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Fix #128: the "previous state" of a "DisposeOpPrevious" frame is its previous frame - for example,
1: APNGDisposeOpNone 2: APNGDisposeOpNone // should use rendered frame 1 3: APNGDisposeOpPrevious // should use rendered frame 1 4: APNGDisposeOpPrevious // should use rendered frame 1, NOT frame 2 5: APNGDisposeOpNone // should use rendered frame 4
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@@ -38,63 +38,79 @@ namespace QuickLook.Plugin.ImageViewer.AnimatedImage
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var clock = TimeSpan.Zero;
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var header = decoder.IHDRChunk;
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Frame prevFrame = null;
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BitmapSource prevRenderedFrame = null;
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foreach (var rawFrame in decoder.Frames)
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Frame currentFrame = null;
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BitmapSource currentRenderedFrame = null;
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BitmapSource previousStateRenderedFrame = null;
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foreach (var nextFrame in decoder.Frames)
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{
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var frame = MakeFrame(header, rawFrame, prevFrame, prevRenderedFrame);
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prevFrame = rawFrame;
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prevRenderedFrame = frame;
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var nextRenderedFrame = MakeNextFrame(header, nextFrame, currentFrame, currentRenderedFrame, previousStateRenderedFrame);
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var delay = TimeSpan.FromSeconds(
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(double) rawFrame.fcTLChunk.DelayNum /
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(rawFrame.fcTLChunk.DelayDen == 0 ? 100 : rawFrame.fcTLChunk.DelayDen));
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(double)nextFrame.fcTLChunk.DelayNum /
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(nextFrame.fcTLChunk.DelayDen == 0 ? 100 : nextFrame.fcTLChunk.DelayDen));
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animator.KeyFrames.Add(new DiscreteObjectKeyFrame(frame, clock));
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animator.KeyFrames.Add(new DiscreteObjectKeyFrame(nextRenderedFrame, clock));
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clock += delay;
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// the "previous state" of a "DisposeOpPrevious" frame is its previous frame, so we do not record it
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if (currentFrame != null && currentFrame.fcTLChunk.DisposeOp != DisposeOps.APNGDisposeOpPrevious)
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previousStateRenderedFrame = currentRenderedFrame;
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currentRenderedFrame = nextRenderedFrame;
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currentFrame = nextFrame;
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}
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animator.Duration = clock;
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animator.RepeatBehavior = RepeatBehavior.Forever;
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}
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private static BitmapSource MakeFrame(IHDRChunk header, Frame rawFrame, Frame previousFrame,
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BitmapSource previousRenderedFrame)
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private static BitmapSource MakeNextFrame(IHDRChunk header, Frame nextFrame, Frame currentFrame,
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BitmapSource currentRenderedFrame, BitmapSource previousStateRenderedFrame)
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{
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var fs = rawFrame.GetBitmapSource();
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var fullRect = new Rect(0, 0, header.Width, header.Height);
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var frameRect = new Rect(nextFrame.fcTLChunk.XOffset, nextFrame.fcTLChunk.YOffset,
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nextFrame.fcTLChunk.Width, nextFrame.fcTLChunk.Height);
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var fs = nextFrame.GetBitmapSource();
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var visual = new DrawingVisual();
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using (var context = visual.RenderOpen())
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{
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switch (rawFrame.fcTLChunk.DisposeOp)
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// protect region
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if (nextFrame.fcTLChunk.BlendOp == BlendOps.APNGBlendOpSource)
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{
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var freeRegion = new CombinedGeometry(GeometryCombineMode.Xor,
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new RectangleGeometry(fullRect),
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new RectangleGeometry(frameRect));
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context.PushOpacityMask(new DrawingBrush(new GeometryDrawing(Brushes.Transparent, null, freeRegion)));
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}
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if (currentFrame != null && currentRenderedFrame != null)
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{
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switch (currentFrame.fcTLChunk.DisposeOp)
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{
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case DisposeOps.APNGDisposeOpNone:
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// restore previousRenderedFrame
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//if (previousRenderedFrame != null)
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//{
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// var fullRect = new Rect(0, 0, header.Width, header.Height);
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// context.DrawImage(previousRenderedFrame, fullRect);
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//}
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// restore currentRenderedFrame
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if (currentRenderedFrame != null)
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{
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context.DrawImage(currentRenderedFrame, fullRect);
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}
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break;
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case DisposeOps.APNGDisposeOpPrevious:
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// restore previousFrame
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if (previousFrame != null)
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// restore previousStateRenderedFrame
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if (previousStateRenderedFrame != null)
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{
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var pFrameRect = new Rect(previousFrame.fcTLChunk.XOffset,
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previousFrame.fcTLChunk.YOffset,
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previousFrame.fcTLChunk.Width, previousFrame.fcTLChunk.Height);
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context.DrawImage(previousFrame.GetBitmapSource(), pFrameRect);
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context.DrawImage(previousStateRenderedFrame, fullRect);
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}
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break;
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case DisposeOps.APNGDisposeOpBackground:
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// do nothing
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break;
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}
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}
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// draw current frame
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var frameRect = new Rect(rawFrame.fcTLChunk.XOffset, rawFrame.fcTLChunk.YOffset,
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rawFrame.fcTLChunk.Width, rawFrame.fcTLChunk.Height);
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// unprotect region and draw the next frame
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if (nextFrame.fcTLChunk.BlendOp == BlendOps.APNGBlendOpSource)
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context.Pop();
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context.DrawImage(fs, frameRect);
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}
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var bitmap = new RenderTargetBitmap(
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