class LOT_EXPORT Surface {
public:
- Surface() = default;
+ /**
+ * @brief Surface object constructor.
+ *
+ * @param[in] buffer surface buffer.
+ * @param[in] width surface width.
+ * @param[in] height surface height.
+ * @param[in] bytesPerLine number of bytes in a surface scanline.
+ *
+ * @note Default surface format is ARGB32_Premultiplied.
+ */
Surface(uint32_t *buffer, size_t width, size_t height, size_t bytesPerLine);
+
+ /**
+ * @brief Returns width of the surface.
+ *
+ * @return surface width
+ */
size_t width() const {return mWidth;}
+
+ /**
+ * @brief Returns height of the surface.
+ *
+ * @return surface height
+ */
size_t height() const {return mHeight;}
+
+ /**
+ * @brief Returns number of bytes in the surface scanline.
+ *
+ * @return number of bytes in scanline.
+ */
size_t bytesPerLine() const {return mBytesPerLine;}
+
+ /**
+ * @brief Returns buffer attached tp the surface.
+ *
+ * @return buffer attaced to the Surface.
+ */
uint32_t *buffer() const {return mBuffer;}
+ /**
+ * @brief Default constructor.
+ */
+ Surface() = default;
private:
uint32_t *mBuffer;
size_t mWidth;
class LOT_EXPORT Animation {
public:
+ /**
+ * @brief Constructs an animation object from filepath.
+ *
+ * @param[in] path Lottie resource file path
+ *
+ * @return Animation object that can render the contents of the
+ * lottie resource represented by file path.
+ */
static std::unique_ptr<Animation>
loadFromFile(const std::string &path);
+ /**
+ * @brief Constructs an animation object from json string data.
+ *
+ * @param[in] jsonData The JSON string data.
+ * @param[in] key the string that will be used to cache the JSON string data.
+ *
+ * @return Animation object that can render the contents of the
+ * lottie resource represented by JSON string data.
+ */
static std::unique_ptr<Animation>
loadFromData(const char *jsonData, const char *key);
+ /**
+ * @brief Returns default framerate of the lottie resource.
+ *
+ * @return framerate of the lottie resource
+ *
+ */
double frameRate() const;
+
+ /**
+ * @brief Returns total number of frames present in the lottie resource.
+ *
+ * @return frame count of the lottie resource.
+ *
+ * @note frame number starts with 0.
+ */
size_t totalFrame() const;
+
+ /**
+ * @brief Returns default viewport size of the lottie resource.
+ *
+ * @param[out] width default width of the viewport.
+ * @param[out] height default height of the viewport.
+ *
+ */
void size(size_t &width, size_t &height) const;
+
+ /**
+ * @brief Returns total animation duration of lottie resource in second.
+ * it uses totalFrame() and frameRate() to calcualte the duration.
+ * duration = totalFrame() / frameRate().
+ *
+ * @return total animation duration in second.
+ * @retval 0 if the lottie resource has no animation.
+ *
+ * @see totalFrame()
+ * @see frameRate()
+ */
double duration() const;
+
+ /**
+ * @brief Returns frame number for a given position.
+ * this function helps to map the position value retuned
+ * by the animator to a frame number in side the lottie resource.
+ * frame_number = lerp(start_frame, endframe, pos);
+ *
+ * @param[in] pos normalized position value [0 ... 1]
+ *
+ * @return frame numer maps to the position value [startFrame .... endFrame]
+ *
+ */
size_t frameAtPos(double pos);
+ /**
+ * @brief Renders the content to surface Asynchronously.
+ * it gives a future in return to get the result of the
+ * rendering at a future point.
+ * To get best performance user has to start rendering as soon as
+ * it finds that content at {frameNo} has to be rendered and get the
+ * result from the future at the last moment when the surface is needed
+ * to draw into the screen.
+ *
+ *
+ * @param[in] frameNo Content corresponds to the frameno needs to be drawn
+ * @param[in] surface Surface in which content will be drawn
+ *
+ * @return future that will hold the result when rendering finished.
+ *
+ * for Synchronus rendering @see renderSync
+ * @see Surface
+ */
std::future<Surface> render(size_t frameNo, Surface surface);
+
+ /**
+ * @brief Renders the content to surface synchronously.
+ * for performance use the asyn rendering @see render
+ *
+ * @param[in] frameNo Content corresponds to the frameno needs to be drawn
+ * @param[in] surface Surface in which content will be drawn
+ */
void renderSync(size_t frameNo, Surface surface);
+ /**
+ * @brief Returns list of rendering nodes that that represents the
+ * content of the lottie resource at frame number {frameNo}.
+ *
+ * @param[in] frameNo Content corresponds to the frameno needs to be extracted.
+ * @param[in] width content viewbox width
+ * @param[in] height content viewbox height
+ *
+ * @return render node list.
+ */
+ const std::vector<LOTNode *> &renderList(size_t frameNo, size_t width, size_t height) const;
+
+ /**
+ * @brief default destructor
+ */
~Animation();
- Animation();
- const std::vector<LOTNode *> &renderList(size_t frameNo, size_t width, size_t height) const;
+ /**
+ * @brief default constructor
+ *
+ * @note user should never construct animation object.
+ * they should call the one of the factory method instead.
+ *
+ * @see loadFromFile()
+ * @see loadFromData()
+ */
+ Animation();
private:
std::unique_ptr<AnimationImpl> d;
};
+
} // namespace lotplayer
#endif // _LOTTIE_ANIMATION_H_