/* * 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 #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 : public SimpleClassVectorTraits {}; } namespace WebCore { template 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 create(NativeImagePtr nativeImage, ImageObserver* observer = 0) { return adoptRef(new BitmapImage(nativeImage, observer)); } static PassRefPtr 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*); // 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 m_frames; // An array of the cached frames of the animation. We have to ref frames to pin them in the cache. Timer* 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 m_nsImage; // A cached NSImage of frame 0. Only built lazily if someone actually queries for one. mutable RetainPtr 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