mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-12-02 19:05:38 +00:00
211 lines
6.4 KiB
C++
211 lines
6.4 KiB
C++
// SPDX-License-Identifier: MIT
|
|
//
|
|
// EmulationStation Desktop Edition
|
|
// LottieComponent.cpp
|
|
//
|
|
// Component to play Lottie animations using the rlottie library.
|
|
//
|
|
|
|
#include "components/LottieComponent.h"
|
|
|
|
#include "Log.h"
|
|
#include "Window.h"
|
|
#include "resources/ResourceManager.h"
|
|
#include "utils/FileSystemUtil.h"
|
|
|
|
#include <chrono>
|
|
|
|
LottieComponent::LottieComponent(Window* window)
|
|
: GuiComponent{window}
|
|
, mAnimation{nullptr}
|
|
, mSurface{nullptr}
|
|
, mTotalFrames{0}
|
|
, mFrameNum{0}
|
|
, mFrameRate{0.0}
|
|
, mTargetPacing{0}
|
|
, mTimeAccumulator{0}
|
|
, mHoldFrame{false}
|
|
, mKeepAspectRatio{true}
|
|
{
|
|
// Get an empty texture for rendering the animation.
|
|
mTexture = TextureResource::get("");
|
|
#if defined(USE_OPENGLES_10)
|
|
// This is not really supported by the OpenGL ES standard so hopefully it works
|
|
// with all drivers and on all operating systems.
|
|
mTexture->setFormat(Renderer::Texture::BGRA);
|
|
#endif
|
|
|
|
// Set component defaults.
|
|
setOrigin(0.5f, 0.5f);
|
|
setSize(Renderer::getScreenWidth() * 0.2f, Renderer::getScreenHeight() * 0.2f);
|
|
setPosition(Renderer::getScreenWidth() * 0.3f, Renderer::getScreenHeight() * 0.3f);
|
|
setDefaultZIndex(30.0f);
|
|
setZIndex(30.0f);
|
|
}
|
|
|
|
void LottieComponent::setAnimation(const std::string& path)
|
|
{
|
|
if (mAnimation != nullptr) {
|
|
if (mFuture.valid())
|
|
mFuture.get();
|
|
mSurface.reset();
|
|
mAnimation.reset();
|
|
mPictureRGBA.clear();
|
|
}
|
|
|
|
mPath = path;
|
|
|
|
if (mPath.empty()) {
|
|
LOG(LogError) << "Path to Lottie animation is empty";
|
|
return;
|
|
}
|
|
|
|
if (mPath.front() == ':')
|
|
mPath = ResourceManager::getInstance().getResourcePath(mPath);
|
|
else
|
|
mPath = Utils::FileSystem::expandHomePath(mPath);
|
|
|
|
if (!(Utils::FileSystem::isRegularFile(mPath) || Utils::FileSystem::isSymlink(mPath))) {
|
|
LOG(LogError) << "Couldn't open Lottie animation file \"" << mPath << "\"";
|
|
return;
|
|
}
|
|
|
|
mAnimation = rlottie::Animation::loadFromFile(mPath);
|
|
|
|
if (mAnimation == nullptr) {
|
|
LOG(LogError) << "Couldn't parse Lottie animation file \"" << mPath << "\"";
|
|
return;
|
|
}
|
|
|
|
size_t width = static_cast<size_t>(mSize.x);
|
|
size_t height = static_cast<size_t>(mSize.y);
|
|
|
|
mPictureRGBA.resize(width * height * 4);
|
|
mSurface = std::make_unique<rlottie::Surface>(reinterpret_cast<uint32_t*>(&mPictureRGBA[0]),
|
|
width, height, width * sizeof(uint32_t));
|
|
|
|
if (mSurface == nullptr) {
|
|
LOG(LogError) << "Couldn't create Lottie surface for file \"" << mPath << "\"";
|
|
mAnimation.reset();
|
|
return;
|
|
}
|
|
|
|
// Render the first frame as a type of preload to decrease the chance of seeing a blank
|
|
// texture when first entering a view that uses this animation.
|
|
mFuture = mAnimation->render(mFrameNum, *mSurface, mKeepAspectRatio);
|
|
|
|
// Some statistics for the file.
|
|
double duration = mAnimation->duration();
|
|
mTotalFrames = mAnimation->totalFrame();
|
|
mFrameRate = mAnimation->frameRate();
|
|
|
|
mTargetPacing = static_cast<int>(1000.0 / mFrameRate);
|
|
|
|
LOG(LogDebug) << "Total number of frames: " << mTotalFrames;
|
|
LOG(LogDebug) << "Frame rate: " << mFrameRate;
|
|
LOG(LogDebug) << "Duration: " << duration;
|
|
}
|
|
|
|
void LottieComponent::onSizeChanged()
|
|
{
|
|
// Setting the animation again will completely reinitialize it.
|
|
setAnimation(mPath);
|
|
}
|
|
|
|
void LottieComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
|
|
const std::string& view,
|
|
const std::string& element,
|
|
unsigned int properties)
|
|
{
|
|
// using namespace ThemeFlags;
|
|
GuiComponent::applyTheme(theme, view, element, properties);
|
|
}
|
|
|
|
void LottieComponent::update(int deltaTime)
|
|
{
|
|
if (mAnimation == nullptr)
|
|
return;
|
|
|
|
if (mTimeAccumulator < mTargetPacing) {
|
|
mHoldFrame = true;
|
|
mTimeAccumulator += deltaTime;
|
|
}
|
|
else {
|
|
mHoldFrame = false;
|
|
mTimeAccumulator = mTimeAccumulator - mTargetPacing + deltaTime;
|
|
}
|
|
}
|
|
|
|
void LottieComponent::render(const glm::mat4& parentTrans)
|
|
{
|
|
if (!isVisible())
|
|
return;
|
|
|
|
if (mAnimation == nullptr)
|
|
return;
|
|
|
|
glm::mat4 trans{parentTrans * getTransform()};
|
|
|
|
if (mFrameNum >= mTotalFrames)
|
|
mFrameNum = 0;
|
|
|
|
if (mFrameNum == 0)
|
|
mAnimationStartTime = std::chrono::system_clock::now();
|
|
|
|
bool renderNextFrame = false;
|
|
|
|
if (mFuture.valid()) {
|
|
if (mFuture.wait_for(std::chrono::milliseconds(1)) == std::future_status::ready) {
|
|
mTexture->initFromPixels(&mPictureRGBA.at(0), static_cast<size_t>(mSize.x),
|
|
static_cast<size_t>(mSize.y));
|
|
mFuture.get();
|
|
++mFrameNum;
|
|
renderNextFrame = true;
|
|
}
|
|
}
|
|
else {
|
|
renderNextFrame = true;
|
|
}
|
|
if (renderNextFrame && !mHoldFrame)
|
|
mFuture = mAnimation->render(mFrameNum, *mSurface, mKeepAspectRatio);
|
|
|
|
Renderer::setMatrix(trans);
|
|
|
|
if (Settings::getInstance()->getBool("DebugImage"))
|
|
Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0xFF000033, 0xFF000033);
|
|
|
|
if (mTexture->getSize().x != 0.0f) {
|
|
mTexture->bind();
|
|
|
|
Renderer::Vertex vertices[4];
|
|
|
|
// clang-format off
|
|
vertices[0] = {{0.0f, 0.0f }, {0.0f, 0.0f}, 0xFFFFFFFF};
|
|
vertices[1] = {{0.0f, mSize.y}, {0.0f, 1.0f}, 0xFFFFFFFF};
|
|
vertices[2] = {{mSize.x, 0.0f }, {1.0f, 0.0f}, 0xFFFFFFFF};
|
|
vertices[3] = {{mSize.x, mSize.y}, {1.0f, 1.0f}, 0xFFFFFFFF};
|
|
// clang-format on
|
|
|
|
// Round vertices.
|
|
for (int i = 0; i < 4; ++i)
|
|
vertices[i].pos = glm::round(vertices[i].pos);
|
|
|
|
#if defined(USE_OPENGL_21)
|
|
// Perform color space conversion from BGRA to RGBA.
|
|
vertices[0].shaders = Renderer::SHADER_BGRA_TO_RGBA;
|
|
#endif
|
|
|
|
// Render it.
|
|
Renderer::drawTriangleStrips(&vertices[0], 4, trans);
|
|
}
|
|
|
|
if (!mHoldFrame && mFrameNum == mTotalFrames - 1) {
|
|
mAnimationEndTime = std::chrono::system_clock::now();
|
|
LOG(LogDebug) << "LottieComponent::render(): Animation duration: "
|
|
<< std::chrono::duration_cast<std::chrono::milliseconds>(mAnimationEndTime -
|
|
mAnimationStartTime)
|
|
.count()
|
|
<< " ms";
|
|
}
|
|
}
|