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/*
* Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com)
* Copyright (C) 2004, 2005, 2006 Apple Computer, Inc. All rights reserved.
* Copyright (C) 2008-2009 Torch Mobile, Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef BitmapImage_h
#define BitmapImage_h
#include "platform/geometry/IntSize.h"
#include "platform/graphics/Color.h"
#include "platform/graphics/FrameData.h"
#include "platform/graphics/Image.h"
#include "platform/graphics/ImageAnimationPolicy.h"
#include "platform/graphics/ImageOrientation.h"
#include "platform/graphics/ImageSource.h"
#include "platform/image-decoders/ImageAnimation.h"
#include "wtf/Forward.h"
#include <memory>
namespace blink {
template <typename T> class Timer;
class PLATFORM_EXPORT BitmapImage final : public Image {
friend class BitmapImageTest;
friend class CrossfadeGeneratedImage;
friend class GeneratedImage;
friend class GradientGeneratedImage;
friend class GraphicsContext;
public:
static PassRefPtr<BitmapImage> create(ImageObserver* observer = 0)
{
return adoptRef(new BitmapImage(observer));
}
~BitmapImage() override;
bool isBitmapImage() const override { return true; }
bool currentFrameHasSingleSecurityOrigin() const override;
IntSize size() const override;
IntSize sizeRespectingOrientation() const;
bool getHotSpot(IntPoint&) const override;
String filenameExtension() const override;
bool dataChanged(bool allDataReceived) override;
bool isAllDataReceived() const { return m_allDataReceived; }
bool hasColorProfile() const;
void resetAnimation() override;
bool maybeAnimated() override;
void setAnimationPolicy(ImageAnimationPolicy policy) override { m_animationPolicy = policy; }
ImageAnimationPolicy animationPolicy() override { return m_animationPolicy; }
void advanceTime(double deltaTimeInSeconds) override;
PassRefPtr<SkImage> imageForCurrentFrame() override;
PassRefPtr<Image> imageForDefaultFrame() override;
bool currentFrameKnownToBeOpaque(MetadataMode = UseCurrentMetadata) override;
bool currentFrameIsComplete() override;
bool currentFrameIsLazyDecoded() override;
ImageOrientation currentFrameOrientation();
// Construct a BitmapImage with the given orientation.
static PassRefPtr<BitmapImage> createWithOrientationForTesting(const SkBitmap&, ImageOrientation);
// Advance the image animation by one frame.
void advanceAnimationForTesting() override { internalAdvanceAnimation(false); }
private:
enum RepetitionCountStatus {
Unknown, // We haven't checked the source's repetition count.
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).
Certain // The repetition count is known to be correct.
};
BitmapImage(const SkBitmap &, ImageObserver* = 0);
BitmapImage(ImageObserver* = 0);
void draw(SkCanvas*, const SkPaint&, const FloatRect& dstRect, const FloatRect& srcRect, RespectImageOrientationEnum, ImageClampingMode) override;
size_t currentFrame() const { return m_currentFrame; }
size_t frameCount();
PassRefPtr<SkImage> frameAtIndex(size_t);
bool frameIsCompleteAtIndex(size_t);
float frameDurationAtIndex(size_t);
bool frameHasAlphaAtIndex(size_t);
ImageOrientation frameOrientationAtIndex(size_t);
PassRefPtr<SkImage> decodeAndCacheFrame(size_t index);
void updateSize() const;
// Returns the total number of bytes allocated for all framebuffers, i.e.
// the sum of m_source.frameBytesAtIndex(...) for all frames.
size_t totalFrameBytes();
// Called to wipe out the entire frame buffer cache and tell the image
// source to destroy everything; this is used when e.g. we want to free
// some room in the image cache.
void destroyDecodedData() override;
// Notifies observers that the memory footprint has changed.
void notifyMemoryChanged();
// Whether or not size is available yet.
bool isSizeAvailable();
// Animation.
// We start and stop animating lazily. Animation starts when the image is
// rendered, and automatically stops once no observer wants to render the
// image.
int repetitionCount(bool imageKnownToBeComplete); // |imageKnownToBeComplete| should be set if the caller knows the entire image has been decoded.
bool shouldAnimate();
void startAnimation(CatchUpAnimation = CatchUp) override;
void stopAnimation();
void advanceAnimation(Timer<BitmapImage>*);
// Advance the animation and let the next frame get scheduled without
// catch-up logic. For large images with slow or heavily-loaded systems,
// throwing away data as we go (see destroyDecodedData()) means we can spend
// so much time re-decoding data that we are always behind. To prevent this,
// we force the next animation to skip the catch up logic.
void advanceAnimationWithoutCatchUp(Timer<BitmapImage>*);
// Function that does the real work of advancing the animation. When
// skippingFrames is true, we're in the middle of a loop trying to skip over
// a bunch of animation frames, so we should not do things like decode each
// one or notify our observers.
// Returns whether the animation was advanced.
bool internalAdvanceAnimation(bool skippingFrames);
ImageSource m_source;
mutable IntSize m_size; // The size to use for the overall image (will just be the size of the first image).
mutable IntSize m_sizeRespectingOrientation;
size_t m_currentFrame; // The index of the current frame of animation.
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.
RefPtr<SkImage> m_cachedFrame; // A cached copy of the most recently-accessed frame.
size_t m_cachedFrameIndex; // Index of the frame that is cached.
std::unique_ptr<Timer<BitmapImage>> m_frameTimer;
int m_repetitionCount; // How many total animation loops we should do. This will be cAnimationNone if this image type is incapable of animation.
RepetitionCountStatus m_repetitionCountStatus;
int m_repetitionsComplete; // How many repetitions we've finished.
double m_desiredFrameStartTime; // The system time at which we hope to see the next call to startAnimation().
size_t m_frameCount;
ImageAnimationPolicy m_animationPolicy; // Whether or not we can play animation.
bool m_animationFinished : 1; // Whether or not we've completed the entire animation.
bool m_allDataReceived : 1; // Whether or not we've received all our data.
mutable bool m_haveSize : 1; // Whether or not our |m_size| member variable has the final overall image size yet.
bool m_sizeAvailable : 1; // Whether or not we can obtain the size of the first image frame yet from ImageIO.
mutable bool m_haveFrameCount : 1;
};
DEFINE_IMAGE_TYPE_CASTS(BitmapImage);
} // namespace blink
#endif