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// Copyright 2019 Google LLC.
// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
#include "tools/skottie_ios_app/SkottieViewController.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSurface.h"
#include "modules/skottie/include/Skottie.h"
#include "src/base/SkTime.h"
#include <cmath>
////////////////////////////////////////////////////////////////////////////////
class SkAnimationDraw {
public:
SkAnimationDraw() = default;
~SkAnimationDraw() = default;
explicit operator bool() const { return fAnimation != nullptr; }
void draw(SkSize size, SkCanvas* canvas) {
if (size.width() != fSize.width() || size.height() != fSize.height()) {
// Cache the current matrix; change only if size changes.
if (fAnimationSize.width() > 0 && fAnimationSize.height() > 0) {
float scale = std::min(size.width() / fAnimationSize.width(),
size.height() / fAnimationSize.height());
fMatrix.setScaleTranslate(
scale, scale,
(size.width() - fAnimationSize.width() * scale) * 0.5f,
(size.height() - fAnimationSize.height() * scale) * 0.5f);
} else {
fMatrix = SkMatrix();
}
fSize = size;
}
canvas->concat(fMatrix);
SkRect rect = {0, 0, fAnimationSize.width(), fAnimationSize.height()};
canvas->drawRect(rect, SkPaint(SkColors::kWhite));
fAnimation->render(canvas);
}
void load(const void* data, size_t length) {
skottie::Animation::Builder builder;
fAnimation = builder.make((const char*)data, (size_t)length);
fSize = {0, 0};
fAnimationSize = fAnimation ? fAnimation->size() : SkSize{0, 0};
}
void seek(double time) { if (fAnimation) { fAnimation->seekFrameTime(time, nullptr); } }
float duration() { return fAnimation ? fAnimation->duration() : 0; }
SkSize size() { return fAnimationSize; }
private:
sk_sp<skottie::Animation> fAnimation; // owner
SkSize fSize;
SkSize fAnimationSize;
SkMatrix fMatrix;
SkAnimationDraw(const SkAnimationDraw&) = delete;
SkAnimationDraw& operator=(const SkAnimationDraw&) = delete;
};
////////////////////////////////////////////////////////////////////////////////
class SkTimeKeeper {
private:
double fStartTime = 0; // used when running
float fAnimationMoment = 0; // when paused.
float fDuration = 0;
bool fPaused = false;
bool fStopAtEnd = false;
public:
void setStopAtEnd(bool s) { fStopAtEnd = s; }
float currentTime() {
if (0 == fDuration) {
return 0;
}
if (fPaused) {
return fAnimationMoment;
}
double time = 1e-9 * (SkTime::GetNSecs() - fStartTime);
if (fStopAtEnd && time >= fDuration) {
fPaused = true;
fAnimationMoment = fDuration;
return fAnimationMoment;
}
return std::fmod(time, fDuration);
}
void setDuration(float d) {
fDuration = d;
fStartTime = SkTime::GetNSecs();
fAnimationMoment = 0;
}
bool paused() const { return fPaused; }
float duration() const { return fDuration; }
void seek(float seconds) {
if (fPaused) {
fAnimationMoment = std::fmod(seconds, fDuration);
} else {
fStartTime = SkTime::GetNSecs() - 1e9 * seconds;
}
}
void togglePaused() {
if (fPaused) {
double offset = (fAnimationMoment >= fDuration) ? 0 : -1e9 * fAnimationMoment;
fStartTime = SkTime::GetNSecs() + offset;
fPaused = false;
} else {
fAnimationMoment = this->currentTime();
fPaused = true;
}
}
};
////////////////////////////////////////////////////////////////////////////////
@implementation SkottieViewController {
SkAnimationDraw fDraw;
SkTimeKeeper fClock;
}
- (bool)loadAnimation:(NSData*) data {
fDraw.load((const void*)[data bytes], (size_t)[data length]);
fClock.setDuration(fDraw.duration());
return (bool)fDraw;
}
- (void)setStopAtEnd:(bool)stop { fClock.setStopAtEnd(stop); }
- (float)animationDurationSeconds { return fClock.duration(); }
- (float)currentTime { return fDraw ? fClock.currentTime() : 0; }
- (void)seek:(float)seconds {
if (fDraw) {
fClock.seek(seconds);
}
}
- (CGSize)size { return {(CGFloat)fDraw.size().width(), (CGFloat)fDraw.size().height()}; }
- (bool)togglePaused {
fClock.togglePaused();
return fClock.paused();
}
- (bool)isPaused { return fClock.paused(); }
- (void)draw:(CGRect)rect toCanvas:(SkCanvas*)canvas atSize:(CGSize)size {
// TODO(halcanary): Use the rect and the InvalidationController to speed up rendering.
if (rect.size.width > 0 && rect.size.height > 0 && fDraw && canvas) {
if (!fClock.paused()) {
fDraw.seek(fClock.currentTime());
}
fDraw.draw(SkSize{(float)size.width, (float)size.height}, canvas);
}
}
@end