tdesktop/Telegram/SourceFiles/lottie/lottie_multi_player.cpp

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2019-06-28 13:24:33 +00:00
/*
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 <range/v3/algorithm/remove.hpp>
namespace Lottie {
std::shared_ptr<FrameRenderer> MakeFrameRenderer() {
return FrameRenderer::CreateIndependent();
}
MultiPlayer::MultiPlayer(std::shared_ptr<FrameRenderer> renderer)
: _renderer(renderer ? std::move(renderer) : FrameRenderer::Instance()) {
}
MultiPlayer::~MultiPlayer() {
for (const auto &[animation, state] : _active) {
_renderer->remove(state);
}
}
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,
request));
return _animations.back().get();
}
not_null<Animation*> MultiPlayer::append(
const QByteArray &content,
const FrameRequest &request) {
_animations.push_back(std::make_unique<Animation>(
this,
content,
request));
return _animations.back().get();
}
crl::time MultiPlayer::startAtRightTime(not_null<SharedState*> state) {
Expects(!_active.empty());
Expects((_active.size() == 1) == (_started == kTimeUnknown));
if (_active.size() == 1) {
_started = crl::now();
state->start(this, _started);
return _started;
}
const auto now = crl::now();
const auto rate = state->information().frameRate;
Assert(rate != 0);
const auto started = _started + _accumulatedDelay;
const auto skipFrames = (now - started) * rate / 1000;
const auto startAt = started + (1000 * skipFrames / rate);
state->start(this, startAt);
return startAt;
}
void MultiPlayer::start(
not_null<Animation*> animation,
std::unique_ptr<SharedState> state) {
Expects(state != nullptr);
_active.emplace(animation, state.get());
auto information = state->information();
startAtRightTime(state.get());
_renderer->append(std::move(state));
_updates.fire({});
crl::on_main_update_requests(
) | rpl::start_with_next([=] {
checkStep();
}, _lifetime);
_nextFrameTime = kTimeUnknown;
_timer.cancel();
checkStep();
}
void MultiPlayer::remove(not_null<Animation*> animation) {
const auto i = _active.find(animation);
if (i != end(_active)) {
_renderer->remove(i->second);
}
_animations.erase(
ranges::remove(
_animations,
animation.get(),
&std::unique_ptr<Animation>::get),
end(_animations));
if (_active.empty()) {
_started = kTimeUnknown;
_accumulatedDelay = 0;
_nextFrameTime = kTimeUnknown;
_timer.cancel();
}
}
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 (_nextFrameTime != kTimeUnknown) {
checkNextFrameRender();
} else {
checkNextFrameAvailability();
}
}
void MultiPlayer::checkNextFrameAvailability() {
if (_active.empty()) {
return;
}
auto next = kTimeUnknown;
for (const auto &[animation, state] : _active) {
const auto time = state->nextFrameDisplayTime();
if (time == kTimeUnknown) {
return;
}
if (next == kTimeUnknown || next > time) {
next = time;
}
}
Assert(next != kTimeUnknown);
_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();
const auto exact = std::exchange(_nextFrameTime, kTimeUnknown);
markFrameDisplayed(now, now - exact);
_updates.fire({});
checkStep();
}
}
void MultiPlayer::updateFrameRequest(
not_null<const Animation*> animation,
const FrameRequest &request) {
const auto i = _active.find(animation.get());
Assert(i != _active.end());
_renderer->updateFrameRequest(i->second, request);
}
void MultiPlayer::markFrameDisplayed(crl::time now, crl::time delayed) {
Expects(!_active.empty());
for (const auto &[animation, state] : _active) {
const auto time = state->nextFrameDisplayTime();
Assert(time != kTimeUnknown);
if (now >= time) {
state->markFrameDisplayed(now, delayed);
}
}
}
void MultiPlayer::markFrameShown() {
if (_active.empty()) {
return;
}
for (const auto &[animation, state] : _active) {
state->markFrameShown();
}
_renderer->frameShown();
}
} // namespace Lottie