/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "../../Include/RmlUi/Lottie/ElementLottie.h"
#include "../../Include/RmlUi/Core/ComputedValues.h"
#include "../../Include/RmlUi/Core/Context.h"
#include "../../Include/RmlUi/Core/Core.h"
#include "../../Include/RmlUi/Core/ElementDocument.h"
#include "../../Include/RmlUi/Core/ElementUtilities.h"
#include "../../Include/RmlUi/Core/FileInterface.h"
#include "../../Include/RmlUi/Core/MeshUtilities.h"
#include "../../Include/RmlUi/Core/PropertyIdSet.h"
#include "../../Include/RmlUi/Core/RenderManager.h"
#include "../../Include/RmlUi/Core/SystemInterface.h"
#include
#include
namespace Rml {
ElementLottie::ElementLottie(const String& tag) : Element(tag) {}
ElementLottie::~ElementLottie() {}
bool ElementLottie::GetIntrinsicDimensions(Vector2f& dimensions, float& ratio)
{
EnsureSourceLoaded();
dimensions = intrinsic_dimensions;
if (dimensions.y > 0)
ratio = dimensions.x / dimensions.y;
dimensions *= ElementUtilities::GetDensityIndependentPixelRatio(this);
return true;
}
void ElementLottie::EnsureSourceLoaded()
{
if (animation_dirty)
LoadAnimation();
}
void ElementLottie::OnUpdate()
{
EnsureSourceLoaded();
if (!animation)
return;
const auto t = GetSystemInterface()->GetElapsedTime();
if (time_animation_start < 0.0)
time_animation_start = t;
double _unused;
const double frame_duration = 1.0 / animation->frameRate();
const double delay = std::modf((t - time_animation_start) / frame_duration, &_unused) * frame_duration;
if (IsVisible(true))
{
if (Context* ctx = GetContext())
ctx->RequestNextUpdate(delay);
}
}
void ElementLottie::OnRender()
{
if (animation)
{
if (geometry_dirty)
GenerateGeometry();
UpdateTexture();
geometry.Render(GetAbsoluteOffset(BoxArea::Content).Round(), texture);
}
}
void ElementLottie::OnResize()
{
geometry_dirty = true;
texture_size_dirty = true;
}
void ElementLottie::OnAttributeChange(const ElementAttributes& changed_attributes)
{
Element::OnAttributeChange(changed_attributes);
if (changed_attributes.count("src"))
{
animation_dirty = true;
DirtyLayout();
}
}
void ElementLottie::OnPropertyChange(const PropertyIdSet& changed_properties)
{
Element::OnPropertyChange(changed_properties);
if (changed_properties.Contains(PropertyId::ImageColor) || changed_properties.Contains(PropertyId::Opacity))
{
geometry_dirty = true;
}
}
void ElementLottie::GenerateGeometry()
{
const ComputedValues& computed = GetComputedValues();
ColourbPremultiplied quad_colour = computed.image_color().ToPremultiplied(computed.opacity());
const Vector2f render_dimensions_f = GetBox().GetSize(BoxArea::Content).Round();
render_dimensions = Vector2i(render_dimensions_f);
Mesh mesh = geometry.Release(Geometry::ReleaseMode::ClearMesh);
MeshUtilities::GenerateQuad(mesh, Vector2f(0), render_dimensions_f, quad_colour, Vector2f(0), Vector2f(1));
geometry = GetRenderManager()->MakeGeometry(std::move(mesh));
geometry_dirty = false;
}
bool ElementLottie::LoadAnimation()
{
animation_dirty = false;
intrinsic_dimensions = Vector2f{};
texture = {};
animation.reset();
prev_animation_frame = size_t(-1);
time_animation_start = -1;
const String attribute_src = GetAttribute("src", "");
if (attribute_src.empty())
return false;
String path = attribute_src;
String directory;
if (ElementDocument* document = GetOwnerDocument())
{
const String document_source_url = StringUtilities::Replace(document->GetSourceURL(), '|', ':');
GetSystemInterface()->JoinPath(path, document_source_url, attribute_src);
GetSystemInterface()->JoinPath(directory, document_source_url, "");
}
String json_data;
if (path.empty() || !GetFileInterface()->LoadFile(path, json_data))
{
Log::Message(Rml::Log::Type::LT_WARNING, "Could not load lottie file %s", path.c_str());
return false;
}
animation = rlottie::Animation::loadFromData(std::move(json_data), path, directory);
if (!animation)
{
Log::Message(Rml::Log::Type::LT_WARNING, "Could not construct the lottie animation %s", path.c_str());
return false;
}
size_t width = 0, height = 0;
animation->size(width, height);
intrinsic_dimensions.x = float(width);
intrinsic_dimensions.y = float(height);
return true;
}
void ElementLottie::UpdateTexture()
{
if (!animation)
return;
RenderManager* render_manager = GetRenderManager();
if (!render_manager)
return;
const double t = GetSystemInterface()->GetElapsedTime();
// Find the next animation frame to display.
// Here it is possible to add more logic to control playback speed, pause/resume, and more.
double _unused;
// Find the normalized animation progress [0, 1].
const double pos = std::modf((t - time_animation_start) / animation->duration(), &_unused);
const size_t next_frame = animation->frameAtPos(pos);
if (!texture_size_dirty && next_frame == prev_animation_frame)
{
// No need to update the texture if we are drawing the same frame at the same size.
return;
}
// Resize the texture buffer if necessary.
const size_t new_texture_data_size = 4 * render_dimensions.x * render_dimensions.y;
if (new_texture_data_size > texture_data_size)
{
texture_data.reset(new byte[new_texture_data_size]);
texture_data_size = new_texture_data_size;
}
// Callback for generating texture.
auto texture_callback = [this, next_frame](const CallbackTextureInterface& texture_interface) -> bool {
RMLUI_ASSERT(animation);
const size_t bytes_per_line = 4 * render_dimensions.x;
const size_t total_bytes = bytes_per_line * render_dimensions.y;
byte* p_data = texture_data.get();
rlottie::Surface surface(reinterpret_cast(p_data), render_dimensions.x, render_dimensions.y, bytes_per_line);
animation->renderSync(next_frame, surface);
// Swizzle the channel order from rlottie's BGRA to RmlUi's RGBA.
for (size_t i = 0; i < total_bytes; i += 4)
{
// Swap the RB order for correct color channels.
std::swap(p_data[i], p_data[i + 2]);
#ifdef RMLUI_DEBUG
const byte alpha = p_data[i + 3];
for (int c = 0; c < 3; c++)
RMLUI_ASSERTMSG(p_data[i + c] <= alpha, "Glyph data is assumed to be encoded in premultiplied alpha, but that is not the case.");
#endif
}
if (!texture_interface.GenerateTexture({p_data, total_bytes}, render_dimensions))
{
Log::Message(Rml::Log::Type::LT_WARNING, "Could not generate texture for lottie animation: %s", GetAttribute("src", "").c_str());
return false;
}
return true;
};
texture = render_manager->MakeCallbackTexture(std::move(texture_callback));
prev_animation_frame = next_frame;
texture_size_dirty = false;
}
} // namespace Rml