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b69c01ee55
FrameAnimator::GetCompositedFrame is only ever called with the current animation frame index. This is good because it can return invalid results if it is called for some other frame number.
324 lines
10 KiB
C++
324 lines
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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