Recheck the animated canvas calculation logic, fix the issue of that calculation
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0bd6185484
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@ -810,12 +810,10 @@ static void FreeImageData(void *info, const void *data, size_t size) {
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// But when one frame's dispose method is `WEBP_MUX_DISPOSE_BACKGROUND`, the canvas is cleared after the frame decoded. And subsequent frames are not effected by that frame.
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// So, we calculate each frame's `blendFromIndex`. Then directly draw canvas from that index, instead of always from 0 index.
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if (_currentBlendIndex + 1 == index) {
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if (_currentBlendIndex != NSNotFound && _currentBlendIndex + 1 == index) {
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// If the request index is subsequence of current blend index, it does not matter what dispose method is. The canvas is always ready.
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_currentBlendIndex = index;
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NSUInteger startIndex = index;
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// libwebp's index start with 1
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if (!WebPDemuxGetFrame(_demux, (int)(startIndex + 1), &iter)) {
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if (!WebPDemuxGetFrame(_demux, (int)(index + 1), &iter)) {
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WebPDemuxReleaseIterator(&iter);
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return nil;
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}
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@ -824,7 +822,6 @@ static void FreeImageData(void *info, const void *data, size_t size) {
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if (_currentBlendIndex != NSNotFound) {
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CGContextClearRect(_canvas, CGRectMake(0, 0, _canvasWidth, _canvasHeight));
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}
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_currentBlendIndex = index;
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// Then, loop from the blend from index, draw each of previous frames on the canvas.
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// We use do while loop to call `WebPDemuxNextFrame`(fast), until the endIndex meet.
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@ -843,7 +840,13 @@ static void FreeImageData(void *info, const void *data, size_t size) {
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}
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} while ((size_t)iter.frame_num < endIndex && WebPDemuxNextFrame(&iter));
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}
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// libwebp's index start with 1
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if (!WebPDemuxGetFrame(_demux, (int)(index + 1), &iter)) {
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WebPDemuxReleaseIterator(&iter);
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return nil;
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}
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}
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_currentBlendIndex = index;
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// Now the canvas is ready, which respects of dispose method behavior. Just do normal decoding and produce image.
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CGImageRef imageRef = [self sd_drawnWebpImageWithCanvas:_canvas iterator:iter colorSpace:_colorSpace];
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