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/*
* Copyright (c) 2018 Samsung Electronics Co., Ltd. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _RLOTTIE_H_
#define _RLOTTIE_H_
#include <future>
#include <vector>
#include <memory>
#if defined _WIN32 || defined __CYGWIN__
#ifdef LOT_BUILD
#define LOT_EXPORT __declspec(dllexport)
#else
#define LOT_EXPORT __declspec(dllimport)
#endif
#else
#ifdef LOT_BUILD
#define LOT_EXPORT __attribute__ ((visibility ("default")))
#else
#define LOT_EXPORT
#endif
#endif
class AnimationImpl;
struct LOTNode;
struct LOTLayerNode;
namespace rlottie {
/**
* @brief Configures rlottie model cache policy.
*
* Provides Library level control to configure model cache
* policy. Setting it to 0 will disable
* the cache as well as flush all the previously cached content.
*
* @param[in] cacheSize Maximum Model Cache size.
*
* @note to disable Caching configure with 0 size.
* @note to flush the current Cache content configure it with 0 and
* then reconfigure with the new size.
*
* @internal
*/
LOT_EXPORT void configureModelCacheSize(size_t cacheSize);
struct Color {
Color() = default;
Color(float r, float g , float b):_r(r), _g(g), _b(b){}
float r() const {return _r;}
float g() const {return _g;}
float b() const {return _b;}
private:
float _r{0};
float _g{0};
float _b{0};
};
struct Size {
Size() = default;
Size(float w, float h):_w(w), _h(h){}
float w() const {return _w;}
float h() const {return _h;}
private:
float _w{0};
float _h{0};
};
struct Point {
Point() = default;
Point(float x, float y):_x(x), _y(y){}
float x() const {return _x;}
float y() const {return _y;}
private:
float _x{0};
float _y{0};
};
struct FrameInfo {
explicit FrameInfo(uint32_t frame): _frameNo(frame){}
uint32_t curFrame() const {return _frameNo;}
private:
uint32_t _frameNo;
};
enum class Property {
FillColor, /*!< Color property of Fill object , value type is rlottie::Color */
FillOpacity, /*!< Opacity property of Fill object , value type is float [ 0 .. 100] */
StrokeColor, /*!< Color property of Stroke object , value type is rlottie::Color */
StrokeOpacity, /*!< Opacity property of Stroke object , value type is float [ 0 .. 100] */
StrokeWidth, /*!< stroke with property of Stroke object , value type is float */
TrAnchor, /*!< Transform Anchor property of Layer and Group object , value type is rlottie::Point */
TrPosition, /*!< Transform Position property of Layer and Group object , value type is rlottie::Point */
TrScale, /*!< Transform Scale property of Layer and Group object , value type is rlottie::Size. range[0 ..100] */
TrRotation, /*!< Transform Scale property of Layer and Group object , value type is float. range[0 .. 360] in degrees*/
TrOpacity /*!< Transform Opacity property of Layer and Group object , value type is float [ 0 .. 100] */
};
struct Color_Type{};
struct Point_Type{};
struct Size_Type{};
struct Float_Type{};
template <typename T> struct MapType;
class LOT_EXPORT Surface {
public:
/**
* @brief Surface object constructor.
*
* @param[in] buffer surface buffer.
* @param[in] width surface width.
* @param[in] height surface height.
* @param[in] bytesPerLine number of bytes in a surface scanline.
*
* @note Default surface format is ARGB32_Premultiplied.
*
* @internal
*/
Surface(uint32_t *buffer, size_t width, size_t height, size_t bytesPerLine);
/**
* @brief Sets the Draw Area available on the Surface.
*
* Lottie will use the draw region size to generate frame image
* and will update only the draw rgion of the surface.
*
* @param[in] x region area x position.
* @param[in] y region area y position.
* @param[in] width region area width.
* @param[in] height region area height.
*
* @note Default surface format is ARGB32_Premultiplied.
* @note Default draw region area is [ 0 , 0, surface width , surface height]
*
* @internal
*/
void setDrawRegion(size_t x, size_t y, size_t width, size_t height);
/**
* @brief Returns width of the surface.
*
* @return surface width
*
* @internal
*
*/
size_t width() const {return mWidth;}
/**
* @brief Returns height of the surface.
*
* @return surface height
*
* @internal
*/
size_t height() const {return mHeight;}
/**
* @brief Returns number of bytes in the surface scanline.
*
* @return number of bytes in scanline.
*
* @internal
*/
size_t bytesPerLine() const {return mBytesPerLine;}
/**
* @brief Returns buffer attached tp the surface.
*
* @return buffer attaced to the Surface.
*
* @internal
*/
uint32_t *buffer() const {return mBuffer;}
/**
* @brief Returns drawable area width of the surface.
*
* @return drawable area width
*
* @note Default value is width() of the surface
*
* @internal
*
*/
size_t drawRegionWidth() const {return mDrawArea.w;}
/**
* @brief Returns drawable area height of the surface.
*
* @return drawable area height
*
* @note Default value is height() of the surface
*
* @internal
*/
size_t drawRegionHeight() const {return mDrawArea.h;}
/**
* @brief Returns drawable area's x position of the surface.
*
* @return drawable area's x potition.
*
* @note Default value is 0
*
* @internal
*/
size_t drawRegionPosX() const {return mDrawArea.x;}
/**
* @brief Returns drawable area's y position of the surface.
*
* @return drawable area's y potition.
*
* @note Default value is 0
*
* @internal
*/
size_t drawRegionPosY() const {return mDrawArea.y;}
/**
* @brief Default constructor.
*/
Surface() = default;
private:
uint32_t *mBuffer{nullptr};
size_t mWidth{0};
size_t mHeight{0};
size_t mBytesPerLine{0};
struct {
size_t x{0};
size_t y{0};
size_t w{0};
size_t h{0};
}mDrawArea;
};
using MarkerList = std::vector<std::tuple<std::string, int , int>>;
/**
* @brief https://helpx.adobe.com/after-effects/using/layer-markers-composition-markers.html
* Markers exported form AE are used to describe a segmnet of an animation {comment/tag , startFrame, endFrame}
* Marker can be use to devide a resource in to separate animations by tagging the segment with comment string ,
* start frame and duration of that segment.
*/
using LayerInfoList = std::vector<std::tuple<std::string, int , int>>;
class LOT_EXPORT Animation {
public:
/**
* @brief Constructs an animation object from file path.
*
* @param[in] path Lottie resource file path
* @param[in] cachePolicy whether to cache or not the model data.
* use only when need to explicit disabl caching for a
* particular resource. To disable caching at library level
* use @see configureModelCacheSize() instead.
*
* @return Animation object that can render the contents of the
* Lottie resource represented by file path.
*
* @internal
*/
static std::unique_ptr<Animation>
loadFromFile(const std::string &path, bool cachePolicy=true);
/**
* @brief Constructs an animation object from JSON string data.
*
* @param[in] jsonData The JSON string data.
* @param[in] key the string that will be used to cache the JSON string data.
* @param[in] resourcePath the path will be used to search for external resource.
* @param[in] cachePolicy whether to cache or not the model data.
* use only when need to explicit disabl caching for a
* particular resource. To disable caching at library level
* use @see configureModelCacheSize() instead.
*
* @return Animation object that can render the contents of the
* Lottie resource represented by JSON string data.
*
* @internal
*/
static std::unique_ptr<Animation>
loadFromData(std::string jsonData, const std::string &key,
const std::string &resourcePath="", bool cachePolicy=true);
/**
* @brief Returns default framerate of the Lottie resource.
*
* @return framerate of the Lottie resource
*
* @internal
*
*/
double frameRate() const;
/**
* @brief Returns total number of frames present in the Lottie resource.
*
* @return frame count of the Lottie resource.
*
* @note frame number starts with 0.
*
* @internal
*/
size_t totalFrame() const;
/**
* @brief Returns default viewport size of the Lottie resource.
*
* @param[out] width default width of the viewport.
* @param[out] height default height of the viewport.
*
* @internal
*
*/
void size(size_t &width, size_t &height) const;
/**
* @brief Returns total animation duration of Lottie resource in second.
* it uses totalFrame() and frameRate() to calculate the duration.
* duration = totalFrame() / frameRate().
*
* @return total animation duration in second.
* @retval 0 if the Lottie resource has no animation.
*
* @see totalFrame()
* @see frameRate()
*
* @internal
*/
double duration() const;
/**
* @brief Returns frame number for a given position.
* this function helps to map the position value retuned
* by the animator to a frame number in side the Lottie resource.
* frame_number = lerp(start_frame, endframe, pos);
*
* @param[in] pos normalized position value [0 ... 1]
*
* @return frame numer maps to the position value [startFrame .... endFrame]
*
* @internal
*/
size_t frameAtPos(double pos);
/**
* @brief Renders the content to surface Asynchronously.
* it gives a future in return to get the result of the
* rendering at a future point.
* To get best performance user has to start rendering as soon as
* it finds that content at {frameNo} has to be rendered and get the
* result from the future at the last moment when the surface is needed
* to draw into the screen.
*
*
* @param[in] frameNo Content corresponds to the @p frameNo needs to be drawn
* @param[in] surface Surface in which content will be drawn
* @param[in] keepAspectRatio whether to keep the aspect ratio while scaling the content.
*
* @return future that will hold the result when rendering finished.
*
* for Synchronus rendering @see renderSync
*
* @see Surface
* @internal
*/
std::future<Surface> render(size_t frameNo, Surface surface, bool keepAspectRatio=true);
/**
* @brief Renders the content to surface synchronously.
* for performance use the async rendering @see render
*
* @param[in] frameNo Content corresponds to the @p frameNo needs to be drawn
* @param[in] surface Surface in which content will be drawn
* @param[in] keepAspectRatio whether to keep the aspect ratio while scaling the content.
*
* @internal
*/
void renderSync(size_t frameNo, Surface surface, bool keepAspectRatio=true);
/**
* @brief Returns root layer of the composition updated with
* content of the Lottie resource at frame number @p frameNo.
*
* @param[in] frameNo Content corresponds to the @p frameNo needs to be extracted.
* @param[in] width content viewbox width
* @param[in] height content viewbox height
*
* @return Root layer node.
*
* @internal
*/
const LOTLayerNode * renderTree(size_t frameNo, size_t width, size_t height) const;
/**
* @brief Returns Composition Markers.
*
*
* @return returns MarkerList of the Composition.
*
* @see MarkerList
* @internal
*/
const MarkerList& markers() const;
/**
* @brief Returns Layer information{name, inFrame, outFrame} of all the child layers of the composition.
*
*
* @return List of Layer Information of the Composition.
*
* @see LayerInfoList
* @internal
*/
const LayerInfoList& layers() const;
/**
* @brief Sets property value for the specified {@link KeyPath}. This {@link KeyPath} can resolve
* to multiple contents. In that case, the callback's value will apply to all of them.
*
* Keypath should conatin object names separated by (.) and can handle globe(**) or wildchar(*).
*
* @usage
* To change fillcolor property of fill1 object in the layer1->group1->fill1 hirarchy to RED color
*
* player->setValue<rlottie::Property::FillColor>("layer1.group1.fill1", rlottie::Color(1, 0, 0);
*
* if all the color property inside group1 needs to be changed to GREEN color
*
* player->setValue<rlottie::Property::FillColor>("**.group1.**", rlottie::Color(0, 1, 0);
*
* @internal
*/
template<Property prop, typename AnyValue>
void setValue(const std::string &keypath, AnyValue value)
{
setValue(MapType<std::integral_constant<Property, prop>>{}, prop, keypath, value);
}
/**
* @brief default destructor
*
* @internal
*/
~Animation();
private:
void setValue(Color_Type, Property, const std::string &, Color);
void setValue(Float_Type, Property, const std::string &, float);
void setValue(Size_Type, Property, const std::string &, Size);
void setValue(Point_Type, Property, const std::string &, Point);
void setValue(Color_Type, Property, const std::string &, std::function<Color(const FrameInfo &)> &&);
void setValue(Float_Type, Property, const std::string &, std::function<float(const FrameInfo &)> &&);
void setValue(Size_Type, Property, const std::string &, std::function<Size(const FrameInfo &)> &&);
void setValue(Point_Type, Property, const std::string &, std::function<Point(const FrameInfo &)> &&);
/**
* @brief default constructor
*
* @internal
*/
Animation();
#ifdef LOT_BUILD
/**
* @brief Constructs an animation object from file path.
*
* @param[in] path Lottie resource file path
*
* @return Animation object that can render the contents of the
* Lottie resource represented by file path.
*
* @internal
*/
static std::unique_ptr<Animation>
loadFromFile(const std::string &path);
/**
* @brief Constructs an animation object from JSON string data.
*
* @param[in] jsonData The JSON string data.
* @param[in] key the string that will be used to cache the JSON string data.
* @param[in] resourcePath the path will be used to search for external resource.
*
* @return Animation object that can render the contents of the
* Lottie resource represented by JSON string data.
*
* @internal
*/
static std::unique_ptr<Animation>
loadFromData(std::string jsonData, const std::string &key, const std::string &resourcePath);
#endif
std::unique_ptr<AnimationImpl> d;
};
//Map Property to Value type
template<> struct MapType<std::integral_constant<Property, Property::FillColor>>: Color_Type{};
template<> struct MapType<std::integral_constant<Property, Property::StrokeColor>>: Color_Type{};
template<> struct MapType<std::integral_constant<Property, Property::FillOpacity>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::StrokeOpacity>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::StrokeWidth>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrRotation>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrOpacity>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrAnchor>>: Point_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrPosition>>: Point_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrScale>>: Size_Type{};
} // namespace lotplayer
#endif // _RLOTTIE_H_
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