gecko-dev/modules/libpr0n/src/imgContainer.h

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
*
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (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.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
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* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Netscape Communications Corporation.
* Portions created by the Initial Developer are Copyright (C) 2001
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
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* Stuart Parmenter <pavlov@netscape.com>
* Chris Saari <saari@netscape.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
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/** @file
* This file declares the imgContainer class, which
* handles static and animated image containers.
*
* @author Stuart Parmenter <pavlov@netscape.com>
* @author Chris Saari <saari@netscape.com>
* @author Arron Mogge <paper@animecity.nu>
* @author Andrew Smith <asmith15@learn.senecac.on.ca>
*/
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#ifndef __imgContainer_h__
#define __imgContainer_h__
#include "nsCOMArray.h"
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#include "nsCOMPtr.h"
#include "imgIContainer.h"
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#include "gfxIImageFrame.h"
#include "nsIProperties.h"
#include "nsITimer.h"
#include "nsWeakReference.h"
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#define NS_IMGCONTAINER_CID \
{ /* 27f0682c-ff64-4dd2-ae7a-668e59f2fd38 */ \
0x27f0682c, \
0xff64, \
0x4dd2, \
{0xae, 0x7a, 0x66, 0x8e, 0x59, 0xf2, 0xfd, 0x38} \
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}
/**
* Handles static and animated image containers.
*
*
* @par A Quick Walk Through
* The decoder initializes this class and calls AppendFrame() to add a frame.
* Once imgContainer detects more than one frame, it starts the animation
* with StartAnimation().
*
* @par
* StartAnimation() checks if animating is allowed, and creates a timer. The
* timer calls Notify when the specified frame delay time is up.
*
* @par
* Notify() moves on to the next frame, sets up the new timer delay, destroys
* the old frame, and forces a redraw via observer->FrameChanged().
*
* @par
* Each frame can have a different method of removing itself. These are
* listed as imgIContainer::cDispose... constants. Notify() calls
* DoComposite() to handle any special frame destruction.
*
* @par
* The basic path through DoComposite() is:
* 1) Calculate Area that needs updating, which is at least the area of
* aNextFrame.
* 2) Dispose of previous frame.
* 3) Draw new image onto compositingFrame.
* See comments in DoComposite() for more information and optimizations.
*
* @par
* The rest of the imgContainer specific functions are used by DoComposite to
* destroy the old frame and build the new one.
*
* @note
* <li> "Mask", "Alpha", and "Alpha Level" are interchangable phrases in
* respects to imgContainerGIF.
*
* @par
* <li> GIFs never have more than a 1 bit alpha.
* <li> APNGs may have a full alpha channel.
*
* @par
* <li> Background color specified in GIF is ignored by web browsers.
*
* @par
* <li> If Frame 3 wants to dispose by restoring previous, what it wants is to
* restore the composition up to and including Frame 2, as well as Frame 2s
* disposal. So, in the middle of DoComposite when composing Frame 3, right
* after destroying Frame 2's area, we copy compositingFrame to
* prevCompositingFrame. When DoComposite gets called to do Frame 4, we
* copy prevCompositingFrame back, and then draw Frame 4 on top.
*
* @par
* The mAnim structure has members only needed for animated images, so
* it's not allocated until the second frame is added.
*
* @note
* mAnimationMode, mLoopCount and mObserver are not in the mAnim structure
* because the first two have public setters and the observer we only get
* in Init().
*/
class imgContainer : public imgIContainer,
public nsITimerCallback,
public nsIProperties
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{
public:
NS_DECL_ISUPPORTS
NS_DECL_IMGICONTAINER
NS_DECL_NSITIMERCALLBACK
NS_FORWARD_SAFE_NSIPROPERTIES(mProperties)
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imgContainer();
virtual ~imgContainer();
private:
friend class nsGIFDecoder2;
struct Anim
{
//! Area of the first frame that needs to be redrawn on subsequent loops.
nsIntRect firstFrameRefreshArea;
// Note this doesn't hold a proper value until frame 2 finished decoding.
PRInt32 currentDecodingFrameIndex; // 0 to numFrames-1
PRInt32 currentAnimationFrameIndex; // 0 to numFrames-1
//! Track the last composited frame for Optimizations (See DoComposite code)
PRInt32 lastCompositedFrameIndex;
//! Whether we can assume there will be no more frames
//! (and thus loop the animation)
PRBool doneDecoding;
//! Are we currently animating the image?
PRBool animating;
/** 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.
*/
nsCOMPtr<gfxIImageFrame> compositingFrame;
/** 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.
*/
nsCOMPtr<gfxIImageFrame> compositingPrevFrame;
//! Timer to animate multiframed images
nsCOMPtr<nsITimer> timer;
Anim() :
firstFrameRefreshArea(),
currentDecodingFrameIndex(0),
currentAnimationFrameIndex(0),
lastCompositedFrameIndex(-1),
doneDecoding(PR_FALSE),
animating(PR_FALSE)
{
;
}
~Anim()
{
if (timer)
timer->Cancel();
}
};
inline gfxIImageFrame* inlinedGetCurrentFrame() {
if (!mAnim)
return mFrames.SafeObjectAt(0);
if (mAnim->lastCompositedFrameIndex == mAnim->currentAnimationFrameIndex)
return mAnim->compositingFrame;
return mFrames.SafeObjectAt(mAnim->currentAnimationFrameIndex);
}
inline Anim* ensureAnimExists() {
if (!mAnim)
mAnim = new Anim();
return mAnim;
}
/** Function for doing the frame compositing of animations
*
* @param aFrameToUse Set by DoComposite
* (aNextFrame, compositingFrame, or compositingPrevFrame)
* @param aDirtyRect Area that the display will need to update
* @param aPrevFrame Last Frame seen/processed
* @param aNextFrame Frame we need to incorperate/display
* @param aNextFrameIndex Position of aNextFrame in mFrames list
*/
nsresult DoComposite(gfxIImageFrame** aFrameToUse, nsIntRect* aDirtyRect,
gfxIImageFrame* aPrevFrame,
gfxIImageFrame* aNextFrame,
PRInt32 aNextFrameIndex);
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/**
* Combine aOverlayFrame's mask into aCompositingFrame's mask.
*
* This takes the mask information from the passed in aOverlayFrame and
* inserts that information into the aCompositingFrame's mask at the proper
* offsets. It does *not* rebuild the entire mask.
*
* @param aCompositingFrame Target frame
* @param aOverlayFrame This frame's mask is being copied
*/
void BuildCompositeMask(gfxIImageFrame* aCompositingFrame,
gfxIImageFrame* aOverlayFrame);
/** Sets an area of the frame's mask.
*
* @param aFrame Target Frame
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* @param aVisible Turn on (PR_TRUE) or off (PR_FALSE) visibility
*
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* @note Invisible area of frame's image will need to be set to 0
*/
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void SetMaskVisibility(gfxIImageFrame *aFrame, PRBool aVisible);
//! @overload
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void SetMaskVisibility(gfxIImageFrame *aFrame,
PRInt32 aX, PRInt32 aY,
PRInt32 aWidth, PRInt32 aHeight,
PRBool aVisible);
//! @overload
void SetMaskVisibility(gfxIImageFrame *aFrame,
nsIntRect &aRect, PRBool aVisible) {
SetMaskVisibility(aFrame, aRect.x, aRect.y,
aRect.width, aRect.height, aVisible);
}
/** Clears an area of <aFrame> with transparent black.
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*
* @param aFrame Target Frame
*
* @note Does also clears the transparancy mask
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*/
static void ClearFrame(gfxIImageFrame* aFrame);
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//! @overload
static void ClearFrame(gfxIImageFrame* aFrame, nsIntRect &aRect);
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//! Copy one gfxIImageFrame's image and mask into another
static PRBool CopyFrameImage(gfxIImageFrame *aSrcFrame,
gfxIImageFrame *aDstFrame);
nsIntSize mSize;
//! All the <gfxIImageFrame>s of the PNG
nsCOMArray<gfxIImageFrame> mFrames;
nsCOMPtr<nsIProperties> mProperties;
imgContainer::Anim* mAnim;
//! See imgIContainer for mode constants
PRUint16 mAnimationMode;
//! # loops remaining before animation stops (-1 no stop)
PRInt32 mLoopCount;
//! imgIContainerObserver
nsWeakPtr mObserver;
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};
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#endif /* __imgContainer_h__ */