зеркало из https://github.com/mozilla/gecko-dev.git
324 строки
10 KiB
C++
324 строки
10 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef mozilla_image_FrameAnimator_h
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#define mozilla_image_FrameAnimator_h
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#include "mozilla/Maybe.h"
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#include "mozilla/MemoryReporting.h"
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#include "mozilla/TimeStamp.h"
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#include "gfxTypes.h"
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#include "imgFrame.h"
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#include "nsCOMPtr.h"
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#include "nsRect.h"
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#include "SurfaceCache.h"
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namespace mozilla {
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namespace image {
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class RasterImage;
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class AnimationState
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{
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public:
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explicit AnimationState(uint16_t aAnimationMode)
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: mFrameCount(0)
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, mCurrentAnimationFrameIndex(0)
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, mLoopRemainingCount(-1)
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, mLoopCount(-1)
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, mFirstFrameTimeout(FrameTimeout::FromRawMilliseconds(0))
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, mAnimationMode(aAnimationMode)
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, mDoneDecoding(false)
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{ }
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/**
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* Call when this image is finished decoding so we know that there aren't any
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* more frames coming.
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*/
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void SetDoneDecoding(bool aDone);
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/**
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* Call when you need to re-start animating. Ensures we start from the first
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* frame.
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*/
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void ResetAnimation();
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/**
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* The animation mode of the image.
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*
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* Constants defined in imgIContainer.idl.
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*/
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void SetAnimationMode(uint16_t aAnimationMode);
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/// Update the number of frames of animation this image is known to have.
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void UpdateKnownFrameCount(uint32_t aFrameCount);
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/// @return the number of frames of animation we know about so far.
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uint32_t KnownFrameCount() const { return mFrameCount; }
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/// @return the number of frames this animation has, if we know for sure.
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/// (In other words, if decoding is finished.) Otherwise, returns Nothing().
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Maybe<uint32_t> FrameCount() const;
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/**
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* Get or set the area of the image to invalidate when we loop around to the
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* first frame.
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*/
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void SetFirstFrameRefreshArea(const gfx::IntRect& aRefreshArea);
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gfx::IntRect FirstFrameRefreshArea() const { return mFirstFrameRefreshArea; }
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/**
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* If the animation frame time has not yet been set, set it to
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* TimeStamp::Now().
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*/
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void InitAnimationFrameTimeIfNecessary();
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/**
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* Set the animation frame time to @aTime.
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*/
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void SetAnimationFrameTime(const TimeStamp& aTime);
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/**
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* The current frame we're on, from 0 to (numFrames - 1).
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*/
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uint32_t GetCurrentAnimationFrameIndex() const;
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/*
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* Set number of times to loop the image.
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* @note -1 means loop forever.
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*/
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void SetLoopCount(int32_t aLoopCount) { mLoopCount = aLoopCount; }
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int32_t LoopCount() const { return mLoopCount; }
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/// Set the @aLength of a single loop through this image.
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void SetLoopLength(FrameTimeout aLength) { mLoopLength = Some(aLength); }
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/**
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* @return the length of a single loop of this image. If this image is not
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* finished decoding, is not animated, or it is animated but does not loop,
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* returns FrameTimeout::Forever().
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*/
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FrameTimeout LoopLength() const;
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/*
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* Get or set the timeout for the first frame. This is used to allow animation
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* scheduling even before a full decode runs for this image.
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*/
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void SetFirstFrameTimeout(FrameTimeout aTimeout) { mFirstFrameTimeout = aTimeout; }
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FrameTimeout FirstFrameTimeout() const { return mFirstFrameTimeout; }
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private:
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friend class FrameAnimator;
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//! Area of the first frame that needs to be redrawn on subsequent loops.
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gfx::IntRect mFirstFrameRefreshArea;
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//! the time that the animation advanced to the current frame
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TimeStamp mCurrentAnimationFrameTime;
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//! The number of frames of animation this image has.
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uint32_t mFrameCount;
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//! The current frame index we're on, in the range [0, mFrameCount).
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uint32_t mCurrentAnimationFrameIndex;
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//! number of loops remaining before animation stops (-1 no stop)
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int32_t mLoopRemainingCount;
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//! The total number of loops for the image.
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int32_t mLoopCount;
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//! The length of a single loop through this image.
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Maybe<FrameTimeout> mLoopLength;
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//! The timeout for the first frame of this image.
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FrameTimeout mFirstFrameTimeout;
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//! The animation mode of this image. Constants defined in imgIContainer.
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uint16_t mAnimationMode;
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//! Whether this image is done being decoded.
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bool mDoneDecoding;
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};
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/**
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* RefreshResult is used to let callers know how the state of the animation
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* changed during a call to FrameAnimator::RequestRefresh().
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*/
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struct RefreshResult
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{
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RefreshResult()
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: mFrameAdvanced(false)
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, mAnimationFinished(false)
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{ }
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/// Merges another RefreshResult's changes into this RefreshResult.
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void Accumulate(const RefreshResult& aOther)
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{
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mFrameAdvanced = mFrameAdvanced || aOther.mFrameAdvanced;
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mAnimationFinished = mAnimationFinished || aOther.mAnimationFinished;
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mDirtyRect = mDirtyRect.Union(aOther.mDirtyRect);
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}
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// The region of the image that has changed.
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gfx::IntRect mDirtyRect;
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// If true, we changed frames at least once. Note that, due to looping, we
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// could still have ended up on the same frame!
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bool mFrameAdvanced : 1;
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// Whether the animation has finished playing.
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bool mAnimationFinished : 1;
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};
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class FrameAnimator
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{
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public:
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FrameAnimator(RasterImage* aImage, const gfx::IntSize& aSize)
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: mImage(aImage)
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, mSize(aSize)
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, mLastCompositedFrameIndex(-1)
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{
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MOZ_COUNT_CTOR(FrameAnimator);
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}
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~FrameAnimator()
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{
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MOZ_COUNT_DTOR(FrameAnimator);
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}
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/**
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* Re-evaluate what frame we're supposed to be on, and do whatever blending
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* is necessary to get us to that frame.
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*
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* Returns the result of that blending, including whether the current frame
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* changed and what the resulting dirty rectangle is.
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*/
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RefreshResult RequestRefresh(AnimationState& aState, const TimeStamp& aTime);
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/**
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* Get the full frame for the current frame of the animation (it may or may
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* not have required compositing). It may not be available because it hasn't
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* been decoded yet, in which case we return an empty LookupResult.
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*/
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LookupResult GetCompositedFrame(AnimationState& aState);
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/**
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* Collect an accounting of the memory occupied by the compositing surfaces we
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* use during animation playback. All of the actual animation frames are
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* stored in the SurfaceCache, so we don't need to report them here.
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*/
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void CollectSizeOfCompositingSurfaces(nsTArray<SurfaceMemoryCounter>& aCounters,
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MallocSizeOf aMallocSizeOf) const;
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private: // methods
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/**
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* Advances the animation. Typically, this will advance a single frame, but it
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* may advance multiple frames. This may happen if we have infrequently
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* "ticking" refresh drivers (e.g. in background tabs), or extremely short-
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* lived animation frames.
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*
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* @param aTime the time that the animation should advance to. This will
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* typically be <= TimeStamp::Now().
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*
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* @returns a RefreshResult that shows whether the frame was successfully
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* advanced, and its resulting dirty rect.
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*/
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RefreshResult AdvanceFrame(AnimationState& aState, TimeStamp aTime);
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/**
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* Get the @aIndex-th frame in the frame index, ignoring results of blending.
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*/
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RawAccessFrameRef GetRawFrame(uint32_t aFrameNum) const;
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/// @return the given frame's timeout.
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FrameTimeout GetTimeoutForFrame(uint32_t aFrameNum) const;
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/**
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* Get the time the frame we're currently displaying is supposed to end.
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*
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* In the error case, returns an "infinity" timestamp.
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*/
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TimeStamp GetCurrentImgFrameEndTime(AnimationState& aState) const;
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bool DoBlend(gfx::IntRect* aDirtyRect,
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uint32_t aPrevFrameIndex,
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uint32_t aNextFrameIndex);
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/** Clears an area of <aFrame> with transparent black.
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*
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* @param aFrameData Target Frame data
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* @param aFrameRect The rectangle of the data pointed ot by aFrameData
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*
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* @note Does also clears the transparency mask
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*/
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static void ClearFrame(uint8_t* aFrameData, const gfx::IntRect& aFrameRect);
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//! @overload
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static void ClearFrame(uint8_t* aFrameData, const gfx::IntRect& aFrameRect,
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const gfx::IntRect& aRectToClear);
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//! Copy one frame's image and mask into another
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static bool CopyFrameImage(const uint8_t* aDataSrc, const gfx::IntRect& aRectSrc,
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uint8_t* aDataDest, const gfx::IntRect& aRectDest);
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/**
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* Draws one frame's image to into another, at the position specified by
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* aSrcRect.
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*
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* @aSrcData the raw data of the current frame being drawn
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* @aSrcRect the size of the source frame, and the position of that frame in
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* the composition frame
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* @aSrcPaletteLength the length (in bytes) of the palette at the beginning
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* of the source data (0 if image is not paletted)
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* @aSrcHasAlpha whether the source data represents an image with alpha
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* @aDstPixels the raw data of the composition frame where the current frame
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* is drawn into (32-bit ARGB)
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* @aDstRect the size of the composition frame
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* @aBlendMethod the blend method for how to blend src on the composition
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* frame.
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*/
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static nsresult DrawFrameTo(const uint8_t* aSrcData,
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const gfx::IntRect& aSrcRect,
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uint32_t aSrcPaletteLength, bool aSrcHasAlpha,
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uint8_t* aDstPixels, const gfx::IntRect& aDstRect,
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BlendMethod aBlendMethod,
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const Maybe<gfx::IntRect>& aBlendRect);
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private: // data
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//! A weak pointer to our owning image.
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RasterImage* mImage;
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//! The intrinsic size of the image.
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gfx::IntSize mSize;
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/** For managing blending of frames
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*
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* Some animations will use the compositingFrame to composite images
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* and just hand this back to the caller when it is time to draw the frame.
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* NOTE: When clearing compositingFrame, remember to set
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* lastCompositedFrameIndex to -1. Code assume that if
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* lastCompositedFrameIndex >= 0 then compositingFrame exists.
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*/
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RawAccessFrameRef mCompositingFrame;
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/** the previous composited frame, for DISPOSE_RESTORE_PREVIOUS
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*
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* The Previous Frame (all frames composited up to the current) needs to be
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* stored in cases where the image specifies it wants the last frame back
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* when it's done with the current frame.
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*/
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RawAccessFrameRef mCompositingPrevFrame;
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//! Track the last composited frame for Optimizations (See DoComposite code)
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int32_t mLastCompositedFrameIndex;
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};
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} // namespace image
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} // namespace mozilla
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#endif // mozilla_image_FrameAnimator_h
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