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/*
* Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com)
* Copyright (C) 2004, 2005, 2006 Apple Computer, Inc. All rights reserved.
* Copyright (C) 2008-2009 Torch Mobile, Inc.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef BitmapImage_h
#define BitmapImage_h
#include "core/platform/graphics/FrameData.h"
#include "core/platform/graphics/Image.h"
#include "core/platform/graphics/ImageSource.h"
#include "platform/geometry/IntSize.h"
#include "platform/graphics/Color.h"
#include "platform/graphics/ImageOrientation.h"
#include "wtf/Forward.h"
namespace WebCore {
class NativeImageSkia;
template <typename T> class Timer;
class BitmapImage : public Image {
friend class GeneratedImage;
friend class CrossfadeGeneratedImage;
friend class GradientGeneratedImage;
friend class GraphicsContext;
public:
static PassRefPtr<BitmapImage> create(PassRefPtr<NativeImageSkia> nativeImage, ImageObserver* observer = 0)
{
return adoptRef(new BitmapImage(nativeImage, observer));
}
static PassRefPtr<BitmapImage> create(ImageObserver* observer = 0)
{
return adoptRef(new BitmapImage(observer));
}
virtual ~BitmapImage();
virtual bool isBitmapImage() const OVERRIDE;
virtual bool currentFrameHasSingleSecurityOrigin() const OVERRIDE { return true; };
virtual IntSize size() const OVERRIDE;
IntSize sizeRespectingOrientation() const;
IntSize currentFrameSize() const;
virtual bool getHotSpot(IntPoint&) const OVERRIDE;
virtual bool dataChanged(bool allDataReceived) OVERRIDE;
virtual String filenameExtension() const OVERRIDE;
// It may look unusual that there is no start animation call as public API. This is because
// we start and stop animating lazily. Animation begins whenever someone draws the image. It will
// automatically pause once all observers no longer want to render the image anywhere.
virtual void stopAnimation() OVERRIDE;
virtual void resetAnimation() OVERRIDE;
virtual PassRefPtr<NativeImageSkia> nativeImageForCurrentFrame() OVERRIDE;
virtual bool currentFrameKnownToBeOpaque() OVERRIDE;
ImageOrientation currentFrameOrientation();
#if !ASSERT_DISABLED
virtual bool notSolidColor() OVERRIDE;
#endif
private:
friend class BitmapImageTest;
void updateSize() const;
protected:
enum RepetitionCountStatus {
Unknown, // We haven't checked the source's repetition count.
Uncertain, // We have a repetition count, but it might be wrong (some GIFs have a count after the image data, and will report "loop once" until all data has been decoded).
Certain // The repetition count is known to be correct.
};
BitmapImage(PassRefPtr<NativeImageSkia>, ImageObserver* = 0);
BitmapImage(ImageObserver* = 0);
virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, BlendMode) OVERRIDE;
virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator, BlendMode, RespectImageOrientationEnum) OVERRIDE;
size_t currentFrame() const { return m_currentFrame; }
size_t frameCount();
PassRefPtr<NativeImageSkia> frameAtIndex(size_t);
bool frameIsCompleteAtIndex(size_t);
float frameDurationAtIndex(size_t);
bool frameHasAlphaAtIndex(size_t);
ImageOrientation frameOrientationAtIndex(size_t);
// Decodes and caches a frame. Never accessed except internally.
void cacheFrame(size_t index);
// Called before accessing m_frames[index]. Returns false on index out of bounds.
bool ensureFrameIsCached(size_t index);
// Called to invalidate cached data. When |destroyAll| is true, we wipe out
// the entire frame buffer cache and tell the image source to destroy
// everything; this is used when e.g. we want to free some room in the image
// cache. If |destroyAll| is false, we delete frames except the current
// frame; this is used while animating large images to keep memory footprint
// low; the decoder should preserve the current frame and may preserve some
// other frames to avoid redecoding the whole image on every frame.
virtual void destroyDecodedData(bool destroyAll) OVERRIDE;
// If the image is large enough, calls destroyDecodedData().
void destroyDecodedDataIfNecessary();
// Generally called by destroyDecodedData(), destroys whole-image metadata
// and notifies observers that the memory footprint has (hopefully)
// decreased by |frameBytesCleared|.
void destroyMetadataAndNotify(size_t frameBytesCleared);
// Whether or not size is available yet.
bool isSizeAvailable();
// Animation.
int repetitionCount(bool imageKnownToBeComplete); // |imageKnownToBeComplete| should be set if the caller knows the entire image has been decoded.
bool shouldAnimate();
virtual void startAnimation(bool catchUpIfNecessary = true) OVERRIDE;
void advanceAnimation(Timer<BitmapImage>*);
// Function that does the real work of advancing the animation. When
// skippingFrames is true, we're in the middle of a loop trying to skip over
// a bunch of animation frames, so we should not do things like decode each
// one or notify our observers.
// Returns whether the animation was advanced.
bool internalAdvanceAnimation(bool skippingFrames);
// Checks to see if the image is a 1x1 solid color. We optimize these images and just do a fill rect instead.
// This check should happen regardless whether m_checkedForSolidColor is already set, as the frame may have
// changed.
void checkForSolidColor();
virtual bool mayFillWithSolidColor();
virtual Color solidColor() const;
ImageSource m_source;
mutable IntSize m_size; // The size to use for the overall image (will just be the size of the first image).
mutable IntSize m_sizeRespectingOrientation;
size_t m_currentFrame; // The index of the current frame of animation.
Vector<FrameData, 1> m_frames; // An array of the cached frames of the animation. We have to ref frames to pin them in the cache.
Timer<BitmapImage>* m_frameTimer;
int m_repetitionCount; // How many total animation loops we should do. This will be cAnimationNone if this image type is incapable of animation.
RepetitionCountStatus m_repetitionCountStatus;
int m_repetitionsComplete; // How many repetitions we've finished.
double m_desiredFrameStartTime; // The system time at which we hope to see the next call to startAnimation().
Color m_solidColor; // If we're a 1x1 solid color, this is the color to use to fill.
size_t m_frameCount;
bool m_isSolidColor : 1; // Whether or not we are a 1x1 solid image.
bool m_checkedForSolidColor : 1; // Whether we've checked the frame for solid color.
bool m_animationFinished : 1; // Whether or not we've completed the entire animation.
bool m_allDataReceived : 1; // Whether or not we've received all our data.
mutable bool m_haveSize : 1; // Whether or not our |m_size| member variable has the final overall image size yet.
bool m_sizeAvailable : 1; // Whether or not we can obtain the size of the first image frame yet from ImageIO.
mutable bool m_hasUniformFrameSize : 1;
mutable bool m_haveFrameCount : 1;
};
}
#endif