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/*
* Copyright (C) 2007, 2008, 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of Apple Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "AnimationController.h"
#include "AnimationBase.h"
#include "AnimationControllerPrivate.h"
#include "AnimationEvent.h"
#include "CSSParser.h"
#include "CSSPropertyAnimation.h"
#include "CompositeAnimation.h"
#include "EventNames.h"
#include "Frame.h"
#include "FrameView.h"
#include "Logging.h"
#include "PseudoElement.h"
#include "RenderView.h"
#include "TransitionEvent.h"
#include "WebKitAnimationEvent.h"
#include "WebKitTransitionEvent.h"
#include <wtf/CurrentTime.h>
namespace WebCore {
static const double cAnimationTimerDelay = 0.025;
static const double cBeginAnimationUpdateTimeNotSet = -1;
class AnimationPrivateUpdateBlock {
public:
AnimationPrivateUpdateBlock(AnimationControllerPrivate& animationController)
: m_animationController(animationController)
{
m_animationController.beginAnimationUpdate();
}
~AnimationPrivateUpdateBlock()
{
m_animationController.endAnimationUpdate();
}
AnimationControllerPrivate& m_animationController;
};
AnimationControllerPrivate::AnimationControllerPrivate(Frame& frame)
: m_animationTimer(*this, &AnimationControllerPrivate::animationTimerFired)
, m_updateStyleIfNeededDispatcher(*this, &AnimationControllerPrivate::updateStyleIfNeededDispatcherFired)
, m_frame(frame)
, m_beginAnimationUpdateTime(cBeginAnimationUpdateTimeNotSet)
, m_beginAnimationUpdateCount(0)
, m_waitingForAsyncStartNotification(false)
, m_isSuspended(false)
, m_allowsNewAnimationsWhileSuspended(false)
{
}
AnimationControllerPrivate::~AnimationControllerPrivate()
{
}
CompositeAnimation& AnimationControllerPrivate::ensureCompositeAnimation(RenderElement& renderer)
{
auto result = m_compositeAnimations.add(&renderer, nullptr);
if (result.isNewEntry) {
result.iterator->value = CompositeAnimation::create(*this);
renderer.setIsCSSAnimating(true);
}
return *result.iterator->value;
}
bool AnimationControllerPrivate::clear(RenderElement& renderer)
{
LOG(Animations, "AnimationControllerPrivate %p clear: %p", this, &renderer);
ASSERT(renderer.isCSSAnimating());
ASSERT(m_compositeAnimations.contains(&renderer));
Element* element = renderer.element();
m_eventsToDispatch.removeAllMatching([element] (const EventToDispatch& info) {
return info.element == element;
});
m_elementChangesToDispatch.removeAllMatching([element] (const Ref<Element>& currElement) {
return &currElement.get() == element;
});
// Return false if we didn't do anything OR we are suspended (so we don't try to
// do a setNeedsStyleRecalc() when suspended).
RefPtr<CompositeAnimation> animation = m_compositeAnimations.take(&renderer);
ASSERT(animation);
renderer.setIsCSSAnimating(false);
animation->clearRenderer();
return animation->isSuspended();
}
double AnimationControllerPrivate::updateAnimations(SetChanged callSetChanged/* = DoNotCallSetChanged*/)
{
AnimationPrivateUpdateBlock updateBlock(*this);
double timeToNextService = -1;
bool calledSetChanged = false;
for (auto& compositeAnimation : m_compositeAnimations) {
CompositeAnimation& animation = *compositeAnimation.value;
if (!animation.isSuspended() && animation.hasAnimations()) {
double t = animation.timeToNextService();
if (t != -1 && (t < timeToNextService || timeToNextService == -1))
timeToNextService = t;
if (!timeToNextService) {
if (callSetChanged != CallSetChanged)
break;
Element* element = compositeAnimation.key->element();
ASSERT(element);
ASSERT(!element->document().inPageCache());
element->setNeedsStyleRecalc(SyntheticStyleChange);
calledSetChanged = true;
}
}
}
if (calledSetChanged)
m_frame.document()->updateStyleIfNeeded();
return timeToNextService;
}
void AnimationControllerPrivate::updateAnimationTimerForRenderer(RenderElement& renderer)
{
double timeToNextService = 0;
const CompositeAnimation* compositeAnimation = m_compositeAnimations.get(&renderer);
if (!compositeAnimation->isSuspended() && compositeAnimation->hasAnimations())
timeToNextService = compositeAnimation->timeToNextService();
if (m_animationTimer.isActive() && (m_animationTimer.repeatInterval() || m_animationTimer.nextFireInterval() <= timeToNextService))
return;
m_animationTimer.startOneShot(timeToNextService);
}
void AnimationControllerPrivate::updateAnimationTimer(SetChanged callSetChanged/* = DoNotCallSetChanged*/)
{
double timeToNextService = updateAnimations(callSetChanged);
LOG(Animations, "updateAnimationTimer: timeToNextService is %.2f", timeToNextService);
// If we want service immediately, we start a repeating timer to reduce the overhead of starting
if (!timeToNextService) {
if (!m_animationTimer.isActive() || m_animationTimer.repeatInterval() == 0)
m_animationTimer.startRepeating(cAnimationTimerDelay);
return;
}
// If we don't need service, we want to make sure the timer is no longer running
if (timeToNextService < 0) {
if (m_animationTimer.isActive())
m_animationTimer.stop();
return;
}
// Otherwise, we want to start a one-shot timer so we get here again
m_animationTimer.startOneShot(timeToNextService);
}
void AnimationControllerPrivate::updateStyleIfNeededDispatcherFired()
{
fireEventsAndUpdateStyle();
}
void AnimationControllerPrivate::fireEventsAndUpdateStyle()
{
// Protect the frame from getting destroyed in the event handler
Ref<Frame> protector(m_frame);
bool updateStyle = !m_eventsToDispatch.isEmpty() || !m_elementChangesToDispatch.isEmpty();
// fire all the events
Vector<EventToDispatch> eventsToDispatch = WTFMove(m_eventsToDispatch);
for (auto& event : eventsToDispatch) {
Element& element = *event.element;
if (event.eventType == eventNames().transitionendEvent)
element.dispatchEvent(TransitionEvent::create(event.eventType, event.name, event.elapsedTime, PseudoElement::pseudoElementNameForEvents(element.pseudoId())));
else
element.dispatchEvent(AnimationEvent::create(event.eventType, event.name, event.elapsedTime));
}
for (auto& change : m_elementChangesToDispatch)
change->setNeedsStyleRecalc(SyntheticStyleChange);
m_elementChangesToDispatch.clear();
if (updateStyle)
m_frame.document()->updateStyleIfNeeded();
}
void AnimationControllerPrivate::startUpdateStyleIfNeededDispatcher()
{
if (!m_updateStyleIfNeededDispatcher.isActive())
m_updateStyleIfNeededDispatcher.startOneShot(0);
}
void AnimationControllerPrivate::addEventToDispatch(PassRefPtr<Element> element, const AtomicString& eventType, const String& name, double elapsedTime)
{
m_eventsToDispatch.grow(m_eventsToDispatch.size()+1);
EventToDispatch& event = m_eventsToDispatch[m_eventsToDispatch.size()-1];
event.element = element;
event.eventType = eventType;
event.name = name;
event.elapsedTime = elapsedTime;
startUpdateStyleIfNeededDispatcher();
}
void AnimationControllerPrivate::addElementChangeToDispatch(Ref<Element>&& element)
{
m_elementChangesToDispatch.append(WTFMove(element));
ASSERT(!m_elementChangesToDispatch.last()->document().inPageCache());
startUpdateStyleIfNeededDispatcher();
}
#if ENABLE(REQUEST_ANIMATION_FRAME)
void AnimationControllerPrivate::animationFrameCallbackFired()
{
double timeToNextService = updateAnimations(CallSetChanged);
if (timeToNextService >= 0)
m_frame.document()->view()->scheduleAnimation();
}
#endif
void AnimationControllerPrivate::animationTimerFired()
{
// We need to keep the frame alive, since it owns us.
Ref<Frame> protector(m_frame);
// Make sure animationUpdateTime is updated, so that it is current even if no
// styleChange has happened (e.g. accelerated animations)
AnimationPrivateUpdateBlock updateBlock(*this);
// When the timer fires, all we do is call setChanged on all DOM nodes with running animations and then do an immediate
// updateStyleIfNeeded. It will then call back to us with new information.
updateAnimationTimer(CallSetChanged);
// Fire events right away, to avoid a flash of unanimated style after an animation completes, and before
// the 'end' event fires.
fireEventsAndUpdateStyle();
}
bool AnimationControllerPrivate::isRunningAnimationOnRenderer(RenderElement& renderer, CSSPropertyID property, AnimationBase::RunningState runningState) const
{
ASSERT(renderer.isCSSAnimating());
ASSERT(m_compositeAnimations.contains(&renderer));
const CompositeAnimation& animation = *m_compositeAnimations.get(&renderer);
return animation.isAnimatingProperty(property, false, runningState);
}
bool AnimationControllerPrivate::isRunningAcceleratedAnimationOnRenderer(RenderElement& renderer, CSSPropertyID property, AnimationBase::RunningState runningState) const
{
ASSERT(renderer.isCSSAnimating());
ASSERT(m_compositeAnimations.contains(&renderer));
const CompositeAnimation& animation = *m_compositeAnimations.get(&renderer);
return animation.isAnimatingProperty(property, true, runningState);
}
void AnimationControllerPrivate::suspendAnimations()
{
if (isSuspended())
return;
suspendAnimationsForDocument(m_frame.document());
// Traverse subframes
for (Frame* child = m_frame.tree().firstChild(); child; child = child->tree().nextSibling())
child->animation().suspendAnimations();
m_isSuspended = true;
}
void AnimationControllerPrivate::resumeAnimations()
{
if (!isSuspended())
return;
resumeAnimationsForDocument(m_frame.document());
// Traverse subframes
for (Frame* child = m_frame.tree().firstChild(); child; child = child->tree().nextSibling())
child->animation().resumeAnimations();
m_isSuspended = false;
}
void AnimationControllerPrivate::suspendAnimationsForDocument(Document* document)
{
AnimationPrivateUpdateBlock updateBlock(*this);
for (auto& animation : m_compositeAnimations) {
if (&animation.key->document() == document)
animation.value->suspendAnimations();
}
updateAnimationTimer();
}
void AnimationControllerPrivate::resumeAnimationsForDocument(Document* document)
{
AnimationPrivateUpdateBlock updateBlock(*this);
for (auto& animation : m_compositeAnimations) {
if (&animation.key->document() == document)
animation.value->resumeAnimations();
}
updateAnimationTimer();
}
void AnimationControllerPrivate::startAnimationsIfNotSuspended(Document* document)
{
if (!isSuspended() || allowsNewAnimationsWhileSuspended())
resumeAnimationsForDocument(document);
}
void AnimationControllerPrivate::setAllowsNewAnimationsWhileSuspended(bool allowed)
{
m_allowsNewAnimationsWhileSuspended = allowed;
}
bool AnimationControllerPrivate::pauseAnimationAtTime(RenderElement* renderer, const AtomicString& name, double t)
{
if (!renderer)
return false;
CompositeAnimation& compositeAnimation = ensureCompositeAnimation(*renderer);
if (compositeAnimation.pauseAnimationAtTime(name, t)) {
renderer->element()->setNeedsStyleRecalc(SyntheticStyleChange);
startUpdateStyleIfNeededDispatcher();
return true;
}
return false;
}
bool AnimationControllerPrivate::pauseTransitionAtTime(RenderElement* renderer, const String& property, double t)
{
if (!renderer)
return false;
CompositeAnimation& compositeAnimation = ensureCompositeAnimation(*renderer);
if (compositeAnimation.pauseTransitionAtTime(cssPropertyID(property), t)) {
renderer->element()->setNeedsStyleRecalc(SyntheticStyleChange);
startUpdateStyleIfNeededDispatcher();
return true;
}
return false;
}
double AnimationControllerPrivate::beginAnimationUpdateTime()
{
ASSERT(m_beginAnimationUpdateCount);
if (m_beginAnimationUpdateTime == cBeginAnimationUpdateTimeNotSet)
m_beginAnimationUpdateTime = monotonicallyIncreasingTime();
return m_beginAnimationUpdateTime;
}
void AnimationControllerPrivate::beginAnimationUpdate()
{
if (!m_beginAnimationUpdateCount)
setBeginAnimationUpdateTime(cBeginAnimationUpdateTimeNotSet);
++m_beginAnimationUpdateCount;
}
void AnimationControllerPrivate::endAnimationUpdate()
{
ASSERT(m_beginAnimationUpdateCount > 0);
if (m_beginAnimationUpdateCount == 1) {
styleAvailable();
if (!m_waitingForAsyncStartNotification)
startTimeResponse(beginAnimationUpdateTime());
}
--m_beginAnimationUpdateCount;
}
void AnimationControllerPrivate::receivedStartTimeResponse(double time)
{
LOG(Animations, "AnimationControllerPrivate %p receivedStartTimeResponse %f", this, time);
m_waitingForAsyncStartNotification = false;
startTimeResponse(time);
}
std::unique_ptr<RenderStyle> AnimationControllerPrivate::getAnimatedStyleForRenderer(RenderElement& renderer)
{
AnimationPrivateUpdateBlock animationUpdateBlock(*this);
ASSERT(renderer.isCSSAnimating());
ASSERT(m_compositeAnimations.contains(&renderer));
const CompositeAnimation& rendererAnimations = *m_compositeAnimations.get(&renderer);
std::unique_ptr<RenderStyle> animatingStyle = rendererAnimations.getAnimatedStyle();
if (!animatingStyle)
animatingStyle = RenderStyle::clone(&renderer.style());
return animatingStyle;
}
bool AnimationControllerPrivate::computeExtentOfAnimation(RenderElement& renderer, LayoutRect& bounds) const
{
ASSERT(renderer.isCSSAnimating());
ASSERT(m_compositeAnimations.contains(&renderer));
const CompositeAnimation& rendererAnimations = *m_compositeAnimations.get(&renderer);
if (!rendererAnimations.isAnimatingProperty(CSSPropertyTransform, false, AnimationBase::Running | AnimationBase::Paused))
return true;
return rendererAnimations.computeExtentOfTransformAnimation(bounds);
}
unsigned AnimationControllerPrivate::numberOfActiveAnimations(Document* document) const
{
unsigned count = 0;
for (auto& animation : m_compositeAnimations) {
if (&animation.key->document() == document)
count += animation.value->numberOfActiveAnimations();
}
return count;
}
void AnimationControllerPrivate::addToAnimationsWaitingForStyle(AnimationBase* animation)
{
// Make sure this animation is not in the start time waiters
m_animationsWaitingForStartTimeResponse.remove(animation);
m_animationsWaitingForStyle.add(animation);
}
void AnimationControllerPrivate::removeFromAnimationsWaitingForStyle(AnimationBase* animationToRemove)
{
m_animationsWaitingForStyle.remove(animationToRemove);
}
void AnimationControllerPrivate::styleAvailable()
{
// Go through list of waiters and send them on their way
for (const auto& waitingAnimation : m_animationsWaitingForStyle)
waitingAnimation->styleAvailable();
m_animationsWaitingForStyle.clear();
}
void AnimationControllerPrivate::addToAnimationsWaitingForStartTimeResponse(AnimationBase* animation, bool willGetResponse)
{
// If willGetResponse is true, it means this animation is actually waiting for a response
// (which will come in as a call to notifyAnimationStarted()).
// In that case we don't need to add it to this list. We just set a waitingForAResponse flag
// which says we are waiting for the response. If willGetResponse is false, this animation
// is not waiting for a response for itself, but rather for a notifyXXXStarted() call for
// another animation to which it will sync.
//
// When endAnimationUpdate() is called we check to see if the waitingForAResponse flag is
// true. If so, we just return and will do our work when the first notifyXXXStarted() call
// comes in. If it is false, we will not be getting a notifyXXXStarted() call, so we will
// do our work right away. In both cases we call the onAnimationStartResponse() method
// on each animation. In the first case we send in the time we got from notifyXXXStarted().
// In the second case, we just pass in the beginAnimationUpdateTime().
//
// This will synchronize all software and accelerated animations started in the same
// updateStyleIfNeeded cycle.
//
if (willGetResponse)
m_waitingForAsyncStartNotification = true;
m_animationsWaitingForStartTimeResponse.add(animation);
}
void AnimationControllerPrivate::removeFromAnimationsWaitingForStartTimeResponse(AnimationBase* animationToRemove)
{
m_animationsWaitingForStartTimeResponse.remove(animationToRemove);
if (m_animationsWaitingForStartTimeResponse.isEmpty())
m_waitingForAsyncStartNotification = false;
}
void AnimationControllerPrivate::startTimeResponse(double time)
{
// Go through list of waiters and send them on their way
for (const auto& animation : m_animationsWaitingForStartTimeResponse)
animation->onAnimationStartResponse(time);
m_animationsWaitingForStartTimeResponse.clear();
m_waitingForAsyncStartNotification = false;
}
void AnimationControllerPrivate::animationWillBeRemoved(AnimationBase* animation)
{
LOG(Animations, "AnimationControllerPrivate %p animationWillBeRemoved: %p", this, animation);
removeFromAnimationsWaitingForStyle(animation);
removeFromAnimationsWaitingForStartTimeResponse(animation);
#if ENABLE(CSS_ANIMATIONS_LEVEL_2)
removeFromAnimationsDependentOnScroll(animation);
#endif
bool anyAnimationsWaitingForAsyncStart = false;
for (auto& animation : m_animationsWaitingForStartTimeResponse) {
if (animation->waitingForStartTime() && animation->isAccelerated()) {
anyAnimationsWaitingForAsyncStart = true;
break;
}
}
if (!anyAnimationsWaitingForAsyncStart)
m_waitingForAsyncStartNotification = false;
}
#if ENABLE(CSS_ANIMATIONS_LEVEL_2)
void AnimationControllerPrivate::addToAnimationsDependentOnScroll(AnimationBase* animation)
{
m_animationsDependentOnScroll.add(animation);
}
void AnimationControllerPrivate::removeFromAnimationsDependentOnScroll(AnimationBase* animation)
{
m_animationsDependentOnScroll.remove(animation);
}
void AnimationControllerPrivate::scrollWasUpdated()
{
auto* view = m_frame.view();
if (!view || !wantsScrollUpdates())
return;
m_scrollPosition = view->scrollPositionForFixedPosition().y().toFloat();
// FIXME: This is updating all the animations, rather than just the ones
// that are dependent on scroll. We to go from our AnimationBase to its CompositeAnimation
// so we can execute code similar to updateAnimations.
// https://bugs.webkit.org/show_bug.cgi?id=144170
updateAnimations(CallSetChanged);
}
#endif
AnimationController::AnimationController(Frame& frame)
: m_data(std::make_unique<AnimationControllerPrivate>(frame))
{
}
AnimationController::~AnimationController()
{
}
void AnimationController::cancelAnimations(RenderElement& renderer)
{
if (!renderer.isCSSAnimating())
return;
if (!m_data->clear(renderer))
return;
Element* element = renderer.element();
ASSERT(!element || !element->document().inPageCache());
if (element)
element->setNeedsStyleRecalc(SyntheticStyleChange);
}
bool AnimationController::updateAnimations(RenderElement& renderer, RenderStyle& newStyle, std::unique_ptr<RenderStyle>& animatedStyle)
{
RenderStyle* oldStyle = renderer.hasInitializedStyle() ? &renderer.style() : nullptr;
if ((!oldStyle || (!oldStyle->animations() && !oldStyle->transitions())) && (!newStyle.animations() && !newStyle.transitions()))
return false;
if (renderer.document().inPageCache())
return false;
// Don't run transitions when printing.
if (renderer.view().printing())
return false;
// Fetch our current set of implicit animations from a hashtable. We then compare them
// against the animations in the style and make sure we're in sync. If destination values
// have changed, we reset the animation. We then do a blend to get new values and we return
// a new style.
// We don't support anonymous pseudo elements like :first-line or :first-letter.
ASSERT(renderer.element());
CompositeAnimation& rendererAnimations = m_data->ensureCompositeAnimation(renderer);
bool animationStateChanged = rendererAnimations.animate(renderer, oldStyle, newStyle, animatedStyle);
if (renderer.parent() || newStyle.animations() || (oldStyle && oldStyle->animations())) {
m_data->updateAnimationTimerForRenderer(renderer);
#if ENABLE(REQUEST_ANIMATION_FRAME)
renderer.view().frameView().scheduleAnimation();
#endif
}
if (animatedStyle) {
// If the animations/transitions change opacity or transform, we need to update
// the style to impose the stacking rules. Note that this is also
// done in StyleResolver::adjustRenderStyle().
if (animatedStyle->hasAutoZIndex() && (animatedStyle->opacity() < 1.0f || animatedStyle->hasTransform()))
animatedStyle->setZIndex(0);
}
return animationStateChanged;
}
std::unique_ptr<RenderStyle> AnimationController::getAnimatedStyleForRenderer(RenderElement& renderer)
{
if (!renderer.isCSSAnimating())
return RenderStyle::clone(&renderer.style());
return m_data->getAnimatedStyleForRenderer(renderer);
}
bool AnimationController::computeExtentOfAnimation(RenderElement& renderer, LayoutRect& bounds) const
{
if (!renderer.isCSSAnimating())
return true;
return m_data->computeExtentOfAnimation(renderer, bounds);
}
void AnimationController::notifyAnimationStarted(RenderElement& renderer, double startTime)
{
LOG(Animations, "AnimationController %p notifyAnimationStarted on renderer %p, time=%f", this, &renderer, startTime);
UNUSED_PARAM(renderer);
AnimationUpdateBlock animationUpdateBlock(this);
m_data->receivedStartTimeResponse(startTime);
}
bool AnimationController::pauseAnimationAtTime(RenderElement* renderer, const AtomicString& name, double t)
{
AnimationUpdateBlock animationUpdateBlock(this);
return m_data->pauseAnimationAtTime(renderer, name, t);
}
unsigned AnimationController::numberOfActiveAnimations(Document* document) const
{
return m_data->numberOfActiveAnimations(document);
}
bool AnimationController::pauseTransitionAtTime(RenderElement* renderer, const String& property, double t)
{
AnimationUpdateBlock animationUpdateBlock(this);
return m_data->pauseTransitionAtTime(renderer, property, t);
}
bool AnimationController::isRunningAnimationOnRenderer(RenderElement& renderer, CSSPropertyID property, AnimationBase::RunningState runningState) const
{
return renderer.isCSSAnimating() && m_data->isRunningAnimationOnRenderer(renderer, property, runningState);
}
bool AnimationController::isRunningAcceleratedAnimationOnRenderer(RenderElement& renderer, CSSPropertyID property, AnimationBase::RunningState runningState) const
{
return renderer.isCSSAnimating() && m_data->isRunningAcceleratedAnimationOnRenderer(renderer, property, runningState);
}
bool AnimationController::isSuspended() const
{
return m_data->isSuspended();
}
void AnimationController::suspendAnimations()
{
LOG(Animations, "controller is suspending animations");
m_data->suspendAnimations();
}
void AnimationController::resumeAnimations()
{
LOG(Animations, "controller is resuming animations");
m_data->resumeAnimations();
}
bool AnimationController::allowsNewAnimationsWhileSuspended() const
{
return m_data->allowsNewAnimationsWhileSuspended();
}
void AnimationController::setAllowsNewAnimationsWhileSuspended(bool allowed)
{
m_data->setAllowsNewAnimationsWhileSuspended(allowed);
}
#if ENABLE(REQUEST_ANIMATION_FRAME)
void AnimationController::serviceAnimations()
{
m_data->animationFrameCallbackFired();
}
#endif
void AnimationController::suspendAnimationsForDocument(Document* document)
{
LOG(Animations, "suspending animations for document %p", document);
m_data->suspendAnimationsForDocument(document);
}
void AnimationController::resumeAnimationsForDocument(Document* document)
{
LOG(Animations, "resuming animations for document %p", document);
AnimationUpdateBlock animationUpdateBlock(this);
m_data->resumeAnimationsForDocument(document);
}
void AnimationController::startAnimationsIfNotSuspended(Document* document)
{
LOG(Animations, "animations may start for document %p", document);
AnimationUpdateBlock animationUpdateBlock(this);
m_data->startAnimationsIfNotSuspended(document);
}
void AnimationController::beginAnimationUpdate()
{
m_data->beginAnimationUpdate();
}
void AnimationController::endAnimationUpdate()
{
m_data->endAnimationUpdate();
}
bool AnimationController::supportsAcceleratedAnimationOfProperty(CSSPropertyID property)
{
return CSSPropertyAnimation::animationOfPropertyIsAccelerated(property);
}
#if ENABLE(CSS_ANIMATIONS_LEVEL_2)
bool AnimationController::wantsScrollUpdates() const
{
return m_data->wantsScrollUpdates();
}
void AnimationController::scrollWasUpdated()
{
m_data->scrollWasUpdated();
}
#endif
} // namespace WebCore