationTask::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this );
+  }
+
+  bool keepAnimation = true;
+  if( playState == PlayState::PAUSED || playState == PlayState::STOPPED )
+  {
+    keepAnimation = false;
+  }
+
+  return keepAnimation;
+}
+
+uint32_t VectorAnimationTask::GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame )
+{
+  uint32_t frame = currentFrame;
+
+  switch( mStopBehavior )
+  {
+    case DevelImageVisual::StopBehavior::FIRST_FRAME:
+    {
+      frame = startFrame;
+      break;
+    }
+    case DevelImageVisual::StopBehavior::LAST_FRAME:
+    {
+      if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
+      {
+        frame = startFrame;
+      }
+      else
+      {
+        frame = endFrame;
+      }
+      break;
+    }
+    case DevelImageVisual::StopBehavior::CURRENT_FRAME:
+    {
+      frame = currentFrame;
+      break;
+    }
+  }
+
+  return frame;
+}
+
+std::chrono::time_point< std::chrono::system_clock > VectorAnimationTask::CalculateNextFrameTime( bool renderNow )
+{
+  mNextFrameStartTime = mNextFrameStartTime + std::chrono::nanoseconds( mFrameDurationNanoSeconds );
+  auto current = std::chrono::system_clock::now();
+  if( renderNow || mNextFrameStartTime < current )
+  {
+    mNextFrameStartTime = current;
+  }
+  return mNextFrameStartTime;
+}
+
+std::chrono::time_point< std::chrono::system_clock > VectorAnimationTask::GetNextFrameTime()
+{
+  return mNextFrameStartTime;
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
diff --git a/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.h b/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.h
new file mode 100644 (file)
index 0000000..c13b4d3
--- /dev/null
@@ -0,0 +1,258 @@
+#ifndef DALI_TOOLKIT_VECTOR_ANIMATION_TASK_H
+#define DALI_TOOLKIT_VECTOR_ANIMATION_TASK_H
+
+/*
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// EXTERNAL INCLUDES
+#include <dali/devel-api/adaptor-framework/event-thread-callback.h>
+#include <dali/devel-api/adaptor-framework/vector-animation-renderer.h>
+#include <dali/devel-api/threading/conditional-wait.h>
+#include <memory>
+#include <chrono>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+class VisualFactoryCache;
+class VectorAnimationThread;
+class VectorAnimationTask;
+typedef IntrusivePtr< VectorAnimationTask > VectorAnimationTaskPtr;
+
+/**
+ * The task of the vector animation.
+ */
+class VectorAnimationTask : public RefObject
+{
+public:
+
+  using UploadCompletedSignalType = Dali::VectorAnimationRenderer::UploadCompletedSignalType;
+
+  /**
+   * @brief Constructor.
+   *
+   * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+   * @param[in] url The url of the vector animation file
+   */
+  VectorAnimationTask( VisualFactoryCache& factoryCache, const std::string& url );
+
+  /**
+   * @brief Destructor.
+   */
+  virtual ~VectorAnimationTask();
+
+  /**
+   * @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
+   * @param[in] height The target image height
+   */
+  void SetSize( uint32_t width, uint32_t height );
+
+  /**
+   * @brief Play the vector animation.
+   */
+  void PlayAnimation();
+
+  /**
+   * @brief Stop the vector animation.
+   */
+  void StopAnimation();
+
+  /**
+   * @brief Pause the vector animation.
+   */
+  void PauseAnimation();
+
+  /**
+   * @brief Render one frame. The current frame number will be increased.
+   */
+  void RenderFrame();
+
+  /**
+   * @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 SetLoopCount( int32_t count );
+
+  /**
+   * @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( uint32_t startFrame, uint32_t endFrame );
+
+  /**
+   * @brief Gets the playing range in frame number.
+   * @param[out] startFrame The frame number to specify minimum progress.
+   * @param[out] endFrame The frame number to specify maximum progress.
+   */
+  void GetPlayRange( uint32_t& startFrame, uint32_t& endFrame );
+
+  /**
+   * @brief Get the play state
+   * @return The play state
+   */
+  DevelImageVisual::PlayState::Type GetPlayState() 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();
+
+  /**
+   * @brief Rasterizes the current frame.
+   * @return true if the animation is running, false otherwise.
+   */
+  bool Rasterize();
+
+  /**
+   * @brief Calculates the time for the next frame rasterization.
+   * @return The time for the next frame rasterization.
+   */
+  std::chrono::time_point< std::chrono::system_clock > CalculateNextFrameTime( bool renderNow );
+
+  /**
+   * @brief Gets the time for the next frame rasterization.
+   * @return The time for the next frame rasterization.
+   */
+  std::chrono::time_point< std::chrono::system_clock > GetNextFrameTime();
+
+private:
+
+  /**
+   * @brief Initializes the vector renderer.
+   */
+  void Initialize();
+
+  /**
+   * @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
+  VectorAnimationTask( const VectorAnimationTask& task ) = delete;
+
+  // Undefined
+  VectorAnimationTask& operator=( const VectorAnimationTask& task ) = 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;
+  VectorAnimationThread&                 mVectorAnimationThread;
+  ConditionalWait                        mConditionalWait;
+  std::unique_ptr< EventThreadCallback > mAnimationFinishedTrigger;
+  Vector2                                mPlayRange;
+  PlayState                              mPlayState;
+  DevelImageVisual::StopBehavior::Type   mStopBehavior;
+  DevelImageVisual::LoopingMode::Type    mLoopingMode;
+  std::chrono::time_point< std::chrono::system_clock > mNextFrameStartTime;
+  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                                   mResourceReady;
+  bool                                   mCurrentFrameUpdated;
+  bool                                   mCurrentLoopUpdated;
+  bool                                   mForward;
+  bool                                   mUpdateFrameNumber;
+  bool                                   mNeedAnimationFinishedTrigger;
+
+};
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // DALI_TOOLKIT_VECTOR_ANIMATION_TASK_H
diff --git a/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.cpp b/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.cpp
new file mode 100644 (file)
index 0000000..a4a2a16
--- /dev/null
@@ -0,0 +1,330 @@
+/*
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h>
+
+// EXTERNAL INCLUDES
+#include <dali/devel-api/adaptor-framework/thread-settings.h>
+#include <dali/devel-api/adaptor-framework/environment-variable.h>
+#include <dali/integration-api/adaptors/adaptor.h>
+#include <dali/integration-api/debug.h>
+#include <thread>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+namespace
+{
+
+constexpr auto DEFAULT_NUMBER_OF_RASTERIZE_THREADS = size_t{ 4u };
+constexpr auto NUMBER_OF_RASTERIZE_THREADS_ENV = "DALI_VECTOR_RASTERIZE_THREADS";
+
+size_t GetNumberOfThreads( const char* environmentVariable, size_t defaultValue )
+{
+  using Dali::EnvironmentVariable::GetEnvironmentVariable;
+  auto numberString = GetEnvironmentVariable( environmentVariable );
+  auto numberOfThreads = numberString ? std::strtoul( numberString, nullptr, 10 ) : 0;
+  constexpr auto MAX_NUMBER_OF_THREADS = 100u;
+  DALI_ASSERT_DEBUG( numberOfThreads < MAX_NUMBER_OF_THREADS );
+  return ( numberOfThreads > 0 && numberOfThreads < MAX_NUMBER_OF_THREADS ) ? numberOfThreads : defaultValue;
+}
+
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gVectorAnimationLogFilter = Debug::Filter::New( Debug::NoLogging, false, "LOG_VECTOR_ANIMATION" );
+#endif
+
+} // unnamed namespace
+
+VectorAnimationThread::VectorAnimationThread()
+: mAnimationTasks(),
+  mCompletedTasks(),
+  mRasterizers( GetNumberOfThreads( NUMBER_OF_RASTERIZE_THREADS_ENV, DEFAULT_NUMBER_OF_RASTERIZE_THREADS ), [&]() { return RasterizeHelper( *this ); } ),
+  mSleepThread( MakeCallback( this, &VectorAnimationThread::OnAwakeFromSleep ) ),
+  mConditionalWait(),
+  mNeedToSleep( false ),
+  mDestroyThread( false ),
+  mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
+{
+  mSleepThread.Start();
+}
+
+VectorAnimationThread::~VectorAnimationThread()
+{
+  // Stop the thread
+  {
+    ConditionalWait::ScopedLock lock( mConditionalWait );
+    mDestroyThread = true;
+    mConditionalWait.Notify( lock );
+  }
+
+  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationThread::~VectorAnimationThread: Join [%p]\n", this );
+
+  Join();
+}
+
+void VectorAnimationThread::AddTask( VectorAnimationTaskPtr task )
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+
+  if( mAnimationTasks.end() == std::find( mAnimationTasks.begin(), mAnimationTasks.end(), task ) )
+  {
+    auto currentTime = task->CalculateNextFrameTime( true );  // Rasterize as soon as possible
+
+    bool inserted = false;
+    for( auto iter = mAnimationTasks.begin(); iter != mAnimationTasks.end(); ++iter )
+    {
+      auto nextTime = (*iter)->GetNextFrameTime();
+      if( nextTime > currentTime )
+      {
+        mAnimationTasks.insert( iter, task );
+        inserted = true;
+        break;
+      }
+    }
+
+    if( !inserted )
+    {
+      mAnimationTasks.push_back( task );
+    }
+
+    // wake up the animation thread
+    mConditionalWait.Notify( lock );
+  }
+}
+
+void VectorAnimationThread::OnTaskCompleted( VectorAnimationTaskPtr task, bool keepAnimation )
+{
+  if( keepAnimation && !mDestroyThread )
+  {
+    ConditionalWait::ScopedLock lock( mConditionalWait );
+
+    if( mAnimationTasks.end() == std::find( mAnimationTasks.begin(), mAnimationTasks.end(), task ) )
+    {
+      mCompletedTasks.push_back( task );
+
+      // wake up the animation thread
+      mConditionalWait.Notify( lock );
+    }
+  }
+}
+
+void VectorAnimationThread::OnAwakeFromSleep()
+{
+  if( !mDestroyThread )
+  {
+    mNeedToSleep = false;
+    // wake up the animation thread
+    mConditionalWait.Notify();
+  }
+}
+
+void VectorAnimationThread::Run()
+{
+  SetThreadName( "VectorAnimationThread" );
+  mLogFactory.InstallLogFunction();
+
+  while( !mDestroyThread )
+  {
+    Rasterize();
+  }
+}
+
+void VectorAnimationThread::Rasterize()
+{
+  // Lock while popping task out from the queue
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+
+  // conditional wait
+  if( (mAnimationTasks.empty() && mCompletedTasks.empty() ) || mNeedToSleep )
+  {
+    mConditionalWait.Wait( lock );
+  }
+
+  mNeedToSleep = false;
+
+  // Process completed tasks
+  for( auto&& task : mCompletedTasks )
+  {
+    if( mAnimationTasks.end() == std::find( mAnimationTasks.begin(), mAnimationTasks.end(), task ) )
+    {
+      // Should use the frame rate of the animation file
+      auto nextFrameTime = task->CalculateNextFrameTime( false );
+
+      bool inserted = false;
+      for( auto iter = mAnimationTasks.begin(); iter != mAnimationTasks.end(); ++iter )
+      {
+        auto time = (*iter)->GetNextFrameTime();
+        if( time > nextFrameTime )
+        {
+          mAnimationTasks.insert( iter, task );
+          inserted = true;
+          break;
+        }
+      }
+
+      if( !inserted )
+      {
+        mAnimationTasks.push_back( task );
+      }
+    }
+  }
+  mCompletedTasks.clear();
+
+  // pop out the next task from the queue
+  if( !mAnimationTasks.empty() && !mNeedToSleep )
+  {
+    std::vector< VectorAnimationTaskPtr >::iterator next = mAnimationTasks.begin();
+    VectorAnimationTaskPtr nextTask = *next;
+
+    auto currentTime = std::chrono::system_clock::now();
+    auto nextFrameTime = nextTask->GetNextFrameTime();
+
+#if defined(DEBUG_ENABLED)
+    auto duration = std::chrono::duration_cast< std::chrono::milliseconds >( nextFrameTime - currentTime );
+
+    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationThread::Rasterize: [next time = %lld]\n", duration.count() );
+#endif
+
+    if( nextFrameTime <= currentTime )
+    {
+      mAnimationTasks.erase( next );
+
+      auto rasterizerHelperIt = mRasterizers.GetNext();
+      DALI_ASSERT_ALWAYS( rasterizerHelperIt != mRasterizers.End() );
+
+      rasterizerHelperIt->Rasterize( nextTask );
+    }
+    else
+    {
+      mNeedToSleep = true;
+      mSleepThread.SleepUntil( nextFrameTime );
+    }
+  }
+}
+
+VectorAnimationThread::RasterizeHelper::RasterizeHelper( VectorAnimationThread& animationThread )
+: RasterizeHelper( std::unique_ptr< VectorRasterizeThread >( new VectorRasterizeThread() ), animationThread )
+{
+}
+
+VectorAnimationThread::RasterizeHelper::RasterizeHelper( RasterizeHelper&& rhs )
+: RasterizeHelper( std::move( rhs.mRasterizer ), rhs.mAnimationThread )
+{
+}
+
+VectorAnimationThread::RasterizeHelper::RasterizeHelper( std::unique_ptr< VectorRasterizeThread > rasterizer, VectorAnimationThread& animationThread )
+: mRasterizer( std::move( rasterizer ) ),
+  mAnimationThread( animationThread )
+{
+  mRasterizer->SetCompletedCallback( MakeCallback( &mAnimationThread, &VectorAnimationThread::OnTaskCompleted ) );
+}
+
+void VectorAnimationThread::RasterizeHelper::Rasterize( VectorAnimationTaskPtr task )
+{
+  if( task )
+  {
+    mRasterizer->AddTask( task );
+  }
+}
+
+VectorAnimationThread::SleepThread::SleepThread( CallbackBase* callback )
+: mConditionalWait(),
+  mAwakeCallback( std::unique_ptr< CallbackBase >( callback ) ),
+  mSleepTimePoint(),
+  mLogFactory( Dali::Adaptor::Get().GetLogFactory() ),
+  mNeedToSleep( false ),
+  mDestroyThread( false )
+{
+}
+
+VectorAnimationThread::SleepThread::~SleepThread()
+{
+  // Stop the thread
+  {
+    ConditionalWait::ScopedLock lock( mConditionalWait );
+    mDestroyThread = true;
+    mConditionalWait.Notify( lock );
+  }
+
+  Join();
+}
+
+void VectorAnimationThread::SleepThread::SleepUntil( std::chrono::time_point< std::chrono::system_clock > timeToSleepUntil )
+{
+  ConditionalWait::ScopedLock lock( mConditionalWait );
+  mSleepTimePoint = timeToSleepUntil;
+  mNeedToSleep = true;
+  mConditionalWait.Notify( lock );
+}
+
+void VectorAnimationThread::SleepThread::Run()
+{
+  SetThreadName( "VectorSleepThread" );
+  mLogFactory.InstallLogFunction();
+
+  while( !mDestroyThread )
+  {
+    bool needToSleep;
+    std::chrono::time_point< std::chrono::system_clock > sleepTimePoint;
+
+    {
+      ConditionalWait::ScopedLock lock( mConditionalWait );
+
+      needToSleep = mNeedToSleep;
+      sleepTimePoint = mSleepTimePoint;
+
+      mNeedToSleep = false;
+    }
+
+    if( needToSleep )
+    {
+#if defined(DEBUG_ENABLED)
+      auto sleepDuration = std::chrono::duration_cast< std::chrono::milliseconds >( mSleepTimePoint - std::chrono::system_clock::now() );
+
+      DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorAnimationThread::SleepThread::Run: [sleep duration = %lld]\n", sleepDuration.count() );
+#endif
+
+      std::this_thread::sleep_until( sleepTimePoint );
+
+      if( mAwakeCallback )
+      {
+        CallbackBase::Execute( *mAwakeCallback );
+      }
+    }
+
+    {
+      ConditionalWait::ScopedLock lock( mConditionalWait );
+      if( !mDestroyThread && !mNeedToSleep )
+      {
+        mConditionalWait.Wait( lock );
+      }
+    }
+  }
+}
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
diff --git a/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h b/dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h
new file mode 100755 (executable)
index 0000000..63e3525
--- /dev/null
@@ -0,0 +1,201 @@
+#ifndef DALI_TOOLKIT_VECTOR_ANIMATION_THREAD_H
+#define DALI_TOOLKIT_VECTOR_ANIMATION_THREAD_H
+
+/*
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/signals/connection-tracker.h>
+#include <dali/devel-api/threading/conditional-wait.h>
+#include <dali/devel-api/threading/thread.h>
+#include <dali/integration-api/adaptors/log-factory-interface.h>
+#include <memory>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/helpers/round-robin-container-view.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-rasterize-thread.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+namespace Internal
+{
+
+/**
+ * The main animation thread for vector animations
+ */
+class VectorAnimationThread : public Thread
+{
+public:
+
+  /**
+   * @brief Constructor.
+   */
+  VectorAnimationThread();
+
+  /**
+   * @brief Destructor.
+   */
+  virtual ~VectorAnimationThread();
+
+  /**
+   * Add a animation task into the vector animation thread, called by main thread.
+   *
+   * @param[in] task The task added to the thread.
+   */
+  void AddTask( VectorAnimationTaskPtr task );
+
+  /**
+   * @brief Called when the rasterization is completed from the rasterize thread.
+   * @param task The completed task
+   */
+  void OnTaskCompleted( VectorAnimationTaskPtr task, bool stopped );
+
+  /**
+   * @brief Called when the sleep thread is awaken.
+   */
+  void OnAwakeFromSleep();
+
+protected:
+
+  /**
+   * @brief The entry function of the animation thread.
+   */
+  void Run() override;
+
+private:
+
+  /**
+   * Rasterizes the tasks.
+   */
+  void Rasterize();
+
+private:
+
+  /**
+   * @brief Helper class to keep the relation between VectorRasterizeThread and corresponding container
+   */
+  class RasterizeHelper : public ConnectionTracker
+  {
+  public:
+    /**
+     * @brief Create an RasterizeHelper.
+     *
+     * @param[in] animationThread Reference to the VectorAnimationThread
+     */
+    RasterizeHelper( VectorAnimationThread& animationThread );
+
+    /**
+     * @brief Rasterizes the task.
+     *
+     * @param[in] task The task to rasterize.
+     */
+    void Rasterize( VectorAnimationTaskPtr task );
+
+  public:
+    RasterizeHelper( const RasterizeHelper& ) = delete;
+    RasterizeHelper& operator=( const RasterizeHelper& ) = delete;
+
+    RasterizeHelper( RasterizeHelper&& rhs );
+    RasterizeHelper& operator=( RasterizeHelper&& rhs ) = delete;
+
+  private:
+
+    /**
+     * @brief Main constructor that used by all other constructors
+     */
+    RasterizeHelper( std::unique_ptr< VectorRasterizeThread > rasterizer, VectorAnimationThread& animationThread );
+
+  private:
+    std::unique_ptr< VectorRasterizeThread > mRasterizer;
+    VectorAnimationThread&                   mAnimationThread;
+  };
+
+  /**
+   * @brief The thread to sleep until the next frame time.
+   */
+  class SleepThread : public Thread
+  {
+  public:
+
+    /**
+     * @brief Constructor.
+     */
+    SleepThread( CallbackBase* callback );
+
+    /**
+     * @brief Destructor.
+     */
+    virtual ~SleepThread();
+
+    /**
+     * @brief Sleeps untile the specified time point.
+     */
+    void SleepUntil( std::chrono::time_point< std::chrono::system_clock > timeToSleepUntil );
+
+  protected:
+
+    /**
+     * @brief The entry function of the animation thread.
+     */
+    void Run() override;
+
+  private:
+
+    SleepThread( const SleepThread& thread ) = delete;
+    SleepThread& operator=( const SleepThread& thread ) = delete;
+
+  private:
+    ConditionalWait                  mConditionalWait;
+    std::unique_ptr< CallbackBase >  mAwakeCallback;
+    std::chrono::time_point< std::chrono::system_clock > mSleepTimePoint;
+    const Dali::LogFactoryInterface& mLogFactory;
+    bool                             mNeedToSleep;
+    bool                             mDestroyThread;
+  };
+
+private:
+
+  // Undefined
+  VectorAnimationThread( const VectorAnimationThread& thread ) = delete;
+
+  // Undefined
+  VectorAnimationThread& operator=( const VectorAnimationThread& thread ) = delete;
+
+private:
+
+  std::vector< VectorAnimationTaskPtr >      mAnimationTasks;
+  std::vector< VectorAnimationTaskPtr >      mCompletedTasks;
+  RoundRobinContainerView< RasterizeHelper > mRasterizers;
+  SleepThread                                mSleepThread;
+  ConditionalWait                            mConditionalWait;
+  bool                                       mNeedToSleep;
+  bool                                       mDestroyThread;
+  const Dali::LogFactoryInterface&           mLogFactory;
+
+};
+
+} // namespace Internal
+
+} // namespace Toolkit
+
+} // namespace Dali
+
+#endif // #endif // DALI_TOOLKIT_VECTOR_ANIMATION_THREAD_H
index 2c39333..a640b19 100644 (file)
@@ -37,55 +37,20 @@ namespace Internal
 namespace
 {
 
-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
 
-template< typename T >
-inline void ResetValue( bool& updated, T& value, T newValue, ConditionalWait& conditionalWait )
-{
-  ConditionalWait::ScopedLock lock( conditionalWait );
-  if( !updated )
-  {
-    value = newValue;
-    updated = true;
-  }
-}
-
 } // unnamed namespace
 
-VectorRasterizeThread::VectorRasterizeThread( const std::string& url )
-: mUrl( url ),
-  mVectorRenderer(),
+VectorRasterizeThread::VectorRasterizeThread()
+: mRasterizeTasks(),
   mConditionalWait(),
-  mAnimationFinishedTrigger(),
-  mPlayState( PlayState::STOPPED ),
-  mStopBehavior( DevelImageVisual::StopBehavior::CURRENT_FRAME ),
-  mLoopingMode( DevelImageVisual::LoopingMode::RESTART ),
-  mFrameDurationNanoSeconds( 0 ),
-  mFrameRate( 60.0f ),
-  mCurrentFrame( 0 ),
-  mTotalFrame( 0 ),
-  mStartFrame( 0 ),
-  mEndFrame( 0 ),
-  mWidth( 0 ),
-  mHeight( 0 ),
-  mLoopCount( LOOP_FOREVER ),
-  mCurrentLoop( 0 ),
-  mNeedRender( false ),
+  mCompletedCallback(),
   mDestroyThread( false ),
-  mResourceReady( false ),
-  mCurrentFrameUpdated( false ),
-  mCurrentLoopUpdated( false ),
-  mForward( true ),
-  mUpdateFrameNumber( false ),
-  mNeedAnimationFinishedTrigger( true ),
+  mIsThreadStarted( false ),
   mLogFactory( Dali::Adaptor::Get().GetLogFactory() )
 {
-  Initialize();
 }
 
 VectorRasterizeThread::~VectorRasterizeThread()
@@ -102,428 +67,75 @@ VectorRasterizeThread::~VectorRasterizeThread()
   Join();
 }
 
-void VectorRasterizeThread::Run()
-{
-  SetThreadName( "VectorImageThread" );
-  mLogFactory.InstallLogFunction();
-
-  while( !mDestroyThread )
-  {
-    Rasterize();
-  }
-
-  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Run: End of thread [%p]\n", this );
-}
-
-void VectorRasterizeThread::SetRenderer( Renderer renderer )
+void VectorRasterizeThread::SetCompletedCallback( CallbackBase* callback )
 {
   ConditionalWait::ScopedLock lock( mConditionalWait );
 
-  mVectorRenderer.SetRenderer( renderer );
-
-  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetRenderer [%p]\n", this );
-}
-
-void VectorRasterizeThread::SetSize( uint32_t width, uint32_t height )
-{
-  if( mWidth != width || mHeight != height )
-  {
-    ConditionalWait::ScopedLock lock( mConditionalWait );
-    mVectorRenderer.SetSize( width, height );
-
-    mWidth = width;
-    mHeight = height;
-
-    mResourceReady = false;
-
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetSize: width = %d, height = %d [%p]\n", width, height, this );
-  }
+  mCompletedCallback = std::unique_ptr< CallbackBase >( callback );
 }
 
-void VectorRasterizeThread::PlayAnimation()
+void VectorRasterizeThread::AddTask( VectorAnimationTaskPtr task )
 {
-  ConditionalWait::ScopedLock lock( mConditionalWait );
-
-  if( mPlayState != PlayState::PLAYING )
+  if( !mIsThreadStarted )
   {
-    mNeedRender = true;
-    mUpdateFrameNumber = false;
-    mPlayState = PlayState::PLAYING;
-    mConditionalWait.Notify( lock );
-
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PlayAnimation: Play [%p]\n", this );
+    Start();
+    mIsThreadStarted = true;
   }
-}
 
-void VectorRasterizeThread::StopAnimation()
-{
+  // Lock while adding task to the queue
   ConditionalWait::ScopedLock lock( mConditionalWait );
-  if( mPlayState != PlayState::STOPPED && mPlayState != PlayState::STOPPING )
-  {
-    mNeedRender = true;
-    mNeedAnimationFinishedTrigger = false;
-    mPlayState = PlayState::STOPPING;
-    mConditionalWait.Notify( lock );
-
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop [%p]\n", this );
-  }
-}
 
-void VectorRasterizeThread::PauseAnimation()
-{
-  ConditionalWait::ScopedLock lock( mConditionalWait );
-  if( mPlayState == PlayState::PLAYING )
+  if( mRasterizeTasks.end() == std::find( mRasterizeTasks.begin(), mRasterizeTasks.end(), task ) )
   {
-    mPlayState = PlayState::PAUSED;
-
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::PauseAnimation: Pause [%p]\n", this );
-  }
-}
-
-void VectorRasterizeThread::RenderFrame()
-{
-  ConditionalWait::ScopedLock lock( mConditionalWait );
+    mRasterizeTasks.push_back( task );
 
-  if( !mResourceReady )
-  {
-    mNeedRender = true;
+    // wake up the animation thread
     mConditionalWait.Notify( lock );
-
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::RenderFrame: Render [%p]\n", this );
-  }
-}
-
-void VectorRasterizeThread::SetAnimationFinishedCallback( EventThreadCallback* callback )
-{
-  ConditionalWait::ScopedLock lock( mConditionalWait );
-  mAnimationFinishedTrigger = std::unique_ptr< EventThreadCallback >( callback );
-}
-
-void VectorRasterizeThread::SetLoopCount( int32_t count )
-{
-  if( mLoopCount != count )
-  {
-    ConditionalWait::ScopedLock lock( mConditionalWait );
-
-    mLoopCount = count;
-    mCurrentLoop = 0;
-    mCurrentLoopUpdated = true;
-
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopCount: [%d] [%p]\n", count, this );
-  }
-}
-
-void VectorRasterizeThread::SetPlayRange( uint32_t startFrame, uint32_t endFrame )
-{
-  // Make sure the range specified is between 0 and the total frame number
-  if( ( startFrame < mTotalFrame ) && ( endFrame < mTotalFrame ) )
-  {
-    // If the range is not in order swap values
-    if( startFrame > endFrame )
-    {
-      uint32_t temp = startFrame;
-      startFrame = endFrame;
-      endFrame = temp;
-    }
-
-    if( startFrame != mStartFrame || endFrame != mEndFrame )
-    {
-      ConditionalWait::ScopedLock lock( mConditionalWait );
-
-      mStartFrame = startFrame;
-      mEndFrame = endFrame;
-
-      // If the current frame is out of the range, change the current frame also.
-      if( mStartFrame > mCurrentFrame )
-      {
-        mCurrentFrame = mStartFrame;
-
-        mCurrentFrameUpdated = true;
-        mResourceReady = false;
-      }
-      else if( mEndFrame < mCurrentFrame )
-      {
-        mCurrentFrame = mEndFrame;
-
-        mCurrentFrameUpdated = true;
-        mResourceReady = false;
-      }
-
-      DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetPlayRange: [%d, %d] [%p]\n", mStartFrame, mEndFrame, this );
-    }
-  }
-}
-
-DevelImageVisual::PlayState::Type VectorRasterizeThread::GetPlayState() const
-{
-  DevelImageVisual::PlayState::Type state = DevelImageVisual::PlayState::STOPPED;
-
-  switch( mPlayState )
-  {
-    case PlayState::PLAYING:
-    {
-      state = DevelImageVisual::PlayState::PLAYING;
-      break;
-    }
-    case PlayState::PAUSED:
-    {
-      state = DevelImageVisual::PlayState::PAUSED;
-      break;
-    }
-    case PlayState::STOPPING:
-    case PlayState::STOPPED:
-    {
-      state = DevelImageVisual::PlayState::STOPPED;
-      break;
-    }
   }
-
-  return state;
 }
 
-bool VectorRasterizeThread::IsResourceReady() const
-{
-  return mResourceReady;
-}
-
-void VectorRasterizeThread::SetCurrentFrameNumber( uint32_t frameNumber )
+void VectorRasterizeThread::Run()
 {
-  ConditionalWait::ScopedLock lock( mConditionalWait );
-
-  if( mCurrentFrame == frameNumber )
-  {
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: Set same frame [%d] [%p]\n", frameNumber, this );
-    return;
-  }
-
-  if( frameNumber >= mStartFrame && frameNumber <= mEndFrame )
-  {
-    mCurrentFrame = frameNumber;
-    mCurrentFrameUpdated = true;
-
-    mResourceReady = false;
+  SetThreadName( "VectorRasterizeThread" );
+  mLogFactory.InstallLogFunction();
 
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetCurrentFrameNumber: frame number = %d [%p]\n", mCurrentFrame, this );
-  }
-  else
+  while( !mDestroyThread )
   {
-    DALI_LOG_ERROR( "Invalid frame number [%d (%d, %d)]\n", frameNumber, mStartFrame, mEndFrame );
+    Rasterize();
   }
 }
 
-uint32_t VectorRasterizeThread::GetCurrentFrameNumber() const
-{
-  return mCurrentFrame;
-}
-
-uint32_t VectorRasterizeThread::GetTotalFrameNumber() const
-{
-  return mTotalFrame;
-}
-
-void VectorRasterizeThread::GetDefaultSize( uint32_t& width, uint32_t& height ) const
-{
-  mVectorRenderer.GetDefaultSize( width, height );
-}
-
-void VectorRasterizeThread::SetStopBehavior( DevelImageVisual::StopBehavior::Type stopBehavior )
-{
-  ConditionalWait::ScopedLock lock( mConditionalWait );
-  mStopBehavior = stopBehavior;
-
-  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetStopBehavior: stop behavor = %d [%p]\n", mStopBehavior, this );
-}
-
-void VectorRasterizeThread::SetLoopingMode( DevelImageVisual::LoopingMode::Type loopingMode )
-{
-  ConditionalWait::ScopedLock lock( mConditionalWait );
-  mLoopingMode = loopingMode;
-
-  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::SetLoopingMode: looping mode = %d [%p]\n", mLoopingMode, this );
-}
-
-VectorRasterizeThread::UploadCompletedSignalType& VectorRasterizeThread::UploadCompletedSignal()
-{
-  return mVectorRenderer.UploadCompletedSignal();
-}
-
-void VectorRasterizeThread::Initialize()
-{
-  mVectorRenderer = VectorAnimationRenderer::New( mUrl );
-
-  mTotalFrame = mVectorRenderer.GetTotalFrameNumber();
-
-  mEndFrame = mTotalFrame - 1;
-
-  mFrameRate = mVectorRenderer.GetFrameRate();
-  mFrameDurationNanoSeconds = NANOSECONDS_PER_SECOND / mFrameRate;
-
-  uint32_t width, height;
-  mVectorRenderer.GetDefaultSize( width, height );
-
-  SetSize( width, height );
-
-  DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Initialize: file = %s [%d frames, %f fps] [%p]\n", mUrl.c_str(), mTotalFrame, mFrameRate, this );
-}
-
 void VectorRasterizeThread::Rasterize()
 {
-  bool stopped = false, needAnimationFinishedTrigger;
-  uint32_t currentFrame, startFrame, endFrame;
-  int32_t loopCount, currentLoopCount;
-
+  VectorAnimationTaskPtr nextTask;
   {
+    // Lock while popping task out from the queue
     ConditionalWait::ScopedLock lock( mConditionalWait );
 
-    if( ( mPlayState == PlayState::PAUSED || mPlayState == PlayState::STOPPED ) && !mNeedRender && !mDestroyThread )
+    // conditional wait
+    if( mRasterizeTasks.empty() )
     {
-      DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Wait [%p]\n", this );
       mConditionalWait.Wait( lock );
     }
 
-    if( mPlayState == PlayState::PLAYING && mUpdateFrameNumber )
+    // pop out the next task from the queue
+    if( !mRasterizeTasks.empty() )
     {
-      mCurrentFrame = mForward ? mCurrentFrame + 1 : mCurrentFrame - 1;
+      std::vector< VectorAnimationTaskPtr >::iterator next = mRasterizeTasks.begin();
+      nextTask = *next;
+      mRasterizeTasks.erase( next );
     }
-
-    currentFrame = mCurrentFrame;
-    startFrame = mStartFrame;
-    endFrame = mEndFrame;
-    loopCount = mLoopCount;
-    currentLoopCount = mCurrentLoop;
-    needAnimationFinishedTrigger = mNeedAnimationFinishedTrigger;
-
-    mResourceReady = true;
-    mNeedRender = false;
-    mCurrentFrameUpdated = false;
-    mCurrentLoopUpdated = false;
-    mUpdateFrameNumber = true;
-    mNeedAnimationFinishedTrigger = true;
   }
 
-  auto currentFrameStartTime = std::chrono::system_clock::now();
-
-  if( mPlayState == PlayState::STOPPING )
+  if( nextTask )
   {
-    currentFrame = GetStoppedFrame( startFrame, endFrame, currentFrame );
-    ResetValue( mCurrentFrameUpdated, mCurrentFrame, currentFrame, mConditionalWait );
-
-    stopped = true;
-  }
-  else if( mPlayState == PlayState::PLAYING )
-  {
-    bool animationFinished = false;
-
-    if( currentFrame >= endFrame )  // last frame
-    {
-      if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
-      {
-        mForward = false;
-      }
-      else
-      {
-        if( loopCount < 0 || ++currentLoopCount < loopCount )   // repeat forever or before the last loop
-        {
-          ResetValue( mCurrentFrameUpdated, mCurrentFrame, startFrame, mConditionalWait );  // If the current frame is changed in the event thread, don't overwrite it.
-          mUpdateFrameNumber = false;
-        }
-        else
-        {
-          animationFinished = true;   // end of animation
-        }
-        ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
-      }
-    }
-    else if( currentFrame == startFrame && !mForward )  // first frame
-    {
-      if( loopCount < 0 || ++currentLoopCount < loopCount )   // repeat forever or before the last loop
-      {
-        mForward = true;
-      }
-      else
-      {
-        animationFinished = true;   // end of animation
-      }
-      ResetValue( mCurrentLoopUpdated, mCurrentLoop, currentLoopCount, mConditionalWait );
-    }
+    bool keepAnimation = nextTask->Rasterize();
 
-    if( animationFinished )
+    if( mCompletedCallback )
     {
-      if( mStopBehavior == DevelImageVisual::StopBehavior::CURRENT_FRAME )
-      {
-        stopped = true;
-      }
-      else
-      {
-        mPlayState = PlayState::STOPPING;
-      }
+      CallbackBase::Execute( *mCompletedCallback, nextTask, keepAnimation );
     }
   }
-
-  // Rasterize
-  if( !mVectorRenderer.Render( currentFrame ) )
-  {
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Rendering failed. Try again later.[%d] [%p]\n", currentFrame, this );
-    mUpdateFrameNumber = false;
-  }
-
-  if( stopped )
-  {
-    mPlayState = PlayState::STOPPED;
-    mForward = true;
-    mCurrentLoop = 0;
-
-    // Animation is finished
-    if( needAnimationFinishedTrigger )
-    {
-      mAnimationFinishedTrigger->Trigger();
-    }
-
-    DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::Rasterize: Animation is finished [current = %d] [%p]\n", currentFrame, this );
-  }
-
-  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] [%p]\n", currentFrame, sleepDuration.count(), this );
-#endif
-
-  std::this_thread::sleep_until( timeToSleepUntil );
-}
-
-uint32_t VectorRasterizeThread::GetStoppedFrame( uint32_t startFrame, uint32_t endFrame, uint32_t currentFrame )
-{
-  uint32_t frame = currentFrame;
-
-  switch( mStopBehavior )
-  {
-    case DevelImageVisual::StopBehavior::FIRST_FRAME:
-    {
-      frame = startFrame;
-      break;
-    }
-    case DevelImageVisual::StopBehavior::LAST_FRAME:
-    {
-      if( mLoopingMode == DevelImageVisual::LoopingMode::AUTO_REVERSE )
-      {
-        frame = startFrame;
-      }
-      else
-      {
-        frame = endFrame;
-      }
-      break;
-    }
-    case DevelImageVisual::StopBehavior::CURRENT_FRAME:
-    {
-      frame = currentFrame;
-      break;
-    }
-  }
-
-  return frame;
 }
 
 } // namespace Internal
index f50a66d..e21809e 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_TOOLKIT_VECTOR_IMAGE_RASTERIZE_THREAD_H
 
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
  */
 
 // EXTERNAL INCLUDES
-#include <dali/devel-api/adaptor-framework/event-thread-callback.h>
-#include <dali/devel-api/adaptor-framework/vector-animation-renderer.h>
+//#include <dali/devel-api/adaptor-framework/event-thread-callback.h>
 #include <dali/devel-api/threading/conditional-wait.h>
-#include <dali/devel-api/threading/mutex.h>
 #include <dali/devel-api/threading/thread.h>
 #include <dali/integration-api/adaptors/log-factory-interface.h>
-#include <string>
+#include <vector>
 #include <memory>
+//#include <string>
 
 // INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-task.h>
 
 namespace Dali
 {
@@ -46,14 +45,10 @@ class VectorRasterizeThread : public Thread
 {
 public:
 
-  using UploadCompletedSignalType = Dali::VectorAnimationRenderer::UploadCompletedSignalType;
-
   /**
    * @brief Constructor.
-   *
-   * @param[in] url The url of the vector animation file
    */
-  VectorRasterizeThread( const std::string& url );
+  VectorRasterizeThread();
 
   /**
    * @brief Destructor.
@@ -61,114 +56,17 @@ public:
   virtual ~VectorRasterizeThread();
 
   /**
-   * @brief Sets the renderer used to display the result image.
-   *
-   * @param[in] renderer The renderer used to display the result image
+   * The callback is called from the rasterize thread after the rasterization is completed.
+   * @param[in] callBack  The function to call.
    */
-  void SetRenderer( Renderer renderer );
+  void SetCompletedCallback( CallbackBase* callback );
 
   /**
-   * @brief Sets the target image size.
+   * Add a task to rasterize.
    *
-   * @param[in] width The target image width
-   * @param[in] height The target image height
-   */
-  void SetSize( uint32_t width, uint32_t height );
-
-  /**
-   * @brief Play the vector animation.
-   */
-  void PlayAnimation();
-
-  /**
-   * @brief Stop the vector animation.
-   */
-  void StopAnimation();
-
-  /**
-   * @brief Pause the vector animation.
-   */
-  void PauseAnimation();
-
-  /**
-   * @brief Render one frame. The current frame number will be increased.
+   * @param[in] task The task to rasterize
    */
-  void RenderFrame();
-
-  /**
-   * @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 SetLoopCount( int32_t count );
-
-  /**
-   * @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( 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();
+  void AddTask( VectorAnimationTaskPtr task );
 
 protected:
 
@@ -181,19 +79,11 @@ protected:
 private:
 
   /**
-   * @brief Initializes the vector renderer.
-   */
-  void Initialize();
-
-  /**
-   * @brief Rasterizes the current frame.
+   * Rasterizes the tasks.
    */
   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 );
+private:
 
   // Undefined
   VectorRasterizeThread( const VectorRasterizeThread& thread ) = delete;
@@ -203,41 +93,12 @@ private:
 
 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 > 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
+  std::vector< VectorAnimationTaskPtr > mRasterizeTasks;
+  ConditionalWait                       mConditionalWait;
+  std::unique_ptr< CallbackBase >       mCompletedCallback;
+  bool                                  mDestroyThread;  ///< Whether the thread be destroyed
+  bool                                  mIsThreadStarted;
+  const Dali::LogFactoryInterface&      mLogFactory; ///< The log factory
 
 };
 
index 101e696..3852361 100644 (file)
@@ -43,6 +43,7 @@ namespace Internal
 
 VisualFactoryCache::VisualFactoryCache( bool preMultiplyOnLoad )
 : mSvgRasterizeThread( NULL ),
+  mVectorAnimationThread(),
   mBrokenImageUrl(""),
   mPreMultiplyOnLoad( preMultiplyOnLoad )
 {
@@ -135,6 +136,16 @@ SvgRasterizeThread* VisualFactoryCache::GetSVGRasterizationThread()
   return mSvgRasterizeThread;
 }
 
+VectorAnimationThread& VisualFactoryCache::GetVectorAnimationThread()
+{
+  if( !mVectorAnimationThread )
+  {
+    mVectorAnimationThread = std::unique_ptr< VectorAnimationThread >( new VectorAnimationThread() );
+    mVectorAnimationThread->Start();
+  }
+  return *mVectorAnimationThread;
+}
+
 void VisualFactoryCache::ApplyRasterizedSVGToSampler()
 {
   while( RasterizingTaskPtr task = mSvgRasterizeThread->NextCompletedTask() )
index f2c8120..e080d52 100644 (file)
@@ -28,6 +28,7 @@
 #include <dali-toolkit/internal/visuals/npatch-loader.h>
 #include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
 #include <dali-toolkit/internal/visuals/texture-manager-impl.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-thread.h>
 
 namespace Dali
 {
@@ -203,6 +204,12 @@ public:
    */
   SvgRasterizeThread* GetSVGRasterizationThread();
 
+  /**
+   * Get the vector animation thread.
+   * @return A raw pointer pointing to the vector animation thread.
+   */
+  VectorAnimationThread& GetVectorAnimationThread();
+
 private: // for svg rasterization thread
 
   /**
@@ -226,12 +233,13 @@ private:
   Geometry mGeometry[GEOMETRY_TYPE_MAX+1];
   Shader mShader[SHADER_TYPE_MAX+1];
 
-  ImageAtlasManagerPtr mAtlasManager;
-  TextureManager       mTextureManager;
-  NPatchLoader         mNPatchLoader;
-  SvgRasterizeThread*  mSvgRasterizeThread;
-  std::string          mBrokenImageUrl;
-  bool                 mPreMultiplyOnLoad;
+  ImageAtlasManagerPtr                     mAtlasManager;
+  TextureManager                           mTextureManager;
+  NPatchLoader                             mNPatchLoader;
+  SvgRasterizeThread*                      mSvgRasterizeThread;
+  std::unique_ptr< VectorAnimationThread > mVectorAnimationThread;
+  std::string                              mBrokenImageUrl;
+  bool                                     mPreMultiplyOnLoad;
 };
 
 } // namespace Internal