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SKLottieView.shared.cs
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SKLottieView.shared.cs
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namespace SkiaSharp.Extended.UI.Controls;
public class SKLottieView : SKAnimatedSurfaceView
{
public static readonly BindableProperty SourceProperty = BindableProperty.Create(
nameof(Source),
typeof(SKLottieImageSource),
typeof(SKLottieView),
null,
propertyChanged: OnSourcePropertyChanged);
private static readonly BindablePropertyKey DurationPropertyKey = BindableProperty.CreateReadOnly(
nameof(Duration),
typeof(TimeSpan),
typeof(SKLottieView),
TimeSpan.Zero,
defaultBindingMode: BindingMode.OneWayToSource,
propertyChanged: OnProgressDurationPropertyChanged);
public static readonly BindableProperty DurationProperty = DurationPropertyKey.BindableProperty;
public static readonly BindableProperty ProgressProperty = BindableProperty.Create(
nameof(Progress),
typeof(TimeSpan),
typeof(SKLottieView),
TimeSpan.Zero,
BindingMode.TwoWay,
propertyChanged: OnProgressDurationPropertyChanged);
private static readonly BindablePropertyKey IsCompletePropertyKey = BindableProperty.CreateReadOnly(
nameof(IsComplete),
typeof(bool),
typeof(SKLottieView),
false,
defaultBindingMode: BindingMode.OneWayToSource);
public static readonly BindableProperty IsCompleteProperty = IsCompletePropertyKey.BindableProperty;
public static readonly BindableProperty RepeatCountProperty = BindableProperty.Create(
nameof(RepeatCount),
typeof(int),
typeof(SKLottieView),
0);
public static readonly BindableProperty RepeatModeProperty = BindableProperty.Create(
nameof(RepeatMode),
typeof(SKLottieRepeatMode),
typeof(SKLottieView),
SKLottieRepeatMode.Restart);
Skottie.Animation? animation;
bool playForwards = true;
int repeatsCompleted = 0;
public SKLottieView()
{
ResourceLoader<Themes.SKLottieViewResources>.EnsureRegistered(this);
IsAnimationEnabled = true;
#if DEBUG
AnimationCompleted += (s, e) => DebugUtils.LogEvent(nameof(AnimationCompleted));
AnimationFailed += (s, e) => DebugUtils.LogEvent(nameof(AnimationFailed));
AnimationLoaded += (s, e) => DebugUtils.LogEvent(nameof(AnimationLoaded));
#endif
}
public SKLottieImageSource? Source
{
get => (SKLottieImageSource?)GetValue(SourceProperty);
set => SetValue(SourceProperty, value);
}
public TimeSpan Duration
{
get => (TimeSpan)GetValue(DurationProperty);
private set => SetValue(DurationPropertyKey, value);
}
public TimeSpan Progress
{
get => (TimeSpan)GetValue(ProgressProperty);
set => SetValue(ProgressProperty, value);
}
public bool IsComplete
{
get => (bool)GetValue(IsCompleteProperty);
private set => SetValue(IsCompletePropertyKey, value);
}
public int RepeatCount
{
get => (int)GetValue(RepeatCountProperty);
set => SetValue(RepeatCountProperty, value);
}
public SKLottieRepeatMode RepeatMode
{
get => (SKLottieRepeatMode)GetValue(RepeatModeProperty);
set => SetValue(RepeatModeProperty, value);
}
public event EventHandler? AnimationFailed;
public event EventHandler? AnimationLoaded;
public event EventHandler? AnimationCompleted;
protected override void Update(TimeSpan deltaTime)
{
if (animation is null)
return;
// TODO: handle case where a repeat or revers cases the progress
// to either wrap or start the next round
if (!playForwards)
deltaTime = -deltaTime;
var newProgress = Progress + deltaTime;
if (newProgress > Duration)
newProgress = Duration;
if (newProgress < TimeSpan.Zero)
newProgress = TimeSpan.Zero;
Progress = newProgress;
}
protected override void OnPaintSurface(SKCanvas canvas, SKSize size)
{
if (animation is null)
return;
animation.Render(canvas, SKRect.Create(SKPoint.Empty, size));
#if DEBUG
WriteDebugStatus($"Repeats: {repeatsCompleted}/{RepeatCount}");
WriteDebugStatus($"Forward: {playForwards} ({RepeatMode})");
#endif
}
private void UpdateProgress(TimeSpan progress)
{
if (animation is null)
{
IsComplete = true;
return;
}
animation.SeekFrameTime(progress.TotalSeconds);
var repeatMode = RepeatMode;
var duration = Duration;
// have we reached the end of this run
var atStart = !playForwards && progress <= TimeSpan.Zero;
var atEnd = playForwards && progress >= duration;
var isFinishedRun = repeatMode == SKLottieRepeatMode.Restart ? atEnd : atStart;
// maybe the direction changed
var needsFlip =
(atEnd && repeatMode == SKLottieRepeatMode.Reverse) ||
(atStart && repeatMode == SKLottieRepeatMode.Restart);
if (needsFlip)
{
// we need to reverse to finish the run
playForwards = !playForwards;
IsComplete = false;
}
else
{
// make sure repeats are positive to make things easier
var totalRepeatCount = RepeatCount;
if (totalRepeatCount < 0)
totalRepeatCount = int.MaxValue;
// infinite
var infinite = totalRepeatCount == int.MaxValue;
if (infinite)
repeatsCompleted = 0;
// if we are at the end and we are repeating, then repeat
if (isFinishedRun && repeatsCompleted < totalRepeatCount)
{
if (!infinite)
repeatsCompleted++;
isFinishedRun = false;
if (repeatMode == SKLottieRepeatMode.Restart)
Progress = TimeSpan.Zero;
else if (repeatMode == SKLottieRepeatMode.Reverse)
playForwards = !playForwards;
}
IsComplete =
isFinishedRun &&
repeatsCompleted >= totalRepeatCount;
if (IsComplete)
AnimationCompleted?.Invoke(this, EventArgs.Empty);
}
if (!IsAnimationEnabled)
Invalidate();
}
private async Task LoadAnimationAsync(SKLottieImageSource? imageSource, CancellationToken cancellationToken = default)
{
// TODO: better error messaging/handling
if (imageSource is null || imageSource.IsEmpty)
{
animation = null;
Reset();
}
else
{
try
{
animation = await Task.Run(() => imageSource.LoadAnimationAsync(cancellationToken));
}
catch
{
animation = null;
}
Reset();
if (animation is null)
AnimationFailed?.Invoke(this, EventArgs.Empty);
else
AnimationLoaded?.Invoke(this, EventArgs.Empty);
}
if (!IsAnimationEnabled)
Invalidate();
void Reset()
{
playForwards = true;
repeatsCompleted = 0;
Progress = TimeSpan.Zero;
Duration = animation?.Duration ?? TimeSpan.Zero;
}
}
private static async void OnSourcePropertyChanged(BindableObject bindable, object? oldValue, object? newValue)
{
if (bindable is not SKLottieView lv)
return;
if (oldValue is SKLottieImageSource oldSource)
oldSource.SourceChanged -= lv.OnSourceChanged;
if (newValue is SKLottieImageSource newSource)
newSource.SourceChanged += lv.OnSourceChanged;
await lv.LoadAnimationAsync(newValue as SKLottieImageSource);
}
private async void OnSourceChanged(object? sender, EventArgs e)
{
await LoadAnimationAsync(sender as SKLottieImageSource);
}
private static void OnProgressDurationPropertyChanged(BindableObject bindable, object? oldValue, object? newValue)
{
if (bindable is not SKLottieView lv)
return;
lv.UpdateProgress(lv.Progress);
}
}