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/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the lottie-qt module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL$
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
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****************************************************************************/
#include "lottieanimation.h"
#include <QQuickPaintedItem>
#include <QJsonDocument>
#include <QJsonObject>
#include <QJsonArray>
#include <QJsonValue>
#include <QFile>
#include <QPointF>
#include <QPainter>
#include <QImage>
#include <QTimer>
#include <QMetaObject>
#include <QLoggingCategory>
#include <QThread>
#include <QQmlFile>
#include <math.h>
#include <QtBodymovin/private/bmbase_p.h>
#include <QtBodymovin/private/bmlayer_p.h>
#include "rasterrenderer/batchrenderer.h"
#include "rasterrenderer/lottierasterrenderer.h"
QT_BEGIN_NAMESPACE
Q_LOGGING_CATEGORY(lcLottieQtBodymovinRender, "qt.lottieqt.bodymovin.render");
Q_LOGGING_CATEGORY(lcLottieQtBodymovinParser, "qt.lottieqt.bodymovin.parser");
/*!
\qmltype LottieAnimation
\inqmlmodule Qt.labs.lottieqt
\since 5.13
\inherits Item
\brief A Bodymovin player for Qt.
The LottieAnimation type shows Bodymovin format files.
LottieAnimation is used to load and render Bodymovin files exported
from Adobe After Effects. Currently, only subset of the full Bodymovin
specification is supported. Most notable deviations are:
\list
\li Only Shape layer supported
\li Only integer frame-mode of a timeline supported
(real frame numbers and time are rounded to the nearest integer)
\li Expressions are not supported
\endlist
For the full list of devations, please refer to the file
\c unsupported_features.txt in the source code.
\section1 Example Usage
The following example shows a simple usage of the LottieAnimation type
\qml
LottieAnimation {
loops: 2
quality: LottieAnimation.MediumQuality
source: "animation.json"
autoPlay: false
onStatusChanged: {
if (status === LottieAnimation.Ready) {
// any acvities needed before
// playing starts go here
gotoAndPlay(startFrame);
}
}
onFinished: {
console.log("Finished playing")
}
}
\endqml
\note Changing width or height of the element does not change the size
of the animation within. Also, it is not possible to align the the content
inside of a \c LottieAnimation element. To achieve this, position the
animation inside e.g. an \c Item.
\section1 Rendering Performance
Internally, the rendered frame data is cached to improve performance. You
can control the memory usage by setting the QLOTTIE_RENDER_CACHE_SIZE
environment variable (default value is 2).
You can monitor the rendering performance by turning on two logging categories:
\list
\li \c qt.lottieqt.bodymovin.render - Provides information how the animation
is rendered
\li \c qt.lottieqt.bodymovin.render.thread - Provides information how the
rendering process proceeds.
\endlist
Specifically, you can monitor does the frame cache gets constantly full, or
does the rendering process have to wait for frames to become ready. The
first case implies that the animation is too complex, and the rendering
cannot keep up the pace. Try making the animation simpler, or optimize
the QML scene.
*/
/*!
\qmlproperty bool LottieAnimation::autoPlay
Defines whether the player will start playing animation automatically after
the animation file has been loaded.
The default value is \c true.
*/
/*!
\qmlproperty int LottieAnimation::loops
This property holds the number of loops the player will repeat.
The value \c LottieAnimation.Infinite means that the the player repeats
the animation continuously.
The default value is \c 1.
*/
/*!
\qmlsignal LottieAnimation::finished()
This signal is emitted when the player has finished playing. In case of
looping, the signal is emitted when the last loop has been finished.
*/
LottieAnimation::LottieAnimation(QQuickItem *parent)
: QQuickPaintedItem(parent)
{
m_frameAdvance = new QTimer(this);
m_frameAdvance->setInterval(1000 / m_frameRate);
m_frameAdvance->setSingleShot(false);
connect (m_frameAdvance, &QTimer::timeout, this, &LottieAnimation::renderNextFrame);
m_frameRenderThread = BatchRenderer::instance();
qRegisterMetaType<LottieAnimation*>();
}
LottieAnimation::~LottieAnimation()
{
QMetaObject::invokeMethod(m_frameRenderThread, "deregisterAnimator", Q_ARG(LottieAnimation*, this));
}
void LottieAnimation::componentComplete()
{
QQuickPaintedItem::componentComplete();
if (m_source.isValid())
load();
}
void LottieAnimation::paint(QPainter *painter)
{
BMBase* bmTree = m_frameRenderThread->getFrame(this, m_currentFrame);
if (!bmTree) {
qCDebug(lcLottieQtBodymovinRender) << "LottieAnimation::paint: Got empty element tree."
"Cannot draw (Animator:" << static_cast<void*>(this) << ")";
return;
}
LottieRasterRenderer renderer(painter);
qCDebug(lcLottieQtBodymovinRender) << static_cast<void*>(this) << "Start to paint frame" << m_currentFrame;
for (BMBase *elem : bmTree->children()) {
if (elem->active(m_currentFrame))
elem->render(renderer);
else
qCDebug(lcLottieQtBodymovinRender) << "Element '" << elem->name() << "' inactive. No need to paint";
}
m_frameRenderThread->frameRendered(this, m_currentFrame);
m_currentFrame += m_direction;
if (m_currentFrame < m_startFrame || m_currentFrame > m_endFrame) {
m_currentLoop += (m_loops > 0 ? 1 : 0);
}
if ((m_loops - m_currentLoop) != 0) {
m_currentFrame = m_currentFrame < m_startFrame ? m_endFrame :
m_currentFrame > m_endFrame ? m_startFrame : m_currentFrame;
}
}
/*!
\qmlproperty enumeration LottieAnimation::status
This property holds the current status of the LottieAnimation element.
\value LottieAnimation.Null
An initial value that is used when the source is not defined
(Default)
\value LottieAnimation.Loading
The player is loading a Bodymovin file
\value LottieAnimation.Ready
Loading has finished successfully and the player is ready to play
the animation
\value LottieAnimation.Error
An error occurred while loading the animation
For example, you could implement \c onStatusChanged signal
handler to monitor progress of loading an animation as follows:
\qml
LottieAnimation {
source: "animation.json"
autoPlay: false
onStatusChanged: {
if (status === LottieAnimation.Ready)
start();
}
\endqml
*/
LottieAnimation::Status LottieAnimation::status() const
{
return m_status;
}
void LottieAnimation::setStatus(LottieAnimation::Status status)
{
if (Q_UNLIKELY(m_status == status))
return;
m_status = status;
emit statusChanged();
}
/*!
\qmlproperty url LottieAnimation::source
The source of the Bodymovin asset that LottieAnimation plays.
LottieAnimation can handle any URL scheme supported by Qt.
The URL may be absolute, or relative to the URL of the component.
Setting the source property starts loading the animation asynchronously.
To monitor progress of loading, connect to the \l status change signal.
*/
QUrl LottieAnimation::source() const
{
return m_source;
}
void LottieAnimation::setSource(const QUrl &source)
{
if (m_source != source) {
m_source = source;
emit sourceChanged();
if (isComponentComplete())
load();
}
}
/*!
\qmlproperty int LottieAnimation::startFrame
\readonly
Frame number of the start of the animation. The value
is available after the animation has been loaded and
ready to play.
*/
int LottieAnimation::startFrame() const
{
return m_startFrame;
}
void LottieAnimation::setStartFrame(int startFrame)
{
if (Q_UNLIKELY(m_startFrame == startFrame))
return;
m_startFrame = startFrame;
emit startFrameChanged();
}
/*!
\qmlproperty int LottieAnimation::endFrame
\readonly
Frame number of the end of the animation. The value
is available after the animation has been loaded and
ready to play.
*/
int LottieAnimation::endFrame() const
{
return m_endFrame;
}
void LottieAnimation::setEndFrame(int endFrame)
{
if (Q_UNLIKELY(m_endFrame == endFrame))
return;
m_endFrame = endFrame;
emit endFrameChanged();
}
int LottieAnimation::currentFrame() const
{
return m_currentFrame;
}
/*!
\qmlproperty int LottieAnimation::frameRate
This property holds the frame rate value of the Bodymovin animation.
\c frameRate changes after the asset has been loaded. Changing the
frame rate does not have effect before that, as the value defined in the
asset overrides the value. To change the frame rate, you can write:
\qml
LottieAnimation {
source: "animation.json"
onStatusChanged: {
if (status === LottieAnimation.Ready)
frameRate = 60;
}
\endqml
*/
int LottieAnimation::frameRate() const
{
return m_frameRate;
}
void LottieAnimation::setFrameRate(int frameRate)
{
if (Q_UNLIKELY(m_frameRate == frameRate || frameRate <= 0))
return;
m_frameRate = frameRate;
emit frameRateChanged();
m_frameAdvance->setInterval(1000 / m_frameRate);
}
void LottieAnimation::resetFrameRate()
{
setFrameRate(m_animFrameRate);
}
/*!
\qmlproperty enumeration LottieAnimation::quality
Speficies the rendering quality of the bodymovin player.
If \c LowQuality is selected the rendering will happen into a frame
buffer object, whereas with other options, the rendering will be done
onto \c QImage (which in turn will be rendered on the screen).
\value LottieAnimation.LowQuality
Antialiasing or a smooth pixmap transformation algorithm are not
used
\value LottieAnimation.MediumQuality
Smooth pixmap transformation algorithm is used but no antialiasing
(Default)
\value LottieAnimation.HighQuality
Antialiasing and a smooth pixmap tranformation algorithm are both
used
*/
LottieAnimation::Quality LottieAnimation::quality() const
{
return m_quality;
}
void LottieAnimation::setQuality(LottieAnimation::Quality quality)
{
if (m_quality != quality) {
m_quality = quality;
if (quality == LowQuality)
setRenderTarget(QQuickPaintedItem::FramebufferObject);
else
setRenderTarget(QQuickPaintedItem::Image);
setSmooth(quality != LowQuality);
setAntialiasing(quality == HighQuality);
emit qualityChanged();
}
}
void LottieAnimation::reset()
{
m_currentFrame = m_direction > 0 ? m_startFrame : m_endFrame;
m_currentLoop = 0;
QMetaObject::invokeMethod(m_frameRenderThread, "gotoFrame",
Q_ARG(LottieAnimation*, this),
Q_ARG(int, m_currentFrame));
}
/*!
\qmlmethod void LottieAnimation::start()
Starts playing the animation from the beginning.
*/
void LottieAnimation::start()
{
reset();
m_frameAdvance->start();
}
/*!
\qmlmethod void LottieAnimation::play()
Starts or continues playing from the current position.
*/
void LottieAnimation::play()
{
QMetaObject::invokeMethod(m_frameRenderThread, "gotoFrame",
Q_ARG(LottieAnimation*, this),
Q_ARG(int, m_currentFrame));
m_frameAdvance->start();
}
/*!
\qmlmethod void LottieAnimation::pause()
Pauses the playback.
*/
void LottieAnimation::pause()
{
m_frameAdvance->stop();
QMetaObject::invokeMethod(m_frameRenderThread, "gotoFrame",
Q_ARG(LottieAnimation*, this),
Q_ARG(int, m_currentFrame));
}
/*!
\qmlmethod void LottieAnimation::togglePause()
Toggles the status of player between playing and paused states.
*/
void LottieAnimation::togglePause()
{
if (m_frameAdvance->isActive()) {
pause();
} else {
play();
}
}
/*!
\qmlmethod void LottieAnimation::stop()
Stops the playback and returns to startFrame.
*/
void LottieAnimation::stop()
{
m_frameAdvance->stop();
reset();
renderNextFrame();
}
/*!
\qmlmethod void LottieAnimation::gotoAndPlay(int frame)
Plays the asset from the given \a frame.
*/
void LottieAnimation::gotoAndPlay(int frame)
{
gotoFrame(frame);
m_currentLoop = 0;
m_frameAdvance->start();
}
/*!
\qmlmethod bool LottieAnimation::gotoAndPlay(string frameMarker)
Plays the asset from the frame that has a marker with the given \a frameMarker.
Returns \c true if the frameMarker was found, \c false otherwise.
*/
bool LottieAnimation::gotoAndPlay(const QString &frameMarker)
{
if (m_markers.contains(frameMarker)) {
gotoAndPlay(m_markers.value(frameMarker));
return true;
} else
return false;
}
/*!
\qmlmethod void LottieAnimation::gotoAndStop(int frame)
Moves the playhead to the given \a frame and stops.
*/
void LottieAnimation::gotoAndStop(int frame)
{
gotoFrame(frame);
m_frameAdvance->stop();
renderNextFrame();
}
/*!
\qmlmethod bool LottieAnimation::gotoAndStop(string frameMarker)
Moves the playhead to the given marker and stops.
Returns \c true if \a frameMarker was found, \c false otherwise.
*/
bool LottieAnimation::gotoAndStop(const QString &frameMarker)
{
if (m_markers.contains(frameMarker)) {
gotoAndStop(m_markers.value(frameMarker));
return true;
} else
return false;
}
void LottieAnimation::gotoFrame(int frame)
{
m_currentFrame = qMax(m_startFrame, qMin(frame, m_endFrame));
QMetaObject::invokeMethod(m_frameRenderThread, "gotoFrame",
Q_ARG(LottieAnimation*, this),
Q_ARG(int, m_currentFrame));
}
/*!
\qmlmethod double LottieAnimation::getDuration(bool inFrames)
Returns the duration of the currently playing asset.
If a given \a inFrames is \c true, the return value is the duration in
number of frames. Otherwise, returns the duration in seconds.
*/
double LottieAnimation::getDuration(bool inFrames)
{
return (m_endFrame - m_startFrame) /
static_cast<double>(inFrames ? 1 : m_frameRate);
}
/*!
\qmlproperty enumeration LottieAnimation::direction
This property holds the direction of rendering.
\value LottieAnimation.Forward
Forward direction (Default)
\value LottieAnimation.Reverse
Reverse direction
*/
LottieAnimation::Direction LottieAnimation::direction() const
{
return static_cast<Direction>(m_direction);
}
void LottieAnimation::setDirection(LottieAnimation::Direction direction)
{
if (Q_UNLIKELY(static_cast<Direction>(m_direction) == direction))
return;
m_direction = direction;
emit directionChanged();
m_frameRenderThread->gotoFrame(this, m_currentFrame);
}
void LottieAnimation::load()
{
setStatus(Loading);
m_file.reset(new QQmlFile(qmlEngine(this), m_source));
if (m_file->isLoading())
m_file->connectFinished(this, SLOT(loadFinished()));
else
loadFinished();
}
void LottieAnimation::loadFinished()
{
if (Q_UNLIKELY(m_file->isError())) {
m_file.reset();
setStatus(Error);
return;
}
Q_ASSERT(m_file->isReady());
const QByteArray json = m_file->dataByteArray();
m_file.reset();
if (Q_UNLIKELY(parse(json) == -1)) {
setStatus(Error);
return;
}
QMetaObject::invokeMethod(m_frameRenderThread, "registerAnimator", Q_ARG(LottieAnimation*, this));
if (m_autoPlay)
start();
m_frameRenderThread->start();
setStatus(Ready);
}
QByteArray LottieAnimation::jsonSource() const
{
return m_jsonSource;
}
void LottieAnimation::renderNextFrame()
{
if (m_currentFrame >= m_startFrame && m_currentFrame <= m_endFrame) {
if (m_frameRenderThread->getFrame(this, m_currentFrame)) {
update();
} else if (!m_waitForFrameConn) {
qCDebug(lcLottieQtBodymovinRender) << static_cast<void*>(this)
<< "Frame cache was empty for frame" << m_currentFrame;
m_waitForFrameConn = connect(m_frameRenderThread, &BatchRenderer::frameReady,
this, [this](LottieAnimation *target, int frameNumber) {
if (target != this)
return;
qCDebug(lcLottieQtBodymovinRender) << static_cast<void*>(this)
<< "Frame ready" << frameNumber;
disconnect(m_waitForFrameConn);
update();
});
}
} else if (m_loops == m_currentLoop) {
if ( m_loops != Infinite)
m_frameAdvance->stop();
emit finished();
}
}
int LottieAnimation::parse(QByteArray jsonSource)
{
m_jsonSource = jsonSource;
QJsonParseError error;
QJsonDocument doc = QJsonDocument::fromJson(m_jsonSource, &error);
if (Q_UNLIKELY(error.error != QJsonParseError::NoError)) {
qCWarning(lcLottieQtBodymovinParser)
<< "JSON parse error:" << error.errorString();
return -1;
}
QJsonObject rootObj = doc.object();
if (Q_UNLIKELY(rootObj.empty()))
return -1;
int startFrame = rootObj.value(QLatin1String("ip")).toVariant().toInt();
int endFrame = rootObj.value(QLatin1String("op")).toVariant().toInt();
m_animFrameRate = rootObj.value(QLatin1String("fr")).toVariant().toInt();
m_animWidth = rootObj.value(QLatin1String("w")).toVariant().toReal();
m_animHeight = rootObj.value(QLatin1String("h")).toVariant().toReal();
QJsonArray markerArr = rootObj.value(QLatin1String("markers")).toArray();
QJsonArray::const_iterator markerIt = markerArr.constBegin();
while (markerIt != markerArr.constEnd()) {
QString marker = (*markerIt).toObject().value(QLatin1String("cm")).toString();
int frame = (*markerIt).toObject().value(QLatin1String("tm")).toInt();
m_markers.insert(marker, frame);
if ((*markerIt).toObject().value(QLatin1String("dr")).toInt())
qCWarning(lcLottieQtBodymovinParser)
<< "property 'dr' not support in a marker";
++markerIt;
}
if (rootObj.value(QLatin1String("assets")).toArray().count())
qCWarning(lcLottieQtBodymovinParser) << "assets not supported";
if (rootObj.value(QLatin1String("chars")).toArray().count())
qCWarning(lcLottieQtBodymovinParser) << "chars not supported";
setWidth(m_animWidth);
setHeight(m_animHeight);
setStartFrame(startFrame);
setEndFrame(endFrame);
setFrameRate(m_animFrameRate);
return 0;
}
QT_END_NAMESPACE