tdesktop/Telegram/SourceFiles/lottie/lottie_multi_player.cpp

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/*
This file is part of Telegram Desktop,
the official desktop application for the Telegram messaging service.
For license and copyright information please follow this link:
https://github.com/telegramdesktop/tdesktop/blob/master/LEGAL
*/
#include "lottie/lottie_multi_player.h"
#include "lottie/lottie_frame_renderer.h"
#include "lottie/lottie_animation.h"
#include "logs.h"
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#include <range/v3/algorithm/remove.hpp>
namespace Lottie {
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MultiPlayer::MultiPlayer(
Quality quality,
std::shared_ptr<FrameRenderer> renderer)
: _quality(quality)
, _timer([=] { checkNextFrameRender(); })
, _renderer(renderer ? std::move(renderer) : FrameRenderer::Instance()) {
crl::on_main_update_requests(
) | rpl::start_with_next([=] {
checkStep();
}, _lifetime);
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}
MultiPlayer::~MultiPlayer() {
for (const auto &[animation, state] : _active) {
_renderer->remove(state);
}
for (const auto &[animation, info] : _paused) {
_renderer->remove(info.state);
}
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}
not_null<Animation*> MultiPlayer::append(
FnMut<void(FnMut<void(QByteArray &&cached)>)> get, // Main thread.
FnMut<void(QByteArray &&cached)> put, // Unknown thread.
const QByteArray &content,
const FrameRequest &request) {
_animations.push_back(std::make_unique<Animation>(
this,
std::move(get),
std::move(put),
content,
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request,
_quality));
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return _animations.back().get();
}
not_null<Animation*> MultiPlayer::append(
const QByteArray &content,
const FrameRequest &request) {
_animations.push_back(std::make_unique<Animation>(
this,
content,
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request,
_quality));
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return _animations.back().get();
}
void MultiPlayer::startAtRightTime(std::unique_ptr<SharedState> state) {
if (_started == kTimeUnknown) {
_started = crl::now();
_lastSyncTime = kTimeUnknown;
_delay = 0;
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}
const auto lastSyncTime = (_lastSyncTime != kTimeUnknown)
? _lastSyncTime
: _started;
const auto frameIndex = countFrameIndex(
state.get(),
lastSyncTime,
_delay);
state->start(this, _started, _delay, frameIndex);
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const auto request = state->frameForPaint()->request;
_renderer->append(std::move(state), request);
}
int MultiPlayer::countFrameIndex(
not_null<SharedState*> state,
crl::time time,
crl::time delay) const {
Expects(time != kTimeUnknown);
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const auto rate = state->information().frameRate;
Assert(rate != 0);
const auto framesTime = time - _started - delay;
return ((framesTime + 1) * rate - 1) / 1000;
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}
void MultiPlayer::start(
not_null<Animation*> animation,
std::unique_ptr<SharedState> state) {
Expects(state != nullptr);
const auto paused = _pausedBeforeStart.remove(animation);
auto info = StartingInfo{ std::move(state), paused };
if (_active.empty()
|| (_lastSyncTime == kTimeUnknown
&& _nextFrameTime == kTimeUnknown)) {
addNewToActive(animation, std::move(info));
} else {
// We always try to mark as shown at the same time, so we start a new
// animation at the same time we mark all existing as shown.
_pendingToStart.emplace(animation, std::move(info));
}
_updates.fire({});
}
void MultiPlayer::addNewToActive(
not_null<Animation*> animation,
StartingInfo &&info) {
_active.emplace(animation, info.state.get());
startAtRightTime(std::move(info.state));
if (info.paused) {
_pendingPause.emplace(animation);
}
}
void MultiPlayer::processPending() {
Expects(_lastSyncTime != kTimeUnknown);
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for (const auto &animation : base::take(_pendingPause)) {
pauseAndSaveState(animation);
}
for (const auto &animation : base::take(_pendingUnpause)) {
unpauseAndKeepUp(animation);
}
for (auto &[animation, info] : base::take(_pendingToStart)) {
addNewToActive(animation, std::move(info));
}
for (const auto &animation : base::take(_pendingRemove)) {
removeNow(animation);
}
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}
void MultiPlayer::remove(not_null<Animation*> animation) {
if (!_active.empty()) {
_pendingRemove.emplace(animation);
} else {
removeNow(animation);
}
}
void MultiPlayer::removeNow(not_null<Animation*> animation) {
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const auto i = _active.find(animation);
if (i != end(_active)) {
_renderer->remove(i->second);
_active.erase(i);
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}
const auto j = _paused.find(animation);
if (j != end(_paused)) {
_renderer->remove(j->second.state);
_paused.erase(j);
}
_pendingRemove.remove(animation);
_pendingToStart.remove(animation);
_pendingPause.remove(animation);
_pendingUnpause.remove(animation);
_pausedBeforeStart.remove(animation);
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_animations.erase(
ranges::remove(
_animations,
animation.get(),
&std::unique_ptr<Animation>::get),
end(_animations));
if (_active.empty()) {
_nextFrameTime = kTimeUnknown;
_timer.cancel();
if (_paused.empty()) {
_started = kTimeUnknown;
_lastSyncTime = kTimeUnknown;
_delay = 0;
}
}
}
void MultiPlayer::pause(not_null<Animation*> animation) {
if (_active.contains(animation)) {
_pendingPause.emplace(animation);
} else if (_paused.contains(animation)) {
_pendingUnpause.remove(animation);
} else if (const auto i = _pendingToStart.find(animation); i != end(_pendingToStart)) {
i->second.paused = true;
} else {
_pausedBeforeStart.emplace(animation);
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}
}
void MultiPlayer::unpause(not_null<Animation*> animation) {
if (const auto i = _paused.find(animation); i != end(_paused)) {
if (_active.empty()) {
unpauseFirst(animation, i->second.state);
_paused.erase(i);
} else {
_pendingUnpause.emplace(animation);
}
} else if (_pendingPause.contains(animation)) {
_pendingPause.remove(animation);
} else {
const auto i = _pendingToStart.find(animation);
if (i != end(_pendingToStart)) {
i->second.paused = false;
} else {
_pausedBeforeStart.remove(animation);
}
}
}
void MultiPlayer::unpauseFirst(
not_null<Animation*> animation,
not_null<SharedState*> state) {
Expects(_lastSyncTime != kTimeUnknown);
_active.emplace(animation, state);
const auto now = crl::now();
addTimelineDelay(now - _lastSyncTime);
_lastSyncTime = now;
markFrameShown();
}
void MultiPlayer::pauseAndSaveState(not_null<Animation*> animation) {
Expects(_lastSyncTime != kTimeUnknown);
const auto i = _active.find(animation);
Assert(i != end(_active));
_paused.emplace(
animation,
PausedInfo{ i->second, _lastSyncTime, _delay });
_active.erase(i);
}
void MultiPlayer::unpauseAndKeepUp(not_null<Animation*> animation) {
Expects(_lastSyncTime != kTimeUnknown);
const auto i = _paused.find(animation);
Assert(i != end(_paused));
const auto state = i->second.state;
const auto frameIndexAtPaused = countFrameIndex(
state,
i->second.pauseTime,
i->second.pauseDelay);
const auto frameIndexNow = countFrameIndex(
state,
_lastSyncTime,
_delay);
state->addTimelineDelay(
(_delay - i->second.pauseDelay),
frameIndexNow - frameIndexAtPaused);
_active.emplace(animation, state);
_paused.erase(i);
}
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void MultiPlayer::failed(not_null<Animation*> animation, Error error) {
//_updates.fire({ animation, error });
}
rpl::producer<MultiUpdate> MultiPlayer::updates() const {
return _updates.events();
}
void MultiPlayer::checkStep() {
if (_active.empty() || _nextFrameTime == kFrameDisplayTimeAlreadyDone) {
return;
} else if (_nextFrameTime != kTimeUnknown) {
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checkNextFrameRender();
} else {
checkNextFrameAvailability();
}
}
void MultiPlayer::checkNextFrameAvailability() {
Expects(_nextFrameTime == kTimeUnknown);
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auto next = kTimeUnknown;
for (const auto &[animation, state] : _active) {
const auto time = state->nextFrameDisplayTime();
if (time == kTimeUnknown) {
for (const auto &[animation, state] : _active) {
if (state->nextFrameDisplayTime() != kTimeUnknown) {
break;
}
}
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return;
} else if (time == kFrameDisplayTimeAlreadyDone) {
continue;
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}
if (next == kTimeUnknown || next > time) {
next = time;
}
}
if (next == kTimeUnknown) {
return;
}
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_nextFrameTime = next;
checkNextFrameRender();
}
void MultiPlayer::checkNextFrameRender() {
Expects(_nextFrameTime != kTimeUnknown);
const auto now = crl::now();
if (now < _nextFrameTime) {
if (!_timer.isActive()) {
_timer.callOnce(_nextFrameTime - now);
}
} else {
_timer.cancel();
markFrameDisplayed(now);
addTimelineDelay(now - _nextFrameTime);
_lastSyncTime = now;
_nextFrameTime = kFrameDisplayTimeAlreadyDone;
processPending();
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_updates.fire({});
}
}
void MultiPlayer::updateFrameRequest(
not_null<const Animation*> animation,
const FrameRequest &request) {
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const auto state = [&]() -> Lottie::SharedState* {
const auto key = animation;
if (const auto i = _active.find(animation); i != end(_active)) {
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return i->second;
} else if (const auto j = _paused.find(animation);
j != end(_paused)) {
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return j->second.state;
} else if (const auto k = _pendingToStart.find(animation);
k != end(_pendingToStart)) {
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return nullptr;
}
Unexpected("Animation in MultiPlayer::updateFrameRequest.");
}();
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if (state) {
_renderer->updateFrameRequest(state, request);
}
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}
void MultiPlayer::markFrameDisplayed(crl::time now) {
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Expects(!_active.empty());
for (const auto &[animation, state] : _active) {
const auto time = state->nextFrameDisplayTime();
Assert(time != kTimeUnknown);
if (time == kFrameDisplayTimeAlreadyDone) {
continue;
} else if (now >= time) {
state->markFrameDisplayed(now);
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}
}
}
void MultiPlayer::addTimelineDelay(crl::time delayed) {
Expects(!_active.empty());
for (const auto &[animation, state] : _active) {
state->addTimelineDelay(delayed);
}
_delay += delayed;
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}
void MultiPlayer::markFrameShown() {
if (_nextFrameTime == kFrameDisplayTimeAlreadyDone) {
_nextFrameTime = kTimeUnknown;
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}
auto count = 0;
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for (const auto &[animation, state] : _active) {
if (state->markFrameShown()) {
++count;
}
}
if (count) {
_renderer->frameShown();
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}
}
} // namespace Lottie