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/*
* Copyright (c) 2018 Samsung Electronics Co., Ltd. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _RLOTTIE_H_
#define _RLOTTIE_H_
#include <future>
#include <vector>
#include <memory>
#include <map>
#ifdef _WIN32
#ifdef LOT_BUILD
#ifdef DLL_EXPORT
#define LOT_EXPORT __declspec(dllexport)
#else
#define LOT_EXPORT
#endif
#else
#define LOT_EXPORT __declspec(dllimport)
#endif
#else
#ifdef __GNUC__
#if __GNUC__ >= 4
#define LOT_EXPORT __attribute__((visibility("default")))
#else
#define LOT_EXPORT
#endif
#else
#define LOT_EXPORT
#endif
#endif
class AnimationImpl;
struct LOTNode;
struct LOTLayerNode;
namespace rlottie {
enum class FitzModifier {
None,
Type12,
Type3,
Type4,
Type5,
Type6
};
struct Color {
Color() = default;
Color(float r, float g , float b):_r(r), _g(g), _b(b){}
float r() const {return _r;}
float g() const {return _g;}
float b() const {return _b;}
private:
float _r{0};
float _g{0};
float _b{0};
};
struct Size {
Size() = default;
Size(float w, float h):_w(w), _h(h){}
float w() const {return _w;}
float h() const {return _h;}
private:
float _w{0};
float _h{0};
};
struct Point {
Point() = default;
Point(float x, float y):_x(x), _y(y){}
float x() const {return _x;}
float y() const {return _y;}
private:
float _x{0};
float _y{0};
};
struct FrameInfo {
explicit FrameInfo(uint32_t frame): _frameNo(frame){}
uint32_t curFrame() const {return _frameNo;}
private:
uint32_t _frameNo;
};
enum class Property {
Color, /*!< Color property of Fill object , value type is rlottie::Color */
FillOpacity, /*!< Opacity property of Fill object , value type is float [ 0 .. 100] */
StrokeOpacity, /*!< Opacity property of Stroke object , value type is float [ 0 .. 100] */
StrokeWidth, /*!< stroke with property of Stroke object , value type is float */
TrAnchor, /*!< Transform Anchor property of Layer and Group object , value type is rlottie::Point */
TrPosition, /*!< Transform Position property of Layer and Group object , value type is rlottie::Point */
TrScale, /*!< Transform Scale property of Layer and Group object , value type is rlottie::Size. range[0 ..100] */
TrRotation, /*!< Transform Scale property of Layer and Group object , value type is float. range[0 .. 360] in degrees*/
TrOpacity /*!< Transform Opacity property of Layer and Group object , value type is float [ 0 .. 100] */
};
struct Color_Type{};
struct Point_Type{};
struct Size_Type{};
struct Float_Type{};
template <typename T> struct MapType;
class LOT_EXPORT Surface {
public:
/**
* @brief Surface object constructor.
*
* @param[in] buffer surface buffer.
* @param[in] width surface width.
* @param[in] height surface height.
* @param[in] bytesPerLine number of bytes in a surface scanline.
*
* @note Default surface format is ARGB32_Premultiplied.
*
* @internal
*/
Surface(uint32_t *buffer, size_t width, size_t height, size_t bytesPerLine);
/**
* @brief Sets the Draw Area available on the Surface.
*
* Lottie will use the draw region size to generate frame image
* and will update only the draw rgion of the surface.
*
* @param[in] x region area x position.
* @param[in] y region area y position.
* @param[in] width region area width.
* @param[in] height region area height.
*
* @note Default surface format is ARGB32_Premultiplied.
* @note Default draw region area is [ 0 , 0, surface width , surface height]
*
* @internal
*/
void setDrawRegion(size_t x, size_t y, size_t width, size_t height);
/**
* @brief Returns width of the surface.
*
* @return surface width
*
* @internal
*
*/
size_t width() const {return mWidth;}
/**
* @brief Returns height of the surface.
*
* @return surface height
*
* @internal
*/
size_t height() const {return mHeight;}
/**
* @brief Returns number of bytes in the surface scanline.
*
* @return number of bytes in scanline.
*
* @internal
*/
size_t bytesPerLine() const {return mBytesPerLine;}
/**
* @brief Returns buffer attached tp the surface.
*
* @return buffer attaced to the Surface.
*
* @internal
*/
uint32_t *buffer() const {return mBuffer;}
/**
* @brief Returns drawable area width of the surface.
*
* @return drawable area width
*
* @note Default value is width() of the surface
*
* @internal
*
*/
size_t drawRegionWidth() const {return mDrawArea.w;}
/**
* @brief Returns drawable area height of the surface.
*
* @return drawable area height
*
* @note Default value is height() of the surface
*
* @internal
*/
size_t drawRegionHeight() const {return mDrawArea.h;}
/**
* @brief Returns drawable area's x position of the surface.
*
* @return drawable area's x potition.
*
* @note Default value is 0
*
* @internal
*/
size_t drawRegionPosX() const {return mDrawArea.x;}
/**
* @brief Returns drawable area's y position of the surface.
*
* @return drawable area's y potition.
*
* @note Default value is 0
*
* @internal
*/
size_t drawRegionPosY() const {return mDrawArea.y;}
/**
* @brief Default constructor.
*/
Surface() = default;
private:
uint32_t *mBuffer{nullptr};
size_t mWidth{0};
size_t mHeight{0};
size_t mBytesPerLine{0};
struct {
size_t x{0};
size_t y{0};
size_t w{0};
size_t h{0};
}mDrawArea;
};
using LayerInfoList = std::vector<std::tuple<std::string, int , int>>;
class LOT_EXPORT Animation {
public:
/**
* @brief Constructs an animation object from file path.
*
* @param[in] path Lottie resource file path
*
* @return Animation object that can render the contents of the
* Lottie resource represented by file path.
*
* @internal
*/
static std::unique_ptr<Animation>
loadFromFile(const std::string &path, std::map<int32_t, int32_t> *colorReplacement, FitzModifier fitzModifier);
/**
* @brief Constructs an animation object from JSON string data.
*
* @param[in] jsonData The JSON string data.
* @param[in] key the string that will be used to cache the JSON string data.
* @param[in] resourcePath the path will be used to search for external resource.
*
* @return Animation object that can render the contents of the
* Lottie resource represented by JSON string data.
*
* @internal
*/
static std::unique_ptr<Animation>
loadFromData(std::string jsonData, const std::string &key, std::map<int32_t, int32_t> *colorReplacement, FitzModifier fitzModifier = FitzModifier::None, const std::string &resourcePath="");
/**
* @brief Returns default framerate of the Lottie resource.
*
* @return framerate of the Lottie resource
*
* @internal
*
*/
double frameRate() const;
/**
* @brief Returns total number of frames present in the Lottie resource.
*
* @return frame count of the Lottie resource.
*
* @note frame number starts with 0.
*
* @internal
*/
size_t totalFrame() const;
/**
* @brief Returns default viewport size of the Lottie resource.
*
* @param[out] width default width of the viewport.
* @param[out] height default height of the viewport.
*
* @internal
*
*/
void size(size_t &width, size_t &height) const;
/**
* @brief Returns total animation duration of Lottie resource in second.
* it uses totalFrame() and frameRate() to calculate the duration.
* duration = totalFrame() / frameRate().
*
* @return total animation duration in second.
* @retval 0 if the Lottie resource has no animation.
*
* @see totalFrame()
* @see frameRate()
*
* @internal
*/
double duration() const;
/**
* @brief Returns frame number for a given position.
* this function helps to map the position value retuned
* by the animator to a frame number in side the Lottie resource.
* frame_number = lerp(start_frame, endframe, pos);
*
* @param[in] pos normalized position value [0 ... 1]
*
* @return frame numer maps to the position value [startFrame .... endFrame]
*
* @internal
*/
size_t frameAtPos(double pos);
/**
* @brief Renders the content to surface synchronously.
* for performance use the async rendering @see render
*
* @param[in] frameNo Content corresponds to the @p frameNo needs to be drawn
* @param[in] surface Surface in which content will be drawn
*
* @internal
*/
void renderSync(size_t frameNo, Surface &surface, bool clear, bool* result);
/**
* @brief Returns root layer of the composition updated with
* content of the Lottie resource at frame number @p frameNo.
*
* @param[in] frameNo Content corresponds to the @p frameNo needs to be extracted.
* @param[in] width content viewbox width
* @param[in] height content viewbox height
*
* @return Root layer node.
*
* @internal
*/
const LOTLayerNode * renderTree(size_t frameNo, size_t width, size_t height) const;
/**
* @brief Returns Layer information{name, inFrame, outFrame} of all the child layers of the composition.
*
*
* @return List of Layer Information of the Composition.
*
* @see LayerInfoList
* @internal
*/
const LayerInfoList& layers() const;
/**
* @brief Sets property value for the specified {@link KeyPath}. This {@link KeyPath} can resolve
* to multiple contents. In that case, the callback's value will apply to all of them.
*
* Keypath should conatin object names separated by (.) and can handle globe(**) or wildchar(*).
*
* @usage
* To change fillcolor property of fill1 object in the layer1->group1->fill1 hirarchy to RED color
*
* player->setValue<rlottie::Property::FillColor>("layer1.group1.fill1", rlottie::Color(1, 0, 0);
*
* if all the color property inside group1 needs to be changed to GREEN color
*
* player->setValue<rlottie::Property::FillColor>("**.group1.**", rlottie::Color(0, 1, 0);
*
* @internal
*/
template<Property prop, typename AnyValue>
void setValue(const std::string &keypath, AnyValue value)
{
setValue(MapType<std::integral_constant<Property, prop>>{}, prop, keypath, value);
}
/**
* @brief default destructor
*
* @internal
*/
~Animation();
std::map<int32_t, int32_t> *colorMap{nullptr};
void resetCurrentFrame();
private:
void setValue(Color_Type, Property, const std::string &, Color);
void setValue(Float_Type, Property, const std::string &, float);
void setValue(Size_Type, Property, const std::string &, Size);
void setValue(Point_Type, Property, const std::string &, Point);
void setValue(Color_Type, Property, const std::string &, std::function<Color(const FrameInfo &)> &&);
void setValue(Float_Type, Property, const std::string &, std::function<float(const FrameInfo &)> &&);
void setValue(Size_Type, Property, const std::string &, std::function<Size(const FrameInfo &)> &&);
void setValue(Point_Type, Property, const std::string &, std::function<Point(const FrameInfo &)> &&);
/**
* @brief default constructor
*
* @internal
*/
Animation();
std::unique_ptr<AnimationImpl> d;
};
//Map Property to Value type
template<> struct MapType<std::integral_constant<Property, Property::Color>>: Color_Type{};
template<> struct MapType<std::integral_constant<Property, Property::FillOpacity>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::StrokeOpacity>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::StrokeWidth>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrRotation>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrOpacity>>: Float_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrAnchor>>: Point_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrPosition>>: Point_Type{};
template<> struct MapType<std::integral_constant<Property, Property::TrScale>>: Size_Type{};
} // namespace lotplayer
#endif // _RLOTTIE_H_

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/*
* Copyright (c) 2018 Samsung Electronics Co., Ltd. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _RLOTTIE_CAPI_H_
#define _RLOTTIE_CAPI_H_
#include <stddef.h>
#include <stdint.h>
#include <rlottiecommon.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct Lottie_Animation_S Lottie_Animation;
/**
* @brief Constructs an animation object from file path.
*
* @param[in] path Lottie resource file path
*
* @return Animation object that can build the contents of the
* Lottie resource represented by file path.
*
* @see lottie_animation_destroy()
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT Lottie_Animation *lottie_animation_from_file(const char *path);
/**
* @brief Constructs an animation object from JSON string data.
*
* @param[in] data The JSON string data.
* @param[in] key the string that will be used to cache the JSON string data.
* @param[in] resource_path the path that will be used to load external resource needed by the JSON data.
*
* @return Animation object that can build the contents of the
* Lottie resource represented by JSON string data.
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT Lottie_Animation *lottie_animation_from_data(const char *data, const char *key, const char *resource_path);
/**
* @brief Free given Animation object resource.
*
* @param[in] animation Animation object to free.
*
* @see lottie_animation_from_file()
* @see lottie_animation_from_data()
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT void lottie_animation_destroy(Lottie_Animation *animation);
/**
* @brief Returns default viewport size of the Lottie resource.
*
* @param[in] animation Animation object.
* @param[out] w default width of the viewport.
* @param[out] h default height of the viewport.
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT void lottie_animation_get_size(const Lottie_Animation *animation, size_t *width, size_t *height);
/**
* @brief Returns total animation duration of Lottie resource in second.
* it uses totalFrame() and frameRate() to calculate the duration.
* duration = totalFrame() / frameRate().
*
* @param[in] animation Animation object.
*
* @return total animation duration in second.
* @c 0 if the Lottie resource has no animation.
*
* @see lottie_animation_get_totalframe()
* @see lottie_animation_get_framerate()
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT double lottie_animation_get_duration(const Lottie_Animation *animation);
/**
* @brief Returns total number of frames present in the Lottie resource.
*
* @param[in] animation Animation object.
*
* @return frame count of the Lottie resource.*
*
* @note frame number starts with 0.
*
* @see lottie_animation_get_duration()
* @see lottie_animation_get_framerate()
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT size_t lottie_animation_get_totalframe(const Lottie_Animation *animation);
/**
* @brief Returns default framerate of the Lottie resource.
*
* @param[in] animation Animation object.
*
* @return framerate of the Lottie resource
*
* @ingroup Lottie_Animation
* @internal
*
*/
LOT_EXPORT double lottie_animation_get_framerate(const Lottie_Animation *animation);
/**
* @brief Get the render tree which contains the snapshot of the animation object
* at frame = @c frame_num, the content of the animation in that frame number.
*
* @param[in] animation Animation object.
* @param[in] frame_num Content corresponds to the @p frame_num needs to be drawn
* @param[in] width requested snapshot viewport width.
* @param[in] height requested snapshot viewport height.
*
* @return Animation snapshot tree.
*
* @note: User has to traverse the tree for rendering.
*
* @see LOTLayerNode
* @see LOTNode
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT const LOTLayerNode * lottie_animation_render_tree(Lottie_Animation *animation,
size_t frame_num,
size_t width, size_t height);
/**
* @brief Maps position to frame number and returns it.
*
* @param[in] animation Animation object.
* @param[in] pos position in the range [ 0.0 .. 1.0 ].
*
* @return mapped frame numbe in the range [ start_frame .. end_frame ].
* @c 0 if the Lottie resource has no animation.
*
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT size_t lottie_animation_get_frame_at_pos(const Lottie_Animation *animation, float pos);
/**
* @brief Request to render the content of the frame @p frame_num to buffer @p buffer.
*
* @param[in] animation Animation object.
* @param[in] frame_num the frame number needs to be rendered.
* @param[in] buffer surface buffer use for rendering.
* @param[in] width width of the surface
* @param[in] height height of the surface
* @param[in] bytes_per_line stride of the surface in bytes.
*
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT void
lottie_animation_render(Lottie_Animation *animation,
size_t frame_num,
uint32_t *buffer,
size_t width,
size_t height,
size_t bytes_per_line);
/**
* @brief Request to render the content of the frame @p frame_num to buffer @p buffer asynchronously.
*
* @param[in] animation Animation object.
* @param[in] frame_num the frame number needs to be rendered.
* @param[in] buffer surface buffer use for rendering.
* @param[in] width width of the surface
* @param[in] height height of the surface
* @param[in] bytes_per_line stride of the surface in bytes.
*
* @note user must call lottie_animation_render_flush() to make sure render is finished.
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT void
lottie_animation_render_async(Lottie_Animation *animation,
size_t frame_num,
uint32_t *buffer,
size_t width,
size_t height,
size_t bytes_per_line);
/**
* @brief Request to finish the current async renderer job for this animation object.
* If render is finished then this call returns immidiately.
* If not, it waits till render job finish and then return.
*
* @param[in] animation Animation object.
*
* @warning User must call lottie_animation_render_async() and lottie_animation_render_flush()
* in pair to get the benefit of async rendering.
*
* @return the pixel buffer it finished rendering.
*
* @ingroup Lottie_Animation
* @internal
*/
LOT_EXPORT uint32_t *
lottie_animation_render_flush(Lottie_Animation *animation);
#ifdef __cplusplus
}
#endif
#endif //_RLOTTIE_CAPI_H_

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/*
* Copyright (c) 2018 Samsung Electronics Co., Ltd. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _RLOTTIE_COMMON_H_
#define _RLOTTIE_COMMON_H_
#ifdef _WIN32
#ifdef LOT_BUILD
#ifdef DLL_EXPORT
#define LOT_EXPORT __declspec(dllexport)
#else
#define LOT_EXPORT
#endif
#else
#define LOT_EXPORT __declspec(dllimport)
#endif
#else
#ifdef __GNUC__
#if __GNUC__ >= 4
#define LOT_EXPORT __attribute__((visibility("default")))
#else
#define LOT_EXPORT
#endif
#else
#define LOT_EXPORT
#endif
#endif
/**
* @defgroup Lottie_Animation Lottie_Animation
*
* Lottie Animation is a modern style vector based animation design. Its animation
* resource(within json format) could be generated by Adobe After Effect using
* bodymovin plugin. You can find a good examples in Lottie Community which
* shares many free resources(see: www.lottiefiles.com).
*
* This Lottie_Animation is a common engine to manipulate, control Lottie
* Animation from the Lottie resource - json file. It provides a scene-graph
* node tree per frames by user demand as well as rasterized frame images.
*
*/
/**
* @ingroup Lottie_Animation
*/
/**
* @brief Enumeration for Lottie Player error code.
*/
typedef enum
{
//TODO: Coding convention??
LOT_ANIMATION_ERROR_NONE = 0,
LOT_ANIMATION_ERROR_NOT_PERMITTED,
LOT_ANIMATION_ERROR_OUT_OF_MEMORY,
LOT_ANIMATION_ERROR_INVALID_PARAMETER,
LOT_ANIMATION_ERROR_RESULT_OUT_OF_RANGE,
LOT_ANIMATION_ERROR_ALREADY_IN_PROGRESS,
LOT_ANIMATION_ERROR_UNKNOWN
} LOTErrorType;
typedef enum
{
BrushSolid = 0,
BrushGradient
} LOTBrushType;
typedef enum
{
FillEvenOdd = 0,
FillWinding
} LOTFillRule;
typedef enum
{
JoinMiter = 0,
JoinBevel,
JoinRound
} LOTJoinStyle;
typedef enum
{
CapFlat = 0,
CapSquare,
CapRound
} LOTCapStyle;
typedef enum
{
GradientLinear = 0,
GradientRadial
} LOTGradientType;
typedef struct LOTGradientStop
{
float pos;
unsigned char r, g, b, a;
} LOTGradientStop;
typedef enum
{
MaskAdd = 0,
MaskSubstract,
MaskIntersect,
MaskDifference
} LOTMaskType;
typedef struct LOTMask {
struct {
const float *ptPtr;
int ptCount;
const char* elmPtr;
int elmCount;
} mPath;
LOTMaskType mMode;
int mAlpha;
}LOTMask;
typedef enum
{
MatteNone = 0,
MatteAlpha,
MatteAlphaInv,
MatteLuma,
MatteLumaInv
} LOTMatteType;
typedef struct LOTNode {
#define ChangeFlagNone 0x0000
#define ChangeFlagPath 0x0001
#define ChangeFlagPaint 0x0010
#define ChangeFlagAll (ChangeFlagPath & ChangeFlagPaint)
struct {
const float *ptPtr;
int ptCount;
const char* elmPtr;
int elmCount;
} mPath;
struct {
unsigned char r, g, b, a;
} mColor;
struct {
unsigned char enable;
int width;
LOTCapStyle cap;
LOTJoinStyle join;
int meterLimit;
float* dashArray;
int dashArraySize;
} mStroke;
struct {
LOTGradientType type;
LOTGradientStop *stopPtr;
unsigned int stopCount;
struct {
float x, y;
} start, end, center, focal;
float cradius;
float fradius;
} mGradient;
struct {
unsigned char* data;
int width;
int height;
struct {
float m11; float m12; float m13;
float m21; float m22; float m23;
float m31; float m32; float m33;
} mMatrix;
} mImageInfo;
int mFlag;
LOTBrushType mBrushType;
LOTFillRule mFillRule;
} LOTNode;
typedef struct LOTLayerNode {
struct {
LOTMask *ptr;
unsigned int size;
} mMaskList;
struct {
const float *ptPtr;
int ptCount;
const char* elmPtr;
int elmCount;
} mClipPath;
struct {
struct LOTLayerNode **ptr;
unsigned int size;
} mLayerList;
struct {
LOTNode **ptr;
unsigned int size;
} mNodeList;
LOTMatteType mMatte;
int mVisible;
int mAlpha;
const char *name;
} LOTLayerNode;
/**
* @}
*/
#endif // _RLOTTIE_COMMON_H_