1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/include/Skottie.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottiePriv.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/animator/Animator.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skresources/include/SkResources.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderNode.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/utils/SkJSON.h"
15*c8dee2aaSAndroid Build Coastguard Worker
16*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
17*c8dee2aaSAndroid Build Coastguard Worker
18*c8dee2aaSAndroid Build Coastguard Worker namespace skottie::internal {
19*c8dee2aaSAndroid Build Coastguard Worker
20*c8dee2aaSAndroid Build Coastguard Worker namespace {
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker class ForwardingPlaybackController final : public Animator {
23*c8dee2aaSAndroid Build Coastguard Worker public:
ForwardingPlaybackController(sk_sp<skresources::ExternalTrackAsset> track,float in_point,float out_point,float fps)24*c8dee2aaSAndroid Build Coastguard Worker ForwardingPlaybackController(sk_sp<skresources::ExternalTrackAsset> track,
25*c8dee2aaSAndroid Build Coastguard Worker float in_point,
26*c8dee2aaSAndroid Build Coastguard Worker float out_point,
27*c8dee2aaSAndroid Build Coastguard Worker float fps )
28*c8dee2aaSAndroid Build Coastguard Worker : fTrack(std::move(track))
29*c8dee2aaSAndroid Build Coastguard Worker , fInPoint(in_point)
30*c8dee2aaSAndroid Build Coastguard Worker , fOutPoint(out_point)
31*c8dee2aaSAndroid Build Coastguard Worker , fFps(fps) {}
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker private:
onSeek(float t)34*c8dee2aaSAndroid Build Coastguard Worker StateChanged onSeek(float t) override {
35*c8dee2aaSAndroid Build Coastguard Worker // Adjust t relative to the track time (s).
36*c8dee2aaSAndroid Build Coastguard Worker if (t < fInPoint || t > fOutPoint) {
37*c8dee2aaSAndroid Build Coastguard Worker t = -1;
38*c8dee2aaSAndroid Build Coastguard Worker } else {
39*c8dee2aaSAndroid Build Coastguard Worker t = (t - fInPoint) / fFps;
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker fTrack->seek(t);
43*c8dee2aaSAndroid Build Coastguard Worker
44*c8dee2aaSAndroid Build Coastguard Worker // does not interact with the render tree.
45*c8dee2aaSAndroid Build Coastguard Worker return false;
46*c8dee2aaSAndroid Build Coastguard Worker }
47*c8dee2aaSAndroid Build Coastguard Worker
48*c8dee2aaSAndroid Build Coastguard Worker const sk_sp<skresources::ExternalTrackAsset> fTrack;
49*c8dee2aaSAndroid Build Coastguard Worker const float fInPoint,
50*c8dee2aaSAndroid Build Coastguard Worker fOutPoint,
51*c8dee2aaSAndroid Build Coastguard Worker fFps;
52*c8dee2aaSAndroid Build Coastguard Worker };
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker } // namespace
55*c8dee2aaSAndroid Build Coastguard Worker
attachAudioLayer(const skjson::ObjectValue & jlayer,LayerInfo * layer_info) const56*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> AnimationBuilder::attachAudioLayer(const skjson::ObjectValue& jlayer,
57*c8dee2aaSAndroid Build Coastguard Worker LayerInfo* layer_info) const {
58*c8dee2aaSAndroid Build Coastguard Worker const ScopedAssetRef audio_asset(this, jlayer);
59*c8dee2aaSAndroid Build Coastguard Worker
60*c8dee2aaSAndroid Build Coastguard Worker if (audio_asset) {
61*c8dee2aaSAndroid Build Coastguard Worker const auto& jaudio = *audio_asset;
62*c8dee2aaSAndroid Build Coastguard Worker const skjson::StringValue* name = jaudio["p"];
63*c8dee2aaSAndroid Build Coastguard Worker const skjson::StringValue* path = jaudio["u"];
64*c8dee2aaSAndroid Build Coastguard Worker const skjson::StringValue* id = jaudio["id"];
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker if (name && path && id) {
67*c8dee2aaSAndroid Build Coastguard Worker auto track = fResourceProvider->loadAudioAsset(path->begin(),
68*c8dee2aaSAndroid Build Coastguard Worker name->begin(),
69*c8dee2aaSAndroid Build Coastguard Worker id ->begin());
70*c8dee2aaSAndroid Build Coastguard Worker if (track) {
71*c8dee2aaSAndroid Build Coastguard Worker fCurrentAnimatorScope->push_back(
72*c8dee2aaSAndroid Build Coastguard Worker sk_make_sp<ForwardingPlaybackController>(std::move(track),
73*c8dee2aaSAndroid Build Coastguard Worker layer_info->fInPoint,
74*c8dee2aaSAndroid Build Coastguard Worker layer_info->fOutPoint,
75*c8dee2aaSAndroid Build Coastguard Worker fFrameRate));
76*c8dee2aaSAndroid Build Coastguard Worker } else {
77*c8dee2aaSAndroid Build Coastguard Worker this->log(Logger::Level::kWarning, nullptr,
78*c8dee2aaSAndroid Build Coastguard Worker "Could not load audio asset '%s'.", name->begin());
79*c8dee2aaSAndroid Build Coastguard Worker }
80*c8dee2aaSAndroid Build Coastguard Worker }
81*c8dee2aaSAndroid Build Coastguard Worker }
82*c8dee2aaSAndroid Build Coastguard Worker
83*c8dee2aaSAndroid Build Coastguard Worker // no render node, playback is controlled from the Animator tree.
84*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
85*c8dee2aaSAndroid Build Coastguard Worker }
86*c8dee2aaSAndroid Build Coastguard Worker
87*c8dee2aaSAndroid Build Coastguard Worker } // namespace skottie::internal
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