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https://github.com/Swiftgram/Telegram-iOS.git
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360 lines
9.6 KiB
C++
360 lines
9.6 KiB
C++
/*
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* Copyright (c) 2018 Samsung Electronics Co., Ltd. All rights reserved.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef _RLOTTIE_H_
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#define _RLOTTIE_H_
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#include <future>
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#include <vector>
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#include <memory>
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#ifdef _WIN32
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#ifdef LOT_BUILD
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#ifdef DLL_EXPORT
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#define LOT_EXPORT __declspec(dllexport)
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#else
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#define LOT_EXPORT
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#endif
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#else
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#define LOT_EXPORT __declspec(dllimport)
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#endif
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#else
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#ifdef __GNUC__
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#if __GNUC__ >= 4
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#define LOT_EXPORT __attribute__((visibility("default")))
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#else
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#define LOT_EXPORT
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#endif
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#else
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#define LOT_EXPORT
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#endif
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#endif
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class AnimationImpl;
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struct LOTNode;
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struct LOTLayerNode;
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namespace rlottie {
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class LOT_EXPORT Surface {
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public:
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/**
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* @brief Surface object constructor.
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*
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* @param[in] buffer surface buffer.
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* @param[in] width surface width.
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* @param[in] height surface height.
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* @param[in] bytesPerLine number of bytes in a surface scanline.
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*
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* @note Default surface format is ARGB32_Premultiplied.
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*
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* @internal
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*/
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Surface(uint32_t *buffer, size_t width, size_t height, size_t bytesPerLine);
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/**
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* @brief Sets the Draw Area available on the Surface.
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*
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* Lottie will use the draw region size to generate frame image
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* and will update only the draw rgion of the surface.
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*
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* @param[in] x region area x position.
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* @param[in] y region area y position.
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* @param[in] width region area width.
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* @param[in] height region area height.
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*
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* @note Default surface format is ARGB32_Premultiplied.
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* @note Default draw region area is [ 0 , 0, surface width , surface height]
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*
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* @internal
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*/
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void setDrawRegion(size_t x, size_t y, size_t width, size_t height);
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/**
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* @brief Returns width of the surface.
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*
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* @return surface width
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*
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* @internal
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*
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*/
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size_t width() const {return mWidth;}
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/**
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* @brief Returns height of the surface.
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*
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* @return surface height
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*
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* @internal
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*/
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size_t height() const {return mHeight;}
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/**
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* @brief Returns number of bytes in the surface scanline.
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*
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* @return number of bytes in scanline.
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*
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* @internal
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*/
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size_t bytesPerLine() const {return mBytesPerLine;}
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/**
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* @brief Returns buffer attached tp the surface.
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*
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* @return buffer attaced to the Surface.
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*
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* @internal
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*/
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uint32_t *buffer() const {return mBuffer;}
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/**
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* @brief Returns drawable area width of the surface.
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*
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* @return drawable area width
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*
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* @note Default value is width() of the surface
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*
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* @internal
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*
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*/
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size_t drawRegionWidth() const {return mDrawArea.w;}
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/**
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* @brief Returns drawable area height of the surface.
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*
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* @return drawable area height
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*
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* @note Default value is height() of the surface
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*
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* @internal
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*/
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size_t drawRegionHeight() const {return mDrawArea.h;}
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/**
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* @brief Returns drawable area's x position of the surface.
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*
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* @return drawable area's x potition.
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*
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* @note Default value is 0
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*
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* @internal
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*/
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size_t drawRegionPosX() const {return mDrawArea.x;}
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/**
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* @brief Returns drawable area's y position of the surface.
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*
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* @return drawable area's y potition.
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*
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* @note Default value is 0
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*
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* @internal
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*/
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size_t drawRegionPosY() const {return mDrawArea.y;}
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/**
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* @brief Default constructor.
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*/
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Surface() = default;
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private:
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uint32_t *mBuffer{nullptr};
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size_t mWidth{0};
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size_t mHeight{0};
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size_t mBytesPerLine{0};
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struct {
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size_t x{0};
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size_t y{0};
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size_t w{0};
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size_t h{0};
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}mDrawArea;
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};
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using LayerInfoList = std::vector<std::tuple<std::string, int , int>>;
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class LOT_EXPORT Animation {
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public:
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/**
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* @brief Constructs an animation object from file path.
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*
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* @param[in] path Lottie resource file path
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*
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* @return Animation object that can render the contents of the
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* Lottie resource represented by file path.
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*
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* @internal
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*/
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static std::unique_ptr<Animation>
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loadFromFile(const std::string &path);
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/**
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* @brief Constructs an animation object from JSON string data.
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*
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* @param[in] jsonData The JSON string data.
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* @param[in] key the string that will be used to cache the JSON string data.
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* @param[in] resourcePath the path will be used to search for external resource.
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*
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* @return Animation object that can render the contents of the
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* Lottie resource represented by JSON string data.
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*
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* @internal
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*/
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static std::unique_ptr<Animation>
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loadFromData(std::string jsonData, const std::string &key, const std::string &resourcePath="");
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/**
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* @brief Returns default framerate of the Lottie resource.
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*
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* @return framerate of the Lottie resource
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*
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* @internal
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*
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*/
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double frameRate() const;
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/**
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* @brief Returns total number of frames present in the Lottie resource.
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*
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* @return frame count of the Lottie resource.
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*
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* @note frame number starts with 0.
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*
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* @internal
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*/
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size_t totalFrame() const;
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/**
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* @brief Returns default viewport size of the Lottie resource.
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*
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* @param[out] width default width of the viewport.
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* @param[out] height default height of the viewport.
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*
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* @internal
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*
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*/
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void size(size_t &width, size_t &height) const;
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/**
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* @brief Returns total animation duration of Lottie resource in second.
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* it uses totalFrame() and frameRate() to calculate the duration.
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* duration = totalFrame() / frameRate().
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*
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* @return total animation duration in second.
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* @retval 0 if the Lottie resource has no animation.
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*
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* @see totalFrame()
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* @see frameRate()
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*
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* @internal
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*/
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double duration() const;
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/**
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* @brief Returns frame number for a given position.
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* this function helps to map the position value retuned
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* by the animator to a frame number in side the Lottie resource.
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* frame_number = lerp(start_frame, endframe, pos);
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*
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* @param[in] pos normalized position value [0 ... 1]
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*
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* @return frame numer maps to the position value [startFrame .... endFrame]
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*
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* @internal
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*/
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size_t frameAtPos(double pos);
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/**
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* @brief Renders the content to surface Asynchronously.
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* it gives a future in return to get the result of the
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* rendering at a future point.
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* To get best performance user has to start rendering as soon as
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* it finds that content at {frameNo} has to be rendered and get the
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* result from the future at the last moment when the surface is needed
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* to draw into the screen.
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*
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*
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* @param[in] frameNo Content corresponds to the @p frameNo needs to be drawn
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* @param[in] surface Surface in which content will be drawn
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*
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* @return future that will hold the result when rendering finished.
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*
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* for Synchronus rendering @see renderSync
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*
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* @see Surface
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* @internal
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*/
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std::future<Surface> render(size_t frameNo, Surface surface);
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/**
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* @brief Renders the content to surface synchronously.
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* for performance use the async rendering @see render
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*
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* @param[in] frameNo Content corresponds to the @p frameNo needs to be drawn
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* @param[in] surface Surface in which content will be drawn
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*
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* @internal
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*/
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void renderSync(size_t frameNo, Surface surface);
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/**
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* @brief Returns root layer of the composition updated with
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* content of the Lottie resource at frame number @p frameNo.
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*
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* @param[in] frameNo Content corresponds to the @p frameNo needs to be extracted.
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* @param[in] width content viewbox width
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* @param[in] height content viewbox height
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*
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* @return Root layer node.
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*
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* @internal
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*/
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const LOTLayerNode * renderTree(size_t frameNo, size_t width, size_t height) const;
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/**
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* @brief Returns Layer information{name, inFrame, outFrame} of all the child layers of the composition.
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*
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*
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* @return List of Layer Information of the Composition.
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*
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* @see LayerInfoList
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* @internal
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*/
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const LayerInfoList& layers() const;
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/**
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* @brief default destructor
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*
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* @internal
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*/
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~Animation();
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private:
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/**
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* @brief default constructor
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*
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* @internal
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*/
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Animation();
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std::unique_ptr<AnimationImpl> d;
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};
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} // namespace lotplayer
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#endif // _RLOTTIE_H_
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