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// Copyright 2020 The Cobalt Authors. All Rights Reserved.
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
#include "cobalt/math/size_f.h"
#include "cobalt/render_tree/lottie_animation.h"
#include "third_party/skia/include/core/SkCanvas.h"
#include "third_party/skia/modules/skottie/include/Skottie.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace skia {
// A subclass of render_tree::LottieAnnimation that holds information about
// the Skottie animation object associated with the given animation data.
class SkottieAnimation : public render_tree::LottieAnimation {
SkottieAnimation(const char* data, size_t length);
const math::Size& GetSize() const override { return animation_size_; }
uint32 GetEstimatedSizeInBytes() const override {
return json_size_in_bytes_;
bool IsOpaque() const override { return false; }
void SetAnimationTimeInternal(base::TimeDelta animate_function_time) override;
sk_sp<skottie::Animation> GetSkottieAnimation() { return skottie_animation_; }
// Rendering the lottie animation can be CPU-intensive. To minimize the cost,
// the animation can be updated in an offscreen render target only as needed,
// then the offscreen target rendered to the screen.
void ResetRenderCache() { cached_animation_time_ = base::TimeDelta::Min(); }
void UpdateRenderCache(SkCanvas* render_target, const math::SizeF& size);
void UpdateAnimationFrameAndAnimateFunctionTimes(
base::TimeDelta current_animation_time,
base::TimeDelta current_animate_function_time);
sk_sp<skottie::Animation> skottie_animation_;
math::Size animation_size_;
uint32 json_size_in_bytes_;
// |seek_counter_| is used to indicate whether a particular seek has already
// been processed. When |LottieProperties::seek_counter| is different, then
// the requested seek should be performed and |seek_counter_| updated to match
// LottieProperties.
size_t seek_counter_ = 0;
// |total_loops_| keeps track of how many times the animation has played
// in its entirety.
int total_loops_ = 0;
// |direction_| is used to indicate whether the animation should be playing
// in the the direction set by |LottieProperties::direction|, or whether it
// should be playing in the opposite direction (ex: when mode = "bounce", the
// animation needs to switch direction in between each loop).
int direction_ = 1;
// |is_complete_| indicates whether the animation has finished playback. It
// should be set to true only after the animation frame time exceeds the
// animation duration due to normal playback, and after the "complete" event
// is triggered. It should be reset to false whenever the animation frame time
// is updated by a change outside of normal playback, such as seeking or
// stopping the animation.
bool is_complete_ = false;
// The last timestamp from the animation function in which we updated the
// the frame time for |skottie_animation_|. Used for calculating the time
// elapsed and updating the frame time again.
base::TimeDelta last_updated_animate_function_time_;
// The most recently updated frame time for |skottie_animation_|.
base::TimeDelta last_updated_animation_time_;
// This is the animation time used for the last cache update.
base::TimeDelta cached_animation_time_;
} // namespace skia
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt