feat(contacts): animated avatars (GIF/WebP) with a Settings toggle
Animate contact avatars end to end:
- texture_loader gains LoadAnimatedRGBA: decodes an image into a downscaled
RGBA frame sequence + per-frame durations — animated GIF via stb
(stbi_load_gif_from_memory) and animated WebP via libwebp's WebPAnimDecoder;
stills (and APNG, which stb reads as one image) return a single frame. Frames
are box-downscaled (smaller cap for animations) to bound VRAM, capped at 300.
- The contacts avatar cache now holds a frame sequence; currentAvatarFrame()
advances animated avatars by the ImGui clock and is used everywhere avatars
draw (list, cards, table, grid, preview). When a live animated frame is drawn
it flags the render loop (ConsumeContactsAvatarAnimation, clear-on-read) so
main.cpp keeps producing frames while animation plays and idles when it stops
or the contacts view is hidden.
- New animate_avatars setting (default on) + a Settings appearance toggle
("Animate avatars"); off shows the first frame only. currentAvatarFrame
honors it. +i18n (8 langs, CJK subset rebuilt for 帧/播/첫).
Verified: a 3-frame GIF and a 3-frame animated WebP both decode to 3 frames
with correct 120ms delays through the exact libwebp/stb calls used here.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -899,6 +899,16 @@ void RenderSettingsPage(App* app) {
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}
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if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_theme_effects"));
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ImGui::SameLine(0, Layout::spacingLg());
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{
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bool anim = app->settings()->getAnimateAvatars();
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if (ImGui::Checkbox(TrId("animate_avatars", "animate_avatars").c_str(), &anim)) {
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app->settings()->setAnimateAvatars(anim);
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app->settings()->save();
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}
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if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_animate_avatars"));
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}
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// Console output color toggles (own row — no GPU cost, enabled even in low-spec).
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renderConsoleColorToggles(app);
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@@ -1154,6 +1164,16 @@ void RenderSettingsPage(App* app) {
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}
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if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_theme_effects"));
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ImGui::SameLine(0, Layout::spacingLg());
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{
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bool anim = app->settings()->getAnimateAvatars();
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if (ImGui::Checkbox(TrId("animate_avatars", "animate_avatars").c_str(), &anim)) {
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app->settings()->setAnimateAvatars(anim);
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app->settings()->save();
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}
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if (ImGui::IsItemHovered()) material::Tooltip("%s", TR("tt_animate_avatars"));
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}
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// Console output color toggles (own row — no GPU cost, enabled even in low-spec).
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renderConsoleColorToggles(app);
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