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>
103 lines
3.8 KiB
C++
103 lines
3.8 KiB
C++
// DragonX Wallet - ImGui Edition
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// Copyright 2024-2026 The Hush Developers
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// Released under the GPLv3
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#pragma once
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#include "imgui.h"
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#include <vector>
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namespace dragonx {
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namespace util {
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/**
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* @brief Downscaled RGBA frame sequence for an image (1 frame for stills, N for animations).
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*/
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struct AnimFrames {
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std::vector<std::vector<unsigned char>> frames; ///< each is w*h*4 RGBA (already downscaled)
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std::vector<float> delaysSec; ///< per-frame duration in seconds (parallel to frames)
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int w = 0;
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int h = 0;
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};
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/**
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* @brief Decode an image into 1+ downscaled RGBA frames plus per-frame durations.
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*
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* Animated GIF (via stb) and animated WebP (via libwebp WebPAnimDecoder) return every frame (capped at
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* maxFrames); static formats — and APNG, which stb reads as a single image — return one frame. Frames
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* are box-downscaled internally (smaller for animations to bound VRAM). The caller uploads each frame
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* with CreateRawTexture. Returns false on decode failure.
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*/
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bool LoadAnimatedRGBA(const char* path, int maxFrames, AnimFrames& out);
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/**
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* @brief Load a PNG/JPG/BMP image from disk into an OpenGL or DX11 texture.
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* @param path File path (relative to working directory or absolute)
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* @param outTexID Receives the ImTextureID for ImGui rendering
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* @param outW Receives image width
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* @param outH Receives image height
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* @return true on success
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*
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* The caller is responsible for destroying the texture.
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* On OpenGL, cast outTexID to GLuint and call glDeleteTextures.
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*/
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bool LoadTextureFromFile(const char* path, ImTextureID* outTexID, int* outW, int* outH);
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/**
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* @brief Load a PNG/JPG/BMP image from memory into an OpenGL or DX11 texture.
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* @param data Pointer to compressed image data (e.g. PNG bytes)
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* @param dataSize Size of the data in bytes
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* @param outTexID Receives the ImTextureID for ImGui rendering
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* @param outW Receives image width
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* @param outH Receives image height
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* @return true on success
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*/
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bool LoadTextureFromMemory(const unsigned char* data, size_t dataSize,
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ImTextureID* outTexID, int* outW, int* outH);
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/**
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* @brief Create a texture from raw RGBA pixel data (no decoding needed).
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* @param pixels Pointer to RGBA pixel data (4 bytes per pixel, caller-owned)
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* @param w Image width
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* @param h Image height
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* @param repeat If true, set wrap mode to GL_REPEAT (for tiling); else CLAMP_TO_EDGE
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* @param outTexID Receives the ImTextureID
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* @return true on success
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*/
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bool CreateRawTexture(const unsigned char* pixels, int w, int h,
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bool repeat, ImTextureID* outTexID);
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/**
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* @brief Load raw RGBA pixel data from a PNG/JPG/BMP file (no GPU texture).
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* @param path File path
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* @param outW Receives image width
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* @param outH Receives image height
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* @return Pointer to RGBA pixels (caller must free with FreeRawPixels), or nullptr on failure
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*/
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unsigned char* LoadRawPixelsFromFile(const char* path, int* outW, int* outH);
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/**
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* @brief Load raw RGBA pixel data from in-memory compressed image data (no GPU texture).
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* @param data Pointer to compressed image data (e.g. PNG bytes)
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* @param dataSize Size of the data in bytes
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* @param outW Receives image width
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* @param outH Receives image height
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* @return Pointer to RGBA pixels (caller must free with FreeRawPixels), or nullptr on failure
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*/
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unsigned char* LoadRawPixelsFromMemory(const unsigned char* data, size_t dataSize, int* outW, int* outH);
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/**
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* @brief Free pixels returned by LoadRawPixelsFromFile / LoadRawPixelsFromMemory.
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*/
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void FreeRawPixels(unsigned char* pixels);
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/**
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* @brief Destroy a GPU texture previously created by Load/CreateRaw functions.
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* @param texID Texture handle (GLuint on OpenGL, ID3D11ShaderResourceView* on DX11)
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*/
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void DestroyTexture(ImTextureID texID);
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} // namespace util
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} // namespace dragonx
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