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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
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COBALT_RENDER_TREE_LOTTIE_ANIMATION_H_
#define COBALT_RENDER_TREE_LOTTIE_ANIMATION_H_
#include <string>
#include "base/callback.h"
#include "base/time/time.h"
#include "cobalt/render_tree/image.h"
namespace cobalt {
namespace render_tree {
// The LottieAnimation type is an abstract base class that represents a stored
// Lottie animation. When constructing a render tree, external Lottie animations
// can be introduced by adding an LottieNode and associating it with a specific
// LottieAnimation object.
class LottieAnimation : public Image {
public:
enum class LottieState { kPlaying, kPaused, kStopped, kFrozen };
enum class LottieMode { kNormal, kBounce };
// https://lottiefiles.github.io/lottie-player/properties.html
struct LottieProperties {
// Since an explicitly specified value of |count| must be greater than 0,
// a default value of -1 indicates that there is no limit to the number of
// times the animation should loop.
static constexpr int kDefaultCount = -1;
static constexpr int kDefaultDirection = 1;
static constexpr bool kDefaultLoop = false;
static constexpr LottieMode kDefaultMode = LottieMode::kNormal;
static constexpr double kDefaultSpeed = 1;
LottieProperties() = default;
// Return true if |state| is updated to a new & valid LottieState.
bool UpdateState(const LottieState& new_state) {
// Regardless of whether the state actually changes, per the web spec, we
// need to dispatch an event signaling that a particular playback state
// was requested.
if (new_state == LottieState::kPlaying && !onplay_callback.is_null()) {
onplay_callback.Run();
} else if (new_state == LottieState::kPaused &&
!onpause_callback.is_null()) {
onpause_callback.Run();
} else if (new_state == LottieState::kStopped &&
!onstop_callback.is_null()) {
onstop_callback.Run();
}
if (new_state == state) {
return false;
}
state = new_state;
return true;
}
// Return true if we can freeze the animation, i.e. the animation is
// currently playing.
bool FreezeAnimationState() {
if (state == LottieState::kPlaying) {
state = LottieState::kFrozen;
return true;
}
return false;
}
// Return true if we can unfreeze the animation, i.e. the animation is
// currently frozen.
bool UnfreezeAnimationState() {
if (state == LottieState::kFrozen) {
state = LottieState::kPlaying;
return true;
}
return false;
}
// Return true if |count| is updated to a new & valid number.
bool UpdateCount(int new_count) {
// |count| must be positive.
if (new_count <= 0 || new_count == count) {
return false;
}
count = new_count;
return true;
}
// Return true if |direction| is updated to a new & valid direction.
bool UpdateDirection(int new_direction) {
// |direction| can either be 1 or -1.
if ((new_direction != 1 && new_direction != -1) ||
(new_direction == direction)) {
return false;
}
direction = new_direction;
return true;
}
// Return true if |loop| is updated.
bool UpdateLoop(bool new_loop) {
if (new_loop == loop) {
return false;
}
loop = new_loop;
return true;
}
// Return the string equivalent of |mode|.
std::string GetModeAsString() const {
if (mode == LottieMode::kBounce) {
return "bounce";
}
// Always fallback to the default.
return "normal";
}
// Return true if |mode| is updated to a new & valid mode.
bool UpdateMode(std::string new_mode) {
if (new_mode == "normal") {
return UpdateMode(LottieMode::kNormal);
} else if (new_mode == "bounce") {
return UpdateMode(LottieMode::kBounce);
}
return false;
}
// Return true if |mode| is updated.
bool UpdateMode(LottieMode new_mode) {
if (new_mode == mode) {
return false;
}
mode = new_mode;
return true;
}
// Return true is |speed| is updated to a new & valid speed.
bool UpdateSpeed(double new_speed) {
// |speed| must be a nonnegative value.
if (new_speed < 0 || new_speed == speed) {
return false;
}
speed = new_speed;
return true;
}
void SeekFrame(double frame_number) {
seek_value = frame_number;
seek_value_is_frame = true;
UpdateStateAndSeekCounter();
}
void SeekPercent(double percent) {
// Store as normalized [0..1] frame selector.
seek_value = percent / 100;
seek_value_is_frame = false;
UpdateStateAndSeekCounter();
}
void UpdateStateAndSeekCounter() {
// A stopped animation will become paused (i.e. will not be hidden)
// if seek() has been called.
if (state == LottieState::kStopped) {
state = LottieState::kPaused;
}
// Update |seek_counter| to indicate that a seek needs to occur.
++seek_counter;
}
void ToggleLooping() { loop = !loop; }
void TogglePlay() {
if (state == LottieState::kPlaying) {
UpdateState(LottieState::kPaused);
} else {
UpdateState(LottieState::kPlaying);
}
}
// |state| indicates whether the animation is playing (visible and
// animating), paused (visible but not animating), or stopped (not visible
// and frame time = 0).
LottieState state = LottieState::kStopped;
int count = kDefaultCount;
int direction = kDefaultDirection;
bool loop = kDefaultLoop;
LottieMode mode = kDefaultMode;
double speed = kDefaultSpeed;
// |seek_value| indicates either the frame or the normalized [0..1] frame
// selector that the animation should seek to. The internal implementation
// that we use for the Lottie animations will handle out-of-bounds values,
// so there is no need to check here.
double seek_value;
// |seek_value_is_frame| indicates whether |seek_value| is a frame (true)
// or a normalized [0..1] frame selector (false).
bool seek_value_is_frame;
// |seek_counter| is incremented every time "seek()" is called on a Lottie
// animation.
size_t seek_counter = 0;
base::Closure onplay_callback;
base::Closure onpause_callback;
base::Closure onstop_callback;
base::Closure oncomplete_callback;
base::Closure onloop_callback;
base::Callback<void(double, double)> onenterframe_callback;
base::Closure onfreeze_callback;
base::Closure onunfreeze_callback;
};
void BeginRenderFrame(const LottieProperties& properties) {
// Trigger callback if playback state changed.
if (played_this_frame_ && properties.state == LottieState::kFrozen &&
!properties_.onunfreeze_callback.is_null()) {
properties_.onunfreeze_callback.Run();
}
if (!played_this_frame_ && properties.state == LottieState::kPlaying &&
!properties_.onfreeze_callback.is_null()) {
properties_.onfreeze_callback.Run();
}
played_this_frame_ = false;
properties_ = properties;
}
void SetAnimationTime(base::TimeDelta animate_function_time) {
played_this_frame_ = true;
SetAnimationTimeInternal(animate_function_time);
}
protected:
virtual ~LottieAnimation() {}
// Allow the reference counting system access to our destructor.
friend class base::RefCountedThreadSafe<LottieAnimation>;
virtual void SetAnimationTimeInternal(
base::TimeDelta animate_function_time) = 0;
LottieProperties properties_;
private:
// A flag that will be set to true only if the animation is visible onscreen
// and is rendered.
bool played_this_frame_ = false;
};
} // namespace render_tree
} // namespace cobalt
#endif // COBALT_RENDER_TREE_LOTTIE_ANIMATION_H_