Files
ObsidianDragon/src/util/texture_loader.cpp
DanS e7f2d2e3c7 feat(image-picker): animated-image badge on GIF/WebP thumbnails
Animated thumbnails now show a small play-arrow badge (bottom-right) so users can
spot which images move before hovering; it's hidden while the image plays on
hover.

Detection is cheap — a new util::IsAnimatedImageFile probes without a full
decode: animated WebP via WebPGetFeatures.has_animation, and a multi-frame GIF
via a lightweight image-descriptor block walk (stops at the 2nd frame). The
picker only probes .gif/.webp thumbnails and caches the result on the Thumb.

Verified: animated GIF + animated WebP report animated; still GIF/WebP/PNG do not.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 11:44:57 -05:00

530 lines
19 KiB
C++

// DragonX Wallet - ImGui Edition
// Copyright 2024-2026 The Hush Developers
// Released under the GPLv3
#include "texture_loader.h"
// stb_image — single-file image loader (public domain)
// Only compiled here; all other files just include the header.
#define STB_IMAGE_IMPLEMENTATION
// Formats stb decodes for us: PNG for app assets, plus the common user-avatar formats. WebP is handled
// separately (libwebp) below. Keep this list in sync with ImagePicker's accepted extensions.
#define STBI_ONLY_PNG
#define STBI_ONLY_JPEG
#define STBI_ONLY_BMP
#define STBI_ONLY_GIF
#define STBI_ONLY_TGA
#define STBI_ONLY_PSD
#define STBI_ONLY_PNM // .pnm/.ppm/.pgm/.pbm
#define STBI_ONLY_PIC
#define STBI_NO_STDIO // we do our own fread for portability
#include "stb_image.h"
#include <webp/decode.h>
#include <webp/demux.h> // WebPAnimDecoder — animated WebP
#include <algorithm>
#include <cstdint>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <vector>
#ifdef DRAGONX_USE_DX11
#include <d3d11.h>
// Get D3D11 device from ImGui backend (same pattern as qr_code.cpp)
static ID3D11Device* GetImGuiD3D11Device()
{
ImGuiIO& io = ImGui::GetIO();
if (!io.BackendRendererUserData) return nullptr;
return *reinterpret_cast<ID3D11Device**>(io.BackendRendererUserData);
}
#else
#ifdef DRAGONX_HAS_GLAD
#include <glad/gl.h>
#else
#include <SDL3/SDL_opengl.h>
#endif
#endif
#include "../util/logger.h"
namespace dragonx {
namespace util {
// True if the buffer is a WebP (RIFF....WEBP) container.
static bool IsWebP(const unsigned char* d, size_t n)
{
return n >= 12 && memcmp(d, "RIFF", 4) == 0 && memcmp(d + 8, "WEBP", 4) == 0;
}
// Decode any supported image to a fresh RGBA8 buffer. WebP goes through libwebp; everything else
// through stb. The returned buffer is always free()-able (stbi's default free is free(), and the WebP
// path decodes into a malloc'd buffer), so FreeRawPixels(stbi_image_free) releases either. NULL on fail.
static unsigned char* DecodeImageRGBA(const unsigned char* data, size_t len, int* outW, int* outH)
{
if (IsWebP(data, len)) {
int w = 0, h = 0;
if (!WebPGetInfo(data, len, &w, &h) || w <= 0 || h <= 0) return nullptr;
unsigned char* buf = (unsigned char*)malloc((size_t)w * h * 4);
if (!buf) return nullptr;
if (!WebPDecodeRGBAInto(data, len, buf, (size_t)w * h * 4, w * 4)) { free(buf); return nullptr; }
*outW = w; *outH = h;
return buf;
}
int channels = 0;
return stbi_load_from_memory(data, (int)len, outW, outH, &channels, 4);
}
// Read entire file into memory
static bool ReadFileToBuffer(const char* path, std::vector<unsigned char>& buf)
{
FILE* f = fopen(path, "rb");
if (!f) return false;
fseek(f, 0, SEEK_END);
long sz = ftell(f);
fseek(f, 0, SEEK_SET);
if (sz <= 0) { fclose(f); return false; }
buf.resize((size_t)sz);
size_t rd = fread(buf.data(), 1, (size_t)sz, f);
fclose(f);
return rd == (size_t)sz;
}
bool LoadTextureFromFile(const char* path, ImTextureID* outTexID, int* outW, int* outH)
{
std::vector<unsigned char> fileData;
if (!ReadFileToBuffer(path, fileData)) {
DEBUG_LOGF("LoadTextureFromFile: failed to read '%s'\n", path);
return false;
}
int w = 0, h = 0;
unsigned char* pixels = DecodeImageRGBA(fileData.data(), fileData.size(), &w, &h);
if (!pixels) {
DEBUG_LOGF("LoadTextureFromFile: decode failed for '%s'\n", path);
return false;
}
#ifdef DRAGONX_USE_DX11
ID3D11Device* device = GetImGuiD3D11Device();
if (!device) {
stbi_image_free(pixels);
DEBUG_LOGF("LoadTextureFromFile: no D3D11 device available\n");
return false;
}
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = w;
desc.Height = h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = pixels;
initData.SysMemPitch = w * 4;
ID3D11Texture2D* texture = nullptr;
HRESULT hr = device->CreateTexture2D(&desc, &initData, &texture);
stbi_image_free(pixels);
if (FAILED(hr) || !texture) {
DEBUG_LOGF("LoadTextureFromFile: CreateTexture2D failed for '%s'\n", path);
return false;
}
ID3D11ShaderResourceView* srv = nullptr;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
hr = device->CreateShaderResourceView(texture, &srvDesc, &srv);
texture->Release();
if (FAILED(hr) || !srv) {
DEBUG_LOGF("LoadTextureFromFile: CreateSRV failed for '%s'\n", path);
return false;
}
*outTexID = (ImTextureID)(intptr_t)srv;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromFile: loaded '%s' (%dx%d) -> DX11 SRV %p\n", path, w, h, (void*)srv);
return true;
#else
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(pixels);
*outTexID = (ImTextureID)(intptr_t)tex;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromFile: loaded '%s' (%dx%d) -> texture %u\n", path, w, h, tex);
return true;
#endif
}
bool LoadTextureFromMemory(const unsigned char* data, size_t dataSize,
ImTextureID* outTexID, int* outW, int* outH)
{
if (!data || dataSize == 0) {
DEBUG_LOGF("LoadTextureFromMemory: null/empty data\n");
return false;
}
int w = 0, h = 0;
unsigned char* pixels = DecodeImageRGBA(data, dataSize, &w, &h);
if (!pixels) {
DEBUG_LOGF("LoadTextureFromMemory: decode failed\n");
return false;
}
#ifdef DRAGONX_USE_DX11
ID3D11Device* device = GetImGuiD3D11Device();
if (!device) {
stbi_image_free(pixels);
DEBUG_LOGF("LoadTextureFromMemory: no D3D11 device available\n");
return false;
}
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = w;
desc.Height = h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = pixels;
initData.SysMemPitch = w * 4;
ID3D11Texture2D* texture = nullptr;
HRESULT hr = device->CreateTexture2D(&desc, &initData, &texture);
stbi_image_free(pixels);
if (FAILED(hr) || !texture) {
DEBUG_LOGF("LoadTextureFromMemory: CreateTexture2D failed\n");
return false;
}
ID3D11ShaderResourceView* srv = nullptr;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
hr = device->CreateShaderResourceView(texture, &srvDesc, &srv);
texture->Release();
if (FAILED(hr) || !srv) {
DEBUG_LOGF("LoadTextureFromMemory: CreateSRV failed\n");
return false;
}
*outTexID = (ImTextureID)(intptr_t)srv;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromMemory: %dx%d -> DX11 SRV %p\n", w, h, (void*)srv);
return true;
#else
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(pixels);
*outTexID = (ImTextureID)(intptr_t)tex;
*outW = w;
*outH = h;
DEBUG_LOGF("LoadTextureFromMemory: %dx%d -> texture %u\n", w, h, tex);
return true;
#endif
}
bool CreateRawTexture(const unsigned char* pixels, int w, int h,
bool repeat, ImTextureID* outTexID)
{
if (!pixels || w <= 0 || h <= 0) return false;
#ifdef DRAGONX_USE_DX11
ID3D11Device* device = GetImGuiD3D11Device();
if (!device) return false;
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = w;
desc.Height = h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = pixels;
initData.SysMemPitch = w * 4;
ID3D11Texture2D* texture = nullptr;
HRESULT hr = device->CreateTexture2D(&desc, &initData, &texture);
if (FAILED(hr) || !texture) return false;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
ID3D11ShaderResourceView* srv = nullptr;
hr = device->CreateShaderResourceView(texture, &srvDesc, &srv);
texture->Release();
if (FAILED(hr) || !srv) return false;
*outTexID = (ImTextureID)(intptr_t)srv;
return true;
#else
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (repeat) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
*outTexID = (ImTextureID)(intptr_t)tex;
return true;
#endif
}
unsigned char* LoadRawPixelsFromFile(const char* path, int* outW, int* outH)
{
std::vector<unsigned char> fileData;
if (!ReadFileToBuffer(path, fileData)) return nullptr;
return DecodeImageRGBA(fileData.data(), fileData.size(), outW, outH);
}
unsigned char* LoadRawPixelsFromMemory(const unsigned char* data, size_t dataSize, int* outW, int* outH)
{
if (!data || dataSize == 0) return nullptr;
return DecodeImageRGBA(data, dataSize, outW, outH);
}
void FreeRawPixels(unsigned char* pixels)
{
if (pixels) stbi_image_free(pixels);
}
// Box-average downscale an RGBA image to dw*dh, appending the result as a new frame in `out`.
static void AppendDownscaledFrame(const unsigned char* src, int sw, int sh, int dw, int dh,
std::vector<std::vector<unsigned char>>& out)
{
out.emplace_back();
std::vector<unsigned char>& dst = out.back();
dst.resize((size_t)dw * dh * 4);
for (int y = 0; y < dh; y++) {
int sy0 = y * sh / dh, sy1 = std::max(sy0 + 1, (y + 1) * sh / dh);
for (int x = 0; x < dw; x++) {
int sx0 = x * sw / dw, sx1 = std::max(sx0 + 1, (x + 1) * sw / dw);
uint32_t r=0,g=0,b=0,a=0,n=0;
for (int yy = sy0; yy < sy1; yy++)
for (int xx = sx0; xx < sx1; xx++) {
const unsigned char* p = src + ((size_t)yy * sw + xx) * 4;
r+=p[0]; g+=p[1]; b+=p[2]; a+=p[3]; ++n;
}
unsigned char* d = dst.data() + ((size_t)y * dw + x) * 4;
d[0]=(unsigned char)(r/n); d[1]=(unsigned char)(g/n); d[2]=(unsigned char)(b/n); d[3]=(unsigned char)(a/n);
}
}
}
static void FitDims(int sw, int sh, int maxDim, int* dw, int* dh)
{
*dw = sw; *dh = sh;
if (sw > maxDim || sh > maxDim) {
float s = (float)maxDim / (float)std::max(sw, sh);
*dw = std::max(1, (int)(sw * s));
*dh = std::max(1, (int)(sh * s));
}
}
bool LoadAnimatedRGBA(const char* path, int maxFrames, AnimFrames& out)
{
out.frames.clear();
out.delaysSec.clear();
out.w = out.h = 0;
std::vector<unsigned char> file;
if (!ReadFileToBuffer(path, file)) return false;
const unsigned char* data = file.data();
const size_t len = file.size();
if (maxFrames < 1) maxFrames = 1;
// Static max dimension is generous (an avatar renders <=112px); animations use a smaller cap so a
// long clip can't cost tens of MB of VRAM. We only know if it animates after peeking the frame count.
const int kStillMax = 256, kAnimMax = 128;
// ---- Animated (or still) WebP via libwebp's demux decoder ----
if (IsWebP(data, len)) {
WebPData wd; wd.bytes = data; wd.size = len;
WebPAnimDecoderOptions opt;
if (!WebPAnimDecoderOptionsInit(&opt)) return false;
opt.color_mode = MODE_RGBA;
WebPAnimDecoder* dec = WebPAnimDecoderNew(&wd, &opt);
if (!dec) {
// Not an animation container — fall back to a single still decode.
int w=0,h=0; unsigned char* px = DecodeImageRGBA(data, len, &w, &h);
if (!px) return false;
int dw,dh; FitDims(w, h, kStillMax, &dw, &dh);
AppendDownscaledFrame(px, w, h, dw, dh, out.frames);
out.delaysSec.push_back(0.0f); out.w = dw; out.h = dh;
free(px);
return true;
}
WebPAnimInfo info;
if (!WebPAnimDecoderGetInfo(dec, &info) || info.canvas_width <= 0 || info.canvas_height <= 0) {
WebPAnimDecoderDelete(dec); return false;
}
const int animated = (info.frame_count > 1);
int dw, dh; FitDims(info.canvas_width, info.canvas_height, animated ? kAnimMax : kStillMax, &dw, &dh);
int prevTs = 0, produced = 0;
while (WebPAnimDecoderHasMoreFrames(dec) && produced < maxFrames) {
uint8_t* buf = nullptr; int ts = 0;
if (!WebPAnimDecoderGetNext(dec, &buf, &ts)) break; // buf valid until next call/delete
AppendDownscaledFrame(buf, info.canvas_width, info.canvas_height, dw, dh, out.frames);
float d = (ts - prevTs) / 1000.0f; prevTs = ts;
out.delaysSec.push_back(std::max(0.02f, d));
++produced;
}
WebPAnimDecoderDelete(dec);
if (out.frames.empty()) return false;
out.w = dw; out.h = dh;
return true;
}
// ---- Animated (or still) GIF via stb ----
const bool isGif = len >= 6 && memcmp(data, "GIF8", 4) == 0;
if (isGif) {
int* delays = nullptr; int w=0,h=0,z=0,comp=0;
unsigned char* all = stbi_load_gif_from_memory(data, (int)len, &delays, &w, &h, &z, &comp, 4);
if (all && w > 0 && h > 0 && z > 0) {
const int animated = (z > 1);
int dw, dh; FitDims(w, h, animated ? kAnimMax : kStillMax, &dw, &dh);
int frames = std::min(z, maxFrames);
for (int i = 0; i < frames; i++) {
AppendDownscaledFrame(all + (size_t)i * w * h * 4, w, h, dw, dh, out.frames);
float d = (delays && delays[i] > 0) ? delays[i] / 1000.0f : 0.1f;
out.delaysSec.push_back(std::max(0.02f, d));
}
out.w = dw; out.h = dh;
stbi_image_free(all);
if (delays) stbi_image_free(delays);
return true;
}
if (all) stbi_image_free(all);
if (delays) stbi_image_free(delays);
// fall through to a plain decode if the GIF path failed
}
// ---- Everything else: a single still frame (PNG/JPEG/BMP/TGA/... and APNG's default image) ----
{
int w=0,h=0; unsigned char* px = DecodeImageRGBA(data, len, &w, &h);
if (!px) return false;
int dw,dh; FitDims(w, h, kStillMax, &dw, &dh);
AppendDownscaledFrame(px, w, h, dw, dh, out.frames);
out.delaysSec.push_back(0.0f);
out.w = dw; out.h = dh;
free(px);
return true;
}
}
// Lightweight animation probe (no full decode): animated WebP via WebPGetFeatures.has_animation, or a
// GIF with >1 image-descriptor block. Walks the GIF block structure only until it finds a 2nd frame.
static bool IsAnimatedData(const unsigned char* data, size_t len)
{
if (IsWebP(data, len)) {
WebPBitstreamFeatures f;
if (WebPGetFeatures(data, len, &f) == VP8_STATUS_OK) return f.has_animation != 0;
return false;
}
if (len >= 13 && memcmp(data, "GIF8", 4) == 0) {
size_t p = 6; // after "GIF8?a"
unsigned char packed = data[p + 4]; // Logical Screen Descriptor packed byte
p += 7;
if (packed & 0x80) p += (size_t)(2 << (packed & 7)) * 3; // skip global color table
int frames = 0;
while (p < len) {
unsigned char b = data[p++];
if (b == 0x2C) { // image descriptor = one frame
if (++frames > 1) return true;
if (p + 9 > len) break;
unsigned char ip = data[p + 8];
p += 9;
if (ip & 0x80) p += (size_t)(2 << (ip & 7)) * 3; // skip local color table
if (p >= len) break;
++p; // LZW min code size
while (p < len) { unsigned char s = data[p++]; if (!s) break; p += s; } // image sub-blocks
} else if (b == 0x21) { // extension
if (p >= len) break;
++p; // label
while (p < len) { unsigned char s = data[p++]; if (!s) break; p += s; } // sub-blocks
} else { // trailer (0x3B) or unexpected
break;
}
}
return frames > 1;
}
return false;
}
bool IsAnimatedImageFile(const char* path)
{
std::vector<unsigned char> file;
if (!ReadFileToBuffer(path, file)) return false;
return IsAnimatedData(file.data(), file.size());
}
void DestroyTexture(ImTextureID texID)
{
if (!texID) return;
#ifdef DRAGONX_USE_DX11
auto* srv = (ID3D11ShaderResourceView*)(intptr_t)texID;
srv->Release();
#else
GLuint tex = (GLuint)(intptr_t)texID;
glDeleteTextures(1, &tex);
#endif
}
} // namespace util
} // namespace dragonx