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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
commit | 0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d (patch) | |
tree | a31f07c9bcca9d56ce61e9a1ffd30ef350d513aa /image/FrameAnimator.h | |
parent | Initial commit. (diff) | |
download | firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.tar.xz firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.zip |
Adding upstream version 115.8.0esr.upstream/115.8.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'image/FrameAnimator.h')
-rw-r--r-- | image/FrameAnimator.h | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/image/FrameAnimator.h b/image/FrameAnimator.h new file mode 100644 index 0000000000..40538a3beb --- /dev/null +++ b/image/FrameAnimator.h @@ -0,0 +1,343 @@ +/* -*- 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/StaticPrefs_image.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 DrawableSurface; + +class AnimationState { + public: + explicit AnimationState(uint16_t aAnimationMode) + : mFrameCount(0), + mCurrentAnimationFrameIndex(0), + mLoopRemainingCount(-1), + mLoopCount(-1), + mFirstFrameTimeout(FrameTimeout::FromRawMilliseconds(0)), + mAnimationMode(aAnimationMode), + mHasBeenDecoded(false), + mHasRequestedDecode(false), + mIsCurrentlyDecoded(false), + mCompositedFrameInvalid(false), + mDiscarded(false) {} + + /** + * Call this whenever a decode completes, a decode starts, or the image is + * discarded. It will update the internal state. Specifically mDiscarded, + * mCompositedFrameInvalid, and mIsCurrentlyDecoded. If aAllowInvalidation + * is true then returns a rect to invalidate. + */ + const gfx::IntRect UpdateState(RasterImage* aImage, const gfx::IntSize& aSize, + bool aAllowInvalidation = true); + + private: + const gfx::IntRect UpdateStateInternal(LookupResult& aResult, + const gfx::IntSize& aSize, + bool aAllowInvalidation = true); + + public: + /** + * Call when a decode of this image has been completed. + */ + void NotifyDecodeComplete(); + + /** + * Returns true if this image has been fully decoded before. + */ + bool GetHasBeenDecoded() { return mHasBeenDecoded; } + + /** + * Returns true if this image has ever requested a decode before. + */ + bool GetHasRequestedDecode() { return mHasRequestedDecode; } + + /** + * Returns true if this image has been discarded and a decoded has not yet + * been created to redecode it. + */ + bool IsDiscarded() { return mDiscarded; } + + /** + * Sets the composited frame as valid or invalid. + */ + void SetCompositedFrameInvalid(bool aInvalid) { + MOZ_ASSERT(!aInvalid || + StaticPrefs::image_mem_animated_discardable_AtStartup()); + mCompositedFrameInvalid = aInvalid; + } + + /** + * Returns whether the composited frame is valid to draw to the screen. + */ + bool GetCompositedFrameInvalid() { return mCompositedFrameInvalid; } + + /** + * Returns whether the image is currently full decoded.. + */ + bool GetIsCurrentlyDecoded() { return mIsCurrentlyDecoded; } + + /** + * 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); + + /** + * Set the animation frame time to @aTime if we are configured to stop the + * animation when not visible and aTime is later than the current time. + * Returns true if the time was updated, else false. + */ + bool MaybeAdvanceAnimationFrameTime(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; + + /** + * The following four bools (mHasBeenDecoded, mIsCurrentlyDecoded, + * mCompositedFrameInvalid, mDiscarded) track the state of the image with + * regards to decoding. They all start out false, including mDiscarded, + * because we want to treat being discarded differently from "not yet decoded + * for the first time". + * + * (When we are decoding the image for the first time we want to show the + * image at the speed of data coming in from the network or the speed + * specified in the image file, whichever is slower. But when redecoding we + * want to show nothing until the frame for the current time has been + * decoded. The prevents the user from seeing the image "fast forward" + * to the expected spot.) + * + * When the image is decoded for the first time mHasBeenDecoded and + * mIsCurrentlyDecoded get set to true. When the image is discarded + * mIsCurrentlyDecoded gets set to false, and mCompositedFrameInvalid + * & mDiscarded get set to true. When we create a decoder to redecode the + * image mDiscarded gets set to false. mCompositedFrameInvalid gets set to + * false when we are able to advance to the frame that should be showing + * for the current time. mIsCurrentlyDecoded gets set to true when the + * redecode finishes. + */ + + //! Whether this image has been decoded at least once. + bool mHasBeenDecoded; + + //! Whether this image has ever requested a decode. + bool mHasRequestedDecode; + + //! Whether this image is currently fully decoded. + bool mIsCurrentlyDecoded; + + //! Whether the composited frame is valid to draw to the screen, note that + //! the composited frame can exist and be filled with image data but not + //! valid to draw to the screen. + bool mCompositedFrameInvalid; + + //! Whether this image is currently discarded. Only set to true after the + //! image has been decoded at least once. + bool mDiscarded; +}; + +/** + * 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) { + MOZ_COUNT_CTOR(FrameAnimator); + } + + MOZ_COUNTED_DTOR(FrameAnimator) + + /** + * Call when you need to re-start animating. Ensures we start from the first + * frame. + */ + void ResetAnimation(AnimationState& aState); + + /** + * 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); + + /** + * Get the full frame for the current frame of the animation (it may or may + * not have required compositing). It may not be available because it hasn't + * been decoded yet, in which case we return an empty LookupResult. + */ + LookupResult GetCompositedFrame(AnimationState& aState, bool aMarkUsed); + + 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(). + * + * @param aCurrentFrame the currently displayed frame of the animation. If + * we advance, it will replace aCurrentFrame with the + * new current frame we advanced to. + * + * @returns a RefreshResult that shows whether the frame was successfully + * advanced, and its resulting dirty rect. + */ + RefreshResult AdvanceFrame(AnimationState& aState, DrawableSurface& aFrames, + RefPtr<imgFrame>& aCurrentFrame, TimeStamp aTime); + + /** + * Get the time the frame we're currently displaying is supposed to end. + * + * In the error case (like if the requested frame is not currently + * decoded), returns None(). + */ + TimeStamp GetCurrentImgFrameEndTime(AnimationState& aState, + FrameTimeout aCurrentTimeout) const; + + private: // data + //! A weak pointer to our owning image. + RasterImage* mImage; + + //! The intrinsic size of the image. + gfx::IntSize mSize; +}; + +} // namespace image +} // namespace mozilla + +#endif // mozilla_image_FrameAnimator_h |