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+/*
+ * Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com)
+ * Copyright (C) 2004, 2005, 2006 Apple Computer, Inc. All rights reserved.
+ *
+ * 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(SGL)
+class SkBitmap;
+class SkBitmapRef;
+#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();
+ }
+
+ void clear();
+
+ 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);
+
+ // 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)
+ virtual bool getHBITMAP(HBITMAP);
+ virtual bool getHBITMAPOfSize(HBITMAP, LPSIZE);
+#endif
+
+#if PLATFORM(SGL)
+// virtual SkBitmapRef* getBitmap();
+ virtual void setURL(const String& str);
+#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, CompositeOperator);
+#endif
+ virtual void draw(GraphicsContext*, const FloatRect& dstRect, const FloatRect& srcRect, CompositeOperator);
+#if PLATFORM(QT) || PLATFORM(WX)
+ virtual void drawPattern(GraphicsContext*, const FloatRect& srcRect, const AffineTransform& patternTransform,
+ const FloatPoint& phase, CompositeOperator, const FloatRect& destRect);
+#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 all our cached data. If an image is loading
+ // incrementally, we only invalidate the last cached frame. For large
+ // animated images, where we throw away the decoded data after every frame,
+ // |preserveNearbyFrames| can be set to preserve the current frame's data
+ // and eliminate some unnecessary duplicated decoding work. This also
+ // preserves the next frame's data, if available. In most cases this has no
+ // effect; either that frame isn't decoded yet, or it's already been
+ // destroyed by a previous call. But when we fall behind on the very first
+ // animation loop and startAnimation() needs to "catch up" one or more
+ // frames, this briefly preserves some of that decoding work, to ease CPU
+ // load and make it less likely that we'll keep falling behind.
+ virtual void destroyDecodedData(bool incremental = false, bool preserveNearbyFrames = false);
+
+ // 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);
+
+ // Helper for internalAdvanceAnimation().
+ void notifyObserverAndTrimDecodedData();
+
+ // 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.
+ void checkForSolidColor();
+
+ virtual bool mayFillWithSolidColor() const { 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_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