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/*
* Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com)
* Copyright (C) 2004, 2005, 2006, 2008 Apple 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 <wtf/Vector.h>
#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. Note that the repetition count may not be
// accurate yet for GIFs; if we haven't gotten the count from the source
// image yet, it will default to cAnimationLoopOnce, and we'll try and
// read it again once the whole image is decoded.
m_repetitionCount = m_source.repetitionCount();
if (m_repetitionCount == cAnimationNone)
m_animatingImageType = false;
}
if (m_frames.size() < numFrames)
m_frames.grow(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;
// Don't advance past the last frame if we haven't decoded the whole image
// yet and our repetition count is potentially unset. The repetition count
// in a GIF can potentially come after all the rest of the image data, so
// wait on it.
if (!m_allDataReceived && m_repetitionCount == cAnimationLoopOnce && m_currentFrame >= (frameCount() - 1))
return;
m_frameTimer = new Timer<BitmapImage>(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<BitmapImage>* 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;
// Get the repetition count again. If we weren't able to get a
// repetition count before, we should have decoded the whole image by
// now, so it should now be available.
m_repetitionCount = m_source.repetitionCount();
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).
}
}
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