skia2/modules/skottie/utils/SkottieUtils.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

150 lines
4.6 KiB
C++

/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkottieUtils_DEFINED
#define SkottieUtils_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkString.h"
#include "include/private/SkTHash.h"
#include "modules/skottie/include/Skottie.h"
#include "modules/skottie/include/SkottieProperty.h"
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
class SkAnimCodecPlayer;
class SkData;
class SkImage;
namespace skottie_utils {
class MultiFrameImageAsset final : public skottie::ImageAsset {
public:
/**
* By default, images are decoded on-the-fly, at rasterization time.
* Large images may cause jank as decoding is expensive (and can thrash internal caches).
*
* Pass |predecode| true to force-decode all images upfront, at the cost of potentially more RAM
* and slower animation build times.
*/
static sk_sp<MultiFrameImageAsset> Make(sk_sp<SkData>, bool predecode = false);
bool isMultiFrame() override;
sk_sp<SkImage> getFrame(float t) override;
private:
explicit MultiFrameImageAsset(std::unique_ptr<SkAnimCodecPlayer>, bool predecode);
std::unique_ptr<SkAnimCodecPlayer> fPlayer;
bool fPreDecode;
using INHERITED = skottie::ImageAsset;
};
class FileResourceProvider final : public skottie::ResourceProvider {
public:
static sk_sp<FileResourceProvider> Make(SkString base_dir);
sk_sp<SkData> load(const char resource_path[], const char resource_name[]) const override;
sk_sp<skottie::ImageAsset> loadImageAsset(const char[], const char []) const override;
private:
explicit FileResourceProvider(SkString);
const SkString fDir;
using INHERITED = skottie::ResourceProvider;
};
/**
* CustomPropertyManager implements a property management scheme where color/opacity/transform
* attributes are grouped and manipulated by name (one-to-many mapping).
*
* - setters apply the value to all properties in a named group
*
* - getters return all the managed property groups, and the first value within each of them
* (unchecked assumption: all properties within the same group have the same value)
*
* Attach to an Animation::Builder using the utility methods below to intercept properties and
* markers at build time.
*/
class CustomPropertyManager final {
public:
CustomPropertyManager();
~CustomPropertyManager();
using PropKey = std::string;
std::vector<PropKey> getColorProps() const;
skottie::ColorPropertyValue getColor(const PropKey&) const;
bool setColor(const PropKey&, const skottie::ColorPropertyValue&);
std::vector<PropKey> getOpacityProps() const;
skottie::OpacityPropertyValue getOpacity(const PropKey&) const;
bool setOpacity(const PropKey&, const skottie::OpacityPropertyValue&);
std::vector<PropKey> getTransformProps() const;
skottie::TransformPropertyValue getTransform(const PropKey&) const;
bool setTransform(const PropKey&, const skottie::TransformPropertyValue&);
struct MarkerInfo {
std::string name;
float t0, t1;
};
const std::vector<MarkerInfo>& markers() const { return fMarkers; }
// Returns a property observer to be attached to an animation builder.
sk_sp<skottie::PropertyObserver> getPropertyObserver() const;
// Returns a marker observer to be attached to an animation builder.
sk_sp<skottie::MarkerObserver> getMarkerObserver() const;
private:
class PropertyInterceptor;
class MarkerInterceptor;
static std::string acceptKey(const char* name) {
static constexpr char kPrefix = '$';
return (name[0] == kPrefix && name[1] != '\0')
? std::string(name + 1)
: std::string();
}
sk_sp<PropertyInterceptor> fPropertyInterceptor;
sk_sp<MarkerInterceptor> fMarkerInterceptor;
template <typename T>
using PropGroup = std::vector<std::unique_ptr<T>>;
template <typename T>
using PropMap = std::unordered_map<PropKey, PropGroup<T>>;
template <typename T>
std::vector<PropKey> getProps(const PropMap<T>& container) const;
template <typename V, typename T>
V get(const PropKey&, const PropMap<T>& container) const;
template <typename V, typename T>
bool set(const PropKey&, const V&, const PropMap<T>& container);
PropMap<skottie::ColorPropertyHandle> fColorMap;
PropMap<skottie::OpacityPropertyHandle> fOpacityMap;
PropMap<skottie::TransformPropertyHandle> fTransformMap;
std::vector<MarkerInfo> fMarkers;
};
} // namespace skottie_utils
#endif // SkottieUtils_DEFINED