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The keypath can handle globe(**) and wildchar(*) reg ex. Currently only support fillcolor , fill opacity , stroke color , stroke opacity and stroke width property.
389 lines
11 KiB
C++
389 lines
11 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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#include "config.h"
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#include "rlottie.h"
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#include "lottieitem.h"
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#include "lottieloader.h"
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#include "lottiemodel.h"
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#include <fstream>
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using namespace rlottie;
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struct RenderTask {
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RenderTask() { receiver = sender.get_future(); }
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std::promise<Surface> sender;
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std::future<Surface> receiver;
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AnimationImpl *playerImpl{nullptr};
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size_t frameNo{0};
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Surface surface;
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};
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using SharedRenderTask = std::shared_ptr<RenderTask>;
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class AnimationImpl {
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public:
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void init(const std::shared_ptr<LOTModel> &model);
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bool update(size_t frameNo, const VSize &size);
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VSize size() const {return mCompItem->size();}
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double duration() const {return mModel->duration();}
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double frameRate() const {return mModel->frameRate();}
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size_t totalFrame() const {return mModel->totalFrame();}
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size_t frameAtPos(double pos) const {return mModel->frameAtPos(pos);}
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Surface render(size_t frameNo, const Surface &surface);
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std::future<Surface> renderAsync(size_t frameNo, Surface &&surface);
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const LOTLayerNode *
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renderTree(size_t frameNo, const VSize &size);
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const LayerInfoList& layerInfoList() const { return mModel->layerInfoList();}
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void setValue(const std::string &keypath, LOTVariant &&value);
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void removeFilter(const std::string &keypath, Property prop);
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private:
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std::string mFilePath;
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std::shared_ptr<LOTModel> mModel;
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std::unique_ptr<LOTCompItem> mCompItem;
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SharedRenderTask mTask;
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std::atomic<bool> mRenderInProgress;
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};
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void AnimationImpl::setValue(const std::string &keypath, LOTVariant &&value)
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{
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if (keypath.empty()) return;
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mCompItem->setValue(keypath, value);
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}
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const LOTLayerNode *AnimationImpl::renderTree(size_t frameNo, const VSize &size)
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{
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if (update(frameNo, size)) {
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mCompItem->buildRenderTree();
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}
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return mCompItem->renderTree();
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}
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bool AnimationImpl::update(size_t frameNo, const VSize &size)
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{
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frameNo += mModel->startFrame();
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if (frameNo > mModel->endFrame())
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frameNo = mModel->endFrame();
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if (frameNo < mModel->startFrame())
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frameNo = mModel->startFrame();
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mCompItem->resize(size);
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return mCompItem->update(frameNo);
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}
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Surface AnimationImpl::render(size_t frameNo, const Surface &surface)
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{
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bool renderInProgress = mRenderInProgress.load();
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if (renderInProgress)
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{
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vCritical << "Already Rendering Scheduled for this Animation";
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return surface;
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}
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mRenderInProgress.store(true);
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update(frameNo, VSize(surface.drawRegionWidth(), surface.drawRegionHeight()));
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mCompItem->render(surface);
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mRenderInProgress.store(false);
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return surface;
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}
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void AnimationImpl::init(const std::shared_ptr<LOTModel> &model)
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{
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mModel = model;
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mCompItem = std::make_unique<LOTCompItem>(mModel.get());
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mRenderInProgress = false;
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}
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#ifdef LOTTIE_THREAD_SUPPORT
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#include "vtaskqueue.h"
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#include <thread>
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/*
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* Implement a task stealing schduler to perform render task
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* As each player draws into its own buffer we can delegate this
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* task to a slave thread. The scheduler creates a threadpool depending
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* on the number of cores available in the system and does a simple fair
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* scheduling by assigning the task in a round-robin fashion. Each thread
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* in the threadpool has its own queue. once it finishes all the task on its
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* own queue it goes through rest of the queue and looks for task if it founds
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* one it steals the task from it and executes. if it couldn't find one then it
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* just waits for new task on its own queue.
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*/
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class RenderTaskScheduler {
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const unsigned _count{std::thread::hardware_concurrency()};
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std::vector<std::thread> _threads;
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std::vector<TaskQueue<SharedRenderTask>> _q{_count};
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std::atomic<unsigned> _index{0};
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void run(unsigned i)
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{
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while (true) {
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bool success = false;
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SharedRenderTask task;
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for (unsigned n = 0; n != _count * 32; ++n) {
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if (_q[(i + n) % _count].try_pop(task)) {
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success = true;
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break;
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}
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}
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if (!success && !_q[i].pop(task)) break;
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auto result = task->playerImpl->render(task->frameNo, task->surface);
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task->sender.set_value(result);
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}
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}
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RenderTaskScheduler()
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{
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for (unsigned n = 0; n != _count; ++n) {
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_threads.emplace_back([&, n] { run(n); });
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}
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}
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public:
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static RenderTaskScheduler& instance()
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{
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static RenderTaskScheduler singleton;
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return singleton;
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}
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~RenderTaskScheduler()
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{
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for (auto &e : _q) e.done();
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for (auto &e : _threads) e.join();
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}
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std::future<Surface> process(SharedRenderTask task)
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{
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auto receiver = std::move(task->receiver);
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auto i = _index++;
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for (unsigned n = 0; n != _count; ++n) {
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if (_q[(i + n) % _count].try_push(std::move(task))) return receiver;
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}
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if (_count > 0) {
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_q[i % _count].push(std::move(task));
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}
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return receiver;
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}
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};
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#else
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class RenderTaskScheduler {
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public:
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static RenderTaskScheduler& instance()
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{
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static RenderTaskScheduler singleton;
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return singleton;
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}
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std::future<Surface> process(SharedRenderTask task)
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{
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auto result = task->playerImpl->render(task->frameNo, task->surface);
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task->sender.set_value(result);
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return std::move(task->receiver);
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}
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};
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#endif
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std::future<Surface> AnimationImpl::renderAsync(size_t frameNo, Surface &&surface)
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{
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if (!mTask) {
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mTask = std::make_shared<RenderTask>();
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} else {
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mTask->sender = std::promise<Surface>();
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mTask->receiver = mTask->sender.get_future();
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}
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mTask->playerImpl = this;
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mTask->frameNo = frameNo;
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mTask->surface = std::move(surface);
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return RenderTaskScheduler::instance().process(mTask);
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}
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/**
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* \breif Brief abput the Api.
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* Description about the setFilePath Api
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* @param path add the details
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*/
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std::unique_ptr<Animation>
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Animation::loadFromData(std::string jsonData, const std::string &key, const std::string &resourcePath)
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{
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if (jsonData.empty()) {
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vWarning << "jason data is empty";
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return nullptr;
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}
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LottieLoader loader;
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if (loader.loadFromData(std::move(jsonData), key,
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(resourcePath.empty() ? " " : resourcePath))) {
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auto animation = std::unique_ptr<Animation>(new Animation);
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animation->d->init(loader.model());
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return animation;
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}
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return nullptr;
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}
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std::unique_ptr<Animation>
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Animation::loadFromFile(const std::string &path)
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{
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if (path.empty()) {
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vWarning << "File path is empty";
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return nullptr;
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}
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LottieLoader loader;
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if (loader.load(path)) {
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auto animation = std::unique_ptr<Animation>(new Animation);
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animation->d->init(loader.model());
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return animation;
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}
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return nullptr;
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}
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void Animation::size(size_t &width, size_t &height) const
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{
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VSize sz = d->size();
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width = sz.width();
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height = sz.height();
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}
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double Animation::duration() const
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{
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return d->duration();
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}
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double Animation::frameRate() const
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{
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return d->frameRate();
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}
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size_t Animation::totalFrame() const
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{
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return d->totalFrame();
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}
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size_t Animation::frameAtPos(double pos)
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{
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return d->frameAtPos(pos);
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}
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const LOTLayerNode *
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Animation::renderTree(size_t frameNo, size_t width, size_t height) const
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{
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return d->renderTree(frameNo, VSize(width, height));
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}
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std::future<Surface> Animation::render(size_t frameNo, Surface surface)
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{
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return d->renderAsync(frameNo, std::move(surface));
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}
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void Animation::renderSync(size_t frameNo, Surface surface)
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{
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d->render(frameNo, surface);
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}
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const LayerInfoList& Animation::layers() const
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{
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return d->layerInfoList();
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}
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void Animation::setValue(std::integral_constant<ValueType, ValueType::Color>,Property prop,
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const std::string &keypath,
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Color value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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void Animation::setValue(std::integral_constant<ValueType, ValueType::Float>, Property prop,
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const std::string &keypath,
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float value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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void Animation::setValue(std::integral_constant<ValueType, ValueType::Size>,Property prop,
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const std::string &keypath,
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Size value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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void Animation::setValue(std::integral_constant<ValueType, ValueType::Point>, Property prop,
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const std::string &keypath,
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Point value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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Animation::Animation(): d(std::make_unique<AnimationImpl>()) {}
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/*
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* this is only to supress build fail
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* because unique_ptr expects the destructor in the same translation unit.
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*/
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Animation::~Animation(){}
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Surface::Surface(uint32_t *buffer,
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size_t width, size_t height, size_t bytesPerLine)
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:mBuffer(buffer),
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mWidth(width),
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mHeight(height),
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mBytesPerLine(bytesPerLine)
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{
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mDrawArea.w = mWidth;
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mDrawArea.h = mHeight;
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}
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void Surface::setDrawRegion(size_t x, size_t y, size_t width, size_t height)
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{
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if ((x + width > mWidth) ||
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(y + height > mHeight)) return;
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mDrawArea.x = x;
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mDrawArea.y = y;
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mDrawArea.w = width;
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mDrawArea.h = height;
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}
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#ifdef LOTTIE_LOGGING_SUPPORT
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void initLogging()
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{
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#if defined(__ARM_NEON__)
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set_log_level(LogLevel::OFF);
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#else
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initialize(GuaranteedLogger(), "/tmp/", "rlottie", 1);
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set_log_level(LogLevel::INFO);
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#endif
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}
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V_CONSTRUCTOR_FUNCTION(initLogging)
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#endif
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