image/src/FrameAnimator.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/image/src/FrameAnimator.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,266 @@
     1.4 +/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
     1.5 + * This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "FrameAnimator.h"
    1.10 +#include "FrameBlender.h"
    1.11 +
    1.12 +#include "imgIContainer.h"
    1.13 +
    1.14 +using namespace mozilla::image;
    1.15 +using namespace mozilla;
    1.16 +
    1.17 +FrameAnimator::FrameAnimator(FrameBlender& aFrameBlender,
    1.18 +                             uint16_t aAnimationMode)
    1.19 +  : mCurrentAnimationFrameIndex(0)
    1.20 +  , mLoopCounter(-1)
    1.21 +  , mFrameBlender(aFrameBlender)
    1.22 +  , mAnimationMode(aAnimationMode)
    1.23 +  , mDoneDecoding(false)
    1.24 +{
    1.25 +}
    1.26 +
    1.27 +int32_t
    1.28 +FrameAnimator::GetSingleLoopTime() const
    1.29 +{
    1.30 +  // If we aren't done decoding, we don't know the image's full play time.
    1.31 +  if (!mDoneDecoding) {
    1.32 +    return -1;
    1.33 +  }
    1.34 +
    1.35 +  // If we're not looping, a single loop time has no meaning
    1.36 +  if (mAnimationMode != imgIContainer::kNormalAnimMode) {
    1.37 +    return -1;
    1.38 +  }
    1.39 +
    1.40 +  uint32_t looptime = 0;
    1.41 +  for (uint32_t i = 0; i < mFrameBlender.GetNumFrames(); ++i) {
    1.42 +    int32_t timeout = mFrameBlender.GetTimeoutForFrame(i);
    1.43 +    if (timeout >= 0) {
    1.44 +      looptime += static_cast<uint32_t>(timeout);
    1.45 +    } else {
    1.46 +      // If we have a frame that never times out, we're probably in an error
    1.47 +      // case, but let's handle it more gracefully.
    1.48 +      NS_WARNING("Negative frame timeout - how did this happen?");
    1.49 +      return -1;
    1.50 +    }
    1.51 +  }
    1.52 +
    1.53 +  return looptime;
    1.54 +}
    1.55 +
    1.56 +TimeStamp
    1.57 +FrameAnimator::GetCurrentImgFrameEndTime() const
    1.58 +{
    1.59 +  TimeStamp currentFrameTime = mCurrentAnimationFrameTime;
    1.60 +  int32_t timeout = mFrameBlender.GetTimeoutForFrame(mCurrentAnimationFrameIndex);
    1.61 +
    1.62 +  if (timeout < 0) {
    1.63 +    // We need to return a sentinel value in this case, because our logic
    1.64 +    // doesn't work correctly if we have a negative timeout value. We use
    1.65 +    // one year in the future as the sentinel because it works with the loop
    1.66 +    // in RequestRefresh() below.
    1.67 +    // XXX(seth): It'd be preferable to make our logic work correctly with
    1.68 +    // negative timeouts.
    1.69 +    return TimeStamp::NowLoRes() +
    1.70 +           TimeDuration::FromMilliseconds(31536000.0);
    1.71 +  }
    1.72 +
    1.73 +  TimeDuration durationOfTimeout =
    1.74 +    TimeDuration::FromMilliseconds(static_cast<double>(timeout));
    1.75 +  TimeStamp currentFrameEndTime = currentFrameTime + durationOfTimeout;
    1.76 +
    1.77 +  return currentFrameEndTime;
    1.78 +}
    1.79 +
    1.80 +FrameAnimator::RefreshResult
    1.81 +FrameAnimator::AdvanceFrame(TimeStamp aTime)
    1.82 +{
    1.83 +  NS_ASSERTION(aTime <= TimeStamp::Now(),
    1.84 +               "Given time appears to be in the future");
    1.85 +
    1.86 +  uint32_t currentFrameIndex = mCurrentAnimationFrameIndex;
    1.87 +  uint32_t nextFrameIndex = currentFrameIndex + 1;
    1.88 +  int32_t timeout = 0;
    1.89 +
    1.90 +  RefreshResult ret;
    1.91 +
    1.92 +  // If we're done decoding, we know we've got everything we're going to get.
    1.93 +  // If we aren't, we only display fully-downloaded frames; everything else
    1.94 +  // gets delayed.
    1.95 +  bool canDisplay = mDoneDecoding ||
    1.96 +                    (mFrameBlender.RawGetFrame(nextFrameIndex) &&
    1.97 +                     mFrameBlender.RawGetFrame(nextFrameIndex)->ImageComplete());
    1.98 +
    1.99 +  if (!canDisplay) {
   1.100 +    // Uh oh, the frame we want to show is currently being decoded (partial)
   1.101 +    // Wait until the next refresh driver tick and try again
   1.102 +    return ret;
   1.103 +  }
   1.104 +
   1.105 +  // If we're done decoding the next frame, go ahead and display it now and
   1.106 +  // reinit with the next frame's delay time.
   1.107 +  if (mFrameBlender.GetNumFrames() == nextFrameIndex) {
   1.108 +    // End of an animation loop...
   1.109 +
   1.110 +    // If we are not looping forever, initialize the loop counter
   1.111 +    if (mLoopCounter < 0 && mFrameBlender.GetLoopCount() >= 0) {
   1.112 +      mLoopCounter = mFrameBlender.GetLoopCount();
   1.113 +    }
   1.114 +
   1.115 +    // If animation mode is "loop once", or we're at end of loop counter, it's time to stop animating
   1.116 +    if (mAnimationMode == imgIContainer::kLoopOnceAnimMode || mLoopCounter == 0) {
   1.117 +      ret.animationFinished = true;
   1.118 +    }
   1.119 +
   1.120 +    nextFrameIndex = 0;
   1.121 +
   1.122 +    if (mLoopCounter > 0) {
   1.123 +      mLoopCounter--;
   1.124 +    }
   1.125 +
   1.126 +    // If we're done, exit early.
   1.127 +    if (ret.animationFinished) {
   1.128 +      return ret;
   1.129 +    }
   1.130 +  }
   1.131 +
   1.132 +  timeout = mFrameBlender.GetTimeoutForFrame(nextFrameIndex);
   1.133 +
   1.134 +  // Bad data
   1.135 +  if (timeout < 0) {
   1.136 +    ret.animationFinished = true;
   1.137 +    ret.error = true;
   1.138 +  }
   1.139 +
   1.140 +  if (nextFrameIndex == 0) {
   1.141 +    ret.dirtyRect = mFirstFrameRefreshArea;
   1.142 +  } else {
   1.143 +    // Change frame
   1.144 +    if (!mFrameBlender.DoBlend(&ret.dirtyRect, currentFrameIndex, nextFrameIndex)) {
   1.145 +      // something went wrong, move on to next
   1.146 +      NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed");
   1.147 +      mFrameBlender.RawGetFrame(nextFrameIndex)->SetCompositingFailed(true);
   1.148 +      mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime();
   1.149 +      mCurrentAnimationFrameIndex = nextFrameIndex;
   1.150 +
   1.151 +      ret.error = true;
   1.152 +      return ret;
   1.153 +    }
   1.154 +
   1.155 +    mFrameBlender.RawGetFrame(nextFrameIndex)->SetCompositingFailed(false);
   1.156 +  }
   1.157 +
   1.158 +  mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime();
   1.159 +
   1.160 +  // If we can get closer to the current time by a multiple of the image's loop
   1.161 +  // time, we should.
   1.162 +  uint32_t loopTime = GetSingleLoopTime();
   1.163 +  if (loopTime > 0) {
   1.164 +    TimeDuration delay = aTime - mCurrentAnimationFrameTime;
   1.165 +    if (delay.ToMilliseconds() > loopTime) {
   1.166 +      // Explicitly use integer division to get the floor of the number of
   1.167 +      // loops.
   1.168 +      uint32_t loops = static_cast<uint32_t>(delay.ToMilliseconds()) / loopTime;
   1.169 +      mCurrentAnimationFrameTime += TimeDuration::FromMilliseconds(loops * loopTime);
   1.170 +    }
   1.171 +  }
   1.172 +
   1.173 +  // Set currentAnimationFrameIndex at the last possible moment
   1.174 +  mCurrentAnimationFrameIndex = nextFrameIndex;
   1.175 +
   1.176 +  // If we're here, we successfully advanced the frame.
   1.177 +  ret.frameAdvanced = true;
   1.178 +
   1.179 +  return ret;
   1.180 +}
   1.181 +
   1.182 +FrameAnimator::RefreshResult
   1.183 +FrameAnimator::RequestRefresh(const mozilla::TimeStamp& aTime)
   1.184 +{
   1.185 +  // only advance the frame if the current time is greater than or
   1.186 +  // equal to the current frame's end time.
   1.187 +  TimeStamp currentFrameEndTime = GetCurrentImgFrameEndTime();
   1.188 +
   1.189 +  // By default, an empty RefreshResult.
   1.190 +  RefreshResult ret;
   1.191 +
   1.192 +  while (currentFrameEndTime <= aTime) {
   1.193 +    TimeStamp oldFrameEndTime = currentFrameEndTime;
   1.194 +
   1.195 +    RefreshResult frameRes = AdvanceFrame(aTime);
   1.196 +
   1.197 +    // Accumulate our result for returning to callers.
   1.198 +    ret.Accumulate(frameRes);
   1.199 +
   1.200 +    currentFrameEndTime = GetCurrentImgFrameEndTime();
   1.201 +
   1.202 +    // if we didn't advance a frame, and our frame end time didn't change,
   1.203 +    // then we need to break out of this loop & wait for the frame(s)
   1.204 +    // to finish downloading
   1.205 +    if (!frameRes.frameAdvanced && (currentFrameEndTime == oldFrameEndTime)) {
   1.206 +      break;
   1.207 +    }
   1.208 +  }
   1.209 +
   1.210 +  return ret;
   1.211 +}
   1.212 +
   1.213 +void
   1.214 +FrameAnimator::ResetAnimation()
   1.215 +{
   1.216 +  mCurrentAnimationFrameIndex = 0;
   1.217 +}
   1.218 +
   1.219 +void
   1.220 +FrameAnimator::SetDoneDecoding(bool aDone)
   1.221 +{
   1.222 +  mDoneDecoding = aDone;
   1.223 +}
   1.224 +
   1.225 +void
   1.226 +FrameAnimator::SetAnimationMode(uint16_t aAnimationMode)
   1.227 +{
   1.228 +  mAnimationMode = aAnimationMode;
   1.229 +}
   1.230 +
   1.231 +void
   1.232 +FrameAnimator::InitAnimationFrameTimeIfNecessary()
   1.233 +{
   1.234 +  if (mCurrentAnimationFrameTime.IsNull()) {
   1.235 +    mCurrentAnimationFrameTime = TimeStamp::Now();
   1.236 +  }
   1.237 +}
   1.238 +
   1.239 +void
   1.240 +FrameAnimator::SetAnimationFrameTime(const TimeStamp& aTime)
   1.241 +{
   1.242 +  mCurrentAnimationFrameTime = aTime;
   1.243 +}
   1.244 +
   1.245 +void
   1.246 +FrameAnimator::SetFirstFrameRefreshArea(const nsIntRect& aRect)
   1.247 +{
   1.248 +  mFirstFrameRefreshArea = aRect;
   1.249 +}
   1.250 +
   1.251 +void
   1.252 +FrameAnimator::UnionFirstFrameRefreshArea(const nsIntRect& aRect)
   1.253 +{
   1.254 +  mFirstFrameRefreshArea.UnionRect(mFirstFrameRefreshArea, aRect);
   1.255 +}
   1.256 +
   1.257 +uint32_t
   1.258 +FrameAnimator::GetCurrentAnimationFrameIndex() const
   1.259 +{
   1.260 +  return mCurrentAnimationFrameIndex;
   1.261 +}
   1.262 +
   1.263 +nsIntRect
   1.264 +FrameAnimator::GetFirstFrameRefreshArea() const
   1.265 +{
   1.266 +  return mFirstFrameRefreshArea;
   1.267 +}
   1.268 +
   1.269 +

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