| /* |
| * Copyright (C) 2007 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. |
| */ |
| |
| #pragma once |
| |
| #include "Animation.h" |
| #include "CSSPropertyBlendingClient.h" |
| #include "CSSPropertyNames.h" |
| #include "RenderStyleConstants.h" |
| |
| namespace WebCore { |
| |
| class CompositeAnimation; |
| class Element; |
| class FloatRect; |
| class LayoutRect; |
| class RenderElement; |
| class RenderStyle; |
| class TimingFunction; |
| |
| enum class AnimateChange { |
| StyleBlended = 1 << 0, // Style was changed. |
| StateChange = 1 << 1, // Animation state() changed. |
| RunningStateChange = 1 << 2, // Animation "running or paused" changed. |
| }; |
| |
| class AnimationBase : public RefCounted<AnimationBase> |
| , public CSSPropertyBlendingClient { |
| friend class CompositeAnimation; |
| friend class CSSPropertyAnimation; |
| WTF_MAKE_FAST_ALLOCATED; |
| public: |
| AnimationBase(const Animation& transition, Element&, CompositeAnimation&); |
| virtual ~AnimationBase(); |
| |
| Element* element() const { return m_element.get(); } |
| const RenderStyle& currentStyle() const override; |
| RenderElement* renderer() const override; |
| virtual void clear(); |
| |
| double duration() const; |
| |
| // Animations and Transitions go through the states below. When entering the STARTED state |
| // the animation is started. This may or may not require deferred response from the animator. |
| // If so, we stay in this state until that response is received (and it returns the start time). |
| // Otherwise, we use the current time as the start time and go immediately to AnimationState::Looping |
| // or AnimationState::Ending. |
| enum class AnimationState : uint8_t { |
| New, // animation just created, animation not running yet |
| StartWaitTimer, // start timer running, waiting for fire |
| StartWaitStyleAvailable, // waiting for style setup so we can start animations |
| StartWaitResponse, // animation started, waiting for response |
| Looping, // response received, animation running, loop timer running, waiting for fire |
| Ending, // received, animation running, end timer running, waiting for fire |
| PausedNew, // in pause mode when animation was created |
| PausedWaitTimer, // in pause mode when animation started |
| PausedWaitStyleAvailable, // in pause mode when waiting for style setup |
| PausedWaitResponse, // animation paused when in STARTING state |
| PausedRun, // animation paused when in LOOPING or ENDING state |
| Done, // end timer fired, animation finished and removed |
| FillingForwards // animation has ended and is retaining its final value |
| }; |
| |
| enum class AnimationStateInput : uint8_t { |
| MakeNew, // reset back to new from any state |
| StartAnimation, // animation requests a start |
| RestartAnimation, // force a restart from any state |
| StartTimerFired, // start timer fired |
| StyleAvailable, // style is setup, ready to start animating |
| StartTimeSet, // m_startTime was set |
| LoopTimerFired, // loop timer fired |
| EndTimerFired, // end timer fired |
| PauseOverride, // pause an animation due to override |
| ResumeOverride, // resume an overridden animation |
| PlayStateRunning, // play state paused -> running |
| PlayStatePaused, // play state running -> paused |
| EndAnimation // force an end from any state |
| }; |
| |
| // Called when animation is in AnimationState::New to start animation |
| void updateStateMachine(AnimationStateInput, double param); |
| |
| // Animation has actually started, at passed time |
| void onAnimationStartResponse(MonotonicTime startTime) |
| { |
| updateStateMachine(AnimationStateInput::StartTimeSet, startTime.secondsSinceEpoch().seconds()); |
| } |
| |
| // Called to change to or from paused state |
| void updatePlayState(AnimationPlayState); |
| bool playStatePlaying() const; |
| |
| bool waitingToStart() const { return m_animationState == AnimationState::New || m_animationState == AnimationState::StartWaitTimer || m_animationState == AnimationState::PausedNew; } |
| bool preActive() const |
| { |
| return m_animationState == AnimationState::New || m_animationState == AnimationState::StartWaitTimer || m_animationState == AnimationState::StartWaitStyleAvailable || m_animationState == AnimationState::StartWaitResponse; |
| } |
| |
| bool postActive() const { return m_animationState == AnimationState::Done; } |
| bool fillingForwards() const { return m_animationState == AnimationState::FillingForwards; } |
| bool active() const { return !postActive() && !preActive(); } |
| bool running() const { return !isNew() && !postActive(); } |
| bool paused() const { return m_pauseTime || m_animationState == AnimationState::PausedNew; } |
| |
| static bool isPausedState(AnimationState state) { return state >= AnimationState::PausedNew && state <= AnimationState::PausedRun; } |
| static bool isRunningState(AnimationState state) { return state >= AnimationState::StartWaitStyleAvailable && state < AnimationState::Done; } |
| |
| bool inPausedState() const { return isPausedState(m_animationState); } |
| bool inRunningState() const { return isRunningState(m_animationState); } |
| |
| bool isNew() const { return m_animationState == AnimationState::New || m_animationState == AnimationState::PausedNew; } |
| bool waitingForStartTime() const { return m_animationState == AnimationState::StartWaitResponse; } |
| bool waitingForStyleAvailable() const { return m_animationState == AnimationState::StartWaitStyleAvailable; } |
| |
| bool isAccelerated() const { return m_isAccelerated; } |
| |
| virtual Optional<Seconds> timeToNextService(); |
| |
| double progress(double scale = 1, double offset = 0, const TimingFunction* = nullptr) const; |
| |
| virtual void getAnimatedStyle(std::unique_ptr<RenderStyle>& /*animatedStyle*/) = 0; |
| |
| virtual bool computeExtentOfTransformAnimation(LayoutRect&) const = 0; |
| |
| virtual bool shouldFireEvents() const { return false; } |
| |
| void fireAnimationEventsIfNeeded(); |
| |
| bool animationsMatch(const Animation&) const; |
| |
| const Animation& animation() const { return m_animation; } |
| void setAnimation(const Animation& animation) { m_animation = const_cast<Animation&>(animation); } |
| |
| // Return true if this animation is overridden. This will only be the case for |
| // ImplicitAnimations and is used to determine whether or not we should force |
| // set the start time. If an animation is overridden, it will probably not get |
| // back the AnimationStateInput::StartTimeSet input. |
| virtual bool overridden() const { return false; } |
| |
| // Does this animation/transition involve the given property? |
| virtual bool affectsProperty(CSSPropertyID /*property*/) const { return false; } |
| |
| bool isAnimatingProperty(CSSPropertyID property, bool acceleratedOnly) const |
| { |
| if (acceleratedOnly && !m_isAccelerated) |
| return false; |
| |
| if (!affectsProperty(property)) |
| return false; |
| |
| return inRunningState() || inPausedState(); |
| } |
| |
| bool transformFunctionListsMatch() const override { return m_transformFunctionListsMatch; } |
| bool filterFunctionListsMatch() const override { return m_filterFunctionListsMatch; } |
| #if ENABLE(FILTERS_LEVEL_2) |
| bool backdropFilterFunctionListsMatch() const override { return m_backdropFilterFunctionListsMatch; } |
| #endif |
| bool colorFilterFunctionListsMatch() const override { return m_colorFilterFunctionListsMatch; } |
| |
| // Freeze the animation; used by DumpRenderTree. |
| void freezeAtTime(double t); |
| |
| // Play and pause API |
| void play(); |
| void pause(); |
| |
| double beginAnimationUpdateTime() const; |
| |
| double getElapsedTime() const; |
| // Setting the elapsed time will adjust the start time and possibly pause time. |
| void setElapsedTime(double); |
| |
| void styleAvailable() |
| { |
| ASSERT(waitingForStyleAvailable()); |
| updateStateMachine(AnimationStateInput::StyleAvailable, -1); |
| } |
| |
| protected: |
| virtual void overrideAnimations() { } |
| virtual void resumeOverriddenAnimations() { } |
| |
| CompositeAnimation* compositeAnimation() { return m_compositeAnimation; } |
| |
| // These are called when the corresponding timer fires so subclasses can do any extra work |
| virtual void onAnimationStart(double /*elapsedTime*/) { } |
| virtual void onAnimationIteration(double /*elapsedTime*/) { } |
| virtual void onAnimationEnd(double /*elapsedTime*/) { } |
| |
| // timeOffset is an offset from the current time when the animation should start. Negative values are OK. |
| // Return value indicates whether to expect an asynchronous notifyAnimationStarted() callback. |
| virtual bool startAnimation(double /*timeOffset*/) { return false; } |
| // timeOffset is the time at which the animation is being paused. |
| virtual void pauseAnimation(double /*timeOffset*/) { } |
| virtual void endAnimation(bool /*fillingForwards*/ = false) { } |
| |
| virtual const RenderStyle& unanimatedStyle() const = 0; |
| |
| void goIntoEndingOrLoopingState(); |
| |
| AnimationState state() const { return m_animationState; } |
| |
| static void setNeedsStyleRecalc(Element*); |
| |
| void getTimeToNextEvent(Seconds& time, bool& isLooping) const; |
| |
| double fractionalTime(double scale, double elapsedTime, double offset) const; |
| |
| // These return true if we can easily compute a bounding box by applying the style's transform to the bounds rect. |
| bool computeTransformedExtentViaTransformList(const FloatRect& rendererBox, const RenderStyle&, LayoutRect& bounds) const; |
| bool computeTransformedExtentViaMatrix(const FloatRect& rendererBox, const RenderStyle&, LayoutRect& bounds) const; |
| |
| protected: |
| bool m_isAccelerated { false }; |
| bool m_transformFunctionListsMatch { false }; |
| bool m_filterFunctionListsMatch { false }; |
| #if ENABLE(FILTERS_LEVEL_2) |
| bool m_backdropFilterFunctionListsMatch { false }; |
| #endif |
| |
| private: |
| RefPtr<Element> m_element; |
| |
| protected: |
| CompositeAnimation* m_compositeAnimation; // Ideally this would be a reference, but it has to be cleared if an animation is destroyed inside an event callback. |
| Ref<Animation> m_animation; |
| |
| Optional<double> m_startTime; |
| Optional<double> m_pauseTime; |
| double m_requestedStartTime { 0 }; |
| Optional<double> m_totalDuration; |
| Optional<double> m_nextIterationDuration; |
| |
| AnimationState m_animationState { AnimationState::New }; |
| bool m_colorFilterFunctionListsMatch { false }; |
| }; |
| |
| } // namespace WebCore |