diff options
author | Steve Block <steveblock@google.com> | 2011-05-06 11:45:16 +0100 |
---|---|---|
committer | Steve Block <steveblock@google.com> | 2011-05-12 13:44:10 +0100 |
commit | cad810f21b803229eb11403f9209855525a25d57 (patch) | |
tree | 29a6fd0279be608e0fe9ffe9841f722f0f4e4269 /WebCore/page/animation/AnimationBase.cpp | |
parent | 121b0cf4517156d0ac5111caf9830c51b69bae8f (diff) | |
download | external_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.cpp | 1388 |
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 |