| /* |
| * Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com) |
| * Copyright (C) 2004, 2005, 2006, 2008 Apple 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. |
| */ |
| |
| #include "config.h" |
| #include "BitmapImage.h" |
| |
| #include "FloatRect.h" |
| #include "ImageObserver.h" |
| #include "IntRect.h" |
| #include "MIMETypeRegistry.h" |
| #include "PlatformString.h" |
| #include "Timer.h" |
| #include <wtf/CurrentTime.h> |
| #include <wtf/Vector.h> |
| |
| namespace WebCore { |
| |
| static int frameBytes(const IntSize& frameSize) |
| { |
| return frameSize.width() * frameSize.height() * 4; |
| } |
| |
| BitmapImage::BitmapImage(ImageObserver* observer) |
| : Image(observer) |
| , m_currentFrame(0) |
| , m_frames(0) |
| , m_frameTimer(0) |
| , m_repetitionCount(cAnimationNone) |
| , m_repetitionCountStatus(Unknown) |
| , m_repetitionsComplete(0) |
| , m_desiredFrameStartTime(0) |
| , m_isSolidColor(false) |
| , m_animationFinished(false) |
| , m_allDataReceived(false) |
| , m_haveSize(false) |
| , m_sizeAvailable(false) |
| , m_hasUniformFrameSize(true) |
| , m_decodedSize(0) |
| , m_haveFrameCount(false) |
| , m_frameCount(0) |
| { |
| initPlatformData(); |
| } |
| |
| BitmapImage::~BitmapImage() |
| { |
| invalidatePlatformData(); |
| stopAnimation(); |
| } |
| |
| void BitmapImage::destroyDecodedData(bool destroyAll) |
| { |
| int framesCleared = 0; |
| const size_t clearBeforeFrame = destroyAll ? m_frames.size() : m_currentFrame; |
| for (size_t i = 0; i < clearBeforeFrame; ++i) { |
| // The underlying frame isn't actually changing (we're just trying to |
| // save the memory for the framebuffer data), so we don't need to clear |
| // the metadata. |
| if (m_frames[i].clear(false)) |
| ++framesCleared; |
| } |
| |
| destroyMetadataAndNotify(framesCleared); |
| |
| m_source.clear(destroyAll, clearBeforeFrame, m_data.get(), m_allDataReceived); |
| return; |
| } |
| |
| void BitmapImage::destroyDecodedDataIfNecessary(bool destroyAll) |
| { |
| // Animated images >5MB are considered large enough that we'll only hang on |
| // to one frame at a time. |
| static const unsigned cLargeAnimationCutoff = 5242880; |
| if (frameCount() * frameBytes(m_size) > cLargeAnimationCutoff) |
| destroyDecodedData(destroyAll); |
| } |
| |
| void BitmapImage::destroyMetadataAndNotify(int framesCleared) |
| { |
| m_isSolidColor = false; |
| invalidatePlatformData(); |
| |
| const int deltaBytes = framesCleared * -frameBytes(m_size); |
| m_decodedSize += deltaBytes; |
| if (deltaBytes && imageObserver()) |
| imageObserver()->decodedSizeChanged(this, deltaBytes); |
| } |
| |
| void BitmapImage::cacheFrame(size_t index) |
| { |
| size_t numFrames = frameCount(); |
| ASSERT(m_decodedSize == 0 || numFrames > 1); |
| |
| if (m_frames.size() < numFrames) |
| m_frames.grow(numFrames); |
| |
| m_frames[index].m_frame = m_source.createFrameAtIndex(index); |
| if (numFrames == 1 && m_frames[index].m_frame) |
| checkForSolidColor(); |
| |
| m_frames[index].m_haveMetadata = true; |
| m_frames[index].m_isComplete = m_source.frameIsCompleteAtIndex(index); |
| if (repetitionCount(false) != cAnimationNone) |
| m_frames[index].m_duration = m_source.frameDurationAtIndex(index); |
| m_frames[index].m_hasAlpha = m_source.frameHasAlphaAtIndex(index); |
| |
| const IntSize frameSize(index ? m_source.frameSizeAtIndex(index) : m_size); |
| if (frameSize != m_size) |
| m_hasUniformFrameSize = false; |
| if (m_frames[index].m_frame) { |
| const int deltaBytes = frameBytes(frameSize); |
| m_decodedSize += deltaBytes; |
| if (imageObserver()) |
| imageObserver()->decodedSizeChanged(this, deltaBytes); |
| } |
| } |
| |
| IntSize BitmapImage::size() const |
| { |
| if (m_sizeAvailable && !m_haveSize) { |
| m_size = m_source.size(); |
| m_haveSize = true; |
| } |
| return m_size; |
| } |
| |
| IntSize BitmapImage::currentFrameSize() const |
| { |
| if (!m_currentFrame || m_hasUniformFrameSize) |
| return size(); |
| return m_source.frameSizeAtIndex(m_currentFrame); |
| } |
| |
| bool BitmapImage::dataChanged(bool allDataReceived) |
| { |
| // Because we're modifying the current frame, clear its (now possibly |
| // inaccurate) metadata as well. |
| destroyMetadataAndNotify((!m_frames.isEmpty() && m_frames[m_frames.size() - 1].clear(true)) ? 1 : 0); |
| |
| // Feed all the data we've seen so far to the image decoder. |
| m_allDataReceived = allDataReceived; |
| m_source.setData(m_data.get(), allDataReceived); |
| |
| // Clear the frame count. |
| m_haveFrameCount = false; |
| |
| m_hasUniformFrameSize = true; |
| |
| // Image properties will not be available until the first frame of the file |
| // reaches kCGImageStatusIncomplete. |
| return isSizeAvailable(); |
| } |
| |
| String BitmapImage::filenameExtension() const |
| { |
| return m_source.filenameExtension(); |
| } |
| |
| size_t BitmapImage::frameCount() |
| { |
| if (!m_haveFrameCount) { |
| m_haveFrameCount = true; |
| m_frameCount = m_source.frameCount(); |
| } |
| return m_frameCount; |
| } |
| |
| bool BitmapImage::isSizeAvailable() |
| { |
| if (m_sizeAvailable) |
| return true; |
| |
| m_sizeAvailable = m_source.isSizeAvailable(); |
| |
| return m_sizeAvailable; |
| } |
| |
| NativeImagePtr BitmapImage::frameAtIndex(size_t index) |
| { |
| if (index >= frameCount()) |
| return 0; |
| |
| if (index >= m_frames.size() || !m_frames[index].m_frame) |
| cacheFrame(index); |
| |
| return m_frames[index].m_frame; |
| } |
| |
| bool BitmapImage::frameIsCompleteAtIndex(size_t index) |
| { |
| if (index >= frameCount()) |
| return true; |
| |
| if (index >= m_frames.size() || !m_frames[index].m_haveMetadata) |
| cacheFrame(index); |
| |
| return m_frames[index].m_isComplete; |
| } |
| |
| float BitmapImage::frameDurationAtIndex(size_t index) |
| { |
| if (index >= frameCount()) |
| return 0; |
| |
| if (index >= m_frames.size() || !m_frames[index].m_haveMetadata) |
| cacheFrame(index); |
| |
| return m_frames[index].m_duration; |
| } |
| |
| bool BitmapImage::frameHasAlphaAtIndex(size_t index) |
| { |
| if (index >= frameCount()) |
| return true; |
| |
| if (index >= m_frames.size() || !m_frames[index].m_haveMetadata) |
| cacheFrame(index); |
| |
| return m_frames[index].m_hasAlpha; |
| } |
| |
| int BitmapImage::repetitionCount(bool imageKnownToBeComplete) |
| { |
| if ((m_repetitionCountStatus == Unknown) || ((m_repetitionCountStatus == Uncertain) && imageKnownToBeComplete)) { |
| // Snag the repetition count. If |imageKnownToBeComplete| is false, the |
| // repetition count may not be accurate yet for GIFs; in this case the |
| // decoder will default to cAnimationLoopOnce, and we'll try and read |
| // the count again once the whole image is decoded. |
| m_repetitionCount = m_source.repetitionCount(); |
| m_repetitionCountStatus = (imageKnownToBeComplete || m_repetitionCount == cAnimationNone) ? Certain : Uncertain; |
| } |
| return m_repetitionCount; |
| } |
| |
| bool BitmapImage::shouldAnimate() |
| { |
| return (repetitionCount(false) != cAnimationNone && !m_animationFinished && imageObserver()); |
| } |
| |
| void BitmapImage::startAnimation(bool catchUpIfNecessary) |
| { |
| if (m_frameTimer || !shouldAnimate() || frameCount() <= 1) |
| return; |
| |
| // Determine time for next frame to start. By ignoring paint and timer lag |
| // in this calculation, we make the animation appear to run at its desired |
| // rate regardless of how fast it's being repainted. |
| const double currentDuration = frameDurationAtIndex(m_currentFrame); |
| const double time = currentTime(); |
| if (m_desiredFrameStartTime == 0) { |
| m_desiredFrameStartTime = time + currentDuration; |
| } else { |
| m_desiredFrameStartTime += currentDuration; |
| |
| // When an animated image is more than five minutes out of date, the |
| // user probably doesn't care about resyncing and we could burn a lot of |
| // time looping through frames below. Just reset the timings. |
| const double cAnimationResyncCutoff = 5 * 60; |
| if ((time - m_desiredFrameStartTime) > cAnimationResyncCutoff) |
| m_desiredFrameStartTime = time + currentDuration; |
| } |
| |
| // Don't advance the animation to an incomplete frame. |
| size_t nextFrame = (m_currentFrame + 1) % frameCount(); |
| if (!m_allDataReceived && !frameIsCompleteAtIndex(nextFrame)) |
| return; |
| |
| // Don't advance past the last frame if we haven't decoded the whole image |
| // yet and our repetition count is potentially unset. The repetition count |
| // in a GIF can potentially come after all the rest of the image data, so |
| // wait on it. |
| if (!m_allDataReceived && repetitionCount(false) == cAnimationLoopOnce && m_currentFrame >= (frameCount() - 1)) |
| return; |
| |
| // The image may load more slowly than it's supposed to animate, so that by |
| // the time we reach the end of the first repetition, we're well behind. |
| // Clamp the desired frame start time in this case, so that we don't skip |
| // frames (or whole iterations) trying to "catch up". This is a tradeoff: |
| // It guarantees users see the whole animation the second time through and |
| // don't miss any repetitions, and is closer to what other browsers do; on |
| // the other hand, it makes animations "less accurate" for pages that try to |
| // sync an image and some other resource (e.g. audio), especially if users |
| // switch tabs (and thus stop drawing the animation, which will pause it) |
| // during that initial loop, then switch back later. |
| if (nextFrame == 0 && m_repetitionsComplete == 0 && m_desiredFrameStartTime < time) |
| m_desiredFrameStartTime = time; |
| |
| if (!catchUpIfNecessary || time < m_desiredFrameStartTime) { |
| // Haven't yet reached time for next frame to start; delay until then. |
| m_frameTimer = new Timer<BitmapImage>(this, &BitmapImage::advanceAnimation); |
| m_frameTimer->startOneShot(std::max(m_desiredFrameStartTime - time, 0.)); |
| } else { |
| // We've already reached or passed the time for the next frame to start. |
| // See if we've also passed the time for frames after that to start, in |
| // case we need to skip some frames entirely. Remember not to advance |
| // to an incomplete frame. |
| for (size_t frameAfterNext = (nextFrame + 1) % frameCount(); frameIsCompleteAtIndex(frameAfterNext); frameAfterNext = (nextFrame + 1) % frameCount()) { |
| // Should we skip the next frame? |
| double frameAfterNextStartTime = m_desiredFrameStartTime + frameDurationAtIndex(nextFrame); |
| if (time < frameAfterNextStartTime) |
| break; |
| |
| // Yes; skip over it without notifying our observers. |
| if (!internalAdvanceAnimation(true)) |
| return; |
| m_desiredFrameStartTime = frameAfterNextStartTime; |
| nextFrame = frameAfterNext; |
| } |
| |
| // Draw the next frame immediately. Note that m_desiredFrameStartTime |
| // may be in the past, meaning the next time through this function we'll |
| // kick off the next advancement sooner than this frame's duration would |
| // suggest. |
| if (internalAdvanceAnimation(false)) { |
| // The image region has been marked dirty, but once we return to our |
| // caller, draw() will clear it, and nothing will cause the |
| // animation to advance again. We need to start the timer for the |
| // next frame running, or the animation can hang. (Compare this |
| // with when advanceAnimation() is called, and the region is dirtied |
| // while draw() is not in the callstack, meaning draw() gets called |
| // to update the region and thus startAnimation() is reached again.) |
| // NOTE: For large images with slow or heavily-loaded systems, |
| // throwing away data as we go (see destroyDecodedData()) means we |
| // can spend so much time re-decoding data above that by the time we |
| // reach here we're behind again. If we let startAnimation() run |
| // the catch-up code again, we can get long delays without painting |
| // as we race the timer, or even infinite recursion. In this |
| // situation the best we can do is to simply change frames as fast |
| // as possible, so force startAnimation() to set a zero-delay timer |
| // and bail out if we're not caught up. |
| startAnimation(false); |
| } |
| } |
| } |
| |
| void BitmapImage::stopAnimation() |
| { |
| // This timer is used to animate all occurrences of this image. Don't invalidate |
| // the timer unless all renderers have stopped drawing. |
| delete m_frameTimer; |
| m_frameTimer = 0; |
| } |
| |
| void BitmapImage::resetAnimation() |
| { |
| stopAnimation(); |
| m_currentFrame = 0; |
| m_repetitionsComplete = 0; |
| m_desiredFrameStartTime = 0; |
| m_animationFinished = false; |
| |
| // For extremely large animations, when the animation is reset, we just throw everything away. |
| destroyDecodedDataIfNecessary(true); |
| } |
| |
| void BitmapImage::advanceAnimation(Timer<BitmapImage>*) |
| { |
| internalAdvanceAnimation(false); |
| // At this point the image region has been marked dirty, and if it's |
| // onscreen, we'll soon make a call to draw(), which will call |
| // startAnimation() again to keep the animation moving. |
| } |
| |
| bool BitmapImage::internalAdvanceAnimation(bool skippingFrames) |
| { |
| // Stop the animation. |
| stopAnimation(); |
| |
| // See if anyone is still paying attention to this animation. If not, we don't |
| // advance and will remain suspended at the current frame until the animation is resumed. |
| if (!skippingFrames && imageObserver()->shouldPauseAnimation(this)) |
| return false; |
| |
| ++m_currentFrame; |
| bool advancedAnimation = true; |
| bool destroyAll = false; |
| if (m_currentFrame >= frameCount()) { |
| ++m_repetitionsComplete; |
| |
| // Get the repetition count again. If we weren't able to get a |
| // repetition count before, we should have decoded the whole image by |
| // now, so it should now be available. |
| if (repetitionCount(true) && m_repetitionsComplete >= m_repetitionCount) { |
| m_animationFinished = true; |
| m_desiredFrameStartTime = 0; |
| --m_currentFrame; |
| advancedAnimation = false; |
| } else { |
| m_currentFrame = 0; |
| destroyAll = true; |
| } |
| } |
| destroyDecodedDataIfNecessary(destroyAll); |
| |
| // We need to draw this frame if we advanced to it while not skipping, or if |
| // while trying to skip frames we hit the last frame and thus had to stop. |
| if (skippingFrames != advancedAnimation) |
| imageObserver()->animationAdvanced(this); |
| return advancedAnimation; |
| } |
| |
| } |