зеркало из https://github.com/mozilla/gecko-dev.git
351 строка
12 KiB
C++
351 строка
12 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/StaticPrefs.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 DrawableSurface;
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class AnimationState {
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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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mHasBeenDecoded(false),
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mHasRequestedDecode(false),
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mIsCurrentlyDecoded(false),
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mCompositedFrameInvalid(false),
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mCompositedFrameRequested(false),
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mDiscarded(false) {}
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/**
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* Call this whenever a decode completes, a decode starts, or the image is
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* discarded. It will update the internal state. Specifically mDiscarded,
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* mCompositedFrameInvalid, and mIsCurrentlyDecoded. If aAllowInvalidation
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* is true then returns a rect to invalidate.
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*/
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const gfx::IntRect UpdateState(bool aAnimationFinished, RasterImage* aImage,
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const gfx::IntSize& aSize,
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bool aAllowInvalidation = true);
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private:
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const gfx::IntRect UpdateStateInternal(LookupResult& aResult,
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bool aAnimationFinished,
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const gfx::IntSize& aSize,
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bool aAllowInvalidation = true);
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public:
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/**
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* Call when a decode of this image has been completed.
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*/
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void NotifyDecodeComplete();
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/**
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* Returns true if this image has been fully decoded before.
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*/
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bool GetHasBeenDecoded() { return mHasBeenDecoded; }
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/**
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* Returns true if this image has ever requested a decode before.
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*/
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bool GetHasRequestedDecode() { return mHasRequestedDecode; }
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/**
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* Returns true if this image has been discarded and a decoded has not yet
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* been created to redecode it.
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*/
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bool IsDiscarded() { return mDiscarded; }
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/**
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* Sets the composited frame as valid or invalid.
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*/
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void SetCompositedFrameInvalid(bool aInvalid) {
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MOZ_ASSERT(!aInvalid || StaticPrefs::image_mem_animated_discardable());
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mCompositedFrameInvalid = aInvalid;
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}
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/**
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* Returns whether the composited frame is valid to draw to the screen.
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*/
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bool GetCompositedFrameInvalid() { return mCompositedFrameInvalid; }
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/**
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* Returns whether the image is currently full decoded..
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*/
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bool GetIsCurrentlyDecoded() { return mIsCurrentlyDecoded; }
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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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* Set the animation frame time to @aTime if we are configured to stop the
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* animation when not visible and aTime is later than the current time.
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* Returns true if the time was updated, else false.
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*/
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bool MaybeAdvanceAnimationFrameTime(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) {
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mFirstFrameTimeout = aTimeout;
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}
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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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/**
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* The following four bools (mHasBeenDecoded, mIsCurrentlyDecoded,
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* mCompositedFrameInvalid, mDiscarded) track the state of the image with
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* regards to decoding. They all start out false, including mDiscarded,
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* because we want to treat being discarded differently from "not yet decoded
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* for the first time".
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*
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* (When we are decoding the image for the first time we want to show the
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* image at the speed of data coming in from the network or the speed
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* specified in the image file, whichever is slower. But when redecoding we
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* want to show nothing until the frame for the current time has been
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* decoded. The prevents the user from seeing the image "fast forward"
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* to the expected spot.)
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*
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* When the image is decoded for the first time mHasBeenDecoded and
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* mIsCurrentlyDecoded get set to true. When the image is discarded
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* mIsCurrentlyDecoded gets set to false, and mCompositedFrameInvalid
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* & mDiscarded get set to true. When we create a decoder to redecode the
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* image mDiscarded gets set to false. mCompositedFrameInvalid gets set to
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* false when we are able to advance to the frame that should be showing
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* for the current time. mIsCurrentlyDecoded gets set to true when the
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* redecode finishes.
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*/
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//! Whether this image has been decoded at least once.
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bool mHasBeenDecoded;
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//! Whether this image has ever requested a decode.
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bool mHasRequestedDecode;
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//! Whether this image is currently fully decoded.
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bool mIsCurrentlyDecoded;
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//! Whether the composited frame is valid to draw to the screen, note that
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//! the composited frame can exist and be filled with image data but not
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//! valid to draw to the screen.
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bool mCompositedFrameInvalid;
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//! Whether the composited frame was requested from the animator since the
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//! last time we advanced the animation.
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bool mCompositedFrameRequested;
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//! Whether this image is currently discarded. Only set to true after the
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//! image has been decoded at least once.
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bool mDiscarded;
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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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RefreshResult() : mFrameAdvanced(false), mAnimationFinished(false) {}
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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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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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public:
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FrameAnimator(RasterImage* aImage, const gfx::IntSize& aSize)
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: mImage(aImage), mSize(aSize) {
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MOZ_COUNT_CTOR(FrameAnimator);
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}
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~FrameAnimator() { MOZ_COUNT_DTOR(FrameAnimator); }
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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(AnimationState& aState);
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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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bool aAnimationFinished);
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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, bool aMarkUsed);
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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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* @param aCurrentFrame the currently displayed frame of the animation. If
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* we advance, it will replace aCurrentFrame with the
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* new current frame we advanced to.
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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, DrawableSurface& aFrames,
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RefPtr<imgFrame>& aCurrentFrame, TimeStamp aTime);
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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 (like if the requested frame is not currently
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* decoded), returns None().
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*/
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TimeStamp GetCurrentImgFrameEndTime(AnimationState& aState,
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FrameTimeout aCurrentTimeout) const;
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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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};
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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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