ElementLottie.cpp 7.7 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "../../Include/RmlUi/Lottie/ElementLottie.h"
  29. #include "../../Include/RmlUi/Core/ComputedValues.h"
  30. #include "../../Include/RmlUi/Core/Context.h"
  31. #include "../../Include/RmlUi/Core/Core.h"
  32. #include "../../Include/RmlUi/Core/ElementDocument.h"
  33. #include "../../Include/RmlUi/Core/FileInterface.h"
  34. #include "../../Include/RmlUi/Core/MeshUtilities.h"
  35. #include "../../Include/RmlUi/Core/PropertyIdSet.h"
  36. #include "../../Include/RmlUi/Core/RenderManager.h"
  37. #include "../../Include/RmlUi/Core/SystemInterface.h"
  38. #include <cmath>
  39. #include <rlottie.h>
  40. namespace Rml {
  41. ElementLottie::ElementLottie(const String& tag) : Element(tag) {}
  42. ElementLottie::~ElementLottie() {}
  43. bool ElementLottie::GetIntrinsicDimensions(Vector2f& dimensions, float& ratio)
  44. {
  45. EnsureSourceLoaded();
  46. dimensions = intrinsic_dimensions;
  47. if (dimensions.y > 0)
  48. ratio = dimensions.x / dimensions.y;
  49. return true;
  50. }
  51. bool ElementLottie::IsReplaced()
  52. {
  53. return true;
  54. }
  55. void ElementLottie::EnsureSourceLoaded()
  56. {
  57. if (animation_dirty)
  58. LoadAnimation();
  59. }
  60. void ElementLottie::OnUpdate()
  61. {
  62. EnsureSourceLoaded();
  63. if (!animation)
  64. return;
  65. const auto t = GetSystemInterface()->GetElapsedTime();
  66. if (time_animation_start < 0.0)
  67. time_animation_start = t;
  68. double _unused;
  69. const double frame_duration = 1.0 / animation->frameRate();
  70. const double delay = std::modf((t - time_animation_start) / frame_duration, &_unused) * frame_duration;
  71. if (IsVisible(true))
  72. {
  73. if (Context* ctx = GetContext())
  74. ctx->RequestNextUpdate(delay);
  75. }
  76. }
  77. void ElementLottie::OnRender()
  78. {
  79. if (animation)
  80. {
  81. if (geometry_dirty)
  82. GenerateGeometry();
  83. UpdateTexture();
  84. geometry.Render(GetAbsoluteOffset(BoxArea::Content).Round(), texture);
  85. }
  86. }
  87. void ElementLottie::OnResize()
  88. {
  89. geometry_dirty = true;
  90. texture_size_dirty = true;
  91. }
  92. void ElementLottie::OnAttributeChange(const ElementAttributes& changed_attributes)
  93. {
  94. Element::OnAttributeChange(changed_attributes);
  95. if (changed_attributes.count("src"))
  96. {
  97. animation_dirty = true;
  98. DirtyLayout();
  99. }
  100. }
  101. void ElementLottie::OnPropertyChange(const PropertyIdSet& changed_properties)
  102. {
  103. Element::OnPropertyChange(changed_properties);
  104. if (changed_properties.Contains(PropertyId::ImageColor) || changed_properties.Contains(PropertyId::Opacity))
  105. {
  106. geometry_dirty = true;
  107. }
  108. }
  109. void ElementLottie::GenerateGeometry()
  110. {
  111. const ComputedValues& computed = GetComputedValues();
  112. ColourbPremultiplied quad_colour = computed.image_color().ToPremultiplied(computed.opacity());
  113. const Vector2f render_dimensions_f = GetBox().GetSize(BoxArea::Content).Round();
  114. render_dimensions = Vector2i(render_dimensions_f);
  115. Mesh mesh = geometry.Release(Geometry::ReleaseMode::ClearMesh);
  116. MeshUtilities::GenerateQuad(mesh, Vector2f(0), render_dimensions_f, quad_colour, Vector2f(0), Vector2f(1));
  117. geometry = GetRenderManager()->MakeGeometry(std::move(mesh));
  118. geometry_dirty = false;
  119. }
  120. bool ElementLottie::LoadAnimation()
  121. {
  122. animation_dirty = false;
  123. intrinsic_dimensions = Vector2f{};
  124. texture = {};
  125. animation.reset();
  126. prev_animation_frame = size_t(-1);
  127. time_animation_start = -1;
  128. const String attribute_src = GetAttribute<String>("src", "");
  129. if (attribute_src.empty())
  130. return false;
  131. String path = attribute_src;
  132. String directory;
  133. if (ElementDocument* document = GetOwnerDocument())
  134. {
  135. const String document_source_url = StringUtilities::Replace(document->GetSourceURL(), '|', ':');
  136. GetSystemInterface()->JoinPath(path, document_source_url, attribute_src);
  137. GetSystemInterface()->JoinPath(directory, document_source_url, "");
  138. }
  139. String json_data;
  140. if (path.empty() || !GetFileInterface()->LoadFile(path, json_data))
  141. {
  142. Log::Message(Rml::Log::Type::LT_WARNING, "Could not load lottie file %s", path.c_str());
  143. return false;
  144. }
  145. animation = rlottie::Animation::loadFromData(std::move(json_data), path, directory);
  146. if (!animation)
  147. {
  148. Log::Message(Rml::Log::Type::LT_WARNING, "Could not construct the lottie animation %s", path.c_str());
  149. return false;
  150. }
  151. size_t width = 0, height = 0;
  152. animation->size(width, height);
  153. intrinsic_dimensions.x = float(width);
  154. intrinsic_dimensions.y = float(height);
  155. return true;
  156. }
  157. void ElementLottie::UpdateTexture()
  158. {
  159. if (!animation)
  160. return;
  161. RenderManager* render_manager = GetRenderManager();
  162. if (!render_manager)
  163. return;
  164. const double t = GetSystemInterface()->GetElapsedTime();
  165. // Find the next animation frame to display.
  166. // Here it is possible to add more logic to control playback speed, pause/resume, and more.
  167. double _unused;
  168. // Find the normalized animation progress [0, 1].
  169. const double pos = std::modf((t - time_animation_start) / animation->duration(), &_unused);
  170. const size_t next_frame = animation->frameAtPos(pos);
  171. if (!texture_size_dirty && next_frame == prev_animation_frame)
  172. {
  173. // No need to update the texture if we are drawing the same frame at the same size.
  174. return;
  175. }
  176. // Resize the texture buffer if necessary.
  177. const size_t new_texture_data_size = 4 * render_dimensions.x * render_dimensions.y;
  178. if (new_texture_data_size > texture_data_size)
  179. {
  180. texture_data.reset(new byte[new_texture_data_size]);
  181. texture_data_size = new_texture_data_size;
  182. }
  183. // Callback for generating texture.
  184. auto texture_callback = [this, next_frame](const CallbackTextureInterface& texture_interface) -> bool {
  185. RMLUI_ASSERT(animation);
  186. const size_t bytes_per_line = 4 * render_dimensions.x;
  187. const size_t total_bytes = bytes_per_line * render_dimensions.y;
  188. byte* p_data = texture_data.get();
  189. rlottie::Surface surface(reinterpret_cast<uint32_t*>(p_data), render_dimensions.x, render_dimensions.y, bytes_per_line);
  190. animation->renderSync(next_frame, surface);
  191. // Swizzle the channel order from rlottie's BGRA to RmlUi's RGBA.
  192. for (size_t i = 0; i < total_bytes; i += 4)
  193. {
  194. // Swap the RB order for correct color channels.
  195. std::swap(p_data[i], p_data[i + 2]);
  196. #ifdef RMLUI_DEBUG
  197. const byte alpha = p_data[i + 3];
  198. for (int c = 0; c < 3; c++)
  199. RMLUI_ASSERTMSG(p_data[i + c] <= alpha, "Glyph data is assumed to be encoded in premultiplied alpha, but that is not the case.");
  200. #endif
  201. }
  202. if (!texture_interface.GenerateTexture({p_data, total_bytes}, render_dimensions))
  203. {
  204. Log::Message(Rml::Log::Type::LT_WARNING, "Could not generate texture for lottie animation: %s", GetAttribute<String>("src", "").c_str());
  205. return false;
  206. }
  207. return true;
  208. };
  209. texture = render_manager->MakeCallbackTexture(std::move(texture_callback));
  210. prev_animation_frame = next_frame;
  211. texture_size_dirty = false;
  212. }
  213. } // namespace Rml