#ifndef _LOTTIE_ANIMATION_H_ #define _LOTTIE_ANIMATION_H_ #include #include #include #ifdef _WIN32 #ifdef LOT_BUILD #ifdef DLL_EXPORT #define LOT_EXPORT __declspec(dllexport) #else #define LOT_EXPORT #endif #else #define LOT_EXPORT __declspec(dllimport) #endif #else #ifdef __GNUC__ #if __GNUC__ >= 4 #define LOT_EXPORT __attribute__((visibility("default"))) #else #define LOT_EXPORT #endif #else #define LOT_EXPORT #endif #endif class AnimationImpl; class LOTNode; namespace lottie { class LOT_EXPORT Surface { public: /** * @brief Surface object constructor. * * @param[in] buffer surface buffer. * @param[in] width surface width. * @param[in] height surface height. * @param[in] bytesPerLine number of bytes in a surface scanline. * * @note Default surface format is ARGB32_Premultiplied. */ Surface(uint32_t *buffer, size_t width, size_t height, size_t bytesPerLine); /** * @brief Returns width of the surface. * * @return surface width */ size_t width() const {return mWidth;} /** * @brief Returns height of the surface. * * @return surface height */ size_t height() const {return mHeight;} /** * @brief Returns number of bytes in the surface scanline. * * @return number of bytes in scanline. */ size_t bytesPerLine() const {return mBytesPerLine;} /** * @brief Returns buffer attached tp the surface. * * @return buffer attaced to the Surface. */ uint32_t *buffer() const {return mBuffer;} /** * @brief Default constructor. */ Surface() = default; private: uint32_t *mBuffer; size_t mWidth; size_t mHeight; size_t mBytesPerLine; }; class LOT_EXPORT Animation { public: /** * @brief Constructs an animation object from filepath. * * @param[in] path Lottie resource file path * * @return Animation object that can render the contents of the * lottie resource represented by file path. */ static std::unique_ptr loadFromFile(const std::string &path); /** * @brief Constructs an animation object from json string data. * * @param[in] jsonData The JSON string data. * @param[in] key the string that will be used to cache the JSON string data. * * @return Animation object that can render the contents of the * lottie resource represented by JSON string data. */ static std::unique_ptr loadFromData(std::string jsonData, const std::string &key); /** * @brief Returns default framerate of the lottie resource. * * @return framerate of the lottie resource * */ double frameRate() const; /** * @brief Returns total number of frames present in the lottie resource. * * @return frame count of the lottie resource. * * @note frame number starts with 0. */ size_t totalFrame() const; /** * @brief Returns default viewport size of the lottie resource. * * @param[out] width default width of the viewport. * @param[out] height default height of the viewport. * */ void size(size_t &width, size_t &height) const; /** * @brief Returns total animation duration of lottie resource in second. * it uses totalFrame() and frameRate() to calcualte the duration. * duration = totalFrame() / frameRate(). * * @return total animation duration in second. * @retval 0 if the lottie resource has no animation. * * @see totalFrame() * @see frameRate() */ double duration() const; /** * @brief Returns frame number for a given position. * this function helps to map the position value retuned * by the animator to a frame number in side the lottie resource. * frame_number = lerp(start_frame, endframe, pos); * * @param[in] pos normalized position value [0 ... 1] * * @return frame numer maps to the position value [startFrame .... endFrame] * */ size_t frameAtPos(double pos); /** * @brief Renders the content to surface Asynchronously. * it gives a future in return to get the result of the * rendering at a future point. * To get best performance user has to start rendering as soon as * it finds that content at {frameNo} has to be rendered and get the * result from the future at the last moment when the surface is needed * to draw into the screen. * * * @param[in] frameNo Content corresponds to the frameno needs to be drawn * @param[in] surface Surface in which content will be drawn * * @return future that will hold the result when rendering finished. * * for Synchronus rendering @see renderSync * @see Surface */ std::future render(size_t frameNo, Surface surface); /** * @brief Renders the content to surface synchronously. * for performance use the asyn rendering @see render * * @param[in] frameNo Content corresponds to the frameno needs to be drawn * @param[in] surface Surface in which content will be drawn */ void renderSync(size_t frameNo, Surface surface); /** * @brief Returns list of rendering nodes that that represents the * content of the lottie resource at frame number {frameNo}. * * @param[in] frameNo Content corresponds to the frameno needs to be extracted. * @param[in] width content viewbox width * @param[in] height content viewbox height * * @return render node list. */ const std::vector &renderList(size_t frameNo, size_t width, size_t height) const; /** * @brief default destructor */ ~Animation(); /** * @brief default constructor * * @note user should never construct animation object. * they should call the one of the factory method instead. * * @see loadFromFile() * @see loadFromData() */ Animation(); private: std::unique_ptr d; }; } // namespace lotplayer #endif // _LOTTIE_ANIMATION_H_