/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef mozilla_image_FrameAnimator_h #define mozilla_image_FrameAnimator_h #include "mozilla/Maybe.h" #include "mozilla/MemoryReporting.h" #include "mozilla/TimeStamp.h" #include "gfxTypes.h" #include "imgFrame.h" #include "nsCOMPtr.h" #include "nsRect.h" #include "SurfaceCache.h" #include "gfxPrefs.h" namespace mozilla { namespace image { class RasterImage; class DrawableSurface; class AnimationState { public: explicit AnimationState(uint16_t aAnimationMode) : mFrameCount(0), mCurrentAnimationFrameIndex(0), mLoopRemainingCount(-1), mLoopCount(-1), mFirstFrameTimeout(FrameTimeout::FromRawMilliseconds(0)), mAnimationMode(aAnimationMode), mHasBeenDecoded(false), mHasRequestedDecode(false), mIsCurrentlyDecoded(false), mCompositedFrameInvalid(false), mCompositedFrameRequested(false), mDiscarded(false) {} /** * Call this whenever a decode completes, a decode starts, or the image is * discarded. It will update the internal state. Specifically mDiscarded, * mCompositedFrameInvalid, and mIsCurrentlyDecoded. If aAllowInvalidation * is true then returns a rect to invalidate. */ const gfx::IntRect UpdateState(bool aAnimationFinished, RasterImage* aImage, const gfx::IntSize& aSize, bool aAllowInvalidation = true); private: const gfx::IntRect UpdateStateInternal(LookupResult& aResult, bool aAnimationFinished, const gfx::IntSize& aSize, bool aAllowInvalidation = true); public: /** * Call when a decode of this image has been completed. */ void NotifyDecodeComplete(); /** * Returns true if this image has been fully decoded before. */ bool GetHasBeenDecoded() { return mHasBeenDecoded; } /** * Returns true if this image has ever requested a decode before. */ bool GetHasRequestedDecode() { return mHasRequestedDecode; } /** * Returns true if this image has been discarded and a decoded has not yet * been created to redecode it. */ bool IsDiscarded() { return mDiscarded; } /** * Sets the composited frame as valid or invalid. */ void SetCompositedFrameInvalid(bool aInvalid) { MOZ_ASSERT(!aInvalid || gfxPrefs::ImageMemAnimatedDiscardable()); mCompositedFrameInvalid = aInvalid; } /** * Returns whether the composited frame is valid to draw to the screen. */ bool GetCompositedFrameInvalid() { return mCompositedFrameInvalid; } /** * Returns whether the image is currently full decoded.. */ bool GetIsCurrentlyDecoded() { return mIsCurrentlyDecoded; } /** * Call when you need to re-start animating. Ensures we start from the first * frame. */ void ResetAnimation(); /** * The animation mode of the image. * * Constants defined in imgIContainer.idl. */ void SetAnimationMode(uint16_t aAnimationMode); /// Update the number of frames of animation this image is known to have. void UpdateKnownFrameCount(uint32_t aFrameCount); /// @return the number of frames of animation we know about so far. uint32_t KnownFrameCount() const { return mFrameCount; } /// @return the number of frames this animation has, if we know for sure. /// (In other words, if decoding is finished.) Otherwise, returns Nothing(). Maybe FrameCount() const; /** * Get or set the area of the image to invalidate when we loop around to the * first frame. */ void SetFirstFrameRefreshArea(const gfx::IntRect& aRefreshArea); gfx::IntRect FirstFrameRefreshArea() const { return mFirstFrameRefreshArea; } /** * If the animation frame time has not yet been set, set it to * TimeStamp::Now(). */ void InitAnimationFrameTimeIfNecessary(); /** * Set the animation frame time to @aTime. */ void SetAnimationFrameTime(const TimeStamp& aTime); /** * Set the animation frame time to @aTime if we are configured to stop the * animation when not visible and aTime is later than the current time. * Returns true if the time was updated, else false. */ bool MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime); /** * The current frame we're on, from 0 to (numFrames - 1). */ uint32_t GetCurrentAnimationFrameIndex() const; /* * Set number of times to loop the image. * @note -1 means loop forever. */ void SetLoopCount(int32_t aLoopCount) { mLoopCount = aLoopCount; } int32_t LoopCount() const { return mLoopCount; } /// Set the @aLength of a single loop through this image. void SetLoopLength(FrameTimeout aLength) { mLoopLength = Some(aLength); } /** * @return the length of a single loop of this image. If this image is not * finished decoding, is not animated, or it is animated but does not loop, * returns FrameTimeout::Forever(). */ FrameTimeout LoopLength() const; /* * Get or set the timeout for the first frame. This is used to allow animation * scheduling even before a full decode runs for this image. */ void SetFirstFrameTimeout(FrameTimeout aTimeout) { mFirstFrameTimeout = aTimeout; } FrameTimeout FirstFrameTimeout() const { return mFirstFrameTimeout; } private: friend class FrameAnimator; //! Area of the first frame that needs to be redrawn on subsequent loops. gfx::IntRect mFirstFrameRefreshArea; //! the time that the animation advanced to the current frame TimeStamp mCurrentAnimationFrameTime; //! The number of frames of animation this image has. uint32_t mFrameCount; //! The current frame index we're on, in the range [0, mFrameCount). uint32_t mCurrentAnimationFrameIndex; //! number of loops remaining before animation stops (-1 no stop) int32_t mLoopRemainingCount; //! The total number of loops for the image. int32_t mLoopCount; //! The length of a single loop through this image. Maybe mLoopLength; //! The timeout for the first frame of this image. FrameTimeout mFirstFrameTimeout; //! The animation mode of this image. Constants defined in imgIContainer. uint16_t mAnimationMode; /** * The following four bools (mHasBeenDecoded, mIsCurrentlyDecoded, * mCompositedFrameInvalid, mDiscarded) track the state of the image with * regards to decoding. They all start out false, including mDiscarded, * because we want to treat being discarded differently from "not yet decoded * for the first time". * * (When we are decoding the image for the first time we want to show the * image at the speed of data coming in from the network or the speed * specified in the image file, whichever is slower. But when redecoding we * want to show nothing until the frame for the current time has been * decoded. The prevents the user from seeing the image "fast forward" * to the expected spot.) * * When the image is decoded for the first time mHasBeenDecoded and * mIsCurrentlyDecoded get set to true. When the image is discarded * mIsCurrentlyDecoded gets set to false, and mCompositedFrameInvalid * & mDiscarded get set to true. When we create a decoder to redecode the * image mDiscarded gets set to false. mCompositedFrameInvalid gets set to * false when we are able to advance to the frame that should be showing * for the current time. mIsCurrentlyDecoded gets set to true when the * redecode finishes. */ //! Whether this image has been decoded at least once. bool mHasBeenDecoded; //! Whether this image has ever requested a decode. bool mHasRequestedDecode; //! Whether this image is currently fully decoded. bool mIsCurrentlyDecoded; //! Whether the composited frame is valid to draw to the screen, note that //! the composited frame can exist and be filled with image data but not //! valid to draw to the screen. bool mCompositedFrameInvalid; //! Whether the composited frame was requested from the animator since the //! last time we advanced the animation. bool mCompositedFrameRequested; //! Whether this image is currently discarded. Only set to true after the //! image has been decoded at least once. bool mDiscarded; }; /** * RefreshResult is used to let callers know how the state of the animation * changed during a call to FrameAnimator::RequestRefresh(). */ struct RefreshResult { RefreshResult() : mFrameAdvanced(false), mAnimationFinished(false) {} /// Merges another RefreshResult's changes into this RefreshResult. void Accumulate(const RefreshResult& aOther) { mFrameAdvanced = mFrameAdvanced || aOther.mFrameAdvanced; mAnimationFinished = mAnimationFinished || aOther.mAnimationFinished; mDirtyRect = mDirtyRect.Union(aOther.mDirtyRect); } // The region of the image that has changed. gfx::IntRect mDirtyRect; // If true, we changed frames at least once. Note that, due to looping, we // could still have ended up on the same frame! bool mFrameAdvanced : 1; // Whether the animation has finished playing. bool mAnimationFinished : 1; }; class FrameAnimator { public: FrameAnimator(RasterImage* aImage, const gfx::IntSize& aSize) : mImage(aImage), mSize(aSize), mLastCompositedFrameIndex(-1) { MOZ_COUNT_CTOR(FrameAnimator); } ~FrameAnimator() { MOZ_COUNT_DTOR(FrameAnimator); } /** * Call when you need to re-start animating. Ensures we start from the first * frame. */ void ResetAnimation(AnimationState& aState); /** * Re-evaluate what frame we're supposed to be on, and do whatever blending * is necessary to get us to that frame. * * Returns the result of that blending, including whether the current frame * changed and what the resulting dirty rectangle is. */ RefreshResult RequestRefresh(AnimationState& aState, const TimeStamp& aTime, bool aAnimationFinished); /** * Get the full frame for the current frame of the animation (it may or may * not have required compositing). It may not be available because it hasn't * been decoded yet, in which case we return an empty LookupResult. */ LookupResult GetCompositedFrame(AnimationState& aState, bool aMarkUsed); /** * Collect an accounting of the memory occupied by the compositing surfaces we * use during animation playback. All of the actual animation frames are * stored in the SurfaceCache, so we don't need to report them here. */ void CollectSizeOfCompositingSurfaces( nsTArray& aCounters, MallocSizeOf aMallocSizeOf) const; private: // methods /** * Advances the animation. Typically, this will advance a single frame, but it * may advance multiple frames. This may happen if we have infrequently * "ticking" refresh drivers (e.g. in background tabs), or extremely short- * lived animation frames. * * @param aTime the time that the animation should advance to. This will * typically be <= TimeStamp::Now(). * * @param aCurrentFrame the currently displayed frame of the animation. If * we advance, it will replace aCurrentFrame with the * new current frame we advanced to. * * @returns a RefreshResult that shows whether the frame was successfully * advanced, and its resulting dirty rect. */ RefreshResult AdvanceFrame(AnimationState& aState, DrawableSurface& aFrames, RefPtr& aCurrentFrame, TimeStamp aTime); /** * Get the time the frame we're currently displaying is supposed to end. * * In the error case (like if the requested frame is not currently * decoded), returns None(). */ TimeStamp GetCurrentImgFrameEndTime(AnimationState& aState, FrameTimeout aCurrentTimeout) const; bool DoBlend(const RawAccessFrameRef& aPrevFrame, const RawAccessFrameRef& aNextFrame, uint32_t aNextFrameIndex, gfx::IntRect* aDirtyRect); /** Clears an area of with transparent black. * * @param aFrameData Target Frame data * @param aFrameRect The rectangle of the data pointed ot by aFrameData * * @note Does also clears the transparency mask */ static void ClearFrame(uint8_t* aFrameData, const gfx::IntRect& aFrameRect); //! @overload static void ClearFrame(uint8_t* aFrameData, const gfx::IntRect& aFrameRect, const gfx::IntRect& aRectToClear); //! Copy one frame's image and mask into another static bool CopyFrameImage(const uint8_t* aDataSrc, const gfx::IntRect& aRectSrc, uint8_t* aDataDest, const gfx::IntRect& aRectDest); /** * Draws one frame's image to into another, at the position specified by * aSrcRect. * * @aSrcData the raw data of the current frame being drawn * @aSrcRect the size of the source frame, and the position of that frame in * the composition frame * @aSrcPaletteLength the length (in bytes) of the palette at the beginning * of the source data (0 if image is not paletted) * @aSrcHasAlpha whether the source data represents an image with alpha * @aDstPixels the raw data of the composition frame where the current frame * is drawn into (32-bit ARGB) * @aDstRect the size of the composition frame * @aBlendMethod the blend method for how to blend src on the composition * frame. */ static nsresult DrawFrameTo(const uint8_t* aSrcData, const gfx::IntRect& aSrcRect, uint32_t aSrcPaletteLength, bool aSrcHasAlpha, uint8_t* aDstPixels, const gfx::IntRect& aDstRect, BlendMethod aBlendMethod, const gfx::IntRect& aBlendRect); private: // data //! A weak pointer to our owning image. RasterImage* mImage; //! The intrinsic size of the image. gfx::IntSize mSize; /** For managing blending of frames * * Some animations will use the compositingFrame to composite images * and just hand this back to the caller when it is time to draw the frame. * NOTE: When clearing compositingFrame, remember to set * lastCompositedFrameIndex to -1. Code assume that if * lastCompositedFrameIndex >= 0 then compositingFrame exists. */ RawAccessFrameRef mCompositingFrame; /** the previous composited frame, for DISPOSE_RESTORE_PREVIOUS * * The Previous Frame (all frames composited up to the current) needs to be * stored in cases where the image specifies it wants the last frame back * when it's done with the current frame. */ RawAccessFrameRef mCompositingPrevFrame; //! Track the last composited frame for Optimizations (See DoComposite code) int32_t mLastCompositedFrameIndex; }; } // namespace image } // namespace mozilla #endif // mozilla_image_FrameAnimator_h