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Copy pathSELottiePlayer.swift
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1420 lines (1185 loc) · 46.1 KB
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import Foundation
import SwiftSignalKit
import Postbox
import TGUIKit
import TelegramCore
import GZIP
import Accelerate
import QuartzCore
import CoreMedia
import RLottie
import TLottie
import libwebp
import AppKit
public protocol SE_R_LottieBridge: NSObject {
func renderFrame(with index: Int32, into buffer: UnsafeMutablePointer<UInt8>, width: Int32, height: Int32, bytesPerRow: Int32)
func startFrame() -> Int32
func endFrame() -> Int32
func fps() -> Int32
func setColor(_ color: NSColor, forKeyPath keyPath: String)
}
extension RLottieBridge : SE_R_LottieBridge {
}
extension TLottieBridge : SE_R_LottieBridge {
}
final class SE_RenderAtomic<T> {
private var lock: pthread_mutex_t
private var value: T
public init(value: T) {
self.lock = pthread_mutex_t()
self.value = value
pthread_mutex_init(&self.lock, nil)
}
deinit {
pthread_mutex_destroy(&self.lock)
}
public func with<R>(_ f: (T) -> R) -> R {
pthread_mutex_lock(&self.lock)
let result = f(self.value)
pthread_mutex_unlock(&self.lock)
return result
}
public func modify(_ f: (T) -> T) -> T {
pthread_mutex_lock(&self.lock)
let result = f(self.value)
self.value = result
pthread_mutex_unlock(&self.lock)
return result
}
public func swap(_ value: T) -> T {
pthread_mutex_lock(&self.lock)
let previous = self.value
self.value = value
pthread_mutex_unlock(&self.lock)
return previous
}
}
public let SE_lottieThreadPool: ThreadPool = ThreadPool(threadCount: 4, threadPriority: 1.0)
public let SE_lottieStateQueue = Queue(name: "lottieStateQueue", qos: .utility)
public enum SE_LottiePlayerState : Equatable {
case initializing
case failed
case playing
case stoped
case finished
}
public protocol SE_RenderedFrame {
var duration: TimeInterval { get }
var data: Data? { get }
var image: CGImage? { get }
var backingScale: Int { get }
var size: NSSize { get }
var key: SE_LottieAnimationEntryKey { get }
var frame: Int32 { get }
var mirror: Bool { get }
var bytesPerRow: Int { get }
}
private let loops = RenderFpsLoops()
private struct SE_RenderFpsToken : Hashable {
struct LoopToken : Hashable {
let duration: Double
let queue: Queue
static func ==(lhs: LoopToken, rhs: LoopToken) -> Bool {
return lhs.duration == rhs.duration && lhs.queue === rhs.queue
}
func hash(into hasher: inout Hasher) {
hasher.combine(duration)
}
}
func deinstall() {
loops.remove(token: self)
}
func install(_ callback:@escaping()->Void) {
loops.add(token: self, callback: callback)
}
private let index: Int
let value: LoopToken
init(duration: Double, queue: Queue, index: Int) {
self.value = .init(duration: duration, queue: queue)
self.index = index
}
func hash(into hasher: inout Hasher) {
hasher.combine(self.value)
hasher.combine(self.index)
}
}
private final class RenderFpsLoops {
private let loops:Atomic<[SE_RenderFpsToken.LoopToken: SE_RenderFpsLoop]> = Atomic(value: [:])
private var index: Int = 0
init() {
}
func getIndex() -> Int {
self.index += 1
return index
}
func add(token: SE_RenderFpsToken, callback:@escaping()->Void) {
let current: SE_RenderFpsLoop
if let value = self.loops.with({ $0[token.value] }) {
current = value
} else {
current = SE_RenderFpsLoop(duration: token.value.duration, queue: token.value.queue)
_ = self.loops.modify { value in
var value = value
value[token.value] = current
return value
}
}
current.add(token, callback: callback)
}
func remove(token: SE_RenderFpsToken) {
_ = self.loops.modify { loops in
var loops = loops
let loop = loops[token.value]
if let loop = loop {
let isEmpty = loop.remove(token)
if isEmpty {
loops.removeValue(forKey: token.value)
}
}
return loops
}
}
}
private struct RenderFpsCallback {
let callback:()->Void
init(callback: @escaping()->Void) {
self.callback = callback
}
}
private final class SE_RenderFpsLoop {
private class Values {
var values: [SE_RenderFpsToken: RenderFpsCallback] = [:]
}
private let duration: Double
private var timer: SwiftSignalKit.Timer?
private let values:QueueLocalObject<Values>
private let queue: Queue
init(duration: Double, queue: Queue) {
self.duration = duration
self.queue = queue
self.values = .init(queue: queue, generate: {
return .init()
})
self.timer = .init(timeout: duration, repeat: true, completion: { [weak self] in
self?.loop()
}, queue: queue)
self.timer?.start()
}
private func loop() {
self.values.with { current in
let values = current.values
for (_, c) in values {
c.callback()
}
}
}
func remove(_ token: SE_RenderFpsToken) -> Bool {
return self.values.syncWith { current in
current.values.removeValue(forKey: token)
return current.values.isEmpty
}
}
func add(_ token: SE_RenderFpsToken, callback: @escaping()->Void) {
self.values.with { current in
current.values[token] = .init(callback: callback)
}
}
}
final class SE_RenderedLottieFrame : SE_RenderedFrame, Equatable {
let frame: Int32
let data: Data?
let size: NSSize
let backingScale: Int
let key: SE_LottieAnimationEntryKey
let fps: Int
let initedOnMain: Bool
init(key: SE_LottieAnimationEntryKey, fps: Int, frame: Int32, size: NSSize, data: Data, backingScale: Int) {
self.key = key
self.frame = frame
self.size = size
self.data = data
self.backingScale = backingScale
self.fps = fps
self.initedOnMain = Thread.isMainThread
}
static func ==(lhs: SE_RenderedLottieFrame, rhs: SE_RenderedLottieFrame) -> Bool {
return lhs.frame == rhs.frame
}
var bufferSize: Int {
let s:(w: Int, h: Int) = (w: Int(size.width) * backingScale, h: Int(size.height) * backingScale)
return s.h * bytesPerRow
}
var bytesPerRow: Int {
let s:(w: Int, h: Int) = (w: Int(size.width) * backingScale, h: Int(size.height) * backingScale)
let bytesPerRow = DeviceGraphicsContextSettings.shared.bytesPerRow(forWidth: s.w)
return bytesPerRow
}
var mirror: Bool {
return key.mirror
}
var duration: TimeInterval {
return 1.0 / Double(self.fps)
}
var image: CGImage? {
if let data = data {
return data.withUnsafeBytes({ pointer in
let bytes = pointer.baseAddress!.assumingMemoryBound(to: UInt8.self)
return generateImagePixel(size, scale: CGFloat(backingScale), pixelGenerator: { (_, pixelData, bytesPerRow) in
let s:(w: Int, h: Int) = (w: Int(size.width) * backingScale, h: Int(size.height) * backingScale)
let mutableBytes = UnsafeMutableRawPointer(mutating: bytes)
var buffer = vImage_Buffer(data: mutableBytes, height: vImagePixelCount(s.h), width: vImagePixelCount(s.w), rowBytes: bytesPerRow)
if self.key.mirror {
vImageHorizontalReflect_ARGB8888(&buffer, &buffer, vImage_Flags(kvImageDoNotTile))
}
memcpy(pixelData, mutableBytes, bufferSize)
})
})
}
return nil
}
deinit {
}
}
private final class SE_RendererState {
fileprivate let animation: SE_LottieAnimation
private(set) var frames: [SE_RenderedFrame]
private(set) var previousFrame:SE_RenderedFrame?
private(set) var cachedFrames:[Int32 : SE_RenderedFrame]
private(set) var currentFrame: Int32
private(set) var startFrame:Int32
private(set) var _endFrame: Int32
private(set) var cancelled: Bool
private(set) weak var container: SE_RenderContainer?
private(set) var renderIndex: Int32?
init(cancelled: Bool, animation: SE_LottieAnimation, container: SE_RenderContainer?, frames: [SE_RenderedLottieFrame], cachedFrames: [Int32 : SE_RenderedLottieFrame], currentFrame: Int32, startFrame: Int32, endFrame: Int32) {
self.animation = animation
self.cancelled = cancelled
self.container = container
self.frames = frames
self.cachedFrames = cachedFrames
self.currentFrame = currentFrame
self.startFrame = startFrame
self._endFrame = endFrame
}
var endFrame: Int32 {
return container?.endFrame ?? _endFrame
}
func withUpdatedFrames(_ frames: [SE_RenderedFrame]) {
self.frames = frames
}
func addFrame(_ frame: SE_RenderedFrame) {
let prev = frame.frame == 0 ? nil : self.frames.last ?? previousFrame
self.container?.cacheFrame(prev, frame)
self.frames = self.frames + [frame]
}
func loopComplete() {
self.container?.markFinished()
}
func updateCurrentFrame(_ currentFrame: Int32) {
self.currentFrame = currentFrame
}
func takeFirst() -> SE_RenderedFrame {
var frames = self.frames
if frames.first?.frame == endFrame {
self.previousFrame = nil
} else {
self.previousFrame = frames.last
}
let prev = frames.removeFirst()
self.renderIndex = prev.frame
self.frames = frames
return prev
}
func renderFrame(at frame: Int32) -> SE_RenderedFrame? {
let rendered = container?.render(at: frame, frames: frames, previousFrame: previousFrame)
return rendered
}
deinit {
}
func cancel() -> SE_RendererState {
self.cancelled = true
return self
}
}
private let SE_maximum_rendered_frames: Int = 4
private final class SE_PlayerRenderer {
private(set) var finished: Bool = false
private var animation: SE_LottieAnimation
private var layer: Atomic<SE_RenderContainer?> = Atomic(value: nil)
private let updateState:(SE_LottiePlayerState)->Void
private let displayFrame: (SE_RenderedFrame, SE_LottieRunLoop)->Void
private var renderToken: SE_RenderFpsToken?
private let release:()->Void
private var maxRefreshRate: Int = 60
init(animation: SE_LottieAnimation, displayFrame: @escaping(SE_RenderedFrame, SE_LottieRunLoop)->Void, release:@escaping()->Void, updateState:@escaping(SE_LottiePlayerState)->Void) {
self.animation = animation
self.displayFrame = displayFrame
self.updateState = updateState
self.release = release
}
private var onDispose: (()->Void)?
deinit {
self.renderToken?.deinstall()
self.onDispose?()
_ = self.layer.swap(nil)
self.release()
self.updateState(.stoped)
}
func initializeAndPlay(maxRefreshRate: Int) {
self.maxRefreshRate = maxRefreshRate
self.updateState(.initializing)
assert(animation.runOnQueue.isCurrent())
let container = self.animation.initialize()
if let container = container {
self.play(self.layer.modify({_ in container })!)
} else {
self.updateState(.failed)
}
}
func playAgain() {
self.layer.with { container -> Void in
if let container = container {
self.play(container)
}
}
}
func updateSize(_ size: NSSize) {
self.animation = self.animation.withUpdatedSize(size)
}
func setColors(_ colors: [LottieColor]) {
self.layer.with { container -> Void in
for color in colors {
container?.setColor(color.color, keyPath: color.keyPath)
}
}
}
private var getCurrentFrame:()->Int32? = { return nil }
var currentFrame: Int32? {
return self.getCurrentFrame()
}
private var getTotalFrames:()->Int32? = { return nil }
var totalFrames: Int32? {
return self.getTotalFrames()
}
private var jumpTo:(Int32)->Void = { _ in }
func jump(to frame: Int32) -> Void {
self.jumpTo(frame)
}
private func play(_ player: SE_RenderContainer) {
self.finished = false
let runOnQueue = animation.runOnQueue
let maximum_renderer_frames: Int = Thread.isMainThread ? 2 : SE_maximum_rendered_frames
let fps: Int = max(1, min(player.fps, max(30, maxRefreshRate)))
let mainFps: Int = player.mainFps
let maxFrames:Int32 = 180
var currentFrame: Int32 = 0
var startFrame: Int32 = min(min(player.startFrame, maxFrames), min(player.endFrame, maxFrames))
var endFrame: Int32 = min(player.endFrame, maxFrames)
switch self.animation.playPolicy {
case let .loopAt(firstStart, range):
startFrame = range.lowerBound
endFrame = range.upperBound
if let firstStart = firstStart {
currentFrame = firstStart
}
case let .toEnd(from):
startFrame = max(min(from, endFrame - 1), startFrame)
currentFrame = max(min(from, endFrame - 1), startFrame)
case let .toStart(from):
startFrame = 1
currentFrame = max(min(from, endFrame - 1), startFrame)
default:
break
}
let initialState = SE_RendererState(cancelled: false, animation: self.animation, container: player, frames: [], cachedFrames: [:], currentFrame: currentFrame, startFrame: startFrame, endFrame: endFrame)
var stateValue:SE_RenderAtomic<SE_RendererState?>? = SE_RenderAtomic(value: initialState)
let updateState:(_ f:(SE_RendererState?)->SE_RendererState?)->Void = { [weak stateValue] f in
_ = stateValue?.modify(f)
}
self.getCurrentFrame = { [weak stateValue] in
return stateValue?.with { $0?.renderIndex }
}
self.getTotalFrames = { [weak stateValue] in
return stateValue?.with { $0?.endFrame }
}
self.jumpTo = { [weak stateValue] frame in
_ = stateValue?.with { state in
state?.updateCurrentFrame(frame)
}
}
var framesTask: ThreadPoolTask? = nil
let isRendering: Atomic<Bool> = Atomic(value: false)
self.onDispose = {
updateState {
$0?.cancel()
}
framesTask?.cancel()
framesTask = nil
_ = stateValue?.swap(nil)
stateValue = nil
}
let currentState:(_ state: SE_RenderAtomic<SE_RendererState?>?) -> SE_RendererState? = { state in
return state?.with { $0 }
}
var renderNext:(()->Void)? = nil
var add_frames_impl:(()->Void)? = nil
var askedRender: Bool = false
var playedCount: Int32 = 0
var loopCount: Int32 = 0
var previousFrame: Int32 = 0
var currentPlayerState: SE_LottiePlayerState? = nil
let render:()->Void = { [weak self, weak stateValue] in
var hungry: Bool = false
var cancelled: Bool = false
if let renderer = self {
var current: SE_RenderedFrame?
updateState { stateValue in
guard let state = stateValue, !state.frames.isEmpty else {
return stateValue
}
current = state.takeFirst()
hungry = state.frames.count < maximum_renderer_frames - 1
cancelled = state.cancelled
return state
}
if !cancelled {
if let current = current {
let displayFrame = renderer.displayFrame
let updateState = renderer.updateState
displayFrame(current, .init(fps: fps))
playedCount += 1
if current.frame > 0 {
if currentPlayerState != .playing {
updateState(.playing)
currentPlayerState = .playing
}
}
if previousFrame > current.frame {
loopCount += 1
}
previousFrame = current.frame
if let triggerOn = renderer.animation.triggerOn {
switch triggerOn.0 {
case .first:
if currentState(stateValue)?.startFrame == current.frame {
DispatchQueue.main.async(execute: triggerOn.1)
}
case .last:
if endFrame - 2 == current.frame {
DispatchQueue.main.async(execute: triggerOn.1)
}
case let .custom(index):
if index == current.frame {
DispatchQueue.main.async(execute: triggerOn.1)
}
}
}
let finish:()->Void = {
renderer.finished = true
cancelled = true
if currentPlayerState != .finished {
updateState(.finished)
currentPlayerState = .finished
}
renderer.renderToken?.deinstall()
framesTask?.cancel()
let onFinish = renderer.animation.onFinish ?? {}
DispatchQueue.main.async(execute: onFinish)
}
switch renderer.animation.playPolicy {
case .loop, .loopAt:
break
case .once:
if current.frame + 1 == currentState(stateValue)?.endFrame {
finish()
}
case .onceEnd, .toEnd:
let end = fps == 60 ? 1 : 2
if let state = currentState(stateValue), state.endFrame - current.frame <= end {
finish()
}
case .toStart:
if current.frame <= 1, playedCount > 1 {
finish()
}
case let .framesCount(limit):
if limit <= playedCount {
finish()
}
case let .onceToFrame(frame):
if frame <= current.frame {
finish()
}
case let .playCount(count):
if loopCount >= count {
finish()
}
}
}
if !renderer.finished {
let duration = current?.duration ?? (1.0 / TimeInterval(fps))
if duration > 0, (renderer.totalFrames ?? 0) > 1 {
let token = SE_RenderFpsToken(duration: duration, queue: runOnQueue, index: loops.getIndex())
if renderer.renderToken != token {
renderer.renderToken?.deinstall()
token.install {
renderNext?()
}
renderer.renderToken = token
}
}
}
}
let isRendering = isRendering.with { $0 }
if hungry && !isRendering && !cancelled && !askedRender {
askedRender = true
add_frames_impl?()
}
}
}
renderNext = {
render()
}
var firstTimeRendered: Bool = true
let maximum = Int(initialState.endFrame - initialState.startFrame)
framesTask = ThreadPoolTask { [weak stateValue] state in
_ = isRendering.swap(true)
_ = stateValue?.with { stateValue -> SE_RendererState? in
while let stateValue = stateValue, stateValue.frames.count < min(maximum_renderer_frames, maximum) {
let cancelled = state.cancelled.with({$0})
if cancelled {
return stateValue
}
var currentFrame = stateValue.currentFrame
let frame = stateValue.renderFrame(at: currentFrame)
if mainFps >= fps {
if currentFrame % Int32(round(Float(mainFps) / Float(fps))) != 0 {
currentFrame += 1
}
}
if let frame = frame {
stateValue.updateCurrentFrame(currentFrame + 1)
stateValue.addFrame(frame)
} else {
if stateValue.startFrame != currentFrame {
stateValue.updateCurrentFrame(stateValue.startFrame)
stateValue.loopComplete()
} else {
break
}
}
}
return stateValue
}
_ = isRendering.swap(false)
runOnQueue.async {
askedRender = false
if firstTimeRendered {
firstTimeRendered = false
render()
}
}
}
let add_frames:()->Void = {
if let framesTask = framesTask {
if Thread.isMainThread {
framesTask.execute()
} else {
SE_lottieThreadPool.addTask(framesTask)
}
}
}
add_frames_impl = {
add_frames()
}
add_frames()
}
}
public final class SE_AnimationPlayerContext {
private let rendererRef: QueueLocalObject<SE_PlayerRenderer>
fileprivate let animation: SE_LottieAnimation
public init(_ animation: SE_LottieAnimation, maxRefreshRate: Int = 60, displayFrame: @escaping(SE_RenderedFrame, SE_LottieRunLoop)->Void, release:@escaping()->Void, updateState: @escaping(SE_LottiePlayerState)->Void) {
self.animation = animation
self.rendererRef = QueueLocalObject(queue: animation.runOnQueue, generate: {
return SE_PlayerRenderer(animation: animation, displayFrame: displayFrame, release: release, updateState: { state in
delay(0.032, closure: {
updateState(state)
})
})
})
self.rendererRef.with { renderer in
renderer.initializeAndPlay(maxRefreshRate: maxRefreshRate)
}
}
public func playAgain() {
self.rendererRef.with { renderer in
if renderer.finished {
renderer.playAgain()
}
}
}
public func setColors(_ colors: [LottieColor]) {
self.rendererRef.with { renderer in
renderer.setColors(colors)
}
}
public func updateSize(_ size: NSSize) {
self.rendererRef.syncWith { renderer in
renderer.updateSize(size)
}
}
public var currentFrame:Int32? {
var currentFrame:Int32? = nil
self.rendererRef.syncWith { renderer in
currentFrame = renderer.currentFrame
}
return currentFrame
}
public var totalFrames:Int32? {
var totalFrames:Int32? = nil
self.rendererRef.syncWith { renderer in
totalFrames = renderer.totalFrames
}
return totalFrames
}
public func jump(to frame: Int32) -> Void {
self.rendererRef.with { renderer in
renderer.jump(to: frame)
}
}
}
public struct SE_LottieAnimationEntryKey : Hashable {
public let size: CGSize
public let backingScale: Int
public let key:LottieAnimationKey
public let fitzModifier: EmojiFitzModifier?
public let colors: [LottieColor]
public let mirror: Bool
public init(key: LottieAnimationKey, size: CGSize, backingScale: Int = Int(System.backingScale), fitzModifier: EmojiFitzModifier? = nil, colors: [LottieColor] = [], mirror: Bool = false) {
self.key = key
self.size = size
self.backingScale = backingScale
self.fitzModifier = fitzModifier
self.colors = colors
self.mirror = mirror
}
public func withUpdatedColors(_ colors: [LottieColor]) -> SE_LottieAnimationEntryKey {
return SE_LottieAnimationEntryKey(key: key, size: size, backingScale: backingScale, fitzModifier: fitzModifier, colors: colors, mirror: mirror)
}
public func withUpdatedBackingScale(_ backingScale: Int) -> SE_LottieAnimationEntryKey {
return SE_LottieAnimationEntryKey(key: key, size: size, backingScale: backingScale, fitzModifier: fitzModifier, colors: colors, mirror: mirror)
}
public func withUpdatedSize(_ size: CGSize) -> SE_LottieAnimationEntryKey {
return SE_LottieAnimationEntryKey(key: key, size: size, backingScale: backingScale, fitzModifier: fitzModifier, colors: colors, mirror: mirror)
}
public func hash(into hasher: inout Hasher) {
hasher.combine(size.width)
hasher.combine(size.height)
hasher.combine(backingScale)
hasher.combine(key)
if let fitzModifier = fitzModifier {
hasher.combine(fitzModifier)
}
for color in colors {
hasher.combine(color.keyPath)
hasher.combine(color.color.argb)
}
hasher.combine(mirror)
}
}
public enum LottieAnimationKey : Hashable {
case media(MediaId?)
case bundle(String)
public func hash(into hasher: inout Hasher) {
switch self {
case let .bundle(value):
hasher.combine("bundle")
hasher.combine(value)
case let .media(mediaId):
hasher.combine("media")
if let mediaId = mediaId {
hasher.combine(mediaId)
}
}
}
}
public enum SE_LottiePlayPolicy : Hashable {
case loop
case loopAt(firstStart:Int32?, range: ClosedRange<Int32>)
case once
case onceEnd
case toEnd(from: Int32)
case toStart(from: Int32)
case framesCount(Int32)
case onceToFrame(Int32)
case playCount(Int32)
public static func ==(lhs: SE_LottiePlayPolicy, rhs: SE_LottiePlayPolicy) -> Bool {
switch lhs {
case .loop:
if case .loop = rhs {
return true
}
case let .loopAt(firstStart, range):
if case .loopAt(firstStart, range) = rhs {
return true
}
case .once:
if case .once = rhs {
return true
}
case .onceEnd:
if case .onceEnd = rhs {
return true
}
case .toEnd:
if case .toEnd = rhs {
return true
}
case .toStart:
if case .toStart = rhs {
return true
}
case let .framesCount(count):
if case .framesCount(count) = rhs {
return true
}
case let .onceToFrame(count):
if case .onceToFrame(count) = rhs {
return true
}
case .playCount:
if case .playCount = rhs {
return true
}
}
return false
}
}
public struct LottieColor : Equatable {
public let keyPath: String
public let color: NSColor
public init(keyPath: String, color: NSColor) {
self.keyPath = keyPath
self.color = color
}
}
public enum SE_LottiePlayerTriggerFrame : Equatable {
case first
case last
case custom(Int32)
}
public protocol SE_RenderContainer : AnyObject {
func render(at frame: Int32, frames: [SE_RenderedFrame], previousFrame: SE_RenderedFrame?) -> SE_RenderedFrame?
func cacheFrame(_ previous: SE_RenderedFrame?, _ current: SE_RenderedFrame)
func markFinished()
func setColor(_ color: NSColor, keyPath: String)
var endFrame: Int32 { get }
var startFrame: Int32 { get }
var fps: Int { get }
var mainFps: Int { get }
}
final class SE_RenderedWebpFrame : SE_RenderedFrame, Equatable {
let frame: Int32
let size: NSSize
let backingScale: Int
let key: SE_LottieAnimationEntryKey
private let webpData: WebPImageFrame
init(key: SE_LottieAnimationEntryKey, frame: Int32, size: NSSize, webpData: WebPImageFrame, backingScale: Int) {
self.key = key
self.backingScale = backingScale
self.size = size
self.frame = frame
self.webpData = webpData
}
var bytesPerRow: Int {
let s:(w: Int, h: Int) = (w: Int(size.width) * backingScale, h: Int(size.height) * backingScale)
return DeviceGraphicsContextSettings.shared.bytesPerRow(forWidth: s.w)
}
var image: CGImage? {
return webpData.image?._cgImage
}
var duration: TimeInterval {
return webpData.duration
}
var data: Data? {
return nil
}
var mirror: Bool {
return key.mirror
}
static func == (lhs: SE_RenderedWebpFrame, rhs: SE_RenderedWebpFrame) -> Bool {
return lhs.key == rhs.key
}
}
private final class SE_WebPRenderer : SE_RenderContainer {
private let animation: SE_LottieAnimation
private let decoder: WebPImageDecoder
init(animation: SE_LottieAnimation, decoder: WebPImageDecoder) {
self.animation = animation
self.decoder = decoder
}
func render(at frame: Int32, frames: [SE_RenderedFrame], previousFrame: SE_RenderedFrame?) -> SE_RenderedFrame? {
if let webpFrame = self.decoder.frame(at: UInt(frame), decodeForDisplay: true) {
return SE_RenderedWebpFrame(key: animation.key, frame: frame, size: animation.size, webpData: webpFrame, backingScale: animation.backingScale)
} else {
return nil
}
}
func cacheFrame(_ previous: SE_RenderedFrame?, _ current: SE_RenderedFrame) {
}
func markFinished() {
}
func setColor(_ color: NSColor, keyPath: String) {
}
var endFrame: Int32 {
return Int32(decoder.frameCount)
}