00d4f535c9
- 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>
261 lines
7.7 KiB
C++
261 lines
7.7 KiB
C++
/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef Skottie_DEFINED
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#define Skottie_DEFINED
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#include "include/core/SkFontMgr.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkTypes.h"
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#include <memory>
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class SkCanvas;
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class SkData;
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class SkImage;
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struct SkRect;
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class SkStream;
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namespace skjson { class ObjectValue; }
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namespace sksg {
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class InvalidationController;
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class Scene;
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} // namespace sksg
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namespace skottie {
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class PropertyObserver;
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/**
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* Image asset proxy interface.
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*/
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class SK_API ImageAsset : public SkRefCnt {
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public:
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/**
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* Returns true if the image asset is animated.
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*/
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virtual bool isMultiFrame() = 0;
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/**
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* Returns the SkImage for a given frame.
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*
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* If the image asset is static, getImage() is only called once, at animation load time.
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* Otherwise, this gets invoked every time the animation time is adjusted (on every seek).
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*
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* Embedders should cache and serve the same SkImage whenever possible, for efficiency.
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*
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* @param t Frame time code, in seconds, relative to the image layer timeline origin
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* (in-point).
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*/
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virtual sk_sp<SkImage> getFrame(float t) = 0;
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};
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/**
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* ResourceProvider allows Skottie embedders to control loading of external
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* Skottie resources -- e.g. images, fonts, nested animations.
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*/
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class SK_API ResourceProvider : public SkRefCnt {
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public:
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/**
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* Load a generic resource (currently only nested animations) specified by |path| + |name|,
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* and return as an SkData.
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*/
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virtual sk_sp<SkData> load(const char resource_path[],
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const char resource_name[]) const;
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/**
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* Load an image asset specified by |path| + |name|, and returns the corresponding
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* ImageAsset proxy.
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*/
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virtual sk_sp<ImageAsset> loadImageAsset(const char resource_path[],
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const char resource_name[],
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const char resource_id[]) const;
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/**
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* Load an external font and return as SkData.
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*
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* @param name font name ("fName" Lottie property)
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* @param url web font URL ("fPath" Lottie property)
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*
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* -- Note --
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*
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* This mechanism assumes monolithic fonts (single data blob). Some web font providers may
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* serve multiple font blobs, segmented for various unicode ranges, depending on user agent
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* capabilities (woff, woff2). In that case, the embedder would need to advertise no user
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* agent capabilities when fetching the URL, in order to receive full font data.
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*/
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virtual sk_sp<SkData> loadFont(const char name[], const char url[]) const;
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};
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/**
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* A Logger subclass can be used to receive Animation::Builder parsing errors and warnings.
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*/
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class SK_API Logger : public SkRefCnt {
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public:
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enum class Level {
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kWarning,
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kError,
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};
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virtual void log(Level, const char message[], const char* json = nullptr);
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};
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/**
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* Interface for receiving AE composition markers at Animation build time.
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*/
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class SK_API MarkerObserver : public SkRefCnt {
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public:
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// t0,t1 are in the Animation::seek() domain.
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virtual void onMarker(const char name[], float t0, float t1) = 0;
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};
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class SK_API Animation : public SkNVRefCnt<Animation> {
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public:
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class Builder final {
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public:
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Builder();
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~Builder();
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struct Stats {
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float fTotalLoadTimeMS = 0, // Total animation instantiation time.
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fJsonParseTimeMS = 0, // Time spent building a JSON DOM.
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fSceneParseTimeMS = 0; // Time spent constructing the animation scene graph.
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size_t fJsonSize = 0, // Input JSON size.
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fAnimatorCount = 0; // Number of dynamically animated properties.
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};
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/**
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* Returns various animation build stats.
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*
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* @return Stats (see above).
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*/
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const Stats& getStats() const { return fStats; }
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/**
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* Specify a loader for external resources (images, etc.).
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*/
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Builder& setResourceProvider(sk_sp<ResourceProvider>);
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/**
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* Specify a font manager for loading animation fonts.
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*/
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Builder& setFontManager(sk_sp<SkFontMgr>);
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/**
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* Specify a PropertyObserver to receive callbacks during parsing.
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*
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* See SkottieProperty.h for more details.
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*
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*/
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Builder& setPropertyObserver(sk_sp<PropertyObserver>);
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/**
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* Register a Logger with this builder.
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*/
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Builder& setLogger(sk_sp<Logger>);
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/**
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* Register a MarkerObserver with this builder.
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*/
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Builder& setMarkerObserver(sk_sp<MarkerObserver>);
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/**
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* Animation factories.
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*/
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sk_sp<Animation> make(SkStream*);
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sk_sp<Animation> make(const char* data, size_t length);
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sk_sp<Animation> makeFromFile(const char path[]);
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private:
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sk_sp<ResourceProvider> fResourceProvider;
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sk_sp<SkFontMgr> fFontMgr;
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sk_sp<PropertyObserver> fPropertyObserver;
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sk_sp<Logger> fLogger;
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sk_sp<MarkerObserver> fMarkerObserver;
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Stats fStats;
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};
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/**
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* Animation factories.
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*
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* Use the Builder helper above for more options/control.
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*/
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static sk_sp<Animation> Make(const char* data, size_t length);
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static sk_sp<Animation> Make(SkStream*);
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static sk_sp<Animation> MakeFromFile(const char path[]);
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~Animation();
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enum RenderFlag : uint32_t {
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// When rendering into a known transparent buffer, clients can pass
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// this flag to avoid some unnecessary compositing overhead for
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// animations using layer blend modes.
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kSkipTopLevelIsolation = 0x01,
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};
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using RenderFlags = uint32_t;
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/**
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* Draws the current animation frame.
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*
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* @param canvas destination canvas
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* @param dst optional destination rect
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* @param flags optional RenderFlags
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*/
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void render(SkCanvas* canvas, const SkRect* dst = nullptr) const;
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void render(SkCanvas* canvas, const SkRect* dst, RenderFlags) const;
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/**
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* Updates the animation state for |t|.
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*
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* @param t normalized [0..1] frame selector (0 -> first frame, 1 -> final frame)
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* @param ic optional invalidation controller (dirty region tracking)
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*
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*/
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void seek(SkScalar t, sksg::InvalidationController* ic = nullptr);
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/** Update the animation state to match t, specifed in frame time
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* i.e. relative to duration().
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*/
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void seekFrameTime(double t, sksg::InvalidationController* = nullptr);
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/**
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* Returns the animation duration in seconds.
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*/
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SkScalar duration() const { return fDuration; }
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const SkString& version() const { return fVersion; }
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const SkSize& size() const { return fSize; }
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private:
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enum Flags : uint32_t {
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kRequiresTopLevelIsolation = 1 << 0, // Needs to draw into a layer due to layer blending.
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};
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Animation(std::unique_ptr<sksg::Scene>, SkString ver, const SkSize& size,
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SkScalar inPoint, SkScalar outPoint, SkScalar duration, uint32_t flags = 0);
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std::unique_ptr<sksg::Scene> fScene;
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const SkString fVersion;
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const SkSize fSize;
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const SkScalar fInPoint,
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fOutPoint,
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fDuration;
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const uint32_t fFlags;
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typedef SkNVRefCnt<Animation> INHERITED;
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};
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} // namespace skottie
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#endif // Skottie_DEFINED
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