A single animation might have a desinated markers with naming: 0 ~ 0.5 (sector A), 0.5 ~ 1.0 (sector B). Selecting one of them using a marker name(sector A) and could play only that part with animation controllers.
usage:
- `animation->segment("sectionA") // Named segment(Marker)`
- `auto cnt = animation->markerCnt()`
- `auto name = animation->markers(index)`
- `animation->segment(0, 0.5) // Segment`
- `animation->segment(&begin, &end)`
Co-authored-by: Jinny You <jinny@lottiefiles.com>
This class extends the Animation and serves advanced Lottie features.
It's designed to separately have Lottie Animation's unique specs.
For now, this will have Slot overriding feature,
you can include <thorvg_lottie.h> for its extensive features.
@APIs:
- Result LottieAnimation::override(const char* slotJson) noexcept;
- static std::unique_ptr<LottieAnimation> LottieAnimation::gen() noexcept;
@Issue: https://github.com/thorvg/thorvg/issues/1808
The loader cache is applied to conserve memory.
If the input data is already present in loaders,
the loader cache will promptly return the active loader.
This results in a lot of memory savings for the duplicated resources.
binary diff: -400 bytes
replace the frame count unit from the int32_t to float
since animations could smoothly interpolate key-frames.
This notificably improve the animation smoothness in Lottie
Beta API changes:
Result Animation::frame(uint32_t no) -> Result Animation::frame(float no)
uint32_t Animation::curFrame() const -> float Animation::curFrame() const
uint32_t Animation::totalFrame() const -> float Animation::totalFrame() const
This correction ensures a consistent use of 'ref' and 'unref' for paints to release memory properly.
The memory leak occurred when a picture was not pushed to a valid canvas.
This issue was reported by the unit-test memory sanitizer.