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Diffstat (limited to 'image/FrameAnimator.h')
-rw-r--r-- | image/FrameAnimator.h | 323 |
1 files changed, 323 insertions, 0 deletions
diff --git a/image/FrameAnimator.h b/image/FrameAnimator.h new file mode 100644 index 0000000000..da0cb4bf5a --- /dev/null +++ b/image/FrameAnimator.h @@ -0,0 +1,323 @@ +/* -*- 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" + +namespace mozilla { +namespace image { + +class RasterImage; + +class AnimationState +{ +public: + explicit AnimationState(uint16_t aAnimationMode) + : mFrameCount(0) + , mCurrentAnimationFrameIndex(0) + , mLoopRemainingCount(-1) + , mLoopCount(-1) + , mFirstFrameTimeout(FrameTimeout::FromRawMilliseconds(0)) + , mAnimationMode(aAnimationMode) + , mDoneDecoding(false) + { } + + /** + * Call when this image is finished decoding so we know that there aren't any + * more frames coming. + */ + void SetDoneDecoding(bool aDone); + + /** + * 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<uint32_t> 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); + + /** + * 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<FrameTimeout> 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; + + //! Whether this image is done being decoded. + bool mDoneDecoding; +}; + +/** + * 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); + } + + /** + * 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); + + /** + * If we have a composited frame for @aFrameNum, returns it. Otherwise, + * returns an empty LookupResult. It is an error to call this method with + * aFrameNum == 0, because the first frame is never composited. + */ + LookupResult GetCompositedFrame(uint32_t aFrameNum); + + /** + * 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<SurfaceMemoryCounter>& 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(). + * + * @returns a RefreshResult that shows whether the frame was successfully + * advanced, and its resulting dirty rect. + */ + RefreshResult AdvanceFrame(AnimationState& aState, TimeStamp aTime); + + /** + * Get the @aIndex-th frame in the frame index, ignoring results of blending. + */ + RawAccessFrameRef GetRawFrame(uint32_t aFrameNum) const; + + /// @return the given frame's timeout. + FrameTimeout GetTimeoutForFrame(uint32_t aFrameNum) const; + + /** + * Get the time the frame we're currently displaying is supposed to end. + * + * In the error case, returns an "infinity" timestamp. + */ + TimeStamp GetCurrentImgFrameEndTime(AnimationState& aState) const; + + bool DoBlend(gfx::IntRect* aDirtyRect, + uint32_t aPrevFrameIndex, + uint32_t aNextFrameIndex); + + /** Clears an area of <aFrame> 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 Maybe<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 |