lib_ui/ui/effects/spoiler_mess.h
2022-12-27 10:47:01 +04:00

117 lines
2.8 KiB
C++

// This file is part of Desktop App Toolkit,
// a set of libraries for developing nice desktop applications.
//
// For license and copyright information please follow this link:
// https://github.com/desktop-app/legal/blob/master/LEGAL
//
#pragma once
#include <crl/crl_time.h>
namespace Images {
struct CornersMaskRef;
} // namespace Images
namespace Ui {
struct SpoilerMessDescriptor {
crl::time particleFadeInDuration = 0;
crl::time particleShownDuration = 0;
crl::time particleFadeOutDuration = 0;
float64 particleSizeMin = 0.;
float64 particleSizeMax = 0.;
float64 particleSpeedMin = 0.;
float64 particleSpeedMax = 0.;
int particleSpritesCount = 0;
int particlesCount = 0;
int canvasSize = 0;
int framesCount = 0;
crl::time frameDuration = 0;
};
struct SpoilerMessFrame {
not_null<const QImage*> image;
QRect source;
};
void FillSpoilerRect(
QPainter &p,
QRect rect,
const SpoilerMessFrame &frame,
QPoint originShift = {});
void FillSpoilerRect(
QPainter &p,
QRect rect,
Images::CornersMaskRef mask,
const SpoilerMessFrame &frame,
QImage &cornerCache,
QPoint originShift = {});
class SpoilerMessCached final {
public:
SpoilerMessCached(
QImage image,
int framesCount,
crl::time frameDuration,
int canvasSize);
SpoilerMessCached(const SpoilerMessCached &mask, const QColor &color);
[[nodiscard]] SpoilerMessFrame frame(int index) const;
[[nodiscard]] SpoilerMessFrame frame() const; // Current by time.
[[nodiscard]] crl::time frameDuration() const;
[[nodiscard]] int framesCount() const;
[[nodiscard]] int canvasSize() const;
struct Validator {
crl::time frameDuration = 0;
int framesCount = 0;
int canvasSize = 0;
};
[[nodiscard]] QByteArray serialize() const;
[[nodiscard]] static std::optional<SpoilerMessCached> FromSerialized(
QByteArray data,
std::optional<Validator> validator = {});
private:
QImage _image;
crl::time _frameDuration = 0;
int _framesCount = 0;
int _canvasSize = 0;
};
// Works with default frame duration and default frame count.
class SpoilerAnimationManager;
class SpoilerAnimation final {
public:
explicit SpoilerAnimation(Fn<void()> repaint);
~SpoilerAnimation();
[[nodiscard]] int index(crl::time now, bool paused);
[[nodiscard]] Fn<void()> repaintCallback() const;
private:
friend class SpoilerAnimationManager;
[[nodiscard]] bool repaint(crl::time now);
const Fn<void()> _repaint;
crl::time _accumulated = 0;
crl::time _last = 0;
bool _animating : 1 = false;
bool _scheduled : 1 = false;
};
[[nodiscard]] SpoilerMessCached GenerateSpoilerMess(
const SpoilerMessDescriptor &descriptor);
void PreloadTextSpoilerMask();
[[nodiscard]] const SpoilerMessCached &DefaultTextSpoilerMask();
void PreloadImageSpoiler();
[[nodiscard]] const SpoilerMessCached &DefaultImageSpoiler();
} // namespace Ui