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📄 bitmapimage.cpp

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
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    if (index >= frameCount())        return true;    if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)        cacheFrame(index);    return m_frames[index].m_isComplete;}float BitmapImage::frameDurationAtIndex(size_t index){    if (index >= frameCount())        return 0;    if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)        cacheFrame(index);    return m_frames[index].m_duration;}bool BitmapImage::frameHasAlphaAtIndex(size_t index){    if (index >= frameCount())        return true;    if (index >= m_frames.size() || !m_frames[index].m_haveMetadata)        cacheFrame(index);    return m_frames[index].m_hasAlpha;}int BitmapImage::repetitionCount(bool imageKnownToBeComplete){    if ((m_repetitionCountStatus == Unknown) || ((m_repetitionCountStatus == Uncertain) && imageKnownToBeComplete)) {        // Snag the repetition count.  If |imageKnownToBeComplete| is false, the        // repetition count may not be accurate yet for GIFs; in this case the        // decoder will default to cAnimationLoopOnce, and we'll try and read        // the count again once the whole image is decoded.        m_repetitionCount = m_source.repetitionCount();        m_repetitionCountStatus = (imageKnownToBeComplete || m_repetitionCount == cAnimationNone) ? Certain : Uncertain;    }    return m_repetitionCount;}bool BitmapImage::shouldAnimate(){    return (repetitionCount(false) != cAnimationNone && !m_animationFinished && imageObserver());}void BitmapImage::startAnimation(bool catchUpIfNecessary){    if (m_frameTimer || !shouldAnimate() || frameCount() <= 1)        return;    // Determine time for next frame to start.  By ignoring paint and timer lag    // in this calculation, we make the animation appear to run at its desired    // rate regardless of how fast it's being repainted.    const double currentDuration = frameDurationAtIndex(m_currentFrame);    const double time = currentTime();    if (m_desiredFrameStartTime == 0) {        m_desiredFrameStartTime = time + currentDuration;    } else {        m_desiredFrameStartTime += currentDuration;        // When an animated image is more than five minutes out of date, the        // user probably doesn't care about resyncing and we could burn a lot of        // time looping through frames below.  Just reset the timings.        const double cAnimationResyncCutoff = 5 * 60;        if ((time - m_desiredFrameStartTime) > cAnimationResyncCutoff)            m_desiredFrameStartTime = time + currentDuration;    }    // Don't advance the animation to an incomplete frame.    size_t nextFrame = (m_currentFrame + 1) % frameCount();    if (!m_allDataReceived && !frameIsCompleteAtIndex(nextFrame))        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 && repetitionCount(false) == cAnimationLoopOnce && m_currentFrame >= (frameCount() - 1))        return;    // The image may load more slowly than it's supposed to animate, so that by    // the time we reach the end of the first repetition, we're well behind.    // Clamp the desired frame start time in this case, so that we don't skip    // frames (or whole iterations) trying to "catch up".  This is a tradeoff:    // It guarantees users see the whole animation the second time through and    // don't miss any repetitions, and is closer to what other browsers do; on    // the other hand, it makes animations "less accurate" for pages that try to    // sync an image and some other resource (e.g. audio), especially if users    // switch tabs (and thus stop drawing the animation, which will pause it)    // during that initial loop, then switch back later.    if (nextFrame == 0 && m_repetitionsComplete == 0 && m_desiredFrameStartTime < time)      m_desiredFrameStartTime = time;    if (!catchUpIfNecessary || time < m_desiredFrameStartTime) {        // Haven't yet reached time for next frame to start; delay until then.        m_frameTimer = new Timer<BitmapImage>(this, &BitmapImage::advanceAnimation);        m_frameTimer->startOneShot(std::max(m_desiredFrameStartTime - time, 0.));    } else {        // We've already reached or passed the time for the next frame to start.        // See if we've also passed the time for frames after that to start, in        // case we need to skip some frames entirely.  Remember not to advance        // to an incomplete frame.        for (size_t frameAfterNext = (nextFrame + 1) % frameCount(); frameIsCompleteAtIndex(frameAfterNext); frameAfterNext = (nextFrame + 1) % frameCount()) {            // Should we skip the next frame?            double frameAfterNextStartTime = m_desiredFrameStartTime + frameDurationAtIndex(nextFrame);            if (time < frameAfterNextStartTime)                break;            // Yes; skip over it without notifying our observers.            if (!internalAdvanceAnimation(true))                return;            m_desiredFrameStartTime = frameAfterNextStartTime;            nextFrame = frameAfterNext;        }        // Draw the next frame immediately.  Note that m_desiredFrameStartTime        // may be in the past, meaning the next time through this function we'll        // kick off the next advancement sooner than this frame's duration would        // suggest.        if (internalAdvanceAnimation(false)) {            // The image region has been marked dirty, but once we return to our            // caller, draw() will clear it, and nothing will cause the            // animation to advance again.  We need to start the timer for the            // next frame running, or the animation can hang.  (Compare this            // with when advanceAnimation() is called, and the region is dirtied            // while draw() is not in the callstack, meaning draw() gets called            // to update the region and thus startAnimation() is reached again.)            // NOTE: For large images with slow or heavily-loaded systems,            // throwing away data as we go (see destroyDecodedData()) means we            // can spend so much time re-decoding data above that by the time we            // reach here we're behind again.  If we let startAnimation() run            // the catch-up code again, we can get long delays without painting            // as we race the timer, or even infinite recursion.  In this            // situation the best we can do is to simply change frames as fast            // as possible, so force startAnimation() to set a zero-delay timer            // and bail out if we're not caught up.            startAnimation(false);        }    }}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_desiredFrameStartTime = 0;    m_animationFinished = false;        // For extremely large animations, when the animation is reset, we just throw everything away.    destroyDecodedDataIfNecessary(true);}void BitmapImage::advanceAnimation(Timer<BitmapImage>*){    internalAdvanceAnimation(false);    // At this point the image region has been marked dirty, and if it's    // onscreen, we'll soon make a call to draw(), which will call    // startAnimation() again to keep the animation moving.}bool BitmapImage::internalAdvanceAnimation(bool skippingFrames){    // 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 (!skippingFrames && imageObserver()->shouldPauseAnimation(this))        return false;    ++m_currentFrame;    bool advancedAnimation = true;    bool destroyAll = false;    if (m_currentFrame >= frameCount()) {        ++m_repetitionsComplete;        // 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.        if (repetitionCount(true) && m_repetitionsComplete >= m_repetitionCount) {            m_animationFinished = true;            m_desiredFrameStartTime = 0;            --m_currentFrame;            advancedAnimation = false;        } else {            m_currentFrame = 0;            destroyAll = true;        }    }    destroyDecodedDataIfNecessary(destroyAll);    // We need to draw this frame if we advanced to it while not skipping, or if    // while trying to skip frames we hit the last frame and thus had to stop.    if (skippingFrames != advancedAnimation)        imageObserver()->animationAdvanced(this);    return advancedAnimation;}}

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