File: System\Drawing\ImageInfo.cs
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Project: src\src\System.Drawing.Common\src\System.Drawing.Common.csproj (System.Drawing.Common)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
using System.Drawing.Imaging;
 
namespace System.Drawing;
 
/// <summary>
///  Animates one or more images that have time-based frames.
/// </summary>
public sealed partial class ImageAnimator
{
    /// <summary>
    ///  ImageAnimator nested helper class used to store extra image state info.
    /// </summary>
    private sealed class ImageInfo
    {
        private const int PropertyTagFrameDelay = 0x5100;
        private const int PropertyTagLoopCount = 0x5101;
        private int _frame;
        private short _loop;
        private readonly int _frameCount;
        private readonly short _loopCount;
        private readonly long[]? _frameEndTimes;
        private readonly long _totalAnimationTime;
        private long _frameTimer;
 
        public ImageInfo(Image image)
        {
            Image = image;
            Animated = CanAnimate(image);
            _frameEndTimes = null;
 
            if (!Animated)
            {
                _frameCount = 1;
                return;
            }
 
            _frameCount = image.GetFrameCount(FrameDimension.Time);
 
            Imaging.PropertyItem? frameDelayItem = image.GetPropertyItem(PropertyTagFrameDelay);
 
            // If the image does not have a frame delay, we just return 0.
            if (frameDelayItem is not null)
            {
                // Convert the frame delay from byte[] to int
                byte[] values = frameDelayItem.Value!;
 
                // On Windows, we get the frame delays for every frame. On Linux, we only get the first frame delay.
                // We handle this by treating the frame delays as a repeating sequence, asserting that the sequence
                // is fully repeatable to match the frame count.
                Debug.Assert(values.Length % 4 == 0, "PropertyItem has an invalid value byte array. It should have a length evenly divisible by 4 to represent ints.");
                Debug.Assert(_frameCount % (values.Length / 4) == 0, "PropertyItem has invalid value byte array. The FrameCount should be evenly divisible by a quarter of the byte array's length.");
 
                _frameEndTimes = new long[_frameCount];
                long lastEndTime = 0;
 
                for (int f = 0, i = 0; f < _frameCount; ++f, i += 4)
                {
                    if (i >= values.Length)
                    {
                        i = 0;
                    }
 
                    // Frame delays are stored in 1/100ths of a second; convert to milliseconds while accumulating
                    // Per spec, a frame delay can be 0 which is treated as a single animation tick
                    int delay = BitConverter.ToInt32(values, i) * 10;
                    lastEndTime += delay > 0 ? delay : AnimationDelayMS;
 
                    // Guard against overflows
                    if (lastEndTime < _totalAnimationTime)
                    {
                        lastEndTime = _totalAnimationTime;
                    }
                    else
                    {
                        _totalAnimationTime = lastEndTime;
                    }
 
                    _frameEndTimes[f] = lastEndTime;
                }
            }
 
            Imaging.PropertyItem? loopCountItem = image.GetPropertyItem(PropertyTagLoopCount);
 
            if (loopCountItem is not null)
            {
                // The loop count is a short where 0 = infinite, and a positive value indicates the
                // number of times to loop. The animation will be shown 1 time more than the loop count.
                byte[] values = loopCountItem.Value!;
 
                Debug.Assert(values.Length == sizeof(short), "PropertyItem has an invalid byte array. It should represent a single short value.");
                _loopCount = BitConverter.ToInt16(values);
            }
            else
            {
                _loopCount = 0;
            }
        }
 
        /// <summary>
        ///  Whether the image supports animation.
        /// </summary>
        public bool Animated { get; }
 
        /// <summary>
        ///  The current frame has changed but the image has not yet been updated.
        /// </summary>
        public bool FrameDirty { get; private set; }
 
        public EventHandler? FrameChangedHandler { get; set; }
 
        /// <summary>
        ///  The total animation time of the image in milliseconds, or <value>0</value> if not animated.
        /// </summary>
        private long TotalAnimationTime => Animated ? _totalAnimationTime : 0;
 
        /// <summary>
        ///  Whether animation should progress, respecting the image's animation support
        ///  and if there are animation frames or loops remaining.
        /// </summary>
        private bool ShouldAnimate => TotalAnimationTime > 0 && (_loopCount == 0 || _loop <= _loopCount);
 
        /// <summary>
        ///  Advance the animation by the specified number of milliseconds. If the advancement progresses beyond the
        ///  end time of the current Frame, <see cref="FrameChangedHandler"/> will be called. Subscribed handlers often
        ///  use that event to call <see cref="UpdateFrames(Image)"/>..
        /// </summary>
        /// <remarks>
        ///  <para>
        ///   If the animation progresses beyond the end of the image's total animation time,
        ///   the animation will loop.
        ///  </para>
        ///  <para>
        ///   This animation does not respect a GIF's specified number of animation repeats;
        ///   instead, animations loop indefinitely.
        ///  </para>
        /// </remarks>
        /// <param name="milliseconds">The number of milliseconds to advance the animation by</param>
        public void AdvanceAnimationBy(long milliseconds)
        {
            if (!ShouldAnimate)
            {
                return;
            }
 
            int oldFrame = _frame;
            _frameTimer += milliseconds;
 
            if (_frameTimer > TotalAnimationTime)
            {
                _loop += (short)Math.DivRem(_frameTimer, TotalAnimationTime, out long newTimer);
                _frameTimer = newTimer;
 
                if (!ShouldAnimate)
                {
                    // If we've finished looping, then freeze onto the last frame
                    _frame = _frameCount - 1;
                    _frameTimer = TotalAnimationTime;
                }
                else if (_frame > 0 && _frameTimer < _frameEndTimes![_frame - 1])
                {
                    // If the loop put us before the current frame (which is common)
                    // then reset back to the first frame. We will then progress
                    // forward again from there (below).
                    _frame = 0;
                }
            }
 
            while (_frameTimer > _frameEndTimes![_frame])
            {
                _frame++;
            }
 
            if (_frame != oldFrame)
            {
                FrameDirty = true;
                OnFrameChanged(EventArgs.Empty);
            }
        }
 
        /// <summary>
        ///  The image this object wraps.
        /// </summary>
        internal Image Image { get; }
 
        /// <summary>
        ///  Selects the current frame as the active frame in the image.
        /// </summary>
        internal void UpdateFrame()
        {
            if (FrameDirty)
            {
                Image.SelectActiveFrame(FrameDimension.Time, _frame);
                FrameDirty = false;
            }
        }
 
        /// <summary>
        ///  Raises the FrameChanged event.
        /// </summary>
        private void OnFrameChanged(EventArgs e) => FrameChangedHandler?.Invoke(Image, e);
    }
}