skia2/modules/skottie/include/Skottie.h
Florin Malita 00d4f535c9 [skottie] Expose SG inval controller on seek()
- shift the revalidation phase from Scene::render() to Scene::animate()
 - pass an optional inval controller to Scene::animate() and Animation::seek()
 - hoist the showInval logic out of SkSG, into clients

This allows clients to track dirty regions and detect cases where no updates are needed.

Bug: skia:9267
Change-Id: I3d35bf58b6eee9bfeb6e127ba58e2b96713b772d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229001
Commit-Queue: Florin Malita <fmalita@chromium.org>
Reviewed-by: Mike Reed <reed@google.com>
2019-07-22 16:33:15 +00:00

261 lines
7.7 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef Skottie_DEFINED
#define Skottie_DEFINED
#include "include/core/SkFontMgr.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/core/SkTypes.h"
#include <memory>
class SkCanvas;
class SkData;
class SkImage;
struct SkRect;
class SkStream;
namespace skjson { class ObjectValue; }
namespace sksg {
class InvalidationController;
class Scene;
} // namespace sksg
namespace skottie {
class PropertyObserver;
/**
* Image asset proxy interface.
*/
class SK_API ImageAsset : public SkRefCnt {
public:
/**
* Returns true if the image asset is animated.
*/
virtual bool isMultiFrame() = 0;
/**
* Returns the SkImage for a given frame.
*
* If the image asset is static, getImage() is only called once, at animation load time.
* Otherwise, this gets invoked every time the animation time is adjusted (on every seek).
*
* Embedders should cache and serve the same SkImage whenever possible, for efficiency.
*
* @param t Frame time code, in seconds, relative to the image layer timeline origin
* (in-point).
*/
virtual sk_sp<SkImage> getFrame(float t) = 0;
};
/**
* ResourceProvider allows Skottie embedders to control loading of external
* Skottie resources -- e.g. images, fonts, nested animations.
*/
class SK_API ResourceProvider : public SkRefCnt {
public:
/**
* Load a generic resource (currently only nested animations) specified by |path| + |name|,
* and return as an SkData.
*/
virtual sk_sp<SkData> load(const char resource_path[],
const char resource_name[]) const;
/**
* Load an image asset specified by |path| + |name|, and returns the corresponding
* ImageAsset proxy.
*/
virtual sk_sp<ImageAsset> loadImageAsset(const char resource_path[],
const char resource_name[],
const char resource_id[]) const;
/**
* Load an external font and return as SkData.
*
* @param name font name ("fName" Lottie property)
* @param url web font URL ("fPath" Lottie property)
*
* -- Note --
*
* This mechanism assumes monolithic fonts (single data blob). Some web font providers may
* serve multiple font blobs, segmented for various unicode ranges, depending on user agent
* capabilities (woff, woff2). In that case, the embedder would need to advertise no user
* agent capabilities when fetching the URL, in order to receive full font data.
*/
virtual sk_sp<SkData> loadFont(const char name[], const char url[]) const;
};
/**
* A Logger subclass can be used to receive Animation::Builder parsing errors and warnings.
*/
class SK_API Logger : public SkRefCnt {
public:
enum class Level {
kWarning,
kError,
};
virtual void log(Level, const char message[], const char* json = nullptr);
};
/**
* Interface for receiving AE composition markers at Animation build time.
*/
class SK_API MarkerObserver : public SkRefCnt {
public:
// t0,t1 are in the Animation::seek() domain.
virtual void onMarker(const char name[], float t0, float t1) = 0;
};
class SK_API Animation : public SkNVRefCnt<Animation> {
public:
class Builder final {
public:
Builder();
~Builder();
struct Stats {
float fTotalLoadTimeMS = 0, // Total animation instantiation time.
fJsonParseTimeMS = 0, // Time spent building a JSON DOM.
fSceneParseTimeMS = 0; // Time spent constructing the animation scene graph.
size_t fJsonSize = 0, // Input JSON size.
fAnimatorCount = 0; // Number of dynamically animated properties.
};
/**
* Returns various animation build stats.
*
* @return Stats (see above).
*/
const Stats& getStats() const { return fStats; }
/**
* Specify a loader for external resources (images, etc.).
*/
Builder& setResourceProvider(sk_sp<ResourceProvider>);
/**
* Specify a font manager for loading animation fonts.
*/
Builder& setFontManager(sk_sp<SkFontMgr>);
/**
* Specify a PropertyObserver to receive callbacks during parsing.
*
* See SkottieProperty.h for more details.
*
*/
Builder& setPropertyObserver(sk_sp<PropertyObserver>);
/**
* Register a Logger with this builder.
*/
Builder& setLogger(sk_sp<Logger>);
/**
* Register a MarkerObserver with this builder.
*/
Builder& setMarkerObserver(sk_sp<MarkerObserver>);
/**
* Animation factories.
*/
sk_sp<Animation> make(SkStream*);
sk_sp<Animation> make(const char* data, size_t length);
sk_sp<Animation> makeFromFile(const char path[]);
private:
sk_sp<ResourceProvider> fResourceProvider;
sk_sp<SkFontMgr> fFontMgr;
sk_sp<PropertyObserver> fPropertyObserver;
sk_sp<Logger> fLogger;
sk_sp<MarkerObserver> fMarkerObserver;
Stats fStats;
};
/**
* Animation factories.
*
* Use the Builder helper above for more options/control.
*/
static sk_sp<Animation> Make(const char* data, size_t length);
static sk_sp<Animation> Make(SkStream*);
static sk_sp<Animation> MakeFromFile(const char path[]);
~Animation();
enum RenderFlag : uint32_t {
// When rendering into a known transparent buffer, clients can pass
// this flag to avoid some unnecessary compositing overhead for
// animations using layer blend modes.
kSkipTopLevelIsolation = 0x01,
};
using RenderFlags = uint32_t;
/**
* Draws the current animation frame.
*
* @param canvas destination canvas
* @param dst optional destination rect
* @param flags optional RenderFlags
*/
void render(SkCanvas* canvas, const SkRect* dst = nullptr) const;
void render(SkCanvas* canvas, const SkRect* dst, RenderFlags) const;
/**
* Updates the animation state for |t|.
*
* @param t normalized [0..1] frame selector (0 -> first frame, 1 -> final frame)
* @param ic optional invalidation controller (dirty region tracking)
*
*/
void seek(SkScalar t, sksg::InvalidationController* ic = nullptr);
/** Update the animation state to match t, specifed in frame time
* i.e. relative to duration().
*/
void seekFrameTime(double t, sksg::InvalidationController* = nullptr);
/**
* Returns the animation duration in seconds.
*/
SkScalar duration() const { return fDuration; }
const SkString& version() const { return fVersion; }
const SkSize& size() const { return fSize; }
private:
enum Flags : uint32_t {
kRequiresTopLevelIsolation = 1 << 0, // Needs to draw into a layer due to layer blending.
};
Animation(std::unique_ptr<sksg::Scene>, SkString ver, const SkSize& size,
SkScalar inPoint, SkScalar outPoint, SkScalar duration, uint32_t flags = 0);
std::unique_ptr<sksg::Scene> fScene;
const SkString fVersion;
const SkSize fSize;
const SkScalar fInPoint,
fOutPoint,
fDuration;
const uint32_t fFlags;
typedef SkNVRefCnt<Animation> INHERITED;
};
} // namespace skottie
#endif // Skottie_DEFINED