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208 lines
7.5 KiB
208 lines
7.5 KiB
/*
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* Copyright 2021 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "tools/viewer/MSKPSlide.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkStream.h"
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#include "include/private/SkTPin.h"
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#include "src/core/SkOSFile.h"
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#include "imgui.h"
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MSKPSlide::MSKPSlide(const SkString& name, const SkString& path)
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: MSKPSlide(name, SkStream::MakeFromFile(path.c_str())) {}
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MSKPSlide::MSKPSlide(const SkString& name, std::unique_ptr<SkStreamSeekable> stream)
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: fStream(std::move(stream)) {
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fName = name;
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}
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SkISize MSKPSlide::getDimensions() const {
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return fPlayer ? fPlayer->maxDimensions() : SkISize{0, 0};
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}
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void MSKPSlide::draw(SkCanvas* canvas) {
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if (!fPlayer) {
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ImGui::Text("Could not read mskp file %s.\n", fName.c_str());
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return;
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}
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ImGui::Begin("MSKP");
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ImGui::BeginGroup();
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// Play/Pause button
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if (ImGui::Button(fPaused ? "Play " : "Pause")) {
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fPaused = !fPaused;
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if (fPaused) {
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// This will ensure that when playback is unpaused we start on the current frame.
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fLastFrameTime = -1;
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}
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}
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// Control the frame rate of MSKP playback
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ImGui::Text("FPS: "); ImGui::SameLine();
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ImGui::RadioButton( "1", &fFPS, 1); ImGui::SameLine();
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ImGui::RadioButton( "15", &fFPS, 15); ImGui::SameLine();
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ImGui::RadioButton( "30", &fFPS, 30); ImGui::SameLine();
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ImGui::RadioButton( "60", &fFPS, 60); ImGui::SameLine();
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ImGui::RadioButton("120", &fFPS, 120); ImGui::SameLine();
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ImGui::RadioButton("1:1", &fFPS, -1); // Draw one MSKP frame for each real viewer frame.
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if (fFPS < 0) {
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// Like above, will cause onAnimate() to resume at current frame when FPS is changed
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// back to another frame rate.
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fLastFrameTime = -1;
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}
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// Frame control. Slider and +/- buttons. Ctrl-Click slider to type frame number.
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ImGui::Text("Frame:");
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ImGui::SameLine();
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ImGui::PushButtonRepeat(true); // Enable click-and-hold for frame arrows.
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int oldFrame = fFrame;
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if (ImGui::ArrowButton("-mksp_frame", ImGuiDir_Left)) {
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fFrame = (fFrame + fPlayer->numFrames() - 1)%fPlayer->numFrames();
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}
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ImGui::SameLine();
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if (ImGui::SliderInt("##msk_frameslider", &fFrame, 0, fPlayer->numFrames()-1, "% 3d")) {
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fFrame = SkTPin(fFrame, 0, fPlayer->numFrames() - 1);
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}
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ImGui::SameLine();
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if (ImGui::ArrowButton("+mskp_frame", ImGuiDir_Right)) {
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fFrame = (fFrame + 1)%fPlayer->numFrames();
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}
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if (fFrame != oldFrame) {
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// When manually adjusting frames force layers to redraw.
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this->redrawLayers();
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}
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ImGui::PopButtonRepeat();
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ImGui::EndGroup();
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ImGui::BeginGroup();
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ImGui::Checkbox("Show Frame Bounds", &fShowFrameBounds);
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ImGui::SetNextItemWidth(200);
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ImGui::ColorPicker4("background", fBackgroundColor, ImGuiColorEditFlags_AlphaBar);
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// ImGui lets user enter out of range values by typing.
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for (float& component : fBackgroundColor) {
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component = SkTPin(component, 0.f, 1.f);
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}
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ImGui::EndGroup();
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// UI for visualizing contents of offscreen layers.
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ImGui::Text("Offscreen Layers "); ImGui::SameLine();
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ImGui::Checkbox("List All Layers", &fListAllLayers);
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ImGui::RadioButton("root", &fDrawLayerID, -1);
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const std::vector<int>& layerIDs = fListAllLayers ? fAllLayerIDs : fFrameLayerIDs[fFrame];
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fLayerIDStrings.resize(layerIDs.size());
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for (size_t i = 0; i < layerIDs.size(); ++i) {
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fLayerIDStrings[i] = SkStringPrintf("%d", layerIDs[i]);
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ImGui::RadioButton(fLayerIDStrings[i].c_str(), &fDrawLayerID, layerIDs[i]);
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}
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ImGui::End();
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auto bounds = SkIRect::MakeSize(fPlayer->frameDimensions(fFrame));
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if (fShowFrameBounds) {
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SkPaint boundsPaint;
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boundsPaint.setStyle(SkPaint::kStroke_Style);
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boundsPaint.setColor(SK_ColorRED);
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boundsPaint.setStrokeWidth(0.f);
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boundsPaint.setAntiAlias(true);
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// Outset so that at default scale we draw at pixel centers of the rows/cols surrounding the
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// bounds.
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canvas->drawRect(SkRect::Make(bounds).makeOutset(0.5f, 0.5f), boundsPaint);
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}
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canvas->save();
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if (fDrawLayerID >= 0) {
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// clip out the root layer content, but still call playFrame so layer contents are updated
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// to fFrame.
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bounds = SkIRect::MakeEmpty();
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}
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canvas->clipIRect(bounds);
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canvas->clear(SkColor4f{fBackgroundColor[0],
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fBackgroundColor[1],
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fBackgroundColor[2],
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fBackgroundColor[3]});
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fPlayer->playFrame(canvas, fFrame);
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canvas->restore();
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if (fDrawLayerID >= 0) {
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if (sk_sp<SkImage> layerImage = fPlayer->layerSnapshot(fDrawLayerID)) {
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canvas->save();
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canvas->clipIRect(SkIRect::MakeSize(layerImage->dimensions()));
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canvas->clear(SkColor4f{fBackgroundColor[0],
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fBackgroundColor[1],
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fBackgroundColor[2],
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fBackgroundColor[3]});
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canvas->drawImage(std::move(layerImage), 0, 0);
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canvas->restore();
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}
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return;
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}
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}
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bool MSKPSlide::animate(double nanos) {
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if (!fPlayer || fPaused) {
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return false;
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}
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if (fLastFrameTime < 0) {
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// We're coming off being paused or switching from 1:1 mode to steady FPS. Advance 1 frame
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// and reset the frame time to start accumulating time from now.
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fFrame = (fFrame + 1)%fPlayer->numFrames();
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fLastFrameTime = nanos;
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return this->fPlayer->numFrames() > 1;
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}
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if (fFPS < 0) {
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// 1:1 mode. Always draw the next frame on each animation cycle.
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fFrame = (fFrame + 1)%fPlayer->numFrames();
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return this->fPlayer->numFrames() > 1;
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}
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double elapsed = nanos - fLastFrameTime;
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double frameTime = 1E9/fFPS;
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int framesToAdvance = elapsed/frameTime;
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fFrame = fFrame + framesToAdvance;
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if (fFrame >= fPlayer->numFrames()) {
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this->redrawLayers();
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}
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fFrame %= fPlayer->numFrames();
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// Instead of just adding elapsed, note the time when this frame should have begun.
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fLastFrameTime += framesToAdvance*frameTime;
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return framesToAdvance > 0;
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}
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void MSKPSlide::load(SkScalar, SkScalar) {
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if (!fStream) {
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return;
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}
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fStream->rewind();
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fPlayer = MSKPPlayer::Make(fStream.get());
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if (!fPlayer) {
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return;
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}
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fAllLayerIDs = fPlayer->layerIDs();
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fFrameLayerIDs.clear();
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fFrameLayerIDs.resize(fPlayer->numFrames());
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for (int i = 0; i < fPlayer->numFrames(); ++i) {
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fFrameLayerIDs[i] = fPlayer->layerIDs(i);
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}
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}
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void MSKPSlide::unload() { fPlayer.reset(); }
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void MSKPSlide::gpuTeardown() { fPlayer->resetLayers(); }
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void MSKPSlide::redrawLayers() {
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if (fDrawLayerID >= 0) {
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// Completely reset the layers so that we won't see content from later frames on layers
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// that haven't been visited from frames 0..fFrames.
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fPlayer->resetLayers();
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} else {
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// Just rewind layers so that we redraw any layer from scratch on the next frame that
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// updates it. Important for benchmarking/profiling as otherwise if a layer is only
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// drawn once in the frame sequence then it will never be updated after the first play
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// through. This doesn't reallocate the layer backing stores.
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fPlayer->rewindLayers();
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}
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}
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