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229 lines
6.3 KiB
C++
229 lines
6.3 KiB
C++
#ifndef _LOTTIE_ANIMATION_H_
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#define _LOTTIE_ANIMATION_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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class LOTNode;
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namespace lottie {
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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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Surface(uint32_t *buffer, size_t width, size_t height, size_t bytesPerLine);
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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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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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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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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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uint32_t *buffer() const {return mBuffer;}
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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;
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size_t mWidth;
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size_t mHeight;
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size_t mBytesPerLine;
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};
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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 filepath.
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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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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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*
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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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static std::unique_ptr<Animation>
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loadFromData(std::string jsonData, const std::string &key);
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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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*/
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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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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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*/
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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 calcualte 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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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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*/
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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 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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* @see Surface
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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 asyn rendering @see render
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*
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* @param[in] frameNo Content corresponds to the 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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void renderSync(size_t frameNo, Surface surface);
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/**
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* @brief Returns list of rendering nodes that that represents the
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* content of the lottie resource at frame number {frameNo}.
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*
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* @param[in] frameNo Content corresponds to the 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 render node list.
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*/
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const std::vector<LOTNode *> &renderList(size_t frameNo, size_t width, size_t height) const;
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/**
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* @brief default destructor
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*/
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~Animation();
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/**
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* @brief default constructor
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*
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* @note user should never construct animation object.
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* they should call the one of the factory method instead.
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*
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* @see loadFromFile()
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* @see loadFromData()
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*/
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Animation();
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private:
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std::unique_ptr<AnimationImpl> d;
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};
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} // namespace lotplayer
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#endif // _LOTTIE_ANIMATION_H_
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