blob: fd3454436ed305efae5b4b377b97c4bd460ba091 [file] [log] [blame]
/*
* Copyright (C) 2007 Eric Seidel <eric@webkit.org>
* Copyright (C) 2007 Rob Buis <buis@kde.org>
* Copyright (C) 2008 Apple Inc. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "config.h"
#include "SVGAnimateMotionElement.h"
#include "AffineTransform.h"
#include "ElementIterator.h"
#include "PathTraversalState.h"
#include "RenderSVGResource.h"
#include "SVGImageElement.h"
#include "SVGMPathElement.h"
#include "SVGNames.h"
#include "SVGParserUtilities.h"
#include "SVGPathData.h"
#include "SVGPathElement.h"
#include "SVGPathUtilities.h"
#include <wtf/IsoMallocInlines.h>
#include <wtf/MathExtras.h>
#include <wtf/StdLibExtras.h>
#include <wtf/text/StringView.h>
namespace WebCore {
WTF_MAKE_ISO_ALLOCATED_IMPL(SVGAnimateMotionElement);
using namespace SVGNames;
inline SVGAnimateMotionElement::SVGAnimateMotionElement(const QualifiedName& tagName, Document& document)
: SVGAnimationElement(tagName, document)
, m_hasToPointAtEndOfDuration(false)
{
setCalcMode(CalcMode::Paced);
ASSERT(hasTagName(animateMotionTag));
}
Ref<SVGAnimateMotionElement> SVGAnimateMotionElement::create(const QualifiedName& tagName, Document& document)
{
return adoptRef(*new SVGAnimateMotionElement(tagName, document));
}
bool SVGAnimateMotionElement::hasValidAttributeType() const
{
auto targetElement = makeRefPtr(this->targetElement());
if (!targetElement)
return false;
// We don't have a special attribute name to verify the animation type. Check the element name instead.
if (!targetElement->isSVGGraphicsElement())
return false;
// Spec: SVG 1.1 section 19.2.15
// FIXME: svgTag is missing. Needs to be checked, if transforming <svg> could cause problems.
if (targetElement->hasTagName(gTag)
|| targetElement->hasTagName(defsTag)
|| targetElement->hasTagName(useTag)
|| is<SVGImageElement>(*targetElement)
|| targetElement->hasTagName(switchTag)
|| targetElement->hasTagName(pathTag)
|| targetElement->hasTagName(rectTag)
|| targetElement->hasTagName(circleTag)
|| targetElement->hasTagName(ellipseTag)
|| targetElement->hasTagName(lineTag)
|| targetElement->hasTagName(polylineTag)
|| targetElement->hasTagName(polygonTag)
|| targetElement->hasTagName(textTag)
|| targetElement->hasTagName(clipPathTag)
|| targetElement->hasTagName(maskTag)
|| targetElement->hasTagName(SVGNames::aTag)
|| targetElement->hasTagName(foreignObjectTag)
)
return true;
return false;
}
bool SVGAnimateMotionElement::hasValidAttributeName() const
{
// AnimateMotion does not use attributeName so it is always valid.
return true;
}
void SVGAnimateMotionElement::parseAttribute(const QualifiedName& name, const AtomString& value)
{
if (name == SVGNames::pathAttr) {
m_path = buildPathFromString(value);
updateAnimationPath();
return;
}
SVGAnimationElement::parseAttribute(name, value);
}
SVGAnimateMotionElement::RotateMode SVGAnimateMotionElement::rotateMode() const
{
static NeverDestroyed<const AtomString> autoVal("auto", AtomString::ConstructFromLiteral);
static NeverDestroyed<const AtomString> autoReverse("auto-reverse", AtomString::ConstructFromLiteral);
const AtomString& rotate = getAttribute(SVGNames::rotateAttr);
if (rotate == autoVal)
return RotateAuto;
if (rotate == autoReverse)
return RotateAutoReverse;
return RotateAngle;
}
void SVGAnimateMotionElement::updateAnimationPath()
{
m_animationPath = Path();
bool foundMPath = false;
for (auto& mPath : childrenOfType<SVGMPathElement>(*this)) {
auto pathElement = mPath.pathElement();
if (pathElement) {
m_animationPath = pathFromGraphicsElement(pathElement.get());
foundMPath = true;
break;
}
}
if (!foundMPath && hasAttributeWithoutSynchronization(SVGNames::pathAttr))
m_animationPath = m_path;
updateAnimationMode();
}
void SVGAnimateMotionElement::startAnimation()
{
if (!hasValidAttributeType())
return;
auto targetElement = makeRefPtr(this->targetElement());
if (!targetElement)
return;
if (AffineTransform* transform = targetElement->supplementalTransform())
transform->makeIdentity();
}
void SVGAnimateMotionElement::stopAnimation(SVGElement* targetElement)
{
if (!targetElement)
return;
if (AffineTransform* transform = targetElement->supplementalTransform())
transform->makeIdentity();
applyResultsToTarget();
}
bool SVGAnimateMotionElement::calculateToAtEndOfDurationValue(const String& toAtEndOfDurationString)
{
parsePoint(toAtEndOfDurationString, m_toPointAtEndOfDuration);
m_hasToPointAtEndOfDuration = true;
return true;
}
bool SVGAnimateMotionElement::calculateFromAndToValues(const String& fromString, const String& toString)
{
m_hasToPointAtEndOfDuration = false;
parsePoint(fromString, m_fromPoint);
parsePoint(toString, m_toPoint);
return true;
}
bool SVGAnimateMotionElement::calculateFromAndByValues(const String& fromString, const String& byString)
{
m_hasToPointAtEndOfDuration = false;
if (animationMode() == AnimationMode::By && !isAdditive())
return false;
parsePoint(fromString, m_fromPoint);
FloatPoint byPoint;
parsePoint(byString, byPoint);
m_toPoint = FloatPoint(m_fromPoint.x() + byPoint.x(), m_fromPoint.y() + byPoint.y());
return true;
}
void SVGAnimateMotionElement::buildTransformForProgress(AffineTransform* transform, float percentage)
{
ASSERT(!m_animationPath.isEmpty());
bool success = false;
float positionOnPath = m_animationPath.length() * percentage;
auto traversalState(m_animationPath.traversalStateAtLength(positionOnPath, success));
if (!success)
return;
FloatPoint position = traversalState.current();
float angle = traversalState.normalAngle();
transform->translate(position);
RotateMode rotateMode = this->rotateMode();
if (rotateMode != RotateAuto && rotateMode != RotateAutoReverse)
return;
if (rotateMode == RotateAutoReverse)
angle += 180;
transform->rotate(angle);
}
void SVGAnimateMotionElement::calculateAnimatedValue(float percentage, unsigned repeatCount)
{
auto targetElement = makeRefPtr(this->targetElement());
if (!targetElement)
return;
AffineTransform* transform = targetElement->supplementalTransform();
if (!transform)
return;
if (!isAdditive())
transform->makeIdentity();
if (animationMode() != AnimationMode::Path) {
FloatPoint toPointAtEndOfDuration = m_toPoint;
if (isAccumulated() && repeatCount && m_hasToPointAtEndOfDuration)
toPointAtEndOfDuration = m_toPointAtEndOfDuration;
float animatedX = 0;
animateAdditiveNumber(percentage, repeatCount, m_fromPoint.x(), m_toPoint.x(), toPointAtEndOfDuration.x(), animatedX);
float animatedY = 0;
animateAdditiveNumber(percentage, repeatCount, m_fromPoint.y(), m_toPoint.y(), toPointAtEndOfDuration.y(), animatedY);
transform->translate(animatedX, animatedY);
return;
}
buildTransformForProgress(transform, percentage);
// Handle accumulate="sum".
if (isAccumulated() && repeatCount) {
for (unsigned i = 0; i < repeatCount; ++i)
buildTransformForProgress(transform, 1);
}
}
void SVGAnimateMotionElement::applyResultsToTarget()
{
// We accumulate to the target element transform list so there is not much to do here.
auto targetElement = makeRefPtr(this->targetElement());
if (!targetElement)
return;
if (RenderElement* renderer = targetElement->renderer()) {
renderer->setNeedsTransformUpdate();
RenderSVGResource::markForLayoutAndParentResourceInvalidation(*renderer);
}
AffineTransform* targetSupplementalTransform = targetElement->supplementalTransform();
if (!targetSupplementalTransform)
return;
// ...except in case where we have additional instances in <use> trees.
for (auto* instance : targetElement->instances()) {
AffineTransform* transform = instance->supplementalTransform();
if (!transform || *transform == *targetSupplementalTransform)
continue;
*transform = *targetSupplementalTransform;
if (RenderElement* renderer = instance->renderer()) {
renderer->setNeedsTransformUpdate();
RenderSVGResource::markForLayoutAndParentResourceInvalidation(*renderer);
}
}
}
Optional<float> SVGAnimateMotionElement::calculateDistance(const String& fromString, const String& toString)
{
FloatPoint from;
FloatPoint to;
if (!parsePoint(fromString, from))
return { };
if (!parsePoint(toString, to))
return { };
FloatSize diff = to - from;
return sqrtf(diff.width() * diff.width() + diff.height() * diff.height());
}
void SVGAnimateMotionElement::updateAnimationMode()
{
if (!m_animationPath.isEmpty())
setAnimationMode(AnimationMode::Path);
else
SVGAnimationElement::updateAnimationMode();
}
}