Swiftgram/inc/lottieanimation.h
subhransu mohanty 6377407e38 lottie: update the loadfromData() api signature.
Change-Id: I801f39d06ce67d30be37dc14733ad99ae3a54da2
2018-09-12 10:09:44 +09:00

229 lines
6.3 KiB
C++

#ifndef _LOTTIE_ANIMATION_H_
#define _LOTTIE_ANIMATION_H_
#include <future>
#include <vector>
#include <memory>
#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<Animation>
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<Animation>
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<Surface> 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<LOTNode *> &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<AnimationImpl> d;
};
} // namespace lotplayer
#endif // _LOTTIE_ANIMATION_H_