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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
// Qt-Security score:significant reason:default
#include "qquickanimatedimage_p.h"
#include "qquickanimatedimage_p_p.h"
#include <QtGui/qguiapplication.h>
#include <QtQml/qqmlinfo.h>
#include <QtQml/qqmlfile.h>
#include <QtQml/qqmlengine.h>
#include <QtGui/qmovie.h>
#if QT_CONFIG(qml_network)
#include <QtNetwork/qnetworkrequest.h>
#include <QtNetwork/qnetworkreply.h>
#endif
QT_BEGIN_NAMESPACE
QQuickPixmap* QQuickAnimatedImagePrivate::infoForCurrentFrame(QQmlEngine *engine)
{
if (!movie)
return nullptr;
int current = movie->currentFrameNumber();
if (!frameMap.contains(current)) {
QUrl requestedUrl;
QQuickPixmap *pixmap = nullptr;
if (engine && !movie->fileName().isEmpty()) {
.arg(movie->fileName())
.arg(movie->scaledSize().width())
.arg(movie->scaledSize().height())
.arg(current));
}
if (!requestedUrl.isEmpty()) {
if (QQuickPixmap::isCached(requestedUrl, QRect(), QSize(), 0, QQuickImageProviderOptions()))
pixmap = new QQuickPixmap(engine, requestedUrl);
else
pixmap = new QQuickPixmap(requestedUrl, movie->currentImage());
} else {
pixmap = new QQuickPixmap;
pixmap->setImage(movie->currentImage());
}
frameMap.insert(current, pixmap);
}
return frameMap.value(current);
}
void QQuickAnimatedImagePrivate::clearCache()
{
qDeleteAll(frameMap);
frameMap.clear();
}
void QQuickAnimatedImagePrivate::handleLoopCompletion()
{
Q_Q(QQuickAnimatedImage);
const int targetFrame = (finishBehavior == QQuickAnimatedImage::FinishAtInitialFrame)
? 0
: qMax(movie->frameCount() - 1, 0);
lastFrameNumber = targetFrame;
movie->stop();
movie->jumpToFrame(targetFrame);
// playing = false will be set via playingStatusChanged()
emit q->finished();
}
/*!
\qmltype AnimatedImage
\nativetype QQuickAnimatedImage
\inqmlmodule QtQuick
\inherits Image
\brief Plays animations stored as a series of images.
\ingroup qtquick-visual
The AnimatedImage type extends the features of the \l Image type, providing
a way to play animations stored as images containing a series of frames,
such as those stored in GIF files.
Information about the current frame and total length of the animation can be
obtained using the \l currentFrame and \l frameCount properties. You can
start, pause and stop the animation by changing the values of the \l playing
and \l paused properties.
The full list of supported formats can be determined with QMovie::supportedFormats().
The number of times the animation plays can be controlled using the
\l loops property. By default, the animation loops indefinitely.
The \l finished signal is emitted when the animation finishes playing
the specified number of loops.
\section1 Example Usage
\beginfloatleft
\image animatedimageitem.gif {Game controller bouncing animation
with playback frame indicator underneath}
\endfloat
The following QML shows how to display an animated image and obtain information
about its state, such as the current frame and total number of frames.
The result is an animated image with a simple progress indicator underneath it.
\b Note: When animated images are cached, every frame of the animation will be cached.
Set cache to false if you are playing a long or large animation and you
want to conserve memory.
If the image data comes from a sequential device (e.g. a socket),
AnimatedImage can only loop if cache is set to true.
\clearfloat
\snippet qml/animatedimage.qml document
\sa BorderImage, Image
*/
/*!
\qmlproperty url QtQuick::AnimatedImage::source
This property holds the URL that refers to the source image.
AnimatedImage can handle any image format supported by Qt, loaded
from any URL scheme supported by Qt. It is however not compatible
with QQuickImageProvider.
*/
/*!
\qmlproperty size QtQuick::AnimatedImage::sourceSize
This property holds the scaled width and height of the full-frame image.
Unlike the \l {Item::}{width} and \l {Item::}{height} properties, which scale
the painting of the image, this property sets the maximum number of pixels
stored for cached frames so that large animations do not use more
memory than necessary.
If the original size is larger than \c sourceSize, the image is scaled down.
The natural size of the image can be restored by setting this property to
\c undefined.
\note \e {Changing this property dynamically causes the image source to be reloaded,
potentially even from the network, if it is not in the disk cache.}
\sa Image::sourceSize
*/
QQuickAnimatedImage::QQuickAnimatedImage(QQuickItem *parent)
: QQuickImage(*(new QQuickAnimatedImagePrivate), parent)
{
connect(this, &QQuickImageBase::cacheChanged, this, &QQuickAnimatedImage::onCacheChanged);
connect(this, &QQuickImageBase::currentFrameChanged, this, &QQuickAnimatedImage::frameChanged);
connect(this, &QQuickImageBase::currentFrameChanged, this, &QQuickAnimatedImage::currentFrameChanged);
connect(this, &QQuickImageBase::frameCountChanged, this, &QQuickAnimatedImage::frameCountChanged);
}
QQuickAnimatedImage::~QQuickAnimatedImage()
{
Q_D(QQuickAnimatedImage);
#if QT_CONFIG(qml_network)
if (d->reply)
d->reply->deleteLater();
#endif
delete d->movie;
d->clearCache();
}
/*!
\qmlproperty bool QtQuick::AnimatedImage::paused
This property holds whether the animated image is paused.
By default, this property is false. Set it to true when you want to pause
the animation.
*/
bool QQuickAnimatedImage::isPaused() const
{
Q_D(const QQuickAnimatedImage);
if (!d->movie)
return d->paused;
return d->movie->state()==QMovie::Paused;
}
void QQuickAnimatedImage::setPaused(bool pause)
{
Q_D(QQuickAnimatedImage);
if (pause == d->paused)
return;
if (!d->movie) {
d->paused = pause;
emit pausedChanged();
} else {
d->movie->setPaused(pause);
}
}
/*!
\qmlproperty bool QtQuick::AnimatedImage::playing
This property holds whether the animated image is playing.
By default, this property is true, meaning that the animation
will start playing immediately.
\b Note: this property is affected by changes to the actual playing
state of AnimatedImage. If non-animated images are used, \a playing
will need to be manually set to \a true in order to animate
following images.
\qml
AnimatedImage {
onStatusChanged: playing = (status == AnimatedImage.Ready)
}
\endqml
*/
bool QQuickAnimatedImage::isPlaying() const
{
Q_D(const QQuickAnimatedImage);
if (!d->movie)
return d->playing;
return d->movie->state()!=QMovie::NotRunning;
}
void QQuickAnimatedImage::setPlaying(bool play)
{
Q_D(QQuickAnimatedImage);
if (play == d->playing)
return;
if (!d->movie) {
d->playing = play;
emit playingChanged();
return;
}
if (play) {
if (d->loops == 0)
return;
d->currentLoop = 0;
d->lastFrameNumber = 0;
d->movie->jumpToFrame(0);
d->movie->start();
} else {
d->movie->stop();
}
}
/*!
\qmlproperty int QtQuick::AnimatedImage::currentFrame
\qmlproperty int QtQuick::AnimatedImage::frameCount
currentFrame is the frame that is currently visible. By monitoring this property
for changes, you can animate other items at the same time as the image.
frameCount is the number of frames in the animation. For some animation formats,
frameCount is unknown and has a value of zero.
*/
int QQuickAnimatedImage::currentFrame() const
{
Q_D(const QQuickAnimatedImage);
if (!d->movie)
return d->presetCurrentFrame;
return d->movie->currentFrameNumber();
}
void QQuickAnimatedImage::setCurrentFrame(int frame)
{
Q_D(QQuickAnimatedImage);
if (!d->movie) {
d->presetCurrentFrame = frame;
return;
}
// Update lastFrameNumber before jumpToFrame so that the synchronous
// frameChanged signal from QMovie does not trigger false wrap-around
// detection in movieUpdate()
d->lastFrameNumber = frame;
d->movie->jumpToFrame(frame);
}
int QQuickAnimatedImage::frameCount() const
{
Q_D(const QQuickAnimatedImage);
if (!d->movie)
return 0;
return d->movie->frameCount();
}
/*!
\qmlproperty real QtQuick::AnimatedImage::speed
\since QtQuick 2.11
This property holds the speed of the animation.
The speed is measured in percentage of the original animated image speed.
The default speed is 1.0 (original speed).
*/
qreal QQuickAnimatedImage::speed() const
{
Q_D(const QQuickAnimatedImage);
return d->speed;
}
void QQuickAnimatedImage::setSpeed(qreal speed)
{
Q_D(QQuickAnimatedImage);
if (d->speed != speed) {
d->speed = speed;
if (d->movie)
d->movie->setSpeed(qRound(speed * 100.0));
emit speedChanged();
}
}
/*!
\qmlproperty int QtQuick::AnimatedImage::loops
\since 6.12
This property holds the number of times the animation will play.
After playing the animation this many times, the animation will
automatically stop and the \l finished signal will be emitted.
If this is set to \c AnimatedImage.Infinite (the default), the
animation will not stop playing on its own.
Setting \c loops to \c 0 means the animation will not play.
Negative values are invalid.
*/
int QQuickAnimatedImage::loops() const
{
Q_D(const QQuickAnimatedImage);
return d->loops;
}
void QQuickAnimatedImage::setLoops(int loops)
{
Q_D(QQuickAnimatedImage);
if (loops < 0 && loops != Infinite) {
qmlWarning(this) << "Loops must be AnimatedImage.Infinite, 0, or a positive integer, got"
<< loops;
loops = Infinite;
}
if (d->loops == loops)
return;
d->loops = loops;
emit loopsChanged();
if (loops == 0 && d->movie && d->movie->state() != QMovie::NotRunning)
d->movie->stop();
}
/*!
\qmlenum QtQuick::AnimatedImage::FinishBehavior
\since 6.12
This enum describes the behavior when the animation finishes
on its own.
\value FinishAtInitialFrame
When the animation finishes it returns to the initial frame.
This is the default behavior.
\value FinishAtFinalFrame
When the animation finishes it stays on the final frame.
*/
/*!
\qmlproperty enumeration QtQuick::AnimatedImage::finishBehavior
\since 6.12
This property holds the behavior when the animation finishes
on its own. The default value is \l {FinishBehavior}.{FinishAtInitialFrame}.
\sa {FinishBehavior}
*/
QQuickAnimatedImage::FinishBehavior QQuickAnimatedImage::finishBehavior() const
{
Q_D(const QQuickAnimatedImage);
return d->finishBehavior;
}
void QQuickAnimatedImage::setFinishBehavior(FinishBehavior behavior)
{
Q_D(QQuickAnimatedImage);
if (d->finishBehavior == behavior)
return;
d->finishBehavior = behavior;
emit finishBehaviorChanged();
}
void QQuickAnimatedImage::setSource(const QUrl &url)
{
Q_D(QQuickAnimatedImage);
if (url == d->url)
return;
d->currentLoop = 0;
d->lastFrameNumber = 0;
#if QT_CONFIG(qml_network)
if (d->reply) {
d->reply->deleteLater();
d->reply = nullptr;
}
#endif
d->setImage(QImage());
d->oldPlaying = isPlaying();
d->setMovie(nullptr);
d->url = url;
emit sourceChanged(d->url);
if (isComponentComplete())
load();
}
void QQuickAnimatedImage::load()
{
Q_D(QQuickAnimatedImage);
if (d->url.isEmpty()) {
d->loadedForDevicePixelRatio = 0;
d->setProgress(0);
d->setImage(QImage());
if (sourceSize() != d->oldSourceSize) {
d->oldSourceSize = sourceSize();
emit sourceSizeChanged();
}
d->setStatus(Null);
if (isPlaying() != d->oldPlaying)
emit playingChanged();
} else {
const qreal targetDevicePixelRatio = d->devicePixelRatioForLoading();
d->devicePixelRatio = 1.0;
const auto context = qmlContext(this);
QUrl loadUrl = context ? context->resolvedUrl(d->url) : d->url;
const QUrl resolvedUrl = loadUrl;
resolve2xLocalFile(resolvedUrl, targetDevicePixelRatio, &loadUrl, &d->devicePixelRatio);
QString lf = QQmlFile::urlToLocalFileOrQrc(loadUrl);
d->status = Null; // reset status, no emit
if (!lf.isEmpty()) {
d->setMovie(new QMovie(lf));
movieRequestFinished();
} else {
#if QT_CONFIG(qml_network)
if (d->reply)
return;
d->setStatus(Loading);
d->setProgress(0);
QNetworkRequest req(d->url);
req.setAttribute(QNetworkRequest::HttpPipeliningAllowedAttribute, true);
d->reply = qmlEngine(this)->networkAccessManager()->get(req);
connect(d->reply, &QNetworkReply::finished, this, &QQuickAnimatedImage::movieRequestFinished);
connect(d->reply, SIGNAL(downloadProgress(qint64,qint64)), this, SLOT(requestProgress(qint64,qint64)));
#endif
}
}
}
void QQuickAnimatedImage::movieRequestFinished()
{
Q_D(QQuickAnimatedImage);
#if QT_CONFIG(qml_network)
if (d->reply) {
auto movie = new QMovie(d->reply);
// From this point, we no longer need to handle the reply.
// I.e. it will be used only as a data source for QMovie,
// so it should live as long as the movie lives.
d->reply->disconnect(this);
d->reply->setParent(movie);
d->reply = nullptr;
d->setMovie(movie);
}
#endif
if (!d->movie || !d->movie->isValid()) {
const QQmlContext *context = qmlContext(this);
qmlWarning(this) << "Error Reading Animated Image File "
<< (context ? context->resolvedUrl(d->url) : d->url).toString();
d->setMovie(nullptr);
d->setImage(QImage());
if (sourceSize() != d->oldSourceSize) {
d->oldSourceSize = sourceSize();
emit sourceSizeChanged();
}
d->setProgress(0);
d->setStatus(Error);
if (isPlaying() != d->oldPlaying)
emit playingChanged();
return;
}
connect(d->movie, &QMovie::stateChanged, this, &QQuickAnimatedImage::playingStatusChanged);
connect(d->movie, &QMovie::frameChanged, this, &QQuickAnimatedImage::movieUpdate);
connect(d->movie, &QMovie::finished, this, &QQuickAnimatedImage::onMovieFinished);
if (d->cache)
d->movie->setCacheMode(QMovie::CacheAll);
d->movie->setSpeed(qRound(d->speed * 100.0));
d->setProgress(1);
bool pausedAtStart = d->paused;
if (d->movie && d->playing && d->loops != 0)
d->movie->start();
if (d->movie && pausedAtStart)
d->movie->setPaused(true);
if (d->movie && (d->paused || !d->playing || d->loops == 0)) {
d->movie->jumpToFrame(d->presetCurrentFrame);
d->presetCurrentFrame = 0;
}
QQuickPixmap *pixmap = d->infoForCurrentFrame(qmlEngine(this));
if (pixmap) {
d->setPixmap(*pixmap);
if (sourceSize() != d->oldSourceSize) {
d->oldSourceSize = sourceSize();
emit sourceSizeChanged();
}
}
d->setStatus(Ready);
if (isPlaying() != d->oldPlaying)
emit playingChanged();
}
void QQuickAnimatedImage::movieUpdate()
{
Q_D(QQuickAnimatedImage);
if (!d->cache)
d->clearCache();
if (d->movie) {
int currentFrame = d->movie->currentFrameNumber();
// Detect wrap-around: current frame < previous frame
if (currentFrame < d->lastFrameNumber && d->lastFrameNumber > 0) {
d->currentLoop++;
if (d->loops != Infinite && d->currentLoop >= d->loops) {
d->handleLoopCompletion();
// handleLoopCompletion() stops the movie and may jump to a
// different frame. Re-read the frame number and fall
// through to setPixmap() so the display is updated.
currentFrame = d->movie->currentFrameNumber();
}
}
d->lastFrameNumber = currentFrame;
d->setPixmap(*d->infoForCurrentFrame(qmlEngine(this)));
emit QQuickImageBase::currentFrameChanged();
}
}
void QQuickAnimatedImage::playingStatusChanged()
{
Q_D(QQuickAnimatedImage);
if ((d->movie->state() != QMovie::NotRunning) != d->playing) {
d->playing = (d->movie->state() != QMovie::NotRunning);
emit playingChanged();
}
if ((d->movie->state() == QMovie::Paused) != d->paused) {
d->paused = (d->movie->state() == QMovie::Paused);
emit pausedChanged();
}
}
/*!
\qmlsignal QtQuick::AnimatedImage::finished()
\since 6.12
This signal is emitted when the animation has finished playing
the number of times specified by \l loops.
It is not emitted when \l playing is set to \c false manually,
nor for animations whose \l loops property is set to
\c AnimatedImage.Infinite.
*/
void QQuickAnimatedImage::onMovieFinished()
{
Q_D(QQuickAnimatedImage);
// Ignore single-frame images — restarting them would loop forever.
if (d->movie->frameCount() <= 1)
return;
d->currentLoop++;
if (d->loops == Infinite || d->currentLoop < d->loops) {
// Avoid false wrap-around detection on restart.
d->lastFrameNumber = 0;
d->movie->start();
} else {
d->handleLoopCompletion();
}
}
void QQuickAnimatedImage::onCacheChanged()
{
Q_D(QQuickAnimatedImage);
if (!cache()) {
d->clearCache();
if (d->movie)
d->movie->setCacheMode(QMovie::CacheNone);
} else {
if (d->movie)
d->movie->setCacheMode(QMovie::CacheAll);
}
}
void QQuickAnimatedImage::componentComplete()
{
QQuickItem::componentComplete(); // NOT QQuickImage
load();
}
void QQuickAnimatedImagePrivate::setMovie(QMovie *m)
{
if (movie == m)
return;
Q_Q(QQuickAnimatedImage);
const int oldFrameCount = q->frameCount();
if (movie) {
movie->disconnect();
movie->deleteLater();
}
movie = m;
currentLoop = 0;
lastFrameNumber = 0;
clearCache();
if (movie)
movie->setScaledSize(sourcesize);
if (oldFrameCount != q->frameCount())
emit q->frameCountChanged();
}
QT_END_NAMESPACE
#include "moc_qquickanimatedimage_p.cpp"