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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 "Image.h"
#include "Color.h"
#include "IntSize.h"
#if PLATFORM(MAC)
#include <wtf/RetainPtr.h>
#ifdef __OBJC__
@class NSImage;
#else
class NSImage;
#endif
#endif
#if PLATFORM(WIN)
typedef struct HBITMAP__ *HBITMAP;
#endif
#if PLATFORM(HAIKU)
class BBitmap;
#endif
namespace WebCore {
struct FrameData;
}
// This complicated-looking declaration tells the FrameData Vector that it should copy without
// invoking our constructor or destructor. This allows us to have a vector even for a struct
// that's not copyable.
namespace WTF {
template<> class VectorTraits<WebCore::FrameData> : public SimpleClassVectorTraits {};
}
namespace WebCore {
template <typename T> class Timer;
// ================================================
// FrameData Class
// ================================================
struct FrameData : Noncopyable {
FrameData()
: m_frame(0)
, m_haveMetadata(false)
, m_isComplete(false)
, m_duration(0)
, m_hasAlpha(true)
{
}
~FrameData()
{
clear(true);
}
// Clear the cached image data on the frame, and (optionally) the metadata.
// Returns whether there was cached image data to clear.
bool clear(bool clearMetadata);
NativeImagePtr m_frame;
bool m_haveMetadata;
bool m_isComplete;
float m_duration;
bool m_hasAlpha;
};
// =================================================
// BitmapImage Class
// =================================================
class BitmapImage : public Image {
friend class GeneratedImage;
friend class GraphicsContext;
public:
static PassRefPtr<BitmapImage> create(NativeImagePtr nativeImage, ImageObserver* observer = 0)
{
return adoptRef(new BitmapImage(nativeImage, observer));
}
static PassRefPtr<BitmapImage> create(ImageObserver* observer = 0)
{
return adoptRef(new BitmapImage(observer));
}
~BitmapImage();
virtual bool isBitmapImage() const { return true; }
virtual bool hasSingleSecurityOrigin() const { return true; }
virtual IntSize size() const;
IntSize currentFrameSize() const;
virtual bool dataChanged(bool allDataReceived);
virtual String filenameExtension() const;
// 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();
virtual void resetAnimation();
virtual unsigned decodedSize() const { return m_decodedSize; }
#if PLATFORM(MAC)
// Accessors for native image formats.
virtual NSImage* getNSImage();
virtual CFDataRef getTIFFRepresentation();
#endif
#if PLATFORM(CG)
virtual CGImageRef getCGImageRef();
#endif
#if PLATFORM(WIN) || (PLATFORM(QT) && OS(WINDOWS))
static PassRefPtr<BitmapImage> create(HBITMAP);
#endif
#if PLATFORM(WIN)
virtual bool getHBITMAP(HBITMAP);
virtual bool getHBITMAPOfSize(HBITMAP, LPSIZE);
#endif
#if PLATFORM(GTK)
virtual GdkPixbuf* getGdkPixbuf();
#endif
virtual NativeImagePtr nativeImageForCurrentFrame() { return frameAtIndex(currentFrame()); }
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(NativeImagePtr, ImageObserver* = 0);
BitmapImage(ImageObserver* = 0);
#if PLATFORM(WIN)
virtual void drawFrameMatchingSourceSize(GraphicsContext*, const FloatRect& dstRect, const IntSize& srcSize, ColorSpace styleColorSpace, CompositeOperator);
#endif
virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, ColorSpace styleColorSpace, CompositeOperator);
#if (OS(WINCE) && !PLATFORM(QT))
virtual void drawPattern(GraphicsContext*, const FloatRect& srcRect, const TransformationMatrix& patternTransform,
const FloatPoint& phase, ColorSpace styleColorSpace, CompositeOperator, const FloatRect& destRect);
#endif
#if PLATFORM(HAIKU)
virtual BBitmap* getBBitmap() const;
#endif
size_t currentFrame() const { return m_currentFrame; }
size_t frameCount();
NativeImagePtr frameAtIndex(size_t);
bool frameIsCompleteAtIndex(size_t);
float frameDurationAtIndex(size_t);
bool frameHasAlphaAtIndex(size_t);
// Decodes and caches a frame. Never accessed except internally.
void cacheFrame(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 only delete frames up to the current
// one; this is used while animating large images to keep memory footprint
// low without redecoding the whole image on every frame.
virtual void destroyDecodedData(bool destroyAll = true);
// If the image is large enough, calls destroyDecodedData() and passes
// |destroyAll| along.
void destroyDecodedDataIfNecessary(bool destroyAll);
// Generally called by destroyDecodedData(), destroys whole-image metadata
// and notifies observers that the memory footprint has (hopefully)
// decreased by |framesCleared| times the size (in bytes) of a frame.
void destroyMetadataAndNotify(int framesCleared);
// 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);
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);
// Handle platform-specific data
void initPlatformData();
void invalidatePlatformData();
// 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()
{
if (!m_checkedForSolidColor && frameCount() > 0) {
checkForSolidColor();
// WINCE PORT: checkForSolidColor() doesn't set m_checkedForSolidColor until
// it gets enough information to make final decision.
#if !OS(WINCE)
ASSERT(m_checkedForSolidColor);
#endif
}
return m_isSolidColor && m_currentFrame == 0;
}
virtual Color solidColor() const { return m_solidColor; }
ImageSource m_source;
mutable IntSize m_size; // The size to use for the overall image (will just be the size of the first image).
size_t m_currentFrame; // The index of the current frame of animation.
Vector<FrameData> 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().
#if PLATFORM(MAC)
mutable RetainPtr<NSImage> m_nsImage; // A cached NSImage of frame 0. Only built lazily if someone actually queries for one.
mutable RetainPtr<CFDataRef> m_tiffRep; // Cached TIFF rep for frame 0. Only built lazily if someone queries for one.
#endif
Color m_solidColor; // If we're a 1x1 solid color, this is the color to use to fill.
bool m_isSolidColor; // Whether or not we are a 1x1 solid image.
bool m_checkedForSolidColor; // Whether we've checked the frame for solid color.
bool m_animationFinished; // Whether or not we've completed the entire animation.
bool m_allDataReceived; // Whether or not we've received all our data.
mutable bool m_haveSize; // Whether or not our |m_size| member variable has the final overall image size yet.
bool m_sizeAvailable; // Whether or not we can obtain the size of the first image frame yet from ImageIO.
mutable bool m_hasUniformFrameSize;
unsigned m_decodedSize; // The current size of all decoded frames.
mutable bool m_haveFrameCount;
size_t m_frameCount;
};
}
#endif