| /* |
| * 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 Computer, 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 "AnimationBase.h" |
| |
| #include "AnimationControllerPrivate.h" |
| #include "CSSMutableStyleDeclaration.h" |
| #include "CSSPropertyLonghand.h" |
| #include "CSSPropertyNames.h" |
| #include "CString.h" |
| #include "CompositeAnimation.h" |
| #include "Document.h" |
| #include "EventNames.h" |
| #include "FloatConversion.h" |
| #include "Frame.h" |
| #include "IdentityTransformOperation.h" |
| #include "ImplicitAnimation.h" |
| #include "KeyframeAnimation.h" |
| #include "MatrixTransformOperation.h" |
| #include "Matrix3DTransformOperation.h" |
| #include "RenderBox.h" |
| #include "RenderStyle.h" |
| #include "UnitBezier.h" |
| |
| #include <algorithm> |
| |
| using namespace std; |
| |
| namespace WebCore { |
| |
| // The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the |
| // animation, the more precision we need in the timing function result to avoid ugly discontinuities. |
| static inline double solveEpsilon(double duration) |
| { |
| return 1.0 / (200.0 * duration); |
| } |
| |
| static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration) |
| { |
| // Convert from input time to parametric value in curve, then from |
| // that to output time. |
| UnitBezier bezier(p1x, p1y, p2x, p2y); |
| return bezier.solve(t, solveEpsilon(duration)); |
| } |
| |
| static inline int blendFunc(const AnimationBase*, int from, int to, double progress) |
| { |
| return int(from + (to - from) * progress); |
| } |
| |
| static inline double blendFunc(const AnimationBase*, double from, double to, double progress) |
| { |
| return from + (to - from) * progress; |
| } |
| |
| static inline float blendFunc(const AnimationBase*, float from, float to, double progress) |
| { |
| return narrowPrecisionToFloat(from + (to - from) * progress); |
| } |
| |
| static inline Color blendFunc(const AnimationBase* anim, const Color& from, const Color& to, double progress) |
| { |
| // We need to preserve the state of the valid flag at the end of the animation |
| if (progress == 1 && !to.isValid()) |
| return Color(); |
| |
| return Color(blendFunc(anim, from.red(), to.red(), progress), |
| blendFunc(anim, from.green(), to.green(), progress), |
| blendFunc(anim, from.blue(), to.blue(), progress), |
| blendFunc(anim, from.alpha(), to.alpha(), progress)); |
| } |
| |
| static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress) |
| { |
| return to.blend(from, progress); |
| } |
| |
| static inline LengthSize blendFunc(const AnimationBase* anim, const LengthSize& from, const LengthSize& to, double progress) |
| { |
| return LengthSize(blendFunc(anim, from.width(), to.width(), progress), |
| blendFunc(anim, from.height(), to.height(), progress)); |
| } |
| |
| static inline IntSize blendFunc(const AnimationBase* anim, const IntSize& from, const IntSize& to, double progress) |
| { |
| return IntSize(blendFunc(anim, from.width(), to.width(), progress), |
| blendFunc(anim, from.height(), to.height(), progress)); |
| } |
| |
| static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress) |
| { |
| ASSERT(from && to); |
| return new ShadowData(blendFunc(anim, from->x, to->x, progress), blendFunc(anim, from->y, to->y, progress), |
| blendFunc(anim, from->blur, to->blur, progress), blendFunc(anim, from->color, to->color, progress)); |
| } |
| |
| static inline TransformOperations blendFunc(const AnimationBase* anim, const TransformOperations& from, const TransformOperations& to, double progress) |
| { |
| TransformOperations result; |
| |
| // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation |
| if (anim->isTransformFunctionListValid()) { |
| unsigned fromSize = from.operations().size(); |
| unsigned toSize = to.operations().size(); |
| unsigned size = max(fromSize, toSize); |
| for (unsigned i = 0; i < size; i++) { |
| RefPtr<TransformOperation> fromOp = (i < fromSize) ? from.operations()[i].get() : 0; |
| RefPtr<TransformOperation> toOp = (i < toSize) ? to.operations()[i].get() : 0; |
| RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0); |
| if (blendedOp) |
| result.operations().append(blendedOp); |
| else { |
| RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create(); |
| if (progress > 0.5) |
| result.operations().append(toOp ? toOp : identityOp); |
| else |
| result.operations().append(fromOp ? fromOp : identityOp); |
| } |
| } |
| } else { |
| // Convert the TransformOperations into matrices |
| IntSize size = anim->renderer()->isBox() ? toRenderBox(anim->renderer())->borderBoxRect().size() : IntSize(); |
| TransformationMatrix fromT; |
| TransformationMatrix toT; |
| from.apply(size, fromT); |
| to.apply(size, toT); |
| |
| toT.blend(fromT, progress); |
| |
| // Append the result |
| result.operations().append(Matrix3DTransformOperation::create(toT)); |
| } |
| return result; |
| } |
| |
| static inline EVisibility blendFunc(const AnimationBase* anim, EVisibility from, EVisibility to, double progress) |
| { |
| // Any non-zero result means we consider the object to be visible. Only at 0 do we consider the object to be |
| // invisible. The invisible value we use (HIDDEN vs. COLLAPSE) depends on the specified from/to values. |
| double fromVal = from == VISIBLE ? 1. : 0.; |
| double toVal = to == VISIBLE ? 1. : 0.; |
| if (fromVal == toVal) |
| return to; |
| double result = blendFunc(anim, fromVal, toVal, progress); |
| return result > 0. ? VISIBLE : (to != VISIBLE ? to : from); |
| } |
| |
| class PropertyWrapperBase; |
| |
| static void addShorthandProperties(); |
| static PropertyWrapperBase* wrapperForProperty(int propertyID); |
| |
| class PropertyWrapperBase { |
| public: |
| PropertyWrapperBase(int prop) |
| : m_prop(prop) |
| { |
| } |
| |
| virtual ~PropertyWrapperBase() { } |
| |
| virtual bool isShorthandWrapper() const { return false; } |
| virtual bool equals(const RenderStyle* a, const RenderStyle* b) const = 0; |
| virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const = 0; |
| |
| int property() const { return m_prop; } |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| virtual bool animationIsAccelerated() const { return false; } |
| #endif |
| |
| private: |
| int m_prop; |
| }; |
| |
| template <typename T> |
| class PropertyWrapperGetter : public PropertyWrapperBase { |
| public: |
| PropertyWrapperGetter(int prop, T (RenderStyle::*getter)() const) |
| : PropertyWrapperBase(prop) |
| , m_getter(getter) |
| { |
| } |
| |
| virtual bool equals(const RenderStyle* a, const RenderStyle* b) const |
| { |
| // If the style pointers are the same, don't bother doing the test. |
| // If either is null, return false. If both are null, return true. |
| if ((!a && !b) || a == b) |
| return true; |
| if (!a || !b) |
| return false; |
| return (a->*m_getter)() == (b->*m_getter)(); |
| } |
| |
| protected: |
| T (RenderStyle::*m_getter)() const; |
| }; |
| |
| template <typename T> |
| class PropertyWrapper : public PropertyWrapperGetter<T> { |
| public: |
| PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T)) |
| : PropertyWrapperGetter<T>(prop, getter) |
| , m_setter(setter) |
| { |
| } |
| |
| virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const |
| { |
| (dst->*m_setter)(blendFunc(anim, (a->*PropertyWrapperGetter<T>::m_getter)(), (b->*PropertyWrapperGetter<T>::m_getter)(), progress)); |
| } |
| |
| protected: |
| void (RenderStyle::*m_setter)(T); |
| }; |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| class PropertyWrapperAcceleratedOpacity : public PropertyWrapper<float> { |
| public: |
| PropertyWrapperAcceleratedOpacity() |
| : PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity) |
| { |
| } |
| |
| virtual bool animationIsAccelerated() const { return true; } |
| |
| virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const |
| { |
| float fromOpacity = a->opacity(); |
| |
| // This makes sure we put the object being animated into a RenderLayer during the animation |
| dst->setOpacity(blendFunc(anim, (fromOpacity == 1) ? 0.999999f : fromOpacity, b->opacity(), progress)); |
| } |
| }; |
| |
| class PropertyWrapperAcceleratedTransform : public PropertyWrapper<const TransformOperations&> { |
| public: |
| PropertyWrapperAcceleratedTransform() |
| : PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform) |
| { |
| } |
| |
| virtual bool animationIsAccelerated() const { return true; } |
| |
| virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const |
| { |
| dst->setTransform(blendFunc(anim, a->transform(), b->transform(), progress)); |
| } |
| }; |
| #endif // USE(ACCELERATED_COMPOSITING) |
| |
| class PropertyWrapperShadow : public PropertyWrapperGetter<ShadowData*> { |
| public: |
| PropertyWrapperShadow(int prop, ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool)) |
| : PropertyWrapperGetter<ShadowData*>(prop, getter) |
| , m_setter(setter) |
| { |
| } |
| |
| virtual bool equals(const RenderStyle* a, const RenderStyle* b) const |
| { |
| ShadowData* shadowA = (a->*m_getter)(); |
| ShadowData* shadowB = (b->*m_getter)(); |
| |
| if ((!shadowA && shadowB) || (shadowA && !shadowB)) |
| return false; |
| if (shadowA && shadowB && (*shadowA != *shadowB)) |
| return false; |
| return true; |
| } |
| |
| virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const |
| { |
| ShadowData* shadowA = (a->*m_getter)(); |
| ShadowData* shadowB = (b->*m_getter)(); |
| ShadowData defaultShadowData(0, 0, 0, Color::transparent); |
| |
| if (!shadowA) |
| shadowA = &defaultShadowData; |
| if (!shadowB) |
| shadowB = &defaultShadowData; |
| |
| (dst->*m_setter)(blendFunc(anim, shadowA, shadowB, progress), false); |
| } |
| |
| private: |
| void (RenderStyle::*m_setter)(ShadowData*, bool); |
| }; |
| |
| class PropertyWrapperMaybeInvalidColor : public PropertyWrapperBase { |
| public: |
| PropertyWrapperMaybeInvalidColor(int prop, const Color& (RenderStyle::*getter)() const, void (RenderStyle::*setter)(const Color&)) |
| : PropertyWrapperBase(prop) |
| , m_getter(getter) |
| , m_setter(setter) |
| { |
| } |
| |
| virtual bool equals(const RenderStyle* a, const RenderStyle* b) const |
| { |
| Color fromColor = (a->*m_getter)(); |
| Color toColor = (b->*m_getter)(); |
| if (!fromColor.isValid()) |
| fromColor = a->color(); |
| if (!toColor.isValid()) |
| toColor = b->color(); |
| |
| return fromColor == toColor; |
| } |
| |
| virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const |
| { |
| Color fromColor = (a->*m_getter)(); |
| Color toColor = (b->*m_getter)(); |
| if (!fromColor.isValid()) |
| fromColor = a->color(); |
| if (!toColor.isValid()) |
| toColor = b->color(); |
| (dst->*m_setter)(blendFunc(anim, fromColor, toColor, progress)); |
| } |
| |
| private: |
| const Color& (RenderStyle::*m_getter)() const; |
| void (RenderStyle::*m_setter)(const Color&); |
| }; |
| |
| class ShorthandPropertyWrapper : public PropertyWrapperBase { |
| public: |
| ShorthandPropertyWrapper(int property, const CSSPropertyLonghand& longhand) |
| : PropertyWrapperBase(property) |
| { |
| for (unsigned i = 0; i < longhand.length(); ++i) { |
| PropertyWrapperBase* wrapper = wrapperForProperty(longhand.properties()[i]); |
| if (wrapper) |
| m_propertyWrappers.append(wrapper); |
| } |
| } |
| |
| virtual bool isShorthandWrapper() const { return true; } |
| |
| virtual bool equals(const RenderStyle* a, const RenderStyle* b) const |
| { |
| Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end(); |
| for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) { |
| if (!(*it)->equals(a, b)) |
| return false; |
| } |
| return true; |
| } |
| |
| virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const |
| { |
| Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end(); |
| for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) |
| (*it)->blend(anim, dst, a, b, progress); |
| } |
| |
| private: |
| Vector<PropertyWrapperBase*> m_propertyWrappers; |
| }; |
| |
| |
| static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0; |
| static int gPropertyWrapperMap[numCSSProperties]; |
| |
| static const int cInvalidPropertyWrapperIndex = -1; |
| |
| |
| static void ensurePropertyMap() |
| { |
| // FIXME: This data is never destroyed. Maybe we should ref count it and toss it when the last AnimationController is destroyed? |
| if (gPropertyWrappers == 0) { |
| gPropertyWrappers = new Vector<PropertyWrapperBase*>(); |
| |
| // build the list of property wrappers to do the comparisons and blends |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight)); |
| gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom)); |
| gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor)); |
| |
| gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBackgroundPositionX, &RenderStyle::backgroundXPosition, &RenderStyle::setBackgroundXPosition)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBackgroundPositionY, &RenderStyle::backgroundYPosition, &RenderStyle::setBackgroundYPosition)); |
| gPropertyWrappers->append(new PropertyWrapper<LengthSize>(CSSPropertyWebkitBackgroundSize, &RenderStyle::backgroundSize, &RenderStyle::setBackgroundSize)); |
| |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitMaskPositionX, &RenderStyle::maskXPosition, &RenderStyle::setMaskXPosition)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitMaskPositionY, &RenderStyle::maskYPosition, &RenderStyle::setMaskYPosition)); |
| gPropertyWrappers->append(new PropertyWrapper<LengthSize>(CSSPropertyWebkitMaskSize, &RenderStyle::maskSize, &RenderStyle::setMaskSize)); |
| |
| gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize)); |
| gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap)); |
| gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount)); |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing)); |
| gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing)); |
| gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight)); |
| gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset)); |
| gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth)); |
| gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing)); |
| gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing)); |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitPerspective, &RenderStyle::perspective, &RenderStyle::setPerspective)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginX, &RenderStyle::perspectiveOriginX, &RenderStyle::setPerspectiveOriginX)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginY, &RenderStyle::perspectiveOriginY, &RenderStyle::setPerspectiveOriginY)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX)); |
| gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY)); |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitTransformOriginZ, &RenderStyle::transformOriginZ, &RenderStyle::setTransformOriginZ)); |
| gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius)); |
| gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius)); |
| gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius)); |
| gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius)); |
| gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility)); |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom)); |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| gPropertyWrappers->append(new PropertyWrapperAcceleratedOpacity()); |
| gPropertyWrappers->append(new PropertyWrapperAcceleratedTransform()); |
| #else |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)); |
| gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)); |
| #endif |
| |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor)); |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor)); |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor)); |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderLeftColor, &RenderStyle::borderLeftColor, &RenderStyle::setBorderLeftColor)); |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderRightColor, &RenderStyle::borderRightColor, &RenderStyle::setBorderRightColor)); |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderTopColor, &RenderStyle::borderTopColor, &RenderStyle::setBorderTopColor)); |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderBottomColor, &RenderStyle::borderBottomColor, &RenderStyle::setBorderBottomColor)); |
| gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyOutlineColor, &RenderStyle::outlineColor, &RenderStyle::setOutlineColor)); |
| |
| // These are for shadows |
| gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyWebkitBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow)); |
| gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyTextShadow, &RenderStyle::textShadow, &RenderStyle::setTextShadow)); |
| |
| #if ENABLE(SVG) |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity)); |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity)); |
| gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyStrokeOpacity, &RenderStyle::strokeOpacity, &RenderStyle::setStrokeOpacity)); |
| #endif |
| |
| // TODO: |
| // |
| // CSSPropertyMinWidth, CSSPropertyMaxWidth, CSSPropertyMinHeight, CSSPropertyMaxHeight |
| // CSSPropertyTextIndent |
| // CSSPropertyVerticalAlign |
| // |
| // Compound properties that have components that should be animatable: |
| // |
| // CSSPropertyWebkitColumns |
| // CSSPropertyWebkitBoxReflect |
| |
| // Make sure unused slots have a value |
| for (unsigned int i = 0; i < static_cast<unsigned int>(numCSSProperties); ++i) |
| gPropertyWrapperMap[i] = cInvalidPropertyWrapperIndex; |
| |
| // First we put the non-shorthand property wrappers into the map, so the shorthand-building |
| // code can find them. |
| size_t n = gPropertyWrappers->size(); |
| for (unsigned int i = 0; i < n; ++i) { |
| ASSERT((*gPropertyWrappers)[i]->property() - firstCSSProperty < numCSSProperties); |
| gPropertyWrapperMap[(*gPropertyWrappers)[i]->property() - firstCSSProperty] = i; |
| } |
| |
| // Now add the shorthand wrappers. |
| addShorthandProperties(); |
| } |
| } |
| |
| static void addPropertyWrapper(int propertyID, PropertyWrapperBase* wrapper) |
| { |
| int propIndex = propertyID - firstCSSProperty; |
| |
| ASSERT(gPropertyWrapperMap[propIndex] == cInvalidPropertyWrapperIndex); |
| |
| unsigned wrapperIndex = gPropertyWrappers->size(); |
| gPropertyWrappers->append(wrapper); |
| gPropertyWrapperMap[propIndex] = wrapperIndex; |
| } |
| |
| static void addShorthandProperties() |
| { |
| static const int animatableShorthandProperties[] = { |
| CSSPropertyBackground, // for background-color, background-position |
| CSSPropertyBackgroundPosition, |
| CSSPropertyWebkitMask, // for mask-position |
| CSSPropertyWebkitMaskPosition, |
| CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft, |
| CSSPropertyBorderColor, |
| CSSPropertyBorderWidth, |
| CSSPropertyBorder, |
| CSSPropertyBorderSpacing, |
| CSSPropertyMargin, |
| CSSPropertyOutline, |
| CSSPropertyPadding, |
| CSSPropertyWebkitTextStroke, |
| CSSPropertyWebkitColumnRule, |
| CSSPropertyWebkitBorderRadius, |
| CSSPropertyWebkitTransformOrigin |
| }; |
| |
| for (unsigned i = 0; i < sizeof(animatableShorthandProperties) / sizeof(animatableShorthandProperties[0]); ++i) { |
| int propertyID = animatableShorthandProperties[i]; |
| CSSPropertyLonghand longhand = longhandForProperty(propertyID); |
| if (longhand.length() > 0) |
| addPropertyWrapper(propertyID, new ShorthandPropertyWrapper(propertyID, longhand)); |
| } |
| |
| // 'font' is not in the shorthand map. |
| static const int animatableFontProperties[] = { |
| CSSPropertyFontSize, |
| CSSPropertyFontWeight |
| }; |
| |
| CSSPropertyLonghand fontLonghand(animatableFontProperties, sizeof(animatableFontProperties) / sizeof(animatableFontProperties[0])); |
| addPropertyWrapper(CSSPropertyFont, new ShorthandPropertyWrapper(CSSPropertyFont, fontLonghand)); |
| } |
| |
| static PropertyWrapperBase* wrapperForProperty(int propertyID) |
| { |
| int propIndex = propertyID - firstCSSProperty; |
| if (propIndex >= 0 && propIndex < numCSSProperties) { |
| int wrapperIndex = gPropertyWrapperMap[propIndex]; |
| if (wrapperIndex >= 0) |
| return (*gPropertyWrappers)[wrapperIndex]; |
| } |
| return 0; |
| } |
| |
| AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim) |
| : m_animState(AnimationStateNew) |
| , m_isAnimating(false) |
| , m_startTime(0) |
| , m_pauseTime(-1) |
| , m_requestedStartTime(0) |
| , m_object(renderer) |
| , m_animation(const_cast<Animation*>(transition)) |
| , m_compAnim(compAnim) |
| , m_fallbackAnimating(false) |
| , m_transformFunctionListValid(false) |
| , m_nextIterationDuration(-1) |
| , m_next(0) |
| { |
| // Compute the total duration |
| m_totalDuration = -1; |
| if (m_animation->iterationCount() > 0) |
| m_totalDuration = m_animation->duration() * m_animation->iterationCount(); |
| } |
| |
| AnimationBase::~AnimationBase() |
| { |
| m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); |
| m_compAnim->animationController()->removeFromStartTimeResponseWaitList(this); |
| } |
| |
| bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b) |
| { |
| ensurePropertyMap(); |
| if (prop == cAnimateAll) { |
| size_t n = gPropertyWrappers->size(); |
| for (unsigned int i = 0; i < n; ++i) { |
| PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i]; |
| // No point comparing shorthand wrappers for 'all'. |
| if (!wrapper->isShorthandWrapper() && !wrapper->equals(a, b)) |
| return false; |
| } |
| } else { |
| PropertyWrapperBase* wrapper = wrapperForProperty(prop); |
| if (wrapper) |
| return wrapper->equals(a, b); |
| } |
| return true; |
| } |
| |
| int AnimationBase::getPropertyAtIndex(int i, bool& isShorthand) |
| { |
| ensurePropertyMap(); |
| if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size())) |
| return CSSPropertyInvalid; |
| |
| PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i]; |
| isShorthand = wrapper->isShorthandWrapper(); |
| return wrapper->property(); |
| } |
| |
| int AnimationBase::getNumProperties() |
| { |
| ensurePropertyMap(); |
| return gPropertyWrappers->size(); |
| } |
| |
| // Returns true if we need to start animation timers |
| bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) |
| { |
| ASSERT(prop != cAnimateAll); |
| |
| ensurePropertyMap(); |
| PropertyWrapperBase* wrapper = wrapperForProperty(prop); |
| if (wrapper) { |
| wrapper->blend(anim, dst, a, b, progress); |
| #if USE(ACCELERATED_COMPOSITING) |
| return !wrapper->animationIsAccelerated() || anim->isFallbackAnimating(); |
| #else |
| return true; |
| #endif |
| } |
| |
| return false; |
| } |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| bool AnimationBase::animationOfPropertyIsAccelerated(int prop) |
| { |
| ensurePropertyMap(); |
| PropertyWrapperBase* wrapper = wrapperForProperty(prop); |
| return wrapper ? wrapper->animationIsAccelerated() : false; |
| } |
| #endif |
| |
| void AnimationBase::setNeedsStyleRecalc(Node* node) |
| { |
| ASSERT(!node || (node->document() && !node->document()->inPageCache())); |
| if (node) |
| node->setNeedsStyleRecalc(AnimationStyleChange); |
| } |
| |
| double AnimationBase::duration() const |
| { |
| return m_animation->duration(); |
| } |
| |
| bool AnimationBase::playStatePlaying() const |
| { |
| return m_animation->playState() == AnimPlayStatePlaying; |
| } |
| |
| bool AnimationBase::animationsMatch(const Animation* anim) const |
| { |
| return m_animation->animationsMatch(anim); |
| } |
| |
| void AnimationBase::updateStateMachine(AnimStateInput input, double param) |
| { |
| // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state. |
| if (input == AnimationStateInputMakeNew) { |
| if (m_animState == AnimationStateStartWaitStyleAvailable) |
| m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); |
| m_animState = AnimationStateNew; |
| m_startTime = 0; |
| m_pauseTime = -1; |
| m_requestedStartTime = 0; |
| m_nextIterationDuration = -1; |
| endAnimation(false); |
| return; |
| } |
| |
| if (input == AnimationStateInputRestartAnimation) { |
| if (m_animState == AnimationStateStartWaitStyleAvailable) |
| m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); |
| m_animState = AnimationStateNew; |
| m_startTime = 0; |
| m_pauseTime = -1; |
| m_requestedStartTime = 0; |
| m_nextIterationDuration = -1; |
| endAnimation(false); |
| |
| if (!paused()) |
| updateStateMachine(AnimationStateInputStartAnimation, -1); |
| return; |
| } |
| |
| if (input == AnimationStateInputEndAnimation) { |
| if (m_animState == AnimationStateStartWaitStyleAvailable) |
| m_compAnim->animationController()->removeFromStyleAvailableWaitList(this); |
| m_animState = AnimationStateDone; |
| endAnimation(true); |
| return; |
| } |
| |
| if (input == AnimationStateInputPauseOverride) { |
| if (m_animState == AnimationStateStartWaitResponse) { |
| // If we are in AnimationStateStartWaitResponse, the animation will get canceled before |
| // we get a response, so move to the next state. |
| endAnimation(false); |
| updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); |
| } |
| return; |
| } |
| |
| if (input == AnimationStateInputResumeOverride) { |
| if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) { |
| // Start the animation |
| startAnimation(m_startTime); |
| } |
| return; |
| } |
| |
| // Execute state machine |
| switch (m_animState) { |
| case AnimationStateNew: |
| ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputPlayStatePaused); |
| if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning) { |
| m_requestedStartTime = beginAnimationUpdateTime(); |
| m_animState = AnimationStateStartWaitTimer; |
| } |
| break; |
| case AnimationStateStartWaitTimer: |
| ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused); |
| |
| if (input == AnimationStateInputStartTimerFired) { |
| ASSERT(param >= 0); |
| // Start timer has fired, tell the animation to start and wait for it to respond with start time |
| m_animState = AnimationStateStartWaitStyleAvailable; |
| m_compAnim->animationController()->addToStyleAvailableWaitList(this); |
| |
| // Trigger a render so we can start the animation |
| if (m_object) |
| m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); |
| } else { |
| ASSERT(!paused()); |
| // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait |
| m_pauseTime = beginAnimationUpdateTime(); |
| m_animState = AnimationStatePausedWaitTimer; |
| } |
| break; |
| case AnimationStateStartWaitStyleAvailable: |
| ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused); |
| |
| // Start timer has fired, tell the animation to start and wait for it to respond with start time |
| m_animState = AnimationStateStartWaitResponse; |
| |
| overrideAnimations(); |
| |
| // Send start event, if needed |
| onAnimationStart(0); // The elapsedTime is always 0 here |
| |
| // Start the animation |
| if (overridden()) { |
| // We won't try to start accelerated animations if we are overridden and |
| // just move on to the next state. |
| m_animState = AnimationStateStartWaitResponse; |
| m_fallbackAnimating = true; |
| updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); |
| } |
| else { |
| bool started = startAnimation(0); |
| m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started); |
| m_fallbackAnimating = !started; |
| } |
| break; |
| case AnimationStateStartWaitResponse: |
| ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused); |
| |
| if (input == AnimationStateInputStartTimeSet) { |
| ASSERT(param >= 0); |
| // We have a start time, set it, unless the startTime is already set |
| if (m_startTime <= 0) |
| m_startTime = param; |
| |
| // Decide whether to go into looping or ending state |
| goIntoEndingOrLoopingState(); |
| |
| // Dispatch updateStyleIfNeeded so we can start the animation |
| if (m_object) |
| m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); |
| } else { |
| // We are pausing while waiting for a start response. Cancel the animation and wait. When |
| // we unpause, we will act as though the start timer just fired |
| m_pauseTime = -1; |
| endAnimation(false); |
| m_animState = AnimationStatePausedWaitResponse; |
| } |
| break; |
| case AnimationStateLooping: |
| ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused); |
| |
| if (input == AnimationStateInputLoopTimerFired) { |
| ASSERT(param >= 0); |
| // Loop timer fired, loop again or end. |
| onAnimationIteration(param); |
| |
| // Decide whether to go into looping or ending state |
| goIntoEndingOrLoopingState(); |
| } else { |
| // We are pausing while running. Cancel the animation and wait |
| m_pauseTime = beginAnimationUpdateTime(); |
| endAnimation(false); |
| m_animState = AnimationStatePausedRun; |
| } |
| break; |
| case AnimationStateEnding: |
| ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused); |
| |
| if (input == AnimationStateInputEndTimerFired) { |
| ASSERT(param >= 0); |
| // End timer fired, finish up |
| onAnimationEnd(param); |
| |
| m_animState = AnimationStateDone; |
| |
| if (m_object) { |
| resumeOverriddenAnimations(); |
| |
| // Fire off another style change so we can set the final value |
| m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node()); |
| } |
| } else { |
| // We are pausing while running. Cancel the animation and wait |
| m_pauseTime = beginAnimationUpdateTime(); |
| endAnimation(false); |
| m_animState = AnimationStatePausedRun; |
| } |
| // |this| may be deleted here |
| break; |
| case AnimationStatePausedWaitTimer: |
| ASSERT(input == AnimationStateInputPlayStateRunnning); |
| ASSERT(paused()); |
| // Update the times |
| m_startTime += beginAnimationUpdateTime() - m_pauseTime; |
| m_pauseTime = -1; |
| |
| // we were waiting for the start timer to fire, go back and wait again |
| m_animState = AnimationStateNew; |
| updateStateMachine(AnimationStateInputStartAnimation, 0); |
| break; |
| case AnimationStatePausedWaitResponse: |
| case AnimationStatePausedRun: |
| // We treat these two cases the same. The only difference is that, when we are in |
| // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation. |
| // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice |
| // that we have already set the startTime and will ignore it. |
| ASSERT(input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputStartTimeSet); |
| ASSERT(paused()); |
| |
| // If we are paused, but we get the callback that notifies us that an accelerated animation started, |
| // then we ignore the start time and just move into the paused-run state. |
| if (m_animState == AnimationStatePausedWaitResponse && input == AnimationStateInputStartTimeSet) { |
| m_animState = AnimationStatePausedRun; |
| ASSERT(m_startTime == 0); |
| m_startTime = param; |
| m_pauseTime += m_startTime; |
| break; |
| } |
| |
| // Update the times |
| if (m_animState == AnimationStatePausedRun) |
| m_startTime += beginAnimationUpdateTime() - m_pauseTime; |
| else |
| m_startTime = 0; |
| m_pauseTime = -1; |
| |
| // We were waiting for a begin time response from the animation, go back and wait again |
| m_animState = AnimationStateStartWaitResponse; |
| |
| // Start the animation |
| if (overridden()) { |
| // We won't try to start accelerated animations if we are overridden and |
| // just move on to the next state. |
| updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime()); |
| m_fallbackAnimating = true; |
| } else { |
| bool started = startAnimation(m_startTime); |
| m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started); |
| m_fallbackAnimating = !started; |
| } |
| break; |
| case AnimationStateDone: |
| // We're done. Stay in this state until we are deleted |
| break; |
| } |
| } |
| |
| void AnimationBase::fireAnimationEventsIfNeeded() |
| { |
| // If we are waiting for the delay time to expire and it has, go to the next state |
| if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding) |
| return; |
| |
| // We have to make sure to keep a ref to the this pointer, because it could get destroyed |
| // during an animation callback that might get called. Since the owner is a CompositeAnimation |
| // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase |
| // can still access the resources of its CompositeAnimation as needed. |
| RefPtr<AnimationBase> protector(this); |
| RefPtr<CompositeAnimation> compProtector(m_compAnim); |
| |
| // Check for start timeout |
| if (m_animState == AnimationStateStartWaitTimer) { |
| if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay()) |
| updateStateMachine(AnimationStateInputStartTimerFired, 0); |
| return; |
| } |
| |
| double elapsedDuration = beginAnimationUpdateTime() - m_startTime; |
| // FIXME: we need to ensure that elapsedDuration is never < 0. If it is, this suggests that |
| // we had a recalcStyle() outside of beginAnimationUpdate()/endAnimationUpdate(). |
| // Also check in getTimeToNextEvent(). |
| elapsedDuration = max(elapsedDuration, 0.0); |
| |
| // Check for end timeout |
| if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) { |
| // Fire an end event |
| updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration); |
| } else { |
| // Check for iteration timeout |
| if (m_nextIterationDuration < 0) { |
| // Hasn't been set yet, set it |
| double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration()); |
| m_nextIterationDuration = elapsedDuration + durationLeft; |
| } |
| |
| if (elapsedDuration >= m_nextIterationDuration) { |
| // Set to the next iteration |
| double previous = m_nextIterationDuration; |
| double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration()); |
| m_nextIterationDuration = elapsedDuration + durationLeft; |
| |
| // Send the event |
| updateStateMachine(AnimationStateInputLoopTimerFired, previous); |
| } |
| } |
| } |
| |
| void AnimationBase::updatePlayState(bool run) |
| { |
| if (paused() == run || isNew()) |
| updateStateMachine(run ? AnimationStateInputPlayStateRunnning : AnimationStateInputPlayStatePaused, -1); |
| } |
| |
| double AnimationBase::timeToNextService() |
| { |
| // Returns the time at which next service is required. -1 means no service is required. 0 means |
| // service is required now, and > 0 means service is required that many seconds in the future. |
| if (paused() || isNew()) |
| return -1; |
| |
| if (m_animState == AnimationStateStartWaitTimer) { |
| double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime); |
| return max(timeFromNow, 0.0); |
| } |
| |
| fireAnimationEventsIfNeeded(); |
| |
| // In all other cases, we need service right away. |
| return 0; |
| } |
| |
| double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const |
| { |
| if (preActive()) |
| return 0; |
| |
| double elapsedTime = getElapsedTime(); |
| |
| double dur = m_animation->duration(); |
| if (m_animation->iterationCount() > 0) |
| dur *= m_animation->iterationCount(); |
| |
| if (postActive() || !m_animation->duration() || (m_animation->iterationCount() > 0 && elapsedTime >= dur)) |
| return 1.0; |
| |
| // Compute the fractional time, taking into account direction. |
| // There is no need to worry about iterations, we assume that we would have |
| // short circuited above if we were done. |
| double fractionalTime = elapsedTime / m_animation->duration(); |
| int integralTime = static_cast<int>(fractionalTime); |
| fractionalTime -= integralTime; |
| |
| if (m_animation->direction() && (integralTime & 1)) |
| fractionalTime = 1 - fractionalTime; |
| |
| if (scale != 1 || offset) |
| fractionalTime = (fractionalTime - offset) * scale; |
| |
| if (!tf) |
| tf = &m_animation->timingFunction(); |
| |
| if (tf->type() == LinearTimingFunction) |
| return fractionalTime; |
| |
| // Cubic bezier. |
| double result = solveCubicBezierFunction(tf->x1(), |
| tf->y1(), |
| tf->x2(), |
| tf->y2(), |
| fractionalTime, m_animation->duration()); |
| return result; |
| } |
| |
| void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const |
| { |
| // Decide when the end or loop event needs to fire |
| double totalDuration = -1; |
| if (m_animation->iterationCount() > 0) |
| totalDuration = m_animation->duration() * m_animation->iterationCount(); |
| |
| const double elapsedDuration = max(beginAnimationUpdateTime() - m_startTime, 0.0); |
| double durationLeft = 0; |
| double nextIterationTime = m_totalDuration; |
| |
| if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) { |
| durationLeft = m_animation->duration() > 0 ? (m_animation->duration() - fmod(elapsedDuration, m_animation->duration())) : 0; |
| nextIterationTime = elapsedDuration + durationLeft; |
| } |
| |
| if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) { |
| // We are not at the end yet |
| ASSERT(nextIterationTime > 0); |
| isLooping = true; |
| } else { |
| // We are at the end |
| isLooping = false; |
| } |
| |
| time = durationLeft; |
| } |
| |
| void AnimationBase::goIntoEndingOrLoopingState() |
| { |
| double t; |
| bool isLooping; |
| getTimeToNextEvent(t, isLooping); |
| m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding; |
| } |
| |
| void AnimationBase::pauseAtTime(double t) |
| { |
| updatePlayState(false); |
| m_pauseTime = m_startTime + t - m_animation->delay(); |
| } |
| |
| double AnimationBase::beginAnimationUpdateTime() const |
| { |
| return m_compAnim->animationController()->beginAnimationUpdateTime(); |
| } |
| |
| double AnimationBase::getElapsedTime() const |
| { |
| if (paused()) |
| return m_pauseTime - m_startTime; |
| if (m_startTime <= 0) |
| return 0; |
| if (postActive()) |
| return 1; |
| return beginAnimationUpdateTime() - m_startTime; |
| } |
| |
| } // namespace WebCore |