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/*
* Copyright (C) 2018-2019 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 INC. OR
* 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 "SVGAnimationFunction.h"
namespace WebCore {
class SVGAnimationAdditiveFunction : public SVGAnimationFunction {
public:
SVGAnimationAdditiveFunction(AnimationMode animationMode, CalcMode calcMode, bool isAccumulated, bool isAdditive)
: SVGAnimationFunction(animationMode)
, m_calcMode(calcMode)
, m_isAccumulated(isAccumulated)
, m_isAdditive(isAdditive)
{
}
void setFromAndByValues(SVGElement* targetElement, const String& from, const String& by) override
{
setFromAndToValues(targetElement, from, by);
addFromAndToValues(targetElement);
}
void setToAtEndOfDurationValue(const String&) override
{
ASSERT_NOT_REACHED();
}
protected:
float animate(float progress, unsigned repeatCount, float from, float to, float toAtEndOfDuration, float animated)
{
float number;
if (m_calcMode == CalcMode::Discrete)
number = progress < 0.5 ? from : to;
else
number = (to - from) * progress + from;
if (m_isAccumulated && repeatCount)
number += toAtEndOfDuration * repeatCount;
if (m_isAdditive && m_animationMode != AnimationMode::To)
number += animated;
return number;
}
CalcMode m_calcMode;
bool m_isAccumulated;
bool m_isAdditive;
};
}