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authorMatt A. Tobin <email@mattatobin.com>2021-11-23 06:54:37 -0500
committerMatt A. Tobin <email@mattatobin.com>2021-11-23 06:54:37 -0500
commit6701e2062ce3aa8a4da305b82d9de9154d2bdc8e (patch)
tree252c28d5d6915fca94f21ad82d7c2d1af0661a85 /system/image/FrameAnimator.h
parentb0e732d82b1195e35f31a097b00bf595f6271585 (diff)
downloadaura-central-6701e2062ce3aa8a4da305b82d9de9154d2bdc8e.tar.gz
Issue %3005 - Move image/ to system/
- Since the early days this has grown quite a bit and so won't be going to components or modules.. Best to just leave it as-is under system.
Diffstat (limited to 'system/image/FrameAnimator.h')
-rw-r--r--system/image/FrameAnimator.h323
1 files changed, 323 insertions, 0 deletions
diff --git a/system/image/FrameAnimator.h b/system/image/FrameAnimator.h
new file mode 100644
index 000000000..da0cb4bf5
--- /dev/null
+++ b/system/image/FrameAnimator.h
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+/* -*- 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