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/*
* 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
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "CompositeAnimation.h"
#include "CSSAnimationControllerPrivate.h"
#include "CSSPropertyAnimation.h"
#include "CSSPropertyNames.h"
#include "ImplicitAnimation.h"
#include "KeyframeAnimation.h"
#include "Logging.h"
#include "RenderElement.h"
#include "RenderStyle.h"
#include <wtf/NeverDestroyed.h>
#include <wtf/text/CString.h>
namespace WebCore {
CompositeAnimation::CompositeAnimation(CSSAnimationControllerPrivate& animationController)
: m_animationController(animationController)
{
m_suspended = m_animationController.isSuspended() && !m_animationController.allowsNewAnimationsWhileSuspended();
}
CompositeAnimation::~CompositeAnimation()
{
// Toss the refs to all animations, but make sure we remove them from
// any waiting lists first.
clearElement();
m_transitions.clear();
m_keyframeAnimations.clear();
}
void CompositeAnimation::clearElement()
{
if (!m_transitions.isEmpty()) {
// Clear the renderers from all running animations, in case we are in the middle of
// an animation callback (see https://bugs.webkit.org/show_bug.cgi?id=22052)
for (auto& transition : m_transitions.values()) {
animationController().animationWillBeRemoved(*transition);
transition->clear();
}
}
if (!m_keyframeAnimations.isEmpty()) {
m_keyframeAnimations.checkConsistency();
for (auto& animation : m_keyframeAnimations.values()) {
animationController().animationWillBeRemoved(*animation);
animation->clear();
}
}
}
void CompositeAnimation::updateTransitions(Element& element, const RenderStyle* currentStyle, const RenderStyle& targetStyle)
{
// If currentStyle is null or there are no old or new transitions, just skip it
if (!currentStyle || (!targetStyle.transitions() && m_transitions.isEmpty()))
return;
// Mark all existing transitions as no longer active. We will mark the still active ones
// in the next loop and then toss the ones that didn't get marked.
for (auto& transition : m_transitions.values())
transition->setActive(false);
std::unique_ptr<RenderStyle> modifiedCurrentStyle;
// Check to see if we need to update the active transitions
if (targetStyle.transitions()) {
for (size_t i = 0; i < targetStyle.transitions()->size(); ++i) {
auto& animation = targetStyle.transitions()->animation(i);
bool isActiveTransition = animation.duration() || animation.delay() > 0;
Animation::AnimationMode mode = animation.animationMode();
if (mode == Animation::AnimateNone || mode == Animation::AnimateUnknownProperty)
continue;
CSSPropertyID prop = animation.property();
bool all = mode == Animation::AnimateAll;
// Handle both the 'all' and single property cases. For the single prop case, we make only one pass
// through the loop.
for (int propertyIndex = 0; propertyIndex < CSSPropertyAnimation::getNumProperties(); ++propertyIndex) {
if (all) {
// Get the next property which is not a shorthand.
Optional<bool> isShorthand;
prop = CSSPropertyAnimation::getPropertyAtIndex(propertyIndex, isShorthand);
if (isShorthand && *isShorthand)
continue;
}
if (prop == CSSPropertyInvalid) {
if (!all)
break;
continue;
}
// ImplicitAnimations are always hashed by actual properties, never animateAll.
ASSERT(prop >= firstCSSProperty && prop < (firstCSSProperty + numCSSProperties));
// If there is a running animation for this property, the transition is overridden
// and we have to use the unanimatedStyle from the animation. We do the test
// against the unanimated style here, but we "override" the transition later.
auto* keyframeAnimation = animationForProperty(prop);
auto* fromStyle = keyframeAnimation ? &keyframeAnimation->unanimatedStyle() : currentStyle;
// See if there is a current transition for this prop
ImplicitAnimation* implAnim = m_transitions.get(prop);
bool equal = true;
if (implAnim) {
// If we are post active don't bother setting the active flag. This will cause
// this animation to get removed at the end of this function.
if (!implAnim->postActive())
implAnim->setActive(true);
// This might be a transition that is just finishing. That would be the case
// if it were postActive. But we still need to check for equality because
// it could be just finishing AND changing to a new goal state.
//
// This implAnim might also not be an already running transition. It might be
// newly added to the list in a previous iteration. This would happen if
// you have both an explicit transition-property and 'all' in the same
// list. In this case, the latter one overrides the earlier one, so we
// behave as though this is a running animation being replaced.
if (!implAnim->isTargetPropertyEqual(prop, &targetStyle)) {
// For accelerated animations we need to return a new RenderStyle with the _current_ value
// of the property, so that restarted transitions use the correct starting point.
if (CSSPropertyAnimation::animationOfPropertyIsAccelerated(prop) && implAnim->isAccelerated()) {
if (!modifiedCurrentStyle)
modifiedCurrentStyle = RenderStyle::clonePtr(*currentStyle);
implAnim->blendPropertyValueInStyle(prop, modifiedCurrentStyle.get());
}
LOG(Animations, "Removing existing ImplicitAnimation %p for property %s", implAnim, getPropertyName(prop));
animationController().animationWillBeRemoved(*implAnim);
m_transitions.remove(prop);
equal = false;
}
} else {
// We need to start a transition if it is active and the properties don't match
equal = !isActiveTransition || CSSPropertyAnimation::propertiesEqual(prop, fromStyle, &targetStyle) || !CSSPropertyAnimation::canPropertyBeInterpolated(prop, fromStyle, &targetStyle);
}
// We can be in this loop with an inactive transition (!isActiveTransition). We need
// to do that to check to see if we are canceling a transition. But we don't want to
// start one of the inactive transitions. So short circuit that here. (See
// <https://bugs.webkit.org/show_bug.cgi?id=24787>
if (!equal && isActiveTransition) {
// Add the new transition
auto implicitAnimation = ImplicitAnimation::create(animation, prop, element, *this, modifiedCurrentStyle ? *modifiedCurrentStyle : *fromStyle);
if (m_suspended && implicitAnimation->hasStyle())
implicitAnimation->updatePlayState(AnimationPlayState::Paused);
LOG(Animations, "Created ImplicitAnimation %p on element %p for property %s duration %.2f delay %.2f", implicitAnimation.ptr(), &element, getPropertyName(prop), animation.duration(), animation.delay());
m_transitions.set(prop, WTFMove(implicitAnimation));
}
// We only need one pass for the single prop case
if (!all)
break;
}
}
}
// Make a list of transitions to be removed
Vector<int> toBeRemoved;
for (auto& transition : m_transitions.values()) {
if (!transition->active()) {
animationController().animationWillBeRemoved(*transition);
toBeRemoved.append(transition->animatingProperty());
LOG(Animations, "Removing ImplicitAnimation %p from element %p for property %s", transition.get(), &element, getPropertyName(transition->animatingProperty()));
}
}
// Now remove the transitions from the list
for (auto propertyToRemove : toBeRemoved)
m_transitions.remove(propertyToRemove);
}
void CompositeAnimation::updateKeyframeAnimations(Element& element, const RenderStyle* currentStyle, const RenderStyle& targetStyle)
{
// Nothing to do if we don't have any animations, and didn't have any before
if (m_keyframeAnimations.isEmpty() && !targetStyle.hasAnimations())
return;
m_keyframeAnimations.checkConsistency();
if (currentStyle && currentStyle->hasAnimations() && targetStyle.hasAnimations() && *(currentStyle->animations()) == *(targetStyle.animations()))
return;
AnimationNameMap newAnimations;
// Toss the animation order map.
m_keyframeAnimationOrderMap.clear();
static NeverDestroyed<const AtomString> none("none", AtomString::ConstructFromLiteral);
// Now mark any still active animations as active and add any new animations.
if (targetStyle.animations()) {
int numAnims = targetStyle.animations()->size();
for (int i = 0; i < numAnims; ++i) {
auto& animation = targetStyle.animations()->animation(i);
AtomString animationName(animation.name());
if (!animation.isValidAnimation())
continue;
// See if there is a current animation for this name.
RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(animationName.impl());
if (keyframeAnim) {
newAnimations.add(keyframeAnim->name().impl(), keyframeAnim);
if (keyframeAnim->postActive())
continue;
// Animations match, but play states may differ. Update if needed.
keyframeAnim->updatePlayState(animation.playState());
// Set the saved animation to this new one, just in case the play state has changed.
keyframeAnim->setAnimation(animation);
} else if ((animation.duration() || animation.delay()) && animation.iterationCount() && animationName != none) {
keyframeAnim = KeyframeAnimation::create(animation, element, *this, targetStyle);
LOG(Animations, "Creating KeyframeAnimation %p on element %p with keyframes %s, duration %.2f, delay %.2f, iterations %.2f", keyframeAnim.get(), &element, animation.name().utf8().data(), animation.duration(), animation.delay(), animation.iterationCount());
if (m_suspended) {
keyframeAnim->updatePlayState(AnimationPlayState::Paused);
LOG(Animations, " (created in suspended/paused state)");
}
#if !LOG_DISABLED
for (auto propertyID : keyframeAnim->keyframes().properties())
LOG(Animations, " property %s", getPropertyName(propertyID));
#endif
newAnimations.set(keyframeAnim->name().impl(), keyframeAnim);
}
// Add this to the animation order map.
if (keyframeAnim)
m_keyframeAnimationOrderMap.append(keyframeAnim->name().impl());
}
}
// Make a list of animations to be removed.
for (auto& animation : m_keyframeAnimations.values()) {
if (!newAnimations.contains(animation->name().impl())) {
animationController().animationWillBeRemoved(*animation);
animation->clear();
LOG(Animations, "Removing KeyframeAnimation %p from element %p", animation.get(), &element);
}
}
std::swap(newAnimations, m_keyframeAnimations);
}
AnimationUpdate CompositeAnimation::animate(Element& element, const RenderStyle* currentStyle, const RenderStyle& targetStyle)
{
// We don't do any transitions if we don't have a currentStyle (on startup).
updateTransitions(element, currentStyle, targetStyle);
updateKeyframeAnimations(element, currentStyle, targetStyle);
m_keyframeAnimations.checkConsistency();
bool animationChangeRequiresRecomposite = false;
bool forceStackingContext = false;
std::unique_ptr<RenderStyle> animatedStyle;
if (currentStyle) {
// Now that we have transition objects ready, let them know about the new goal state. We want them
// to fill in a RenderStyle*& only if needed.
bool checkForStackingContext = false;
for (auto& transition : m_transitions.values()) {
auto changes = transition->animate(*this, targetStyle, animatedStyle);
if (changes.contains(AnimateChange::StyleBlended))
checkForStackingContext |= WillChangeData::propertyCreatesStackingContext(transition->animatingProperty());
animationChangeRequiresRecomposite = changes.contains(AnimateChange::RunningStateChange) && transition->affectsAcceleratedProperty();
}
if (animatedStyle && checkForStackingContext) {
// Note that this is similar to code in Style::Adjuster::adjust() but only needs to consult
// animatable properties that can trigger stacking context.
if (animatedStyle->opacity() < 1.0f
|| animatedStyle->hasTransformRelatedProperty()
|| animatedStyle->hasMask()
|| animatedStyle->clipPath()
|| animatedStyle->boxReflect()
|| animatedStyle->hasFilter()
#if ENABLE(FILTERS_LEVEL_2)
|| animatedStyle->hasBackdropFilter()
#endif
)
forceStackingContext = true;
}
}
// Now that we have animation objects ready, let them know about the new goal state. We want them
// to fill in a RenderStyle*& only if needed.
for (auto& name : m_keyframeAnimationOrderMap) {
RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(name);
if (keyframeAnim) {
auto changes = keyframeAnim->animate(*this, targetStyle, animatedStyle);
animationChangeRequiresRecomposite = changes.contains(AnimateChange::RunningStateChange) && keyframeAnim->affectsAcceleratedProperty();
forceStackingContext |= changes.contains(AnimateChange::StyleBlended) && keyframeAnim->triggersStackingContext();
m_hasAnimationThatDependsOnLayout |= keyframeAnim->dependsOnLayout();
}
}
// https://drafts.csswg.org/css-animations-1/
// While an animation is applied but has not finished, or has finished but has an animation-fill-mode of forwards or both,
// the user agent must act as if the will-change property ([css-will-change-1]) on the element additionally
// includes all the properties animated by the animation.
if (forceStackingContext && animatedStyle) {
if (animatedStyle->hasAutoUsedZIndex())
animatedStyle->setUsedZIndex(0);
}
return { WTFMove(animatedStyle), animationChangeRequiresRecomposite };
}
std::unique_ptr<RenderStyle> CompositeAnimation::getAnimatedStyle() const
{
std::unique_ptr<RenderStyle> resultStyle;
for (auto& transition : m_transitions.values())
transition->getAnimatedStyle(resultStyle);
m_keyframeAnimations.checkConsistency();
for (auto& name : m_keyframeAnimationOrderMap) {
RefPtr<KeyframeAnimation> keyframeAnimation = m_keyframeAnimations.get(name);
if (keyframeAnimation)
keyframeAnimation->getAnimatedStyle(resultStyle);
}
return resultStyle;
}
Optional<Seconds> CompositeAnimation::timeToNextService() const
{
// Returns the time at which next service is required. WTF::nullopt means no service is required. 0 means
// service is required now, and > 0 means service is required that many seconds in the future.
Optional<Seconds> minT;
if (!m_transitions.isEmpty()) {
for (auto& transition : m_transitions.values()) {
Optional<Seconds> t = transition->timeToNextService();
if (!t)
continue;
if (!minT || t.value() < minT.value())
minT = t.value();
if (minT.value() == 0_s)
return 0_s;
}
}
if (!m_keyframeAnimations.isEmpty()) {
m_keyframeAnimations.checkConsistency();
for (auto& animation : m_keyframeAnimations.values()) {
Optional<Seconds> t = animation->timeToNextService();
if (!t)
continue;
if (!minT || t.value() < minT.value())
minT = t.value();
if (minT.value() == 0_s)
return 0_s;
}
}
return minT;
}
KeyframeAnimation* CompositeAnimation::animationForProperty(CSSPropertyID property) const
{
KeyframeAnimation* result = nullptr;
// We want to send back the last animation with the property if there are multiples.
// So we need to iterate through all animations
if (!m_keyframeAnimations.isEmpty()) {
m_keyframeAnimations.checkConsistency();
for (auto& animation : m_keyframeAnimations.values()) {
if (animation->hasAnimationForProperty(property))
result = animation.get();
}
}
return result;
}
bool CompositeAnimation::computeExtentOfTransformAnimation(LayoutRect& bounds) const
{
// If more than one transition and animation affect transform, give up.
bool seenTransformAnimation = false;
for (auto& animation : m_keyframeAnimations.values()) {
if (!animation->hasAnimationForProperty(CSSPropertyTransform))
continue;
if (seenTransformAnimation)
return false;
seenTransformAnimation = true;
if (!animation->computeExtentOfTransformAnimation(bounds))
return false;
}
for (auto& transition : m_transitions.values()) {
if (transition->animatingProperty() != CSSPropertyTransform || !transition->hasStyle())
continue;
if (seenTransformAnimation)
return false;
if (!transition->computeExtentOfTransformAnimation(bounds))
return false;
}
return true;
}
void CompositeAnimation::suspendAnimations()
{
if (m_suspended)
return;
m_suspended = true;
if (!m_keyframeAnimations.isEmpty()) {
m_keyframeAnimations.checkConsistency();
for (auto& animation : m_keyframeAnimations.values())
animation->updatePlayState(AnimationPlayState::Paused);
}
if (!m_transitions.isEmpty()) {
for (auto& transition : m_transitions.values()) {
if (transition->hasStyle())
transition->updatePlayState(AnimationPlayState::Paused);
}
}
}
void CompositeAnimation::resumeAnimations()
{
if (!m_suspended)
return;
m_suspended = false;
if (!m_keyframeAnimations.isEmpty()) {
m_keyframeAnimations.checkConsistency();
for (auto& animation : m_keyframeAnimations.values()) {
if (animation->playStatePlaying())
animation->updatePlayState(AnimationPlayState::Playing);
}
}
if (!m_transitions.isEmpty()) {
for (auto& transition : m_transitions.values()) {
if (transition->hasStyle())
transition->updatePlayState(AnimationPlayState::Playing);
}
}
}
void CompositeAnimation::overrideImplicitAnimations(CSSPropertyID property)
{
if (!m_transitions.isEmpty()) {
for (auto& transition : m_transitions.values()) {
if (transition->animatingProperty() == property)
transition->setOverridden(true);
}
}
}
void CompositeAnimation::resumeOverriddenImplicitAnimations(CSSPropertyID property)
{
if (!m_transitions.isEmpty()) {
for (auto& transition : m_transitions.values()) {
if (transition->animatingProperty() == property)
transition->setOverridden(false);
}
}
}
bool CompositeAnimation::isAnimatingProperty(CSSPropertyID property, bool acceleratedOnly) const
{
if (!m_keyframeAnimations.isEmpty()) {
m_keyframeAnimations.checkConsistency();
for (auto& animation : m_keyframeAnimations.values()) {
if (animation->isAnimatingProperty(property, acceleratedOnly))
return true;
}
}
if (!m_transitions.isEmpty()) {
for (auto& transition : m_transitions.values()) {
if (transition->isAnimatingProperty(property, acceleratedOnly))
return true;
}
}
return false;
}
bool CompositeAnimation::pauseAnimationAtTime(const AtomString& name, double t)
{
m_keyframeAnimations.checkConsistency();
RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(name.impl());
if (!keyframeAnim || !keyframeAnim->running())
return false;
keyframeAnim->freezeAtTime(t);
return true;
}
bool CompositeAnimation::pauseTransitionAtTime(CSSPropertyID property, double t)
{
if ((property < firstCSSProperty) || (property >= firstCSSProperty + numCSSProperties))
return false;
ImplicitAnimation* implAnim = m_transitions.get(property);
if (!implAnim) {
// Check to see if this property is being animated via a shorthand.
// This code is only used for testing, so performance is not critical here.
HashSet<CSSPropertyID> shorthandProperties = CSSPropertyAnimation::animatableShorthandsAffectingProperty(property);
bool anyPaused = false;
for (auto propertyID : shorthandProperties) {
if (pauseTransitionAtTime(propertyID, t))
anyPaused = true;
}
return anyPaused;
}
if (!implAnim->running())
return false;
if ((t >= 0.0) && (t <= implAnim->duration())) {
implAnim->freezeAtTime(t);
return true;
}
return false;
}
unsigned CompositeAnimation::numberOfActiveAnimations() const
{
unsigned count = 0;
m_keyframeAnimations.checkConsistency();
for (auto& animation : m_keyframeAnimations.values()) {
if (animation->running())
++count;
}
for (auto& transition : m_transitions.values()) {
if (transition->running())
++count;
}
return count;
}
} // namespace WebCore