summaryrefslogtreecommitdiffstats
path: root/WebCore/page/animation/AnimationBase.cpp
diff options
context:
space:
mode:
authorSteve Block <steveblock@google.com>2011-05-06 11:45:16 +0100
committerSteve Block <steveblock@google.com>2011-05-12 13:44:10 +0100
commitcad810f21b803229eb11403f9209855525a25d57 (patch)
tree29a6fd0279be608e0fe9ffe9841f722f0f4e4269 /WebCore/page/animation/AnimationBase.cpp
parent121b0cf4517156d0ac5111caf9830c51b69bae8f (diff)
downloadexternal_webkit-cad810f21b803229eb11403f9209855525a25d57.zip
external_webkit-cad810f21b803229eb11403f9209855525a25d57.tar.gz
external_webkit-cad810f21b803229eb11403f9209855525a25d57.tar.bz2
Merge WebKit at r75315: Initial merge by git.
Change-Id: I570314b346ce101c935ed22a626b48c2af266b84
Diffstat (limited to 'WebCore/page/animation/AnimationBase.cpp')
-rw-r--r--WebCore/page/animation/AnimationBase.cpp1388
1 files changed, 0 insertions, 1388 deletions
diff --git a/WebCore/page/animation/AnimationBase.cpp b/WebCore/page/animation/AnimationBase.cpp
deleted file mode 100644
index 1ba39d9..0000000
--- a/WebCore/page/animation/AnimationBase.cpp
+++ /dev/null
@@ -1,1388 +0,0 @@
-/*
- * Copyright (C) 2007, 2008, 2009 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 "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 "RenderLayer.h"
-#include "RenderLayerBacking.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 double solveStepsFunction(int numSteps, bool stepAtStart, double t)
-{
- if (stepAtStart)
- return min(1.0, (floor(numSteps * t) + 1) / numSteps);
- return floor(numSteps * t) / numSteps;
-}
-
-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();
-
- // Contrary to the name, RGBA32 actually stores ARGB, so we can initialize Color directly from premultipliedARGBFromColor().
- // Also, premultipliedARGBFromColor() bails on zero alpha, so special-case that.
- Color premultFrom = from.alpha() ? premultipliedARGBFromColor(from) : 0;
- Color premultTo = to.alpha() ? premultipliedARGBFromColor(to) : 0;
-
- Color premultBlended(blendFunc(anim, premultFrom.red(), premultTo.red(), progress),
- blendFunc(anim, premultFrom.green(), premultTo.green(), progress),
- blendFunc(anim, premultFrom.blue(), premultTo.blue(), progress),
- blendFunc(anim, premultFrom.alpha(), premultTo.alpha(), progress));
-
- return Color(colorFromPremultipliedARGB(premultBlended.rgb()));
-}
-
-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 ShadowStyle blendFunc(const AnimationBase* anim, ShadowStyle from, ShadowStyle to, double progress)
-{
- if (from == to)
- return to;
-
- double fromVal = from == Normal ? 1 : 0;
- double toVal = to == Normal ? 1 : 0;
- double result = blendFunc(anim, fromVal, toVal, progress);
- return result > 0 ? Normal : Inset;
-}
-
-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->spread(), to->spread(), progress),
- blendFunc(anim, from->style(), to->style(), 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);
-}
-
-static inline LengthBox blendFunc(const AnimationBase* anim, const LengthBox& from, const LengthBox& to, double progress)
-{
- // Length types have to match to animate
- if (from.top().type() != to.top().type()
- || from.right().type() != to.right().type()
- || from.bottom().type() != to.bottom().type()
- || from.left().type() != to.left().type())
- return to;
-
- LengthBox result(blendFunc(anim, from.top(), to.top(), progress),
- blendFunc(anim, from.right(), to.right(), progress),
- blendFunc(anim, from.bottom(), to.bottom(), progress),
- blendFunc(anim, from.left(), to.left(), progress));
- return result;
-}
-
-class PropertyWrapperBase;
-
-static void addShorthandProperties();
-static PropertyWrapperBase* wrapperForProperty(int propertyID);
-
-class PropertyWrapperBase : public Noncopyable {
-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 PropertyWrapperBase {
-public:
- PropertyWrapperShadow(int prop, const ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
- : PropertyWrapperBase(prop)
- , m_getter(getter)
- , m_setter(setter)
- {
- }
-
- virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
- {
- const ShadowData* shadowA = (a->*m_getter)();
- const ShadowData* shadowB = (b->*m_getter)();
-
- while (true) {
- if (!shadowA && !shadowB) // end of both lists
- return true;
-
- if (!shadowA || !shadowB) // end of just one of the lists
- return false;
-
- if (*shadowA != *shadowB)
- return false;
-
- shadowA = shadowA->next();
- shadowB = shadowB->next();
- }
-
- return true;
- }
-
- virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
- {
- const ShadowData* shadowA = (a->*m_getter)();
- const ShadowData* shadowB = (b->*m_getter)();
- ShadowData defaultShadowData(0, 0, 0, 0, Normal, Color::transparent);
-
- ShadowData* newShadowData = 0;
- ShadowData* lastShadow = 0;
-
- while (shadowA || shadowB) {
- const ShadowData* srcShadow = shadowA ? shadowA : &defaultShadowData;
- const ShadowData* dstShadow = shadowB ? shadowB : &defaultShadowData;
-
- ShadowData* blendedShadow = blendFunc(anim, srcShadow, dstShadow, progress);
- if (!lastShadow)
- newShadowData = blendedShadow;
- else
- lastShadow->setNext(blendedShadow);
-
- lastShadow = blendedShadow;
-
- shadowA = shadowA ? shadowA->next() : 0;
- shadowB = shadowB ? shadowB->next() : 0;
- }
-
- (dst->*m_setter)(newShadowData, false);
- }
-
-private:
- const ShadowData* (RenderStyle::*m_getter)() const;
- 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() && !toColor.isValid())
- return true;
-
- 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() && !toColor.isValid())
- return;
-
- 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&);
-};
-
-// Wrapper base class for an animatable property in a FillLayer
-class FillLayerPropertyWrapperBase {
-public:
- FillLayerPropertyWrapperBase()
- {
- }
-
- virtual ~FillLayerPropertyWrapperBase() { }
-
- virtual bool equals(const FillLayer* a, const FillLayer* b) const = 0;
- virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const = 0;
-};
-
-template <typename T>
-class FillLayerPropertyWrapperGetter : public FillLayerPropertyWrapperBase, public Noncopyable {
-public:
- FillLayerPropertyWrapperGetter(T (FillLayer::*getter)() const)
- : m_getter(getter)
- {
- }
-
- virtual bool equals(const FillLayer* a, const FillLayer* 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 (FillLayer::*m_getter)() const;
-};
-
-template <typename T>
-class FillLayerPropertyWrapper : public FillLayerPropertyWrapperGetter<T> {
-public:
- FillLayerPropertyWrapper(T (FillLayer::*getter)() const, void (FillLayer::*setter)(T))
- : FillLayerPropertyWrapperGetter<T>(getter)
- , m_setter(setter)
- {
- }
-
- virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const
- {
- (dst->*m_setter)(blendFunc(anim, (a->*FillLayerPropertyWrapperGetter<T>::m_getter)(), (b->*FillLayerPropertyWrapperGetter<T>::m_getter)(), progress));
- }
-
-protected:
- void (FillLayer::*m_setter)(T);
-};
-
-
-class FillLayersPropertyWrapper : public PropertyWrapperBase {
-public:
- typedef const FillLayer* (RenderStyle::*LayersGetter)() const;
- typedef FillLayer* (RenderStyle::*LayersAccessor)();
-
- FillLayersPropertyWrapper(int prop, LayersGetter getter, LayersAccessor accessor)
- : PropertyWrapperBase(prop)
- , m_layersGetter(getter)
- , m_layersAccessor(accessor)
- {
- switch (prop) {
- case CSSPropertyBackgroundPositionX:
- case CSSPropertyWebkitMaskPositionX:
- m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::xPosition, &FillLayer::setXPosition);
- break;
- case CSSPropertyBackgroundPositionY:
- case CSSPropertyWebkitMaskPositionY:
- m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::yPosition, &FillLayer::setYPosition);
- break;
- case CSSPropertyBackgroundSize:
- case CSSPropertyWebkitBackgroundSize:
- case CSSPropertyWebkitMaskSize:
- m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<LengthSize>(&FillLayer::sizeLength, &FillLayer::setSizeLength);
- break;
- }
- }
-
- virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
- {
- const FillLayer* fromLayer = (a->*m_layersGetter)();
- const FillLayer* toLayer = (b->*m_layersGetter)();
-
- while (fromLayer && toLayer) {
- if (!m_fillLayerPropertyWrapper->equals(fromLayer, toLayer))
- return false;
-
- fromLayer = fromLayer->next();
- toLayer = toLayer->next();
- }
-
- return true;
- }
-
- virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
- {
- const FillLayer* aLayer = (a->*m_layersGetter)();
- const FillLayer* bLayer = (b->*m_layersGetter)();
- FillLayer* dstLayer = (dst->*m_layersAccessor)();
-
- while (aLayer && bLayer && dstLayer) {
- m_fillLayerPropertyWrapper->blend(anim, dstLayer, aLayer, bLayer, progress);
- aLayer = aLayer->next();
- bLayer = bLayer->next();
- dstLayer = dstLayer->next();
- }
- }
-
-private:
- FillLayerPropertyWrapperBase* m_fillLayerPropertyWrapper;
-
- LayersGetter m_layersGetter;
- LayersAccessor m_layersAccessor;
-};
-
-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);
- }
-
- const Vector<PropertyWrapperBase*> propertyWrappers() const { return m_propertyWrappers; }
-
-private:
- Vector<PropertyWrapperBase*> m_propertyWrappers;
-};
-
-
-static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
-static int gPropertyWrapperMap[numCSSProperties];
-
-static const int cInvalidPropertyWrapperIndex = -1;
-
-
-void AnimationBase::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>(CSSPropertyMinWidth, &RenderStyle::minWidth, &RenderStyle::setMinWidth));
- gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxWidth, &RenderStyle::maxWidth, &RenderStyle::setMaxWidth));
-
- gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
- gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinHeight, &RenderStyle::minHeight, &RenderStyle::setMinHeight));
- gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxHeight, &RenderStyle::maxHeight, &RenderStyle::setMaxHeight));
-
- 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 FillLayersPropertyWrapper(CSSPropertyBackgroundPositionX, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
- gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionY, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
- gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
- gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
-
- gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionX, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
- gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionY, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
- gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskSize, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
-
- 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<Length>(CSSPropertyTextIndent, &RenderStyle::textIndent, &RenderStyle::setTextIndent));
-
- 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 LengthSize&>(CSSPropertyBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
- gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
- gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
- gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius));
- gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility));
- gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom));
-
- gPropertyWrappers->append(new PropertyWrapper<LengthBox>(CSSPropertyClip, &RenderStyle::clip, &RenderStyle::setClip));
-
-#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));
-
- 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:
- //
- // 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,
- CSSPropertyBorderRadius,
- CSSPropertyBorderWidth,
- CSSPropertyBorder,
- CSSPropertyBorderSpacing,
- CSSPropertyMargin,
- CSSPropertyOutline,
- CSSPropertyPadding,
- CSSPropertyWebkitTextStroke,
- CSSPropertyWebkitColumnRule,
- CSSPropertyWebkitBorderRadius,
- CSSPropertyWebkitTransformOrigin
- };
-
- for (size_t i = 0; i < WTF_ARRAY_LENGTH(animatableShorthandProperties); ++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, WTF_ARRAY_LENGTH(animatableFontProperties));
- 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_isAccelerated(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->isAccelerated();
-#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
-
-static bool gatherEnclosingShorthandProperties(int property, PropertyWrapperBase* wrapper, HashSet<int>& propertySet)
-{
- if (!wrapper->isShorthandWrapper())
- return false;
-
- ShorthandPropertyWrapper* shorthandWrapper = static_cast<ShorthandPropertyWrapper*>(wrapper);
-
- bool contained = false;
- for (size_t i = 0; i < shorthandWrapper->propertyWrappers().size(); ++i) {
- PropertyWrapperBase* currWrapper = shorthandWrapper->propertyWrappers()[i];
-
- if (gatherEnclosingShorthandProperties(property, currWrapper, propertySet) || currWrapper->property() == property)
- contained = true;
- }
-
- if (contained)
- propertySet.add(wrapper->property());
-
- return contained;
-}
-
-// Note: this is inefficient. It's only called from pauseTransitionAtTime().
-HashSet<int> AnimationBase::animatableShorthandsAffectingProperty(int property)
-{
- ensurePropertyMap();
-
- HashSet<int> foundProperties;
- for (int i = 0; i < getNumProperties(); ++i)
- gatherEnclosingShorthandProperties(property, (*gPropertyWrappers)[i], foundProperties);
-
- return foundProperties;
-}
-
-void AnimationBase::setNeedsStyleRecalc(Node* node)
-{
- ASSERT(!node || (node->document() && !node->document()->inPageCache()));
- if (node)
- node->setNeedsStyleRecalc(SyntheticStyleChange);
-}
-
-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();
- 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();
-
- if (!paused())
- updateStateMachine(AnimationStateInputStartAnimation, -1);
- return;
- }
-
- if (input == AnimationStateInputEndAnimation) {
- if (m_animState == AnimationStateStartWaitStyleAvailable)
- m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
- m_animState = AnimationStateDone;
- endAnimation();
- 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();
- updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
- }
- return;
- }
-
- if (input == AnimationStateInputResumeOverride) {
- if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
- // Start the animation
- startAnimation(beginAnimationUpdateTime() - m_startTime);
- }
- return;
- }
-
- // Execute state machine
- switch (m_animState) {
- case AnimationStateNew:
- ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning || input == AnimationStateInputPlayStatePaused);
- if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning) {
- 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);
-
- if (input == AnimationStateInputStyleAvailable) {
- // Start timer has fired, tell the animation to start and wait for it to respond with start time
- m_animState = AnimationStateStartWaitResponse;
-
- overrideAnimations();
-
- // 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_isAccelerated = false;
- updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
- } else {
- double timeOffset = 0;
- // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
- if (m_animation->delay() < 0)
- timeOffset = -m_animation->delay();
- bool started = startAnimation(timeOffset);
-
- m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
- m_isAccelerated = started;
- }
- } else {
- // We're waiting for the style to be available and we got a pause. Pause and wait
- m_pauseTime = beginAnimationUpdateTime();
- m_animState = AnimationStatePausedWaitStyleAvailable;
- }
- 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;
- // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
- if (m_animation->delay() < 0)
- m_startTime += m_animation->delay();
- }
-
- // Now that we know the start time, fire the start event.
- onAnimationStart(0); // The elapsedTime is 0.
-
- // 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;
- pauseAnimation(beginAnimationUpdateTime() - m_startTime);
- 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();
- pauseAnimation(beginAnimationUpdateTime() - m_startTime);
- 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) {
- if (m_animation->fillsForwards())
- m_animState = AnimationStateFillingForwards;
- else
- 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();
- pauseAnimation(beginAnimationUpdateTime() - m_startTime);
- m_animState = AnimationStatePausedRun;
- }
- // |this| may be deleted here
- break;
- case AnimationStatePausedWaitTimer:
- ASSERT(input == AnimationStateInputPlayStateRunning);
- 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 AnimationStatePausedWaitStyleAvailable:
- 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 == AnimationStateInputPlayStateRunning || input == AnimationStateInputStartTimeSet || input == AnimationStateInputStyleAvailable);
- ASSERT(paused());
-
- if (input == AnimationStateInputPlayStateRunning) {
- // Update the times
- if (m_animState == AnimationStatePausedRun)
- m_startTime += beginAnimationUpdateTime() - m_pauseTime;
- else
- m_startTime = 0;
- m_pauseTime = -1;
-
- if (m_animState == AnimationStatePausedWaitStyleAvailable)
- m_animState = AnimationStateStartWaitStyleAvailable;
- else {
- // We were either running or waiting for a begin time response from the animation.
- // Either way we need to restart the animation (possibly with an offset if we
- // had already been running) and wait for it to start.
- 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_isAccelerated = true;
- } else {
- bool started = startAnimation(beginAnimationUpdateTime() - m_startTime);
- m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
- m_isAccelerated = started;
- }
- }
- break;
- }
-
- if (input == AnimationStateInputStartTimeSet) {
- ASSERT(m_animState == AnimationStatePausedWaitResponse);
-
- // We are paused but we got the callback that notifies us that an accelerated animation started.
- // We ignore the start time and just move into the paused-run state.
- m_animState = AnimationStatePausedRun;
- ASSERT(m_startTime == 0);
- m_startTime = param;
- m_pauseTime += m_startTime;
- break;
- }
-
- ASSERT(m_animState == AnimationStatePausedWaitStyleAvailable);
- // We are paused but we got the callback that notifies us that style has been updated.
- // We move to the AnimationStatePausedWaitResponse state
- m_animState = AnimationStatePausedWaitResponse;
- overrideAnimations();
- break;
- case AnimationStateFillingForwards:
- 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) {
- // We may still be in AnimationStateLooping if we've managed to skip a
- // whole iteration, in which case we should jump to the end state.
- m_animState = AnimationStateEnding;
-
- // 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(EAnimPlayState playState)
-{
- // When we get here, we can have one of 4 desired states: running, paused, suspended, paused & suspended.
- // The state machine can be in one of two states: running, paused.
- // Set the state machine to the desired state.
- bool pause = playState == AnimPlayStatePaused || m_compAnim->suspended();
-
- if (pause == paused() && !isNew())
- return;
-
- updateStateMachine(pause ? AnimationStateInputPlayStatePaused : AnimationStateInputPlayStateRunning, -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() || m_animState == AnimationStateFillingForwards)
- 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())
- return 1.0;
- if (m_animation->iterationCount() > 0 && elapsedTime >= dur)
- return (m_animation->iterationCount() % 2) ? 1.0 : 0.0;
-
- // 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() == Animation::AnimationDirectionAlternate) && (integralTime & 1))
- fractionalTime = 1 - fractionalTime;
-
- if (scale != 1 || offset)
- fractionalTime = (fractionalTime - offset) * scale;
-
- if (!tf)
- tf = m_animation->timingFunction().get();
-
- if (tf->isCubicBezierTimingFunction()) {
- const CubicBezierTimingFunction* ctf = static_cast<const CubicBezierTimingFunction*>(tf);
- return solveCubicBezierFunction(ctf->x1(),
- ctf->y1(),
- ctf->x2(),
- ctf->y2(),
- fractionalTime, m_animation->duration());
- } else if (tf->isStepsTimingFunction()) {
- const StepsTimingFunction* stf = static_cast<const StepsTimingFunction*>(tf);
- return solveStepsFunction(stf->numberOfSteps(), stf->stepAtStart(), fractionalTime);
- } else
- return fractionalTime;
-}
-
-void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
-{
- // Decide when the end or loop event needs to fire
- 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::freezeAtTime(double t)
-{
- ASSERT(m_startTime); // if m_startTime is zero, we haven't started yet, so we'll get a bad pause time.
- m_pauseTime = m_startTime + t - m_animation->delay();
-
-#if USE(ACCELERATED_COMPOSITING)
- if (m_object && m_object->hasLayer()) {
- RenderLayer* layer = toRenderBoxModelObject(m_object)->layer();
- if (layer->isComposited())
- layer->backing()->suspendAnimations(m_pauseTime);
- }
-#endif
-}
-
-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