tenfourfox/image/FrameAnimator.h

301 lines
9.7 KiB
C++

/* -*- 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/MemoryReporting.h"
#include "mozilla/TimeStamp.h"
#include "gfx2DGlue.h"
#include "gfxTypes.h"
#include "imgFrame.h"
#include "nsCOMPtr.h"
#include "nsRect.h"
#include "SurfaceCache.h"
namespace mozilla {
namespace image {
class RasterImage;
class FrameAnimator
{
public:
FrameAnimator(RasterImage* aImage,
gfx::IntSize aSize,
uint16_t aAnimationMode)
: mImage(aImage)
, mSize(aSize)
, mCurrentAnimationFrameIndex(0)
, mLoopRemainingCount(-1)
, mLastCompositedFrameIndex(-1)
, mLoopCount(-1)
, mFirstFrameTimeout(0)
, mAnimationMode(aAnimationMode)
, mDoneDecoding(false)
{ }
/**
* Return value from RequestRefresh. Tells callers what happened in that call
* to RequestRefresh.
*/
struct RefreshResult
{
// The dirty rectangle to be re-drawn after this RequestRefresh().
nsIntRect dirtyRect;
// Whether any frame changed, and hence the dirty rect was set.
bool frameAdvanced : 1;
// Whether the animation has finished playing.
bool animationFinished : 1;
// Whether an error has occurred when trying to advance a frame. Note that
// errors do not, on their own, end the animation.
bool error : 1;
RefreshResult()
: frameAdvanced(false)
, animationFinished(false)
, error(false)
{ }
void Accumulate(const RefreshResult& other)
{
frameAdvanced = frameAdvanced || other.frameAdvanced;
animationFinished = animationFinished || other.animationFinished;
error = error || other.error;
dirtyRect = dirtyRect.Union(other.dirtyRect);
}
};
/**
* 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(const TimeStamp& aTime);
/**
* 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);
/**
* Union the area to refresh when we loop around to the first frame with this
* rect.
*/
void UnionFirstFrameRefreshArea(const nsIntRect& aRect);
/**
* 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;
/**
* Get the area we refresh when we loop around to the first frame.
*/
nsIntRect GetFirstFrameRefreshArea() const;
/**
* 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);
/*
* Returns the frame's adjusted timeout. If the animation loops and the
* timeout falls in between a certain range then the timeout is adjusted so
* that it's never 0. If the animation does not loop then no adjustments are
* made.
*/
int32_t GetTimeoutForFrame(uint32_t aFrameNum) 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 timeout for the first frame. This is used to allow animation
* scheduling even before a full decode runs for this image.
*/
void SetFirstFrameTimeout(int32_t aTimeout) { mFirstFrameTimeout = aTimeout; }
/**
* 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
/**
* Gets the length of a single loop of this image, in milliseconds.
*
* If this image is not finished decoding, is not animated, or it is animated
* but does not loop, returns -1. Can return 0 in the case of an animated
* image that has a 0ms delay between its frames and does not loop.
*/
int32_t GetSingleLoopTime() const;
/**
* 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(TimeStamp aTime);
/**
* Get the time the frame we're currently displaying is supposed to end.
*
* In the error case, returns an "infinity" timestamp.
*/
TimeStamp GetCurrentImgFrameEndTime() const;
bool DoBlend(nsIntRect* aDirtyRect, uint32_t aPrevFrameIndex,
uint32_t aNextFrameIndex);
/**
* Get the @aIndex-th frame in the frame index, ignoring results of blending.
*/
RawAccessFrameRef GetRawFrame(uint32_t aFrameNum) const;
/** 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 nsIntRect& aFrameRect);
//! @overload
static void ClearFrame(uint8_t* aFrameData, const nsIntRect& aFrameRect,
const nsIntRect& aRectToClear);
//! Copy one frame's image and mask into another
static bool CopyFrameImage(const uint8_t* aDataSrc, const nsIntRect& aRectSrc,
uint8_t* aDataDest, const nsIntRect& 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 nsIntRect& aSrcRect,
uint32_t aSrcPaletteLength, bool aSrcHasAlpha,
uint8_t* aDstPixels, const nsIntRect& aDstRect,
BlendMethod aBlendMethod);
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;
//! Area of the first frame that needs to be redrawn on subsequent loops.
nsIntRect mFirstFrameRefreshArea;
//! the time that the animation advanced to the current frame
TimeStamp mCurrentAnimationFrameTime;
//! The current frame index we're on. 0 to (numFrames - 1).
uint32_t mCurrentAnimationFrameIndex;
//! number of loops remaining before animation stops (-1 no stop)
int32_t mLoopRemainingCount;
//! Track the last composited frame for Optimizations (See DoComposite code)
int32_t mLastCompositedFrameIndex;
//! The total number of loops for the image.
int32_t mLoopCount;
//! The timeout for the first frame of this image.
int32_t mFirstFrameTimeout;
//! The animation mode of this image. Constants defined in imgIContainer.
uint16_t mAnimationMode;
//! Whether this image is done being decoded.
bool mDoneDecoding;
};
} // namespace image
} // namespace mozilla
#endif // mozilla_image_FrameAnimator_h