256 lines
6.3 KiB
C++
256 lines
6.3 KiB
C++
/*
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This file is part of Telegram Desktop,
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the official desktop application for the Telegram messaging service.
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For license and copyright information please follow this link:
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https://github.com/telegramdesktop/tdesktop/blob/master/LEGAL
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*/
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#include "lottie/lottie_multi_player.h"
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#include "lottie/lottie_frame_renderer.h"
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#include "lottie/lottie_animation.h"
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#include "logs.h"
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#include <range/v3/algorithm/remove.hpp>
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namespace Lottie {
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std::shared_ptr<FrameRenderer> MakeFrameRenderer() {
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return FrameRenderer::CreateIndependent();
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}
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MultiPlayer::MultiPlayer(std::shared_ptr<FrameRenderer> renderer)
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: _timer([=] { checkNextFrameRender(); })
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, _renderer(renderer ? std::move(renderer) : FrameRenderer::Instance()) {
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crl::on_main_update_requests(
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) | rpl::start_with_next([=] {
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checkStep();
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}, _lifetime);
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}
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MultiPlayer::~MultiPlayer() {
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for (const auto &[animation, state] : _active) {
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_renderer->remove(state);
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}
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}
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not_null<Animation*> MultiPlayer::append(
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FnMut<void(FnMut<void(QByteArray &&cached)>)> get, // Main thread.
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FnMut<void(QByteArray &&cached)> put, // Unknown thread.
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const QByteArray &content,
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const FrameRequest &request) {
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_animations.push_back(std::make_unique<Animation>(
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this,
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std::move(get),
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std::move(put),
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content,
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request));
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return _animations.back().get();
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}
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not_null<Animation*> MultiPlayer::append(
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const QByteArray &content,
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const FrameRequest &request) {
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_animations.push_back(std::make_unique<Animation>(
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this,
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content,
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request));
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return _animations.back().get();
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}
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void MultiPlayer::startAtRightTime(not_null<SharedState*> state) {
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Expects(!_active.empty());
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Expects((_active.size() == 1) == (_started == kTimeUnknown));
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const auto now = crl::now();
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if (_active.size() == 1) {
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_started = now;
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}
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const auto rate = state->information().frameRate;
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Assert(rate != 0);
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const auto started = _started + _delay;
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const auto skipFrames = (now - started) * rate / 1000;
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state->start(this, _started, _delay, skipFrames);
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}
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void MultiPlayer::start(
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not_null<Animation*> animation,
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std::unique_ptr<SharedState> state) {
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Expects(state != nullptr);
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if (_nextFrameTime == kTimeUnknown) {
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appendToActive(animation, std::move(state));
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} else {
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// We always try to mark as shown at the same time, so we start a new
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// animation at the same time we mark all existing as shown.
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_pendingToStart.emplace(animation, std::move(state));
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}
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}
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void MultiPlayer::appendPendingToActive() {
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for (auto &[animation, state] : base::take(_pendingToStart)) {
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appendToActive(animation, std::move(state));
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}
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}
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void MultiPlayer::appendToActive(
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not_null<Animation*> animation,
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std::unique_ptr<SharedState> state) {
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Expects(_nextFrameTime == kTimeUnknown);
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_active.emplace(animation, state.get());
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auto information = state->information();
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startAtRightTime(state.get());
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_renderer->append(std::move(state));
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_updates.fire({});
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}
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void MultiPlayer::remove(not_null<Animation*> animation) {
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const auto i = _active.find(animation);
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if (i != end(_active)) {
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_renderer->remove(i->second);
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}
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_animations.erase(
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ranges::remove(
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_animations,
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animation.get(),
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&std::unique_ptr<Animation>::get),
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end(_animations));
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if (_active.empty()) {
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_started = kTimeUnknown;
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_delay = 0;
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_nextFrameTime = kTimeUnknown;
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_timer.cancel();
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}
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}
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void MultiPlayer::failed(not_null<Animation*> animation, Error error) {
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//_updates.fire({ animation, error });
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}
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rpl::producer<MultiUpdate> MultiPlayer::updates() const {
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return _updates.events();
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}
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void MultiPlayer::checkStep() {
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if (_active.empty() || _nextFrameTime == kFrameDisplayTimeAlreadyDone) {
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return;
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} else if (_nextFrameTime != kTimeUnknown) {
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checkNextFrameRender();
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} else {
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checkNextFrameAvailability();
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}
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}
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void MultiPlayer::checkNextFrameAvailability() {
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Expects(_nextFrameTime == kTimeUnknown);
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auto next = kTimeUnknown;
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for (const auto &[animation, state] : _active) {
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const auto time = state->nextFrameDisplayTime();
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if (time == kTimeUnknown) {
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for (const auto &[animation, state] : _active) {
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if (state->nextFrameDisplayTime() != kTimeUnknown) {
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PROFILE_LOG(("PLAYER -------- SOME READY, BUT NOT ALL"));
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break;
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}
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}
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return;
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} else if (time == kFrameDisplayTimeAlreadyDone) {
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continue;
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}
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if (next == kTimeUnknown || next > time) {
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next = time;
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}
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}
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if (next == kTimeUnknown) {
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PROFILE_LOG(("PLAYER ALL DISPLAYED, WAITING PAINT."));
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return;
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}
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PROFILE_LOG(("PLAYER NEXT FRAME TIME: %1").arg(next));
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_nextFrameTime = next;
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checkNextFrameRender();
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}
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void MultiPlayer::checkNextFrameRender() {
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Expects(_nextFrameTime != kTimeUnknown);
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const auto now = crl::now();
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if (now < _nextFrameTime) {
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if (!_timer.isActive()) {
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PROFILE_LOG(("PLAYER TIMER FOR: %1").arg(_nextFrameTime - now));
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_timer.callOnce(_nextFrameTime - now);
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}
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} else {
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_timer.cancel();
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markFrameDisplayed(now);
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addTimelineDelay(now - _nextFrameTime);
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_nextFrameTime = kFrameDisplayTimeAlreadyDone;
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_updates.fire({});
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}
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}
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void MultiPlayer::updateFrameRequest(
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not_null<const Animation*> animation,
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const FrameRequest &request) {
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const auto i = _active.find(animation);
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Assert(i != _active.end());
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_renderer->updateFrameRequest(i->second, request);
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}
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void MultiPlayer::markFrameDisplayed(crl::time now) {
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Expects(!_active.empty());
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auto displayed = 0;
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auto waiting = 0;
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for (const auto &[animation, state] : _active) {
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const auto time = state->nextFrameDisplayTime();
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Assert(time != kTimeUnknown);
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if (time == kFrameDisplayTimeAlreadyDone) {
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continue;
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} else if (now >= time) {
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++displayed;
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state->markFrameDisplayed(now);
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} else {
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++waiting;
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}
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}
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PROFILE_LOG(("PLAYER FRAME DISPLAYED AT: %1 (MARKED %2, WAITING %3)").arg(now).arg(displayed).arg(waiting));
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}
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void MultiPlayer::addTimelineDelay(crl::time delayed) {
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Expects(!_active.empty());
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for (const auto &[animation, state] : _active) {
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state->addTimelineDelay(delayed);
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}
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_delay += delayed;
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}
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void MultiPlayer::markFrameShown() {
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if (_nextFrameTime == kFrameDisplayTimeAlreadyDone) {
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_nextFrameTime = kTimeUnknown;
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appendPendingToActive();
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}
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auto count = 0;
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for (const auto &[animation, state] : _active) {
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if (state->markFrameShown() != kTimeUnknown) {
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++count;
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}
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}
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PROFILE_LOG(("PLAYER MARKED SHOWN %1 OF %2").arg(count).arg(_active.size()));
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if (count) {
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_renderer->frameShown();
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}
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}
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} // namespace Lottie
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