gif-talkr
Version:
Turn gif files into talking avatars for use with TTS or audio.
1,266 lines (1,071 loc) • 59.1 kB
JavaScript
/*
Date: September 5th, 2017
Github: https://github.com/talkr-app/gif-talkr
Description: A javascript library for transforming GIF files into talking avatars.
Based on libgif, which is a general purpose gif parsing library. Libgif
provides the SuperGif class described below.
Added Functionality:
play_for_duration (duration, overrideFrameDuration, bPlayEyebrowAnim) - ping-pongs the lip-sync animation
for the duration. Use overrideFrameDuration to specify how long each frame of animation is active for
to speed up or slow down the animation. Pass NULL to get a frame time derived from the GIF file frame
delays. bPlayEyebrowAnim defaults to true and specifies that a random eyebrow animation may accompany
speech.
destroy() - call destroy when you are finished using the SuperGif object to free up memory involved with
looping animations. Deleting the HTML element or a parent will not free up the memory by itself!
get_talkr_ext(channel_identifier) - Provides an interface for controling blink & eyebrow animation channels
on GIF files with the talkr extension (exported with talkrapp.com). channel_identifier is '0' for blinks,
'1' for eyebrows. By default a looping blink animation is created and started on SuperGif.load() if a
blink channel exists and the rel:autoplay_blinks option (an Image tag attribute) is not set to 0. The
get_talkr_ext function returns a controller with the following properties (or NULL if no controller
exists):
functions:
play(onFinished) - plays the current animation, then replaces the current animation with the default
and calls onFinished. Animations are specified as an array of [frame_index, duration] pairs. Use
-1 for the frame index to specify that the animation channel should be cleared (no frame displayed).
The last frame will persist indefinitely, but the duration can impact when onFinished is called after
a call to play(onFinished). A simple blink animation looks like:
var blink_anim = [
[22, 50],
[23, 50],
[24, 50],
[23, 50],
[22, 50],
[-1, 0]
]
pause - pauses the animation
resume - resumes a paused animation
clear - clears the current animation and any onFinished callback
update_default_anim(custom_anim, loop_end_delay, loop_end_delay_random) - changes the default animation to
the one specified. Does not change the anim property (current animation)
construct_default_anim(frame_duration, loop_end_delay, loop_end_delay_random) - Constructs a default
animation that ping pongs through all frames. If loop_end_delay is not null, the animation will loop.
construct_default_anim(50, 3000, 8000) would loop every 3-11 seconds (3000ms + randomly up to
8000ms additional seconds, playing each frame for 50ms.). Calling play with an onFinished callback
removes the automatic looping, as looping can be handled from the callback.
properties:
index - the frame index of the first GIF frame in this channel (typically 22 for blink, 25 for eyebrows)
numframes - the number of frames in this channel (typically 3 for blinks, 4 for eyebrows.)
anim - the current animation (the one that will play with the next call to play)
------------------------------------
SuperGif
Example usage:
<img src="./example1_preview.gif" rel:animated_src="./example1.gif" width="360" height="360" rel:auto_play="1" />
<script type="text/javascript">
$$('img').each(function (img_tag) {
if (/.*\.gif/.test(img_tag.src)) {
var rub = new SuperGif({ gif: img_tag } );
rub.load();
}
});
</script>
Image tag attributes:
rel:animated_src - If this url is specified, it's loaded into the player instead of src.
This allows a preview frame to be shown until animated gif data is streamed into the canvas
rel:auto_play - Defaults to 1 if not specified. If set to zero, a call to the play() method is needed
Constructor options args
gif Required. The DOM element of an img tag.
loop_mode Optional. Setting this to false will force disable looping of the gif.
auto_play Optional. Same as the rel:auto_play attribute above, this arg overrides the img tag info.
max_width Optional. Scale images over max_width down to max_width. Helpful with mobile.
on_end Optional. Add a callback for when the gif reaches the end of a single loop (one iteration). The first argument passed will be the gif HTMLElement.
loop_delay Optional. The amount of time to pause (in ms) after each single loop (iteration).
draw_while_loading Optional. Determines whether the gif will be drawn to the canvas whilst it is loaded.
show_progress_bar Optional. Only applies when draw_while_loading is set to true.
Instance methods
// loading
load( callback ) Loads the gif specified by the src or rel:animated_src sttributie of the img tag into a canvas element and then calls callback if one is passed
load_url( src, callback ) Loads the gif file specified in the src argument into a canvas element and then calls callback if one is passed
// play controls
play - Start playing the gif
pause - Stop playing the gif
move_to(i) - Move to frame i of the gif
move_relative(i) - Move i frames ahead (or behind if i < 0)
// getters
get_canvas The canvas element that the gif is playing in. Handy for assigning event handlers to.
get_playing Whether or not the gif is currently playing
get_loading Whether or not the gif has finished loading/parsing
get_auto_play Whether or not the gif is set to play automatically
get_length The number of frames in the gif
get_current_frame The index of the currently displayed frame of the gif
For additional customization (viewport inside iframe) these params may be passed:
c_w, c_h - width and height of canvas
vp_t, vp_l, vp_ w, vp_h - top, left, width and height of the viewport
A bonus: few articles to understand what is going on
http://enthusiasms.org/post/16976438906
http://www.matthewflickinger.com/lab/whatsinagif/bits_and_bytes.asp
http://humpy77.deviantart.com/journal/Frame-Delay-Times-for-Animated-GIFs-214150546
*/
(function (root, factory) {
if (typeof define === 'function' && define.amd) {
define([], factory);
} else if (typeof exports === 'object') {
module.exports = factory();
} else {
root.SuperGif = factory();
}
}(this, function () {
// Generic functions
var bitsToNum = function (ba) {
return ba.reduce(function (s, n) {
return s * 2 + n;
}, 0);
};
var byteToBitArr = function (bite) {
var a = [];
for (var i = 7; i >= 0; i--) {
a.push( !! (bite & (1 << i)));
}
return a;
};
// Stream
/**
* @constructor
*/
// Make compiler happy.
var Stream = function (data) {
this.data = data;
this.len = this.data.length;
this.pos = 0;
this.readByte = function () {
if (this.pos >= this.data.length) {
throw new Error('Attempted to read past end of stream.');
}
if (data instanceof Uint8Array)
return data[this.pos++];
else
return data.charCodeAt(this.pos++) & 0xFF;
};
this.readBytes = function (n) {
var bytes = [];
for (var i = 0; i < n; i++) {
bytes.push(this.readByte());
}
return bytes;
};
this.read = function (n) {
var s = '';
for (var i = 0; i < n; i++) {
s += String.fromCharCode(this.readByte());
}
return s;
};
this.readUnsigned = function () { // Little-endian.
var a = this.readBytes(2);
return (a[1] << 8) + a[0];
};
};
var lzwDecode = function (minCodeSize, data) {
// TODO: Now that the GIF parser is a bit different, maybe this should get an array of bytes instead of a String?
var pos = 0; // Maybe this streaming thing should be merged with the Stream?
var readCode = function (size) {
var code = 0;
for (var i = 0; i < size; i++) {
if (data.charCodeAt(pos >> 3) & (1 << (pos & 7))) {
code |= 1 << i;
}
pos++;
}
return code;
};
var output = [];
var clearCode = 1 << minCodeSize;
var eoiCode = clearCode + 1;
var codeSize = minCodeSize + 1;
var dict = [];
var clear = function () {
dict = [];
codeSize = minCodeSize + 1;
for (var i = 0; i < clearCode; i++) {
dict[i] = [i];
}
dict[clearCode] = [];
dict[eoiCode] = null;
};
var code;
var last;
while (true) {
last = code;
code = readCode(codeSize);
if (code === clearCode) {
clear();
continue;
}
if (code === eoiCode) break;
if (code < dict.length) {
if (last !== clearCode) {
dict.push(dict[last].concat(dict[code][0]));
}
}
else {
if (code !== dict.length) throw new Error('Invalid LZW code.');
dict.push(dict[last].concat(dict[last][0]));
}
output.push.apply(output, dict[code]);
if (dict.length === (1 << codeSize) && codeSize < 12) {
// If we're at the last code and codeSize is 12, the next code will be a clearCode, and it'll be 12 bits long.
codeSize++;
}
}
// I don't know if this is technically an error, but some GIFs do it.
//if (Math.ceil(pos / 8) !== data.length) throw new Error('Extraneous LZW bytes.');
return output;
};
// The actual parsing; returns an object with properties.
var parseGIF = function (st, handler) {
handler || (handler = {});
// LZW (GIF-specific)
var parseCT = function (entries) { // Each entry is 3 bytes, for RGB.
var ct = [];
for (var i = 0; i < entries; i++) {
ct.push(st.readBytes(3));
}
return ct;
};
var readSubBlocks = function () {
var size, data;
data = '';
do {
size = st.readByte();
data += st.read(size);
} while (size !== 0);
return data;
};
var parseHeader = function () {
var hdr = {};
hdr.sig = st.read(3);
hdr.ver = st.read(3);
if (hdr.sig !== 'GIF') throw new Error('Not a GIF file.'); // XXX: This should probably be handled more nicely.
hdr.width = st.readUnsigned();
hdr.height = st.readUnsigned();
var bits = byteToBitArr(st.readByte());
hdr.gctFlag = bits.shift();
hdr.colorRes = bitsToNum(bits.splice(0, 3));
hdr.sorted = bits.shift();
hdr.gctSize = bitsToNum(bits.splice(0, 3));
hdr.bgColor = st.readByte();
hdr.pixelAspectRatio = st.readByte(); // if not 0, aspectRatio = (pixelAspectRatio + 15) / 64
if (hdr.gctFlag) {
hdr.gct = parseCT(1 << (hdr.gctSize + 1));
}
handler.hdr && handler.hdr(hdr);
};
var parseExt = function (block) {
var parseGCExt = function (block) {
var blockSize = st.readByte(); // Always 4
var bits = byteToBitArr(st.readByte());
block.reserved = bits.splice(0, 3); // Reserved; should be 000.
block.disposalMethod = bitsToNum(bits.splice(0, 3));
block.userInput = bits.shift();
block.transparencyGiven = bits.shift();
block.delayTime = st.readUnsigned();
block.transparencyIndex = st.readByte();
block.terminator = st.readByte();
handler.gce && handler.gce(block);
};
var parseComExt = function (block) {
block.comment = readSubBlocks();
handler.com && handler.com(block);
};
var parsePTExt = function (block) {
// No one *ever* uses this. If you use it, deal with parsing it yourself.
var blockSize = st.readByte(); // Always 12
block.ptHeader = st.readBytes(12);
block.ptData = readSubBlocks();
handler.pte && handler.pte(block);
};
var parseAppExt = function (block) {
var parseNetscapeExt = function (block) {
var blockSize = st.readByte(); // Always 3
block.unknown = st.readByte(); // ??? Always 1? What is this?
block.iterations = st.readUnsigned();
block.terminator = st.readByte();
handler.app && handler.app.NETSCAPE && handler.app.NETSCAPE(block);
};
var parseTalkrExt = function (block) {
var blockSize = st.readByte();
block.frameIndex = st.readUnsigned();
block.numframes = st.readUnsigned();
block.channelIdentifier = st.read(1);
block.reserved1 = st.readByte();
block.reserved2 = st.readByte();
block.reserved3 = st.readByte();
block.terminator = st.readByte();
handler.app && handler.app.TALKR && handler.app.TALKR(block);
};
var parseUnknownAppExt = function (block) {
block.appData = readSubBlocks();
// FIXME: This won't work if a handler wants to match on any identifier.
handler.app && handler.app[block.identifier] && handler.app[block.identifier](block);
};
var blockSize = st.readByte(); // Always 11
block.identifier = st.read(8);
block.authCode = st.read(3);
switch (block.identifier) {
case 'NETSCAPE':
parseNetscapeExt(block);
break;
case 'TALKRAPP':
parseTalkrExt(block);
break;
default:
parseUnknownAppExt(block);
break;
}
};
var parseUnknownExt = function (block) {
block.data = readSubBlocks();
handler.unknown && handler.unknown(block);
};
block.label = st.readByte();
switch (block.label) {
case 0xF9:
block.extType = 'gce';
parseGCExt(block);
break;
case 0xFE:
block.extType = 'com';
parseComExt(block);
break;
case 0x01:
block.extType = 'pte';
parsePTExt(block);
break;
case 0xFF:
block.extType = 'app';
parseAppExt(block);
break;
default:
block.extType = 'unknown';
parseUnknownExt(block);
break;
}
};
var parseImg = function (img) {
var deinterlace = function (pixels, width) {
// Of course this defeats the purpose of interlacing. And it's *probably*
// the least efficient way it's ever been implemented. But nevertheless...
var newPixels = new Array(pixels.length);
var rows = pixels.length / width;
var cpRow = function (toRow, fromRow) {
var fromPixels = pixels.slice(fromRow * width, (fromRow + 1) * width);
newPixels.splice.apply(newPixels, [toRow * width, width].concat(fromPixels));
};
// See appendix E.
var offsets = [0, 4, 2, 1];
var steps = [8, 8, 4, 2];
var fromRow = 0;
for (var pass = 0; pass < 4; pass++) {
for (var toRow = offsets[pass]; toRow < rows; toRow += steps[pass]) {
cpRow(toRow, fromRow)
fromRow++;
}
}
return newPixels;
};
img.leftPos = st.readUnsigned();
img.topPos = st.readUnsigned();
img.width = st.readUnsigned();
img.height = st.readUnsigned();
var bits = byteToBitArr(st.readByte());
img.lctFlag = bits.shift();
img.interlaced = bits.shift();
img.sorted = bits.shift();
img.reserved = bits.splice(0, 2);
img.lctSize = bitsToNum(bits.splice(0, 3));
if (img.lctFlag) {
img.lct = parseCT(1 << (img.lctSize + 1));
}
img.lzwMinCodeSize = st.readByte();
var lzwData = readSubBlocks();
img.pixels = lzwDecode(img.lzwMinCodeSize, lzwData);
if (img.interlaced) { // Move
img.pixels = deinterlace(img.pixels, img.width);
}
handler.img && handler.img(img);
};
var parseBlock = function () {
var block = {};
block.sentinel = st.readByte();
switch (String.fromCharCode(block.sentinel)) { // For ease of matching
case '!':
block.type = 'ext';
parseExt(block);
break;
case ',':
block.type = 'img';
parseImg(block);
break;
case ';':
block.type = 'eof';
handler.eof && handler.eof(block);
break;
default:
throw new Error('Unknown block: 0x' + block.sentinel.toString(16)); // TODO: Pad this with a 0.
}
if (block.type !== 'eof') setTimeout(parseBlock, 0);
};
var parse = function () {
parseHeader();
setTimeout(parseBlock, 0);
};
parse();
};
// tick_to_frame is a function taking a frame index as arg. Passing -1 clears the canvas
var gestureController = function(start_frame, num_frames, tick_to_frame){
var self = this;
self.frame_indexes = [];
for(var i = 0; i < num_frames; ++i){
self.frame_indexes.push(start_frame + i)
}
var anim_copy = null;
var paused = false;
self.on_anim_complete = null;
self.restore_default_anim = function(){
self.anim = anim_copy.slice();
if(self.loop && self.anim.length > 0){
self.anim[self.anim.length-1].delay = self.loop_end_delay + Math.random() * self.loop_end_delay_random;
}
}
// default_delay - the amount of time each frame is displayed during the ping-pong anim
// loop_end_delay - null for no looping. Otherwise, the minimum amount of time before looping
// loop_end_delay_random - defaults to 0. A random amount of ms added to loop_end_delay so each loop is different
self.construct_default_anim = function(default_delay, loop_end_delay, loop_end_delay_random){
if(!default_delay) default_delay = 100;
self.default_delay = default_delay;
self.loop = loop_end_delay != null;
if(!loop_end_delay) loop_end_delay = 0;
if(!loop_end_delay_random) loop_end_delay_random = 0;
self.loop_end_delay = loop_end_delay;
self.loop_end_delay_random = loop_end_delay_random;
self.anim = [];
self.frame_indexes.forEach(function(i){
self.anim.push([i, default_delay]);
});;
var frame_indexes_reversed = self.frame_indexes.slice().reverse();
// Don't duplicate last frame
frame_indexes_reversed.shift()
// tick back to the first frame
frame_indexes_reversed.forEach(function(i){
self.anim.push([i, default_delay]);
});
var calculated_loop_delay = default_delay;
if( self.loop ){
calculated_loop_delay = loop_end_delay + Math.random() * loop_end_delay_random;
self.on_anim_complete = function(){
tick_anim();
}
} else {
self.on_anim_complete = null;
}
self.anim.push([-1, calculated_loop_delay]);
anim_copy = self.anim.slice();
}
// Doesn't effect the current anim.
self.update_default_anim = function(custom_anim, loop_end_delay, loop_end_delay_random){
self.loop = loop_end_delay != null;
self.loop_end_delay = loop_end_delay;
self.loop_end_delay_random = loop_end_delay_random;
anim_copy = custom_anim.slice();
if(self.loop){
self.on_anim_complete = function(){
tick_anim();
}
} else {
self.on_anim_complete = null;
}
}
var tick_anim = function(){
var anim = self.anim;
if( paused ){
paused = false;
return;
}
if(anim){
if( anim.length > 0 && anim[0] ){
var i = anim[0][0];
var d = anim[0][1];
anim.shift();
if(d && i ){
tick_to_frame(i)
if(d > 0){
setTimeout(tick_anim, d);
} else {
tick_anim();
}
}
} else {
self.restore_default_anim();
if(self.on_anim_complete){
self.on_anim_complete();
}
}
}
}
// construct a default animation
self.construct_default_anim(self.default_delay);
self.clear = function(){
tick_to_frame(-1);
self.anim = [];
self.on_anim_complete = null;
}
self.pause = function(){
paused = true;
}
self.resume = function(){
paused = false;
tick_anim();
}
self.play = function(customOnFinished){
if(customOnFinished){
self.on_anim_complete = customOnFinished;
}
paused = false;
tick_anim();
}
return self;
}
var SuperGif = function ( opts ) {
var options = {
//viewport position
vp_l: 0,
vp_t: 0,
vp_w: null,
vp_h: null,
//canvas sizes
c_w: null,
c_h: null
};
for (var i in opts ) { options[i] = opts[i] }
if (options.vp_w && options.vp_h) options.is_vp = true;
var stream;
var hdr;
var loadError = null;
var loading = false;
var transparency = null;
var delay = null;
var disposalMethod = null;
var disposalRestoreFromIdx = null;
var lastDisposalMethod = null;
var frame = null;
var lastImg = null;
var playing = true;
var forward = true;
var defaultFrameTime = 10;
var ctx_scaled = false;
var frames = [];
var frameOffsets = []; // elements have .x and .y properties
var gif = options.gif;
if (typeof options.auto_play == 'undefined')
options.auto_play = (!gif.getAttribute('rel:auto_play') || gif.getAttribute('rel:auto_play') == '1');
// the keys to this dict are the channel identifiers. '0' for blink, '1' for eyebrows.
var talkr_channels = {};
if (typeof options.autoplay_blinks == 'undefined')
options.autoplay_blinks = (!gif.getAttribute('rel:autoplay_blinks') || gif.getAttribute('rel:autoplay_blinks') == '1');
var autoplay_blinks = options.autoplay_blinks;
// Variables for play_for_duration
var totalLipsyncAnimTime = 0;
var playDuration = 0;
var startTime = 0;
var pingpong = false;
// We start to looping back at this frame,
//leaving any animation data after it available for
// eyebrow-raises, blinks, or other
var last_lipsync_frame = 0;
var overrideFrameTime = null;
var onEndListener = (options.hasOwnProperty('on_end') ? options.on_end : null);
var loopDelay = (options.hasOwnProperty('loop_delay') ? options.loop_delay : 0);
var overrideLoopMode = (options.hasOwnProperty('loop_mode') ? options.loop_mode : 'auto');
var drawWhileLoading = (options.hasOwnProperty('draw_while_loading') ? options.draw_while_loading : true);
var showProgressBar = drawWhileLoading ? (options.hasOwnProperty('show_progress_bar') ? options.show_progress_bar : true) : false;
var progressBarHeight = (options.hasOwnProperty('progressbar_height') ? options.progressbar_height : 25);
var progressBarBackgroundColor = (options.hasOwnProperty('progressbar_background_color') ? options.progressbar_background_color : 'rgba(255,255,255,0.4)');
var progressBarForegroundColor = (options.hasOwnProperty('progressbar_foreground_color') ? options.progressbar_foreground_color : 'rgba(255,0,22,.8)');
var clear = function () {
transparency = null;
delay = null;
lastDisposalMethod = disposalMethod;
disposalMethod = null;
frame = null;
};
// XXX: There's probably a better way to handle catching exceptions when
// callbacks are involved.
var doParse = function () {
try {
parseGIF(stream, handler);
}
catch (err) {
doLoadError('parse');
}
};
var doText = function (text) {
toolbar.innerHTML = text; // innerText? Escaping? Whatever.
toolbar.style.visibility = 'visible';
};
var setSizes = function(w, h) {
canvas.width = w * get_canvas_scale();
canvas.height = h * get_canvas_scale();
canvas.style.zIndex = 1;
toolbar.style.minWidth = ( w * get_canvas_scale() ) + 'px';
tmpCanvas.width = w;
tmpCanvas.height = h;
tmpCanvas.style.width = w + 'px';
tmpCanvas.style.height = h + 'px';
tmpCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);
eyebrowCanvas.width = w;
eyebrowCanvas.height = h;
eyebrowCanvas.style.zIndex = 3;
eyebrowCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);
blinkCanvas.width = w;
blinkCanvas.height = h;
blinkCanvas.style.zIndex = 2;
blinkCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);
// make all canvas elements absolute relative to the parent div.
// We want them to overlap and act like the single img div that the
// parent div is going to replace
canvas.style.position = "absolute"
eyebrowCanvas.style.position = "absolute"
blinkCanvas.style.position = "absolute"
// Do our best to apply css that will make the canvas elements behave
// like the replaced img div. Works with and without <center>
canvas.style.left = 0;
eyebrowCanvas.style.left = 0;
blinkCanvas.style.left = 0;
canvas.style.right = 0;
eyebrowCanvas.style.right = 0;
blinkCanvas.style.right = 0;
canvas.style.margin = "0 auto";
eyebrowCanvas.style.margin = "0 auto";
blinkCanvas.style.margin = "0 auto";
// Add a classname to the canvases for the cases where the css above
// doesn't work (like when you are trying to get make the gif have 100% width
// TODO: find a better way to make our collection of div and canvas elements
// work like the img they are replacing.
canvas.className += "mainCanvas superGifCanvas"
eyebrowCanvas.className += "eyebrowCanvas superGifCanvas"
blinkCanvas.className += "blinkCanvas superGifCanvas"
};
var setFrameOffset = function(frame, offset) {
if (!frameOffsets[frame]) {
frameOffsets[frame] = offset;
return;
}
if (typeof offset.x !== 'undefined') {
frameOffsets[frame].x = offset.x;
}
if (typeof offset.y !== 'undefined') {
frameOffsets[frame].y = offset.y;
}
};
var doShowProgress = function (pos, length, draw) {
if (draw && showProgressBar) {
var height = progressBarHeight;
var left, mid, top, width;
if (options.is_vp) {
if (!ctx_scaled) {
top = (options.vp_t + options.vp_h - height);
height = height;
left = options.vp_l;
mid = left + (pos / length) * options.vp_w;
width = canvas.width;
} else {
top = (options.vp_t + options.vp_h - height) / get_canvas_scale();
height = height / get_canvas_scale();
left = (options.vp_l / get_canvas_scale() );
mid = left + (pos / length) * (options.vp_w / get_canvas_scale());
width = canvas.width / get_canvas_scale();
}
//some debugging, draw rect around viewport
if (false) {
if (!ctx_scaled) {
var l = options.vp_l, t = options.vp_t;
var w = options.vp_w, h = options.vp_h;
} else {
var l = options.vp_l/get_canvas_scale(), t = options.vp_t/get_canvas_scale();
var w = options.vp_w/get_canvas_scale(), h = options.vp_h/get_canvas_scale();
}
ctx.rect(l,t,w,h);
ctx.stroke();
}
}
else {
top = (canvas.height - height) / (ctx_scaled ? get_canvas_scale() : 1);
mid = ((pos / length) * canvas.width) / (ctx_scaled ? get_canvas_scale() : 1);
width = canvas.width / (ctx_scaled ? get_canvas_scale() : 1 );
height /= ctx_scaled ? get_canvas_scale() : 1;
}
ctx.fillStyle = progressBarBackgroundColor;
ctx.fillRect(mid, top, width - mid, height);
ctx.fillStyle = progressBarForegroundColor;
ctx.fillRect(0, top, mid, height);
}
};
var doLoadError = function (originOfError) {
var drawError = function () {
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, options.c_w ? options.c_w : hdr.width, options.c_h ? options.c_h : hdr.height);
ctx.strokeStyle = 'red';
ctx.lineWidth = 3;
ctx.moveTo(0, 0);
ctx.lineTo(options.c_w ? options.c_w : hdr.width, options.c_h ? options.c_h : hdr.height);
ctx.moveTo(0, options.c_h ? options.c_h : hdr.height);
ctx.lineTo(options.c_w ? options.c_w : hdr.width, 0);
ctx.stroke();
};
loadError = originOfError;
hdr = {
width: gif.width,
height: gif.height
}; // Fake header.
frames = [];
drawError();
};
var doHdr = function (_hdr) {
hdr = _hdr;
setSizes(hdr.width, hdr.height)
};
var doGCE = function (gce) {
pushFrame();
clear();
transparency = gce.transparencyGiven ? gce.transparencyIndex : null;
delay = gce.delayTime;
disposalMethod = gce.disposalMethod;
// We don't have much to do with the rest of GCE.
};
var pushFrame = function () {
if (!frame) return;
// originally, topPos, leftPos were set to 0, and width, wight set from hdr.width, hdr.height.
// So every frame in frames was the size of the whole image.
var topPos = 0;
var leftPos = 0;
var width = hdr.width;
var height = hdr.height;
// todo: is lastImg the best way to get the dimensions of the frame?
if(lastImg){
// We can save 75%-85% memory of a typical talkr file by only storing non-transparent
// portions of each frame. This assumes that the gif frame has optimal settings for topPos,
// leftPos, width & height. Given the memory savings, and the fact that there was existing
// support for frameOffsets, I'm not sure why frameOffsets were always set to 0 in
// https://github.com/buzzfeed/libgif-js
topPos = lastImg.topPos;
leftPos = lastImg.leftPos;
width = lastImg.width;
height = lastImg.height;
}
frames.push({
data: frame.getImageData(leftPos, topPos, width, height),
delay: delay
});
frameOffsets.push({ x: leftPos, y: topPos });
var delayTime = delay == 0 ? defaultFrameTime : delay;
// Count the total animation time for all lip-sync frames
// so we can estimate when to reverse ticking direction
if(frames.length <= last_lipsync_frame){
totalLipsyncAnimTime = totalLipsyncAnimTime + delayTime * 10;
}
};
var doImg = function (img) {
if (!frame) frame = tmpCanvas.getContext('2d');
var currIdx = frames.length;
//ct = color table, gct = global color table
var ct = img.lctFlag ? img.lct : hdr.gct; // TODO: What if neither exists?
/*
Disposal method indicates the way in which the graphic is to
be treated after being displayed.
Values : 0 - No disposal specified. The decoder is
not required to take any action.
1 - Do not dispose. The graphic is to be left
in place.
2 - Restore to background color. The area used by the
graphic must be restored to the background color.
3 - Restore to previous. The decoder is required to
restore the area overwritten by the graphic with
what was there prior to rendering the graphic.
Importantly, "previous" means the frame state
after the last disposal of method 0, 1, or 2.
*/
if (currIdx > 0) {
if (lastDisposalMethod === 3) {
var bPreserveTalkrTransparency = false;
if( currIdx >= last_lipsync_frame){
// we are on a talkr extension frame. We need to keep the transparency.
bPreserveTalkrTransparency = true;
}
// Restore to previous
// If we disposed every frame including first frame up to this point, then we have
// no composited frame to restore to. In this case, restore to background instead.
if (disposalRestoreFromIdx !== null && !bPreserveTalkrTransparency) {
frame.putImageData(frames[disposalRestoreFromIdx].data, 0, 0);
} else {
frame.clearRect(lastImg.leftPos, lastImg.topPos, lastImg.width, lastImg.height);
}
} else {
disposalRestoreFromIdx = currIdx - 1;
}
if (lastDisposalMethod === 2) {
// Restore to background color
// Browser implementations historically restore to transparent; we do the same.
// http://www.wizards-toolkit.org/discourse-server/viewtopic.php?f=1&t=21172#p86079
frame.clearRect(lastImg.leftPos, lastImg.topPos, lastImg.width, lastImg.height);
}
}
// else, Undefined/Do not dispose.
// frame contains final pixel data from the last frame; do nothing
//Get existing pixels for img region after applying disposal method
var imgData = frame.getImageData(img.leftPos, img.topPos, img.width, img.height);
//apply color table colors
img.pixels.forEach(function (pixel, i) {
// imgData.data === [R,G,B,A,R,G,B,A,...]
if (pixel !== transparency) {
imgData.data[i * 4 + 0] = ct[pixel][0];
imgData.data[i * 4 + 1] = ct[pixel][1];
imgData.data[i * 4 + 2] = ct[pixel][2];
imgData.data[i * 4 + 3] = 255; // Opaque.
}
});
frame.putImageData(imgData, img.leftPos, img.topPos);
if (!ctx_scaled) {
ctx.scale(get_canvas_scale(),get_canvas_scale());
ctx_scaled = true;
}
// We could use the on-page canvas directly, except that we draw a progress
// bar for each image chunk (not just the final image).
if (drawWhileLoading) {
ctx.drawImage(tmpCanvas, 0, 0);
drawWhileLoading = options.auto_play;
}
lastImg = img;
};
var player = (function () {
var i = -1;
var iterationCount = 0;
var showingInfo = false;
var pinned = false;
/**
* Gets the index of the frame "up next".
* @returns {number}
*/
var getNextFrameNo = function () {
var delta = (forward ? 1 : -1);
return (i + delta + frames.length) % frames.length;
};
var stepFrame = function (amount) { // XXX: Name is confusing.
i = i + amount;
putFrame();
};
var step = (function () {
var stepping = false;
var completeLoop = function () {
if (onEndListener !== null)
onEndListener(gif);
iterationCount++;
if (overrideLoopMode !== false || iterationCount < 0) {
doStep();
} else {
stepping = false;
playing = false;
}
};
var doStep = function () {
stepping = playing;
if (!stepping) return;
stepFrame(forward ? 1 : -1); // Forward is only false with pingpong
var delay = frames[i].delay * 10;
if (!delay) delay = defaultFrameTime * 10; // FIXME: Should this even default at all? What should it be?
if (overrideFrameTime) {
delay = overrideFrameTime;
}
var nextFrameNo = getNextFrameNo();
if (nextFrameNo === 0) {
delay += loopDelay;
setTimeout(completeLoop, delay);
} else {
setTimeout(doStep, delay);
}
};
return function () {
if (!stepping) setTimeout(doStep, 0);
};
}());
var setFrameIndexAndDirection = function() {
// if ping-ponging, these are equivalent
i = Math.abs(i);
var num_lip_frames = Math.min(frames.length, last_lipsync_frame )
var timeElapsed = Date.now() - startTime;
var timeLeft = playDuration - timeElapsed;
// We assume/enforce a constant per-frame time here.
var perFrameTime = totalLipsyncAnimTime / num_lip_frames;
if (overrideFrameTime) {
perFrameTime = overrideFrameTime;
}
if (forward) {
if (perFrameTime * (i + 1) > timeLeft) {
forward = false;
}
}
if (i >= num_lip_frames) {
i = num_lip_frames > 2 ? num_lip_frames - 2 : num_lip_frames - 1;
forward = false;
} else if (i == 0) {
forward = true;
// If there is only time to rapidly open/close the mouth,
// better to keep it closed.
if (timeLeft < perFrameTime * 2) {
pause();
}
}
}
var putFrame = function() {
var offset;
i = parseInt(i, 10);
if (pingpong) {
setFrameIndexAndDirection();
}
if (i > frames.length - 1){
i = 0;
}
if (i < 0){
i = 0;
}
offset = frameOffsets[i];
if(frames[i].data.width != tmpCanvas.width || frames[i].data.height != tmpCanvas.height ){
// To save memory, only non-transparent pixels are stored in the frames array.
// On talkr files, this can reduce memory requirements by 80%. Because
// each frame only writes it's data on the canvas, stale data can potencially
// stick around unless we clear it. Copying frame 0 to the canvas is how we are clearing
tmpCanvas.getContext("2d").putImageData(frames[0].data, 0, 0);
}
tmpCanvas.getContext("2d").putImageData(frames[i].data, offset.x, offset.y);
ctx.globalCompositeOperation = "copy";
ctx.drawImage(tmpCanvas, 0, 0);
};
var play = function () {
pingpong = false;
playing = true;
step();
};
// Randomly trigger an eyebrow raise at some point during speech.
var trigger_eyebrow_anim = function(duration){
// if eyebrow channel exists
if ('1' in talkr_channels){
if( Math.random() > 0.65 ) {
var eyebrows = talkr_channels['1'];
if( eyebrows && eyebrows.controller){
setTimeout( eyebrows.controller.play, Math.random() * duration);
}
}
}
}
var play_for_duration = function(duration, overrideFrameDuration, bPlayEyebrowAnim) {
if (overrideFrameDuration) {
console.log("overriding frame duration: " + overrideFrameDuration)
overrideFrameTime = overrideFrameDuration
} else {
overrideFrameTime = null;
}
if (duration > 0 && duration < 300) {
overrideFrameTime = 125;
// snapping the mouth open and close looks bad.
duration = 300;
}
if( bPlayEyebrowAnim ){
trigger_eyebrow_anim(duration)
}
pingpong = true;
playing = true;
playDuration = duration;
startTime = Date.now();
step();
}
var pause = function() {
playing = false;
};
return {
init: function () {
if (loadError) return;
if ( ! (options.c_w && options.c_h) ) {
ctx.scale(get_canvas_scale(),get_canvas_scale());
}
if (options.auto_play) {
step();
}
else {
i = 0;
putFrame();
}
},
step: step,
play: play,
pause: pause,
play_for_duration: function(duration, overrideFrameDuration, bPlayEyebrowAnim) {
play_for_duration(duration, overrideFrameDuration, bPlayEyebrowAnim);
},
playing: playing,
move_relative: stepFrame,
current_frame: function() { return i; },
length: function() { return frames.length },
move_to: function ( frame_idx ) {
i = frame_idx;
putFrame();
}
}
}());
var doDecodeProgress = function (draw) {
doShowProgress(stream.pos, stream.data.length, draw);
};
var doNothing = function () {};
/**
* @param{boolean=} draw Whether to draw progress bar or not; this is not idempotent because of translucency.
* Note that this means that the text will be unsynchronized with the progress bar on non-frames;
* but those are typically so small (GCE etc.) that it doesn't really matter. TODO: Do this properly.
*/
var withProgress = function (fn, draw) {
return function (block) {
fn(block);
doDecodeProgress(draw);
};
};
var handler = {
hdr: withProgress(doHdr),
gce: withProgress(doGCE),
com: withProgress(doNothing),
// I guess that's all for now.
app: {
// TODO: Is there much point in actually supporting iterations?
NETSCAPE: withProgress(doNothing),
TALKR: withProgress(function(block){
talkr_channels[block.channelIdentifier] = {index:block.frameIndex, numframes:block.numframes};
if( block.frameIndex > 0 ){
if(last_lipsync_frame==0 || last_lipsync_frame >= block.frameIndex ){
last_lipsync_frame = block.frameIndex;
}
}
})
},
img: withProgress(doImg, true),
eof: function (block) {
//toolbar.style.display = '';
pushFrame();
doDecodeProgress(false);
if ( ! (options.c_w && options.c_h) ) {
canvas.width = hdr.width * get_canvas_scale();
canvas.height = hdr.height * get_canvas_scale();
}
player.init();
loading = false;
if( last_lipsync_frame == 0 ){
last_lipsync_frame = frames.length;
}
initialize_talkr_channels()
// Is there a better place for this?
canvas.parentNode.style.width = canvas.width + 'px';
canvas.parentNode.style.height = canvas.height + 'px';
if (load_callback) {
load_callback(gif);
}
}
};
var initialize_talkr_channels = function(){
var blink_key = '0';
var eyebrow_key = '1'
if(talkr_channels[blink_key]){
v