/* * 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. */ #include "config.h" #include "BitmapImage.h" #include "FloatRect.h" #include "ImageObserver.h" #include "IntRect.h" #include "PlatformString.h" #include "Timer.h" #include #include "MIMETypeRegistry.h" namespace WebCore { // Animated images >5MB are considered large enough that we'll only hang on to // one frame at a time. const unsigned cLargeAnimationCutoff = 5242880; BitmapImage::BitmapImage(ImageObserver* observer) : Image(observer) , m_currentFrame(0) , m_frames(0) , m_frameTimer(0) , m_repetitionCount(0) , m_repetitionsComplete(0) , m_isSolidColor(false) , m_animatingImageType(true) , m_animationFinished(false) , m_allDataReceived(false) , m_haveSize(false) , m_sizeAvailable(false) , m_decodedSize(0) { initPlatformData(); } BitmapImage::~BitmapImage() { invalidatePlatformData(); stopAnimation(); } void BitmapImage::destroyDecodedData(bool incremental) { // Destroy the cached images and release them. if (m_frames.size()) { int sizeChange = 0; int frameSize = m_size.width() * m_size.height() * 4; for (unsigned i = incremental ? m_frames.size() - 1 : 0; i < m_frames.size(); i++) { if (m_frames[i].m_frame) { sizeChange -= frameSize; m_frames[i].clear(); } } // We just always invalidate our platform data, even in the incremental case. // This could be better, but it's not a big deal. m_isSolidColor = false; invalidatePlatformData(); if (sizeChange) { m_decodedSize += sizeChange; if (imageObserver()) imageObserver()->decodedSizeChanged(this, sizeChange); } if (!incremental) { // Reset the image source, since Image I/O has an underlying cache that it uses // while animating that it seems to never clear. m_source.clear(); m_source.setData(m_data.get(), m_allDataReceived); } } } void BitmapImage::cacheFrame(size_t index) { size_t numFrames = frameCount(); ASSERT(m_decodedSize == 0 || numFrames > 1); if (!m_frames.size() && shouldAnimate()) { // Snag the repetition count. m_repetitionCount = m_source.repetitionCount(); if (m_repetitionCount == cAnimationNone) m_animatingImageType = false; } if (m_frames.size() < numFrames) m_frames.resize(numFrames); m_frames[index].m_frame = m_source.createFrameAtIndex(index); if (numFrames == 1 && m_frames[index].m_frame) checkForSolidColor(); if (shouldAnimate()) m_frames[index].m_duration = m_source.frameDurationAtIndex(index); m_frames[index].m_hasAlpha = m_source.frameHasAlphaAtIndex(index); int sizeChange = m_frames[index].m_frame ? m_size.width() * m_size.height() * 4 : 0; if (sizeChange) { m_decodedSize += sizeChange; if (imageObserver()) imageObserver()->decodedSizeChanged(this, sizeChange); } } IntSize BitmapImage::size() const { if (m_sizeAvailable && !m_haveSize) { m_size = m_source.size(); m_haveSize = true; } return m_size; } bool BitmapImage::dataChanged(bool allDataReceived) { destroyDecodedData(true); // Feed all the data we've seen so far to the image decoder. m_allDataReceived = allDataReceived; m_source.setData(m_data.get(), allDataReceived); // Image properties will not be available until the first frame of the file // reaches kCGImageStatusIncomplete. return isSizeAvailable(); } size_t BitmapImage::frameCount() { return m_source.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; } float BitmapImage::frameDurationAtIndex(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_duration; } bool BitmapImage::frameHasAlphaAtIndex(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_hasAlpha; } bool BitmapImage::shouldAnimate() { return (m_animatingImageType && !m_animationFinished && imageObserver()); } void BitmapImage::startAnimation() { if (m_frameTimer || !shouldAnimate() || frameCount() <= 1) return; // Don't advance the animation until the current frame has completely loaded. if (!m_source.frameIsCompleteAtIndex(m_currentFrame)) return; m_frameTimer = new Timer(this, &BitmapImage::advanceAnimation); m_frameTimer->startOneShot(frameDurationAtIndex(m_currentFrame)); } 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_animationFinished = false; int frameSize = m_size.width() * m_size.height() * 4; // For extremely large animations, when the animation is reset, we just throw everything away. if (frameCount() * frameSize > cLargeAnimationCutoff) destroyDecodedData(); } void BitmapImage::advanceAnimation(Timer* timer) { // 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 (imageObserver()->shouldPauseAnimation(this)) return; m_currentFrame++; if (m_currentFrame >= frameCount()) { m_repetitionsComplete += 1; if (m_repetitionCount && m_repetitionsComplete >= m_repetitionCount) { m_animationFinished = true; m_currentFrame--; return; } m_currentFrame = 0; } // Notify our observer that the animation has advanced. imageObserver()->animationAdvanced(this); // For large animated images, go ahead and throw away frames as we go to save // footprint. int frameSize = m_size.width() * m_size.height() * 4; if (frameCount() * frameSize > cLargeAnimationCutoff) { // Destroy all of our frames and just redecode every time. destroyDecodedData(); // Go ahead and decode the next frame. frameAtIndex(m_currentFrame); } // We do not advance the animation explicitly. We rely on a subsequent draw of the image // to force a request for the next frame via startAnimation(). This allows images that move offscreen while // scrolling to stop animating (thus saving memory from additional decoded frames and // CPU time spent doing the decoding). } }