ImageDecoder.h   [plain text]


/*
 * Copyright (C) 2006 Apple Computer, Inc.  All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
 */

#ifndef IMAGE_DECODER_H_
#define IMAGE_DECODER_H_

#include "config.h"
#include "IntRect.h"
#include "ImageSource.h"
#include "SharedBuffer.h"
#include <wtf/Vector.h>

namespace WebCore {

typedef Vector<unsigned> RGBA32Array;

// The RGBA32Buffer object represents the decoded image data in RGBA32 format.  This buffer is what all
// decoders write a single frame into.  Frames are then instantiated for drawing by being handed this buffer.
class RGBA32Buffer
{
public:
    enum FrameStatus { FrameEmpty, FramePartial, FrameComplete };

    RGBA32Buffer() : m_height(0), m_status(FrameEmpty), m_duration(0),
                     m_includeInNextFrame(false), m_hasAlpha(false)
    {} 

    const RGBA32Array& bytes() const { return m_bytes; }
    RGBA32Array& bytes() { return m_bytes; }
    const IntRect& rect() const { return m_rect; }
    unsigned height() const { return m_height; }
    FrameStatus status() const { return m_status; }
    unsigned duration() const { return m_duration; }
    bool includeInNextFrame() const { return m_includeInNextFrame; }
    bool hasAlpha() const { return m_hasAlpha; }

    void setRect(const IntRect& r) { m_rect = r; }
    void ensureHeight(unsigned rowIndex) { if (rowIndex > m_height) m_height = rowIndex; }
    void setStatus(FrameStatus s) { m_status = s; }
    void setDuration(unsigned duration) { m_duration = duration; }
    void setIncludeInNextFrame(bool n) { m_includeInNextFrame = n; }
    void setHasAlpha(bool alpha) { m_hasAlpha = alpha; }

    static void setRGBA(unsigned& pos, unsigned r, unsigned g, unsigned b, unsigned a)
    {
        // We store this data pre-multiplied.
        if (a == 0)
            pos = 0;
        else {
            if (a < 255) {
                float alphaPercent = a / 255.0f;
                r = static_cast<unsigned>(r * alphaPercent);
                g = static_cast<unsigned>(g * alphaPercent);
                b = static_cast<unsigned>(b * alphaPercent);
            }
            pos = (a << 24 | r << 16 | g << 8 | b);
        }
    }

private:
    RGBA32Array m_bytes;
    IntRect m_rect;    // The rect of the original specified frame within the overall buffer.
                       // This will always just be the entire buffer except for GIF frames
                       // whose original rect was smaller than the overall image size.
    unsigned m_height; // The height (the number of rows we've fully decoded).
    FrameStatus m_status; // Whether or not this frame is completely finished decoding.
    unsigned m_duration; // The animation delay.
    bool m_includeInNextFrame; // Whether or not the next buffer should be initially populated with our data.
    bool m_hasAlpha; // Whether or not any of the pixels in the buffer have transparency.
};

// The ImageDecoder class represents a base class for specific image format decoders
// (e.g., GIF, JPG, PNG, ICO) to derive from.  All decoders decode into RGBA32 format
// and the base class manages the RGBA32 frame cache.
class ImageDecoder
{
public:
    ImageDecoder() :m_sizeAvailable(false), m_failed(false) {}
    virtual ~ImageDecoder() {}

    // All specific decoder plugins must do something with the data they are given.
    virtual void setData(SharedBuffer* data, bool allDataReceived) { m_data = data; }

    // Whether or not the size information has been decoded yet.
    virtual bool isSizeAvailable() const = 0;

    // Requests the size.
    virtual IntSize size() const { return m_size; }

    // The total number of frames for the image.  Classes that support multiple frames
    // will scan the image data for the answer if they need to (without necessarily
    // decoding all of the individual frames).
    virtual int frameCount() { return 1; }

    // The number of repetitions to perform for an animation loop.
    virtual int repetitionCount() const { return cAnimationNone; }

    // Called to obtain the RGBA32Buffer full of decoded data for rendering.  The
    // decoder plugin will decode as much of the frame as it can before handing
    // back the buffer.
    virtual RGBA32Buffer* frameBufferAtIndex(size_t index) = 0;

    // Whether or not the underlying image format even supports alpha transparency.
    virtual bool supportsAlpha() const { return true; }

    bool failed() const { return m_failed; }
    void setFailed() { m_failed = true; }

protected:
    RefPtr<SharedBuffer> m_data; // The encoded data.
    Vector<RGBA32Buffer> m_frameBufferCache;
    bool m_sizeAvailable;
    mutable bool m_failed;
    IntSize m_size;
};

}

#endif