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imlottie.h
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imlottie.h
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/*
* Base code written by
* dalerank ([email protected]) - code adaption, main logic
* anatolii ([email protected]) - render library fixes, pipeline redesign
* cybercuzma2077 ([email protected]) - porting to unreal engine
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#pragma once
#include <inttypes.h>
#include <mutex>
#include <queue>
#include <string>
#include <unordered_map>
#include "imgui.h"
#ifdef IMLOTTIE_DX11_IMPLEMENTATION
#include <d3d11.h>
#endif // IMLOTTIE_DX11_IMPLEMENTATION
namespace imlottie {
class Animation;
std::shared_ptr<imlottie::Animation> animationLoad(const char *path);
uint16_t animationTotalFrame(const std::shared_ptr<imlottie::Animation> &anim);
double animationDuration(const std::shared_ptr<imlottie::Animation> &anim);
void animationRenderSync(const std::shared_ptr<imlottie::Animation> &anim, int nextFrameIndex, uint32_t *data, int width, int height, int row_pitch);
}
namespace ImLottie {
constexpr ImGuiID BAD_PICTUREID = ImGuiID(-1);
// Data in system memory where saved frame
struct NextFrame {
std::vector<uint8_t> data;
ImVec2 size;
};
// Data in system memory, this frame ready for move to tmp atlas
struct ReadyFrame {
ImGuiID pid = BAD_PICTUREID;
std::vector<uint8_t> data;
ImVec2 size;
#if DEBUG_LOTTIE_UPDATE
const char *lottie = nullptr;
int frame = 0;
int duration_ms = 0;
#endif
};
class LottieAnimationRenderer;
namespace detail {
LottieAnimationRenderer *g_lottieRenderer = nullptr;
}
// This code defines a struct called LottieAnim, which represents a Lottie animation. It contains various static constants,
// such as the default size and pre-rendered frames, as well as variables that store information about the animation
// such as the timeline and frames.
struct LottieAnim {
// default size for lottie renderer
static constexpr int DEFAULT_SIZE = 32;
// how many prerendered frames saved in array
static constexpr int DEFAULT_PRERENDERED_FRAMES = 2;
static constexpr int LOTTIE_SURFACE_FMT = sizeof(uint32_t); // TEXFMT_A8R8G8B8;
static constexpr int LOTTIE_SURFACE_FMT_BPP = sizeof(uint32_t);
// A unique identifier for the picture
ImGuiID pid = BAD_PICTUREID;
#ifdef IMLOTTIE_DX11_IMPLEMENTATION
// DirectX 11 implementation
ID3D11Texture2D* texture = nullptr;
ID3D11ShaderResourceView *srv = nullptr;
#endif // IMLOTTIE_DX11_IMPLEMENTATION
struct {
int width = DEFAULT_SIZE;
int height = DEFAULT_SIZE;
} canvas;
struct {
uint32_t duration_ms = 0;
uint32_t last_ms = 0;
} timeline;
struct {
uint16_t current = 0;
uint16_t total = 0;
} frame;
// Flags for the animation
bool loop = false;
bool play = false;
bool renderonce = false;
int maxPrerenderedFrames = DEFAULT_PRERENDERED_FRAMES;
std::string lottiePath;
std::shared_ptr<imlottie::Animation> anim;
// we need save future frames, because are can have
// different time for render, thread render it on loop
std::queue<NextFrame> prerenderedFrames;
// here saved frame, which need for display, on every render()
// call prerendered frame will moved here when time for next frame gone
ReadyFrame currentFrame;
// Grabs the current frame and stores it in the "f" parameter
bool grabCurrentFrame(ReadyFrame &f) {
if (currentFrame.pid == BAD_PICTUREID) {
return false;
}
std::swap(f, currentFrame);
return true;
}
// Returns a hash code based on the properties of the Lottie animation
static ImGuiID getPropsHash(const char *lottie, const int canvasWidth, const int canvasHeight, bool loop, int rate) {
char hash[512];
snprintf(hash, 511, "lottie:%s|canvasHeight:%d|canvasWidth:%d|loop:%d|rate:%d", lottie, canvasWidth, canvasHeight, loop, rate);
return ImHashStr(hash, 0, 0xc001f00d);
;
}
// Loads the Lottie animation from the specified file path
bool load(const char *path, int w, int h, bool _loop, bool _play, int _prerenderedFrames, int rate, ImGuiID _pid) {
if (!path || 0 == *path) {
return false;
}
canvas.width = std::max<int>(w, DEFAULT_SIZE);
canvas.height = std::max<int>(h, DEFAULT_SIZE);
loop = _loop;
play = _play;
pid = _pid;
maxPrerenderedFrames = std::max<int>(_prerenderedFrames, DEFAULT_PRERENDERED_FRAMES);
lottiePath = path;
anim = imlottie::animationLoad(path);
if (anim) {
int customRate = rate;
frame.total = (uint16_t)imlottie::animationTotalFrame(anim);
float oneFrameMs = (float)imlottie::animationDuration(anim) / frame.total;
timeline.duration_ms = int(customRate > 0 ? 1000 / customRate : oneFrameMs * 1000);
} else {
printf("Lottie::animation load failed from <%s>", path);
return false;
}
return true;
}
bool render(uint32_t curTime) {
if (pid == BAD_PICTUREID || !(play || renderonce))
return false;
renderonce = false;
if (!loop && frame.current > frame.total)
return false;
uint32_t frameDiff = (curTime - timeline.last_ms) / timeline.duration_ms;
if (frameDiff != 0) {
// move first of prerendered frames to readyFrame, main thread
// after render it will be move to readFrames array
if (prerenderedFrames.size() > 0) {
// move the first pre-rendered frame to the current frame
NextFrame nextFrame;
std::swap(nextFrame, prerenderedFrames.front());
prerenderedFrames.pop();
std::swap(currentFrame.data, nextFrame.data);
currentFrame.size = nextFrame.size;
currentFrame.pid = pid;
#if DEBUG_LOTTIE_UPDATE
// for debugging purposes, set the lottie path, current frame and duration
currentFrame.lottie = lottiePath.c_str();
currentFrame.frame = frame.current;
currentFrame.duration_ms = timeline.duration_ms;
#endif // DEBUG_LOTTIE_UPDATE
}
// switch to next frame index
frame.current++;
if (loop) {
frame.current %= frame.total;
}
timeline.last_ms += frameDiff * timeline.duration_ms;
}
if (prerenderedFrames.size() <= std::max<int>(maxPrerenderedFrames, DEFAULT_PRERENDERED_FRAMES)) {
// calc next prerendered frame index
uint16_t nextFrameIndex = frame.current + (uint16_t)prerenderedFrames.size();
// if loop we need back to 0 and render again
if (loop) {
nextFrameIndex = (nextFrameIndex % frame.total);
}
// not need prerender frames when all finished
if (nextFrameIndex < frame.total) {
// create new frame
prerenderedFrames.push({});
NextFrame &nextFrame = prerenderedFrames.back();
// size for next frame memory
size_t bufferSize = canvas.width * canvas.height * LOTTIE_SURFACE_FMT_BPP;
// create memory block where will be placed frame
nextFrame.data.resize(bufferSize);
// save frame size for next actions
nextFrame.size = ImVec2((float)canvas.width, (float)canvas.height);
imlottie::animationRenderSync(anim, nextFrameIndex, (uint32_t *)nextFrame.data.data(), canvas.width, canvas.height, canvas.width *LOTTIE_SURFACE_FMT_BPP);
return true;
}
}
return false;
}
// Simple helper function to load an image into a DX11 texture with common settings
#ifdef IMLOTTIE_DX11_IMPLEMENTATION
bool createTextureFromData(uint8_t *image_data, ::ID3D11Device* pd3dDevice) {
if (image_data == NULL) {
return false;
}
// Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = canvas.width;
desc.Height = canvas.height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_DYNAMIC;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = image_data;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
pd3dDevice->CreateTexture2D(&desc, &subResource, &texture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
pd3dDevice->CreateShaderResourceView(texture, &srvDesc, &srv);
//pTexture->Release();
return true;
}
bool updateTextureFromData(unsigned char* image_data, ID3D11DeviceContext* ctx) {
if (!image_data) {
return false;
}
D3D11_MAPPED_SUBRESOURCE ms;
HRESULT hr = ctx->Map(texture, 0, D3D11_MAP_WRITE_DISCARD, 0, &ms);
if (FAILED(hr)) {
return false;
}
const uint8_t* src = image_data;
uint8_t* dst = (uint8_t*)ms.pData;
uint32_t bytes_per_row = canvas.width * 4;
for (int y = 0; y < canvas.height; ++y) {
memcpy(dst, src, bytes_per_row);
src += bytes_per_row;
dst += ms.RowPitch;
}
ctx->Unmap(texture, 0);
return true;
}
#endif // IMLOTTIE_DX11_IMPLEMENTATION
};
struct LottieRenderCommand {
enum Type { UNKNOWN = 0, ADD_CONFIG, DISCARD_PID, SETUP_PID, SETUP_PLAY, SETUP_RENDER };
Type type;
std::string path;
int w, h;
int loop;
int rate;
ImGuiID pid;
bool play;
bool render;
};
// this thread resolve command to load lotti animations, and their render frames
struct LottieRenderThread {
std::atomic_int terminating = false;
bool popCommand(LottieRenderCommand &command) {
std::lock_guard<std::mutex> lock(commandsMutex);
if (commands.empty())
return false;
std::swap(command, commands.front());
commands.pop();
return true;
}
void addCommand(const LottieRenderCommand &command) {
if (commands.size() > 100) {
return;
}
std::lock_guard<std::mutex> lock(commandsMutex);
commands.push(command);
}
std::thread independentThread;
std::unordered_map<uint32_t, LottieAnim> animations;
// this queue contain commands for animations
// load - load animation may take much time
// discard - after reset\remove image in PM we need remove it from quese
// because PM cant contain real image for it
// setup pid - animation need assign PictureID in PM, this pid
// received later than load, when we have area in atlas for image
// setup play flag - for future, when we need change play status
std::mutex commandsMutex;
std::queue<LottieRenderCommand> commands;
// this queue contain ready frames from animations, it placed in system
// memory that another thread can copy their to PM texture later
std::mutex readyFramesMutex;
std::queue<ReadyFrame> readyFrames;
float curtime = 0;
void pushReadyFrame(ReadyFrame &frame, size_t maxAnimSize) {
std::lock_guard<std::mutex> lock(readyFramesMutex);
// remove extra frames, that avoid creating infinite queue
if (readyFrames.size() > maxAnimSize)
readyFrames.pop();
readyFrames.push({});
std::swap(readyFrames.back(), frame);
}
bool popReadyFrame(ReadyFrame &frame) {
std::lock_guard<std::mutex> lock(readyFramesMutex);
if (readyFrames.empty())
return false;
std::swap(frame, readyFrames.front());
readyFrames.pop();
return true;
}
// resolve command in thread, because it can be added async from another thread
void resolveCommand(const LottieRenderCommand &cmd) {
switch (cmd.type) {
case LottieRenderCommand::ADD_CONFIG:
{
LottieAnim anim;
bool loadOk = anim.load(cmd.path.c_str(), cmd.w, cmd.h, cmd.loop, true, 2, cmd.rate, cmd.pid);
if (loadOk) {
animations.insert({cmd.pid, std::move(anim)});
}
} break;
case LottieRenderCommand::DISCARD_PID:
{
auto it = std::find_if( animations.begin(), animations.end(), [pid = cmd.pid](auto &a) { return a.second.pid == pid; });
if (it != animations.end())
animations.erase(it);
} break;
case LottieRenderCommand::SETUP_PID:
{
const uint32_t propsHash = LottieAnim::getPropsHash(cmd.path.c_str(), cmd.w, cmd.h, cmd.loop, cmd.rate);
auto it = animations.find(propsHash);
if (it != animations.end()) {
it->second.pid = cmd.pid;
}
} break;
case LottieRenderCommand::SETUP_PLAY:
{
auto it = std::find_if( animations.begin(), animations.end(), [pid = cmd.pid](auto &a) { return a.second.pid == pid; });
if (it != animations.end()) {
it->second.play = cmd.play;
}
} break;
case LottieRenderCommand::SETUP_RENDER:
{
auto it = std::find_if( animations.begin(), animations.end(), [pid = cmd.pid](auto &a) { return a.second.pid == pid; });
if (it != animations.end()) {
it->second.renderonce = cmd.render;
}
} break;
default:
break;
}
}
void execute() {
while (!terminating.load()) {
LottieRenderCommand cmd;
if (popCommand(cmd)) {
resolveCommand(cmd);
}
if (animations.empty()) {
std::this_thread::sleep_for(std::chrono::milliseconds(100));
continue;
}
// render animations and extract current animation frame to ready frames array
const size_t maxAnimSize = animations.size() * 2;
for (auto &anim : animations) {
// it's loop here for all animations and frame render make a time, break
// it when thread want stop
if (terminating.load())
return;
// prerender next frames and prepare copy data to current frame if need
anim.second.render((uint32_t)curtime);
// if current frame ready, we need copy it to ready frames array
// ready frames array will be copied to dynatlas on frame update from
// main thread so we need use mutex for guard access when array changes
ReadyFrame currentFrame;
if (anim.second.grabCurrentFrame(currentFrame)) {
pushReadyFrame(currentFrame, maxAnimSize);
}
}
}
}
};
// mininmal info about lottie aninmation, need
// for fast check we pid assigned for any animation
struct LottieAnimDesc {
ImVec2 size;
void *srv = nullptr;
ImGuiID pid = BAD_PICTUREID;
};
struct LottieAnimationRenderer {
LottieRenderThread renderThread;
std::mutex animationsPresentMutex;
std::unordered_map<ImGuiID, LottieAnimDesc> animationsPresent;
ImGuiID match(const char *path, int w, int h, bool loop, int rate) {
if (!path || 0 == *path) {
return false;
}
std::lock_guard<std::mutex> lock(animationsPresentMutex);
ImGuiID propsHash = LottieAnim::getPropsHash(path, w, h, loop, rate);
auto it = animationsPresent.find(propsHash);
if (it == animationsPresent.end()) {
ImVec2 prefferedSize;
prefferedSize.x = (float)std::max<int>(w, LottieAnim::DEFAULT_SIZE);
prefferedSize.y = (float)std::max<int>(h, LottieAnim::DEFAULT_SIZE);
LottieAnimDesc animDesc;
animDesc.pid = propsHash;
animDesc.size = prefferedSize;
animationsPresent.insert({propsHash, animDesc});
LottieRenderCommand command;
command.type = LottieRenderCommand::ADD_CONFIG;
command.path = path;
command.w = (int)prefferedSize.x;
command.h = (int)prefferedSize.y;
command.loop = loop;
command.rate = rate;
command.pid = propsHash;
renderThread.addCommand(command);
return propsHash;
}
return propsHash;
}
bool render(ImGuiID pid) {
LottieRenderCommand command;
command.type = LottieRenderCommand::SETUP_RENDER;
command.pid = pid;
command.render = true;
renderThread.addCommand(command);
return true;
}
void *image(ImGuiID pid) {
//std::lock_guard<std::mutex> lock(animationsPresentMutex);
auto it = std::find_if(animationsPresent.begin(), animationsPresent.end(), [pid] (auto &a) { return a.second.pid == pid; });
return (it == animationsPresent.end()) ? nullptr : it->second.srv;
}
void play(ImGuiID pid, bool play) {
LottieRenderCommand command;
command.type = LottieRenderCommand::SETUP_PLAY;
command.pid = pid;
command.play = play;
renderThread.addCommand(command);
}
void discard(ImGuiID pid) {
LottieRenderCommand command;
command.type = LottieRenderCommand::DISCARD_PID;
command.pid = pid;
renderThread.addCommand(command);
std::lock_guard<std::mutex> lock(animationsPresentMutex);
auto it = std::find_if(animationsPresent.begin(), animationsPresent.end(), [pid] (auto &a) { return a.second.pid == pid; });
if (it != animationsPresent.end()) {
animationsPresent.erase(it);
}
}
#ifdef IMLOTTIE_DX11_IMPLEMENTATION
void uploadReadyFramesToSysTex(ID3D11Device *pd3dDevice, ID3D11DeviceContext* ctx) {
// prepared frames stored in readyFrames array now (in system memory)
// but need move those to gpu memory with textures
ReadyFrame readyFrame;
while (renderThread.popReadyFrame(readyFrame)) {
const auto &it = renderThread.animations.find(readyFrame.pid);
if (!it->second.texture) {
it->second.createTextureFromData(readyFrame.data.data(), pd3dDevice);
auto rit = std::find_if(animationsPresent.begin(), animationsPresent.end(), [pid = it->second.pid] (auto &a) { return a.second.pid == pid; });
if (rit != animationsPresent.end())
rit->second.srv = it->second.srv;
break;
} else {
it->second.updateTextureFromData(readyFrame.data.data(), ctx);
}
}
renderThread.curtime = (float)ImGui::GetTime() * 1000.f;
}
#endif // IMLOTTIE_DX11_IMPLEMENTATION
LottieAnimationRenderer() {
std::thread independedThread([this] () { renderThread.execute(); });
independedThread.detach();
}
~LottieAnimationRenderer() {
renderThread.terminating.store(true);
}
};
void LottieAnimation(const char *path, const ImVec2 &size, bool loop, int rate) {
ImVec2 pos, centre;
ImGuiWindow *window = ImGui::GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext &g = *GImGui;
const ImGuiStyle &style = g.Style;
const ImGuiID id = window->GetID(path);
pos = window->DC.CursorPos;
const ImRect bb(pos, ImVec2(pos.x + size.x, pos.y + size.y));
ImGui::ItemSize(bb, style.FramePadding.y);
centre = bb.GetCenter();
if (!ImGui::ItemAdd(bb, id))
return;
assert(detail::g_lottieRenderer);
if (detail::g_lottieRenderer) {
ImGuiID rid = detail::g_lottieRenderer->match(path, size.x, size.y, loop, rate);
detail::g_lottieRenderer->render(rid); // not really render, just send command to stack we need this texture
void *texture = detail::g_lottieRenderer->image(rid); // get texture from renderer or null if not present
window->DrawList->AddImage((void *)texture, bb.Min, bb.Max, ImVec2(0, 0), ImVec2(1, 1), ImGui::GetColorU32(ImVec4(1, 1, 1, 1)));
} else {
window->DrawList->AddRectFilled(bb.Min, bb.Max, 0xffffffff);
}
}
void init() {
detail::g_lottieRenderer = new LottieAnimationRenderer();
}
void destroy() {
delete detail::g_lottieRenderer;
detail::g_lottieRenderer = nullptr;
}
template<typename ... Args>
void sync(Args... args) {
if (detail::g_lottieRenderer) {
detail::g_lottieRenderer->uploadReadyFramesToSysTex(args...);
}
}
#ifdef IMLOTTIE_DEMO
void demoAnimations(const std::string &demo_folder) {
ImGui::Begin("Hello, Lottie!"); // Create a window called "Hello, Lottie!" and append into it.
ImGui::Text("This is some useful animations.");
auto _ = [&demo_folder] (const char *anim) { return demo_folder + anim; };
ImLottie::LottieAnimation(_("speaker.json").c_str(), ImVec2(48, 48), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("cubes.json").c_str(), ImVec2(48, 48), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("emojilove.json").c_str(), ImVec2(48, 48), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("car.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("seeu.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("freeside.json").c_str(), ImVec2(64, 64), true, 0);
//next line
ImLottie::LottieAnimation(_("valentine.json").c_str(), ImVec2(128, 128), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("jellyfish.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("updown.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("smarthome.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("typing.json").c_str(), ImVec2(64, 64), true, 0);
//next line
ImLottie::LottieAnimation(_("explosion.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("heart.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("angrycloud.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("welcome.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("2023.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("fly1.json").c_str(), ImVec2(64, 64), true, 0);
//next line
ImLottie::LottieAnimation(_("runcycle.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("email.json").c_str(), ImVec2(64, 64), true, 0); ImGui::SameLine();
ImLottie::LottieAnimation(_("conused.json").c_str(), ImVec2(64, 64), true, 0);
ImGui::End();
}
#endif // IMLOTTIE_DEMO
} // end namespace ImLottie