/* * 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