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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
* (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.
};
enum class AnimationImpact {
RequiresRecomposite = 1 << 0,
ForcesStackingContext = 1 << 1
};
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