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198 lines
8.9 KiB
C++
198 lines
8.9 KiB
C++
/*
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* Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com)
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* Copyright (C) 2004, 2005, 2006 Apple Computer, Inc. All rights reserved.
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* Copyright (C) 2008-2009 Torch Mobile, Inc.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef SKY_ENGINE_PLATFORM_GRAPHICS_BITMAPIMAGE_H_
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#define SKY_ENGINE_PLATFORM_GRAPHICS_BITMAPIMAGE_H_
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#include "sky/engine/platform/geometry/IntSize.h"
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#include "sky/engine/platform/graphics/Color.h"
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#include "sky/engine/platform/graphics/FrameData.h"
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#include "sky/engine/platform/graphics/Image.h"
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#include "sky/engine/platform/graphics/ImageOrientation.h"
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#include "sky/engine/platform/graphics/ImageSource.h"
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#include "sky/engine/wtf/Forward.h"
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namespace blink {
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class NativeImageSkia;
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template <typename T> class Timer;
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class PLATFORM_EXPORT BitmapImage : public Image {
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friend class GeneratedImage;
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friend class CrossfadeGeneratedImage;
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friend class GradientGeneratedImage;
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friend class GraphicsContext;
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public:
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static PassRefPtr<BitmapImage> create(PassRefPtr<NativeImageSkia> nativeImage, ImageObserver* observer = 0)
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{
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return adoptRef(new BitmapImage(nativeImage, observer));
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}
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static PassRefPtr<BitmapImage> create(ImageObserver* observer = 0)
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{
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return adoptRef(new BitmapImage(observer));
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}
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virtual ~BitmapImage();
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virtual bool isBitmapImage() const override;
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virtual IntSize size() const override;
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IntSize sizeRespectingOrientation() const;
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IntSize currentFrameSize() const;
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virtual bool getHotSpot(IntPoint&) const override;
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virtual bool dataChanged(bool allDataReceived) override;
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bool isAllDataReceived() const { return m_allDataReceived; }
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bool hasColorProfile() const;
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virtual String filenameExtension() const override;
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// It may look unusual that there is no start animation call as public API. This is because
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// we start and stop animating lazily. Animation begins whenever someone draws the image. It will
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// automatically pause once all observers no longer want to render the image anywhere.
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virtual void stopAnimation() override;
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virtual void resetAnimation() override;
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virtual bool maybeAnimated() override;
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virtual PassRefPtr<NativeImageSkia> nativeImageForCurrentFrame() override;
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virtual PassRefPtr<Image> imageForDefaultFrame() override;
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virtual bool currentFrameKnownToBeOpaque() override;
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ImageOrientation currentFrameOrientation();
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#if ENABLE(ASSERT)
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virtual bool notSolidColor() override;
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#endif
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private:
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friend class BitmapImageTest;
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void resetDecoder();
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void updateSize() const;
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protected:
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enum RepetitionCountStatus {
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Unknown, // We haven't checked the source's repetition count.
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Uncertain, // We have a repetition count, but it might be wrong (some GIFs have a count after the image data, and will report "loop once" until all data has been decoded).
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Certain // The repetition count is known to be correct.
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};
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BitmapImage(PassRefPtr<NativeImageSkia>, ImageObserver* = 0);
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BitmapImage(ImageObserver* = 0);
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virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, WebBlendMode) override;
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virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, WebBlendMode, RespectImageOrientationEnum) override;
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// True if the image is animated (contains multiple frames)
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bool isAnimated();
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size_t currentFrame() const { return m_currentFrame; }
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size_t frameCount();
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PassRefPtr<NativeImageSkia> frameAtIndex(size_t);
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bool frameIsCompleteAtIndex(size_t);
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float frameDurationAtIndex(size_t);
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bool frameHasAlphaAtIndex(size_t);
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ImageOrientation frameOrientationAtIndex(size_t);
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// Decodes and caches a frame. Never accessed except internally.
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void cacheFrame(size_t index);
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// Called before accessing m_frames[index]. Returns false on index out of bounds.
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bool ensureFrameIsCached(size_t index);
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// Called to invalidate cached data. When |destroyAll| is true, we wipe out
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// the entire frame buffer cache and tell the image source to destroy
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// everything; this is used when e.g. we want to free some room in the image
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// cache. If |destroyAll| is false, we delete frames except the current
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// frame; this is used while animating large images to keep memory footprint
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// low; the decoder should preserve the current frame and may preserve some
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// other frames to avoid redecoding the whole image on every frame.
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virtual void destroyDecodedData(bool destroyAll) override;
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// If the image is large enough, calls destroyDecodedData().
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void destroyDecodedDataIfNecessary();
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// Generally called by destroyDecodedData(), destroys whole-image metadata
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// and notifies observers that the memory footprint has (hopefully)
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// decreased by |frameBytesCleared|.
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void destroyMetadataAndNotify(size_t frameBytesCleared);
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// Whether or not size is available yet.
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bool isSizeAvailable();
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// Animation.
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int repetitionCount(bool imageKnownToBeComplete); // |imageKnownToBeComplete| should be set if the caller knows the entire image has been decoded.
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bool shouldAnimate();
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virtual void startAnimation(CatchUpAnimation = CatchUp) override;
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void advanceAnimation(Timer<BitmapImage>*);
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// Function that does the real work of advancing the animation. When
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// skippingFrames is true, we're in the middle of a loop trying to skip over
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// a bunch of animation frames, so we should not do things like decode each
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// one or notify our observers.
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// Returns whether the animation was advanced.
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bool internalAdvanceAnimation(bool skippingFrames);
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// Checks to see if the image is a 1x1 solid color. We optimize these images and just do a fill rect instead.
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// This check should happen regardless whether m_checkedForSolidColor is already set, as the frame may have
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// changed.
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void checkForSolidColor();
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virtual bool mayFillWithSolidColor() override;
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virtual Color solidColor() const override;
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ImageSource m_source;
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mutable IntSize m_size; // The size to use for the overall image (will just be the size of the first image).
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mutable IntSize m_sizeRespectingOrientation;
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size_t m_currentFrame; // The index of the current frame of animation.
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Vector<FrameData, 1> m_frames; // An array of the cached frames of the animation. We have to ref frames to pin them in the cache.
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Timer<BitmapImage>* m_frameTimer;
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int m_repetitionCount; // How many total animation loops we should do. This will be cAnimationNone if this image type is incapable of animation.
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RepetitionCountStatus m_repetitionCountStatus;
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int m_repetitionsComplete; // How many repetitions we've finished.
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double m_desiredFrameStartTime; // The system time at which we hope to see the next call to startAnimation().
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Color m_solidColor; // If we're a 1x1 solid color, this is the color to use to fill.
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size_t m_frameCount;
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bool m_isSolidColor : 1; // Whether or not we are a 1x1 solid image.
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bool m_checkedForSolidColor : 1; // Whether we've checked the frame for solid color.
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bool m_animationFinished : 1; // Whether or not we've completed the entire animation.
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bool m_allDataReceived : 1; // Whether or not we've received all our data.
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mutable bool m_haveSize : 1; // Whether or not our |m_size| member variable has the final overall image size yet.
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bool m_sizeAvailable : 1; // Whether or not we can obtain the size of the first image frame yet from ImageIO.
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mutable bool m_hasUniformFrameSize : 1;
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mutable bool m_haveFrameCount : 1;
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};
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DEFINE_IMAGE_TYPE_CASTS(BitmapImage);
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} // namespace blink
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#endif // SKY_ENGINE_PLATFORM_GRAPHICS_BITMAPIMAGE_H_
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