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authorThe Android Open Source Project <initial-contribution@android.com>2008-12-17 18:05:15 -0800
committerThe Android Open Source Project <initial-contribution@android.com>2008-12-17 18:05:15 -0800
commit1cbdecfa9fc428ac2d8aca0fa91c9580b3d57353 (patch)
tree4457a7306ea5acb43fe05bfe0973b1f7faf97ba2 /WebCore/page/animation
parent9364f22aed35e1a1e9d07c121510f80be3ab0502 (diff)
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Code drop from //branches/cupcake/...@124589
Diffstat (limited to 'WebCore/page/animation')
-rw-r--r--WebCore/page/animation/AnimationBase.cpp815
-rw-r--r--WebCore/page/animation/AnimationBase.h254
-rw-r--r--WebCore/page/animation/AnimationController.cpp298
-rw-r--r--WebCore/page/animation/AnimationController.h78
-rw-r--r--WebCore/page/animation/CompositeAnimation.cpp594
-rw-r--r--WebCore/page/animation/CompositeAnimation.h77
-rw-r--r--WebCore/page/animation/ImplicitAnimation.cpp203
-rw-r--r--WebCore/page/animation/ImplicitAnimation.h88
-rw-r--r--WebCore/page/animation/KeyframeAnimation.cpp293
-rw-r--r--WebCore/page/animation/KeyframeAnimation.h92
10 files changed, 2792 insertions, 0 deletions
diff --git a/WebCore/page/animation/AnimationBase.cpp b/WebCore/page/animation/AnimationBase.cpp
new file mode 100644
index 0000000..fc28469
--- /dev/null
+++ b/WebCore/page/animation/AnimationBase.cpp
@@ -0,0 +1,815 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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 "AnimationController.h"
+#include "CSSPropertyNames.h"
+#include "CString.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 "RenderObject.h"
+#include "RenderStyle.h"
+#include "SystemTime.h"
+#include "UnitBezier.h"
+
+namespace WebCore {
+
+static const double cAnimationTimerDelay = 0.025;
+
+// 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));
+}
+
+void AnimationTimerCallback::timerFired(Timer<AnimationTimerBase>*)
+{
+ m_anim->animationTimerCallbackFired(m_eventType, m_elapsedTime);
+}
+
+static inline int blendFunc(const AnimationBase* anim, int from, int to, double progress)
+{
+ return int(from + (to - from) * progress);
+}
+
+static inline double blendFunc(const AnimationBase* anim, double from, double to, double progress)
+{
+ return from + (to - from) * progress;
+}
+
+static inline float blendFunc(const AnimationBase* anim, 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)
+{
+ return Color(blendFunc(anim, from.red(), to.red(), progress),
+ blendFunc(anim, from.green(), to.green(), progress),
+ blendFunc(anim, from.blue(), to.blue(), progress),
+ blendFunc(anim, from.alpha(), to.alpha(), progress));
+}
+
+static inline Length blendFunc(const AnimationBase* anim, const Length& from, const Length& to, double progress)
+{
+ return to.blend(from, 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 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->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()->borderBox().size();
+ AffineTransform fromT;
+ AffineTransform toT;
+ from.apply(size, fromT);
+ to.apply(size, toT);
+
+ toT.blend(fromT, progress);
+
+ // Append the result
+ result.operations().append(MatrixTransformOperation::create(toT.a(), toT.b(), toT.c(), toT.d(), toT.e(), toT.f()));
+ }
+ 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);
+}
+
+class PropertyWrapperBase {
+public:
+ PropertyWrapperBase(int prop)
+ : m_prop(prop)
+ {
+ }
+
+ virtual ~PropertyWrapperBase() { }
+ 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; }
+
+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);
+};
+
+class PropertyWrapperShadow : public PropertyWrapperGetter<ShadowData*> {
+public:
+ PropertyWrapperShadow(int prop, ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
+ : PropertyWrapperGetter<ShadowData*>(prop, getter)
+ , m_setter(setter)
+ {
+ }
+
+ virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+ {
+ ShadowData* shadowA = (a->*m_getter)();
+ ShadowData* shadowB = (b->*m_getter)();
+
+ if (!shadowA && shadowB || shadowA && !shadowB)
+ return false;
+ if (shadowA && shadowB && (*shadowA != *shadowB))
+ return false;
+ return true;
+ }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ ShadowData* shadowA = (a->*m_getter)();
+ ShadowData* shadowB = (b->*m_getter)();
+ ShadowData defaultShadowData(0, 0, 0, Color::transparent);
+
+ if (!shadowA)
+ shadowA = &defaultShadowData;
+ if (!shadowB)
+ shadowB = &defaultShadowData;
+
+ (dst->*m_setter)(blendFunc(anim, shadowA, shadowB, progress), false);
+ }
+
+private:
+ 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())
+ 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())
+ 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&);
+};
+
+static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
+static int gPropertyWrapperMap[numCSSProperties];
+
+static void 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>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
+ 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<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity));
+ 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 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<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
+ gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
+ gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
+ gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
+ gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomRightRadius, &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 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));
+
+ // These are for shadows
+ 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
+
+ // Make sure unused slots have a value
+ for (unsigned int i = 0; i < (unsigned int) numCSSProperties; ++i)
+ gPropertyWrapperMap[i] = CSSPropertyInvalid;
+
+ 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;
+ }
+ }
+}
+
+AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
+ : m_animState(AnimationStateNew)
+ , m_iteration(0)
+ , m_isAnimating(false)
+ , m_waitedForResponse(false)
+ , m_startTime(0)
+ , m_pauseTime(-1)
+ , m_object(renderer)
+ , m_animationTimerCallback(const_cast<AnimationBase*>(this))
+ , m_animation(const_cast<Animation*>(transition))
+ , m_compAnim(compAnim)
+ , m_transformFunctionListValid(false)
+{
+}
+
+AnimationBase::~AnimationBase()
+{
+ if (m_animState == AnimationStateStartWaitStyleAvailable)
+ m_compAnim->setWaitingForStyleAvailable(false);
+}
+
+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) {
+ if (!(*gPropertyWrappers)[i]->equals(a, b))
+ return false;
+ }
+ } else {
+ int propIndex = prop - firstCSSProperty;
+
+ if (propIndex >= 0 && propIndex < numCSSProperties) {
+ int i = gPropertyWrapperMap[propIndex];
+ return i >= 0 ? (*gPropertyWrappers)[i]->equals(a, b) : true;
+ }
+ }
+ return true;
+}
+
+int AnimationBase::getPropertyAtIndex(int i)
+{
+ ensurePropertyMap();
+ if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size()))
+ return CSSPropertyInvalid;
+
+ return (*gPropertyWrappers)[i]->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);
+ // FIXME: Why can this happen?
+
+ ensurePropertyMap();
+ if (prop == cAnimateAll) {
+ bool needsTimer = false;
+
+ size_t n = gPropertyWrappers->size();
+ for (unsigned int i = 0; i < n; ++i) {
+ PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
+ if (!wrapper->equals(a, b)) {
+ wrapper->blend(anim, dst, a, b, progress);
+ needsTimer = true;
+ }
+ }
+ return needsTimer;
+ }
+
+ int propIndex = prop - firstCSSProperty;
+ if (propIndex >= 0 && propIndex < numCSSProperties) {
+ int i = gPropertyWrapperMap[propIndex];
+ if (i >= 0) {
+ PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
+ wrapper->blend(anim, dst, a, b, progress);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void AnimationBase::setChanged(Node* node)
+{
+ ASSERT(!node || (node->document() && !node->document()->inPageCache()));
+ node->setChanged(AnimationStyleChange);
+}
+
+double AnimationBase::duration() const
+{
+ return m_animation->duration();
+}
+
+bool AnimationBase::playStatePlaying() const
+{
+ return m_animation && 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->setWaitingForStyleAvailable(false);
+ m_animState = AnimationStateNew;
+ m_startTime = 0;
+ m_pauseTime = -1;
+ m_waitedForResponse = false;
+ endAnimation(false);
+ return;
+ }
+
+ if (input == AnimationStateInputRestartAnimation) {
+ cancelTimers();
+ if (m_animState == AnimationStateStartWaitStyleAvailable)
+ m_compAnim->setWaitingForStyleAvailable(false);
+ m_animState = AnimationStateNew;
+ m_startTime = 0;
+ m_pauseTime = -1;
+ endAnimation(false);
+
+ if (!paused())
+ updateStateMachine(AnimationStateInputStartAnimation, -1);
+ return;
+ }
+
+ if (input == AnimationStateInputEndAnimation) {
+ cancelTimers();
+ if (m_animState == AnimationStateStartWaitStyleAvailable)
+ m_compAnim->setWaitingForStyleAvailable(false);
+ m_animState = AnimationStateDone;
+ endAnimation(true);
+ 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(false);
+ updateStateMachine(AnimationStateInputStartTimeSet, currentTime());
+ }
+ return;
+ }
+
+ if (input == AnimationStateInputResumeOverride) {
+ if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
+ // Start the animation
+ startAnimation(m_startTime);
+ }
+ return;
+ }
+
+ // Execute state machine
+ switch(m_animState) {
+ case AnimationStateNew:
+ ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputPlayStatePaused);
+ if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning) {
+ // Set the start timer to the initial delay (0 if no delay)
+ m_waitedForResponse = false;
+ m_animState = AnimationStateStartWaitTimer;
+ m_animationTimerCallback.startTimer(m_animation->delay(), eventNames().webkitAnimationStartEvent, m_animation->delay());
+ }
+ 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->setWaitingForStyleAvailable(true);
+
+ // Trigger a render so we can start the animation
+ setChanged(m_object->element());
+ m_object->animation()->startUpdateRenderingDispatcher();
+ } 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 = currentTime();
+ cancelTimers();
+ m_animState = AnimationStatePausedWaitTimer;
+ }
+ break;
+ case AnimationStateStartWaitStyleAvailable:
+ ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused);
+
+ m_compAnim->setWaitingForStyleAvailable(false);
+
+ 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();
+
+ // Send start event, if needed
+ onAnimationStart(0); // The elapsedTime is always 0 here
+
+ // Start the animation
+ if (overridden() || !startAnimation(0)) {
+ // We're not going to get a startTime callback, so fire the start time here
+ m_animState = AnimationStateStartWaitResponse;
+ updateStateMachine(AnimationStateInputStartTimeSet, currentTime());
+ } else
+ m_waitedForResponse = true;
+ } else {
+ ASSERT(!paused());
+ // We're waiting for the a notification that the style has been setup. If we're asked to wait
+ // at this point, the style must have been processed, so we can deal with this like we would
+ // for WAIT_RESPONSE, except that we don't need to do an endAnimation().
+ m_pauseTime = 0;
+ m_animState = AnimationStateStartWaitResponse;
+ }
+ 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;
+
+ // Decide when the end or loop event needs to fire
+ primeEventTimers();
+
+ // Trigger a render so we can start the animation
+ setChanged(m_object->element());
+ m_object->animation()->startUpdateRenderingDispatcher();
+ } 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 = 0;
+ endAnimation(false);
+ 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);
+ primeEventTimers();
+ } else {
+ // We are pausing while running. Cancel the animation and wait
+ m_pauseTime = currentTime();
+ cancelTimers();
+ endAnimation(false);
+ m_animState = AnimationStatePausedRun;
+ }
+ break;
+ case AnimationStateEnding:
+ ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused);
+
+ if (input == AnimationStateInputEndTimerFired) {
+ ASSERT(param >= 0);
+ // End timer fired, finish up
+ onAnimationEnd(param);
+
+ resumeOverriddenAnimations();
+
+ // Fire off another style change so we can set the final value
+ setChanged(m_object->element());
+ m_animState = AnimationStateDone;
+ m_object->animation()->startUpdateRenderingDispatcher();
+ // |this| may be deleted here when we've been called from timerFired()
+ } else {
+ // We are pausing while running. Cancel the animation and wait
+ m_pauseTime = currentTime();
+ cancelTimers();
+ endAnimation(false);
+ m_animState = AnimationStatePausedRun;
+ }
+ // |this| may be deleted here
+ break;
+ case AnimationStatePausedWaitTimer:
+ ASSERT(input == AnimationStateInputPlayStateRunnning);
+ ASSERT(paused());
+ // Update the times
+ m_startTime += currentTime() - 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 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 == AnimationStateInputPlayStateRunnning);
+ ASSERT(paused());
+ // Update the times
+ if (m_animState == AnimationStatePausedRun)
+ m_startTime += currentTime() - m_pauseTime;
+ else
+ m_startTime = 0;
+ m_pauseTime = -1;
+
+ // We were waiting for a begin time response from the animation, go back and wait again
+ m_animState = AnimationStateStartWaitResponse;
+
+ // Start the animation
+ if (overridden() || !startAnimation(m_startTime)) {
+ // We're not going to get a startTime callback, so fire the start time here
+ updateStateMachine(AnimationStateInputStartTimeSet, currentTime());
+ } else
+ m_waitedForResponse = true;
+ break;
+ case AnimationStateDone:
+ // We're done. Stay in this state until we are deleted
+ break;
+ }
+ // |this| may be deleted here if we came out of AnimationStateEnding when we've been called from timerFired()
+}
+
+void AnimationBase::animationTimerCallbackFired(const AtomicString& eventType, double elapsedTime)
+{
+ ASSERT(m_object->document() && !m_object->document()->inPageCache());
+
+ // FIXME: use an enum
+ if (eventType == eventNames().webkitAnimationStartEvent)
+ updateStateMachine(AnimationStateInputStartTimerFired, elapsedTime);
+ else if (eventType == eventNames().webkitAnimationIterationEvent)
+ updateStateMachine(AnimationStateInputLoopTimerFired, elapsedTime);
+ else if (eventType == eventNames().webkitAnimationEndEvent) {
+ updateStateMachine(AnimationStateInputEndTimerFired, elapsedTime);
+ // |this| may be deleted here
+ }
+}
+
+void AnimationBase::updatePlayState(bool run)
+{
+ if (paused() == run || isNew())
+ updateStateMachine(run ? AnimationStateInputPlayStateRunnning : AnimationStateInputPlayStatePaused, -1);
+}
+
+double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const
+{
+ if (preActive())
+ return 0;
+
+ double elapsedTime = running() ? (currentTime() - m_startTime) : (m_pauseTime - m_startTime);
+ if (running() && elapsedTime < 0)
+ return 0;
+
+ double dur = m_animation->duration();
+ if (m_animation->iterationCount() > 0)
+ dur *= m_animation->iterationCount();
+
+ if (postActive() || !m_animation->duration() || (m_animation->iterationCount() > 0 && elapsedTime >= dur))
+ return 1.0;
+
+ // 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() && (integralTime & 1))
+ fractionalTime = 1 - fractionalTime;
+
+ if (scale != 1 || offset)
+ fractionalTime = (fractionalTime - offset) * scale;
+
+ if (!tf)
+ tf = &m_animation->timingFunction();
+
+ if (tf->type() == LinearTimingFunction)
+ return fractionalTime;
+
+ // Cubic bezier.
+ double result = solveCubicBezierFunction(tf->x1(),
+ tf->y1(),
+ tf->x2(),
+ tf->y2(),
+ fractionalTime, m_animation->duration());
+ return result;
+}
+
+void AnimationBase::primeEventTimers()
+{
+ // Decide when the end or loop event needs to fire
+ double ct = currentTime();
+ const double elapsedDuration = ct - m_startTime;
+ ASSERT(elapsedDuration >= 0);
+
+ double totalDuration = -1;
+ if (m_animation->iterationCount() > 0)
+ totalDuration = m_animation->duration() * m_animation->iterationCount();
+
+ double durationLeft = 0;
+ double nextIterationTime = totalDuration;
+ if (totalDuration < 0 || elapsedDuration < totalDuration) {
+ durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
+ nextIterationTime = elapsedDuration + durationLeft;
+ }
+
+ // At this point, we may have 0 durationLeft, if we've gotten the event late and we are already
+ // past totalDuration. In this case we still fire an end timer before processing the end.
+ // This defers the call to sendAnimationEvents to avoid re-entrant calls that destroy
+ // the RenderObject, and therefore |this| before we're done with it.
+ if (totalDuration < 0 || nextIterationTime < totalDuration) {
+ // We are not at the end yet, send a loop event
+ ASSERT(nextIterationTime > 0);
+ m_animState = AnimationStateLooping;
+ m_animationTimerCallback.startTimer(durationLeft, eventNames().webkitAnimationIterationEvent, nextIterationTime);
+ } else {
+ // We are at the end, send an end event
+ m_animState = AnimationStateEnding;
+ m_animationTimerCallback.startTimer(durationLeft, eventNames().webkitAnimationEndEvent, nextIterationTime);
+ }
+}
+
+} // namespace WebCore
diff --git a/WebCore/page/animation/AnimationBase.h b/WebCore/page/animation/AnimationBase.h
new file mode 100644
index 0000000..925c0d5
--- /dev/null
+++ b/WebCore/page/animation/AnimationBase.h
@@ -0,0 +1,254 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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.
+ */
+
+#ifndef AnimationBase_h
+#define AnimationBase_h
+
+#include "AtomicString.h"
+#include "Timer.h"
+#include <wtf/HashMap.h>
+
+namespace WebCore {
+
+class Animation;
+class AnimationBase;
+class AnimationController;
+class CompositeAnimation;
+class Element;
+class Node;
+class RenderObject;
+class RenderStyle;
+class TimingFunction;
+
+class AnimationTimerBase {
+public:
+ AnimationTimerBase(AnimationBase* anim)
+ : m_timer(this, &AnimationTimerBase::timerFired)
+ , m_anim(anim)
+ {
+ m_timer.startOneShot(0);
+ }
+
+ virtual ~AnimationTimerBase() { }
+
+ void startTimer(double timeout = 0)
+ {
+ m_timer.startOneShot(timeout);
+ }
+
+ void cancelTimer()
+ {
+ m_timer.stop();
+ }
+
+ virtual void timerFired(Timer<AnimationTimerBase>*) = 0;
+
+private:
+ Timer<AnimationTimerBase> m_timer;
+
+protected:
+ AnimationBase* m_anim;
+};
+
+class AnimationTimerCallback : public AnimationTimerBase {
+public:
+ AnimationTimerCallback(AnimationBase* anim)
+ : AnimationTimerBase(anim)
+ , m_elapsedTime(0)
+ {
+ }
+
+ virtual ~AnimationTimerCallback() { }
+
+ virtual void timerFired(Timer<AnimationTimerBase>*);
+
+ void startTimer(double timeout, const AtomicString& eventType, double elapsedTime)
+ {
+ m_eventType = eventType;
+ m_elapsedTime = elapsedTime;
+ AnimationTimerBase::startTimer(timeout);
+ }
+
+private:
+ AtomicString m_eventType;
+ double m_elapsedTime;
+};
+
+class AnimationBase : public RefCounted<AnimationBase> {
+ friend class CompositeAnimationPrivate;
+
+public:
+ AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);
+ virtual ~AnimationBase();
+
+ RenderObject* renderer() const { return m_object; }
+ double startTime() const { return m_startTime; }
+ double duration() const;
+
+ void cancelTimers()
+ {
+ m_animationTimerCallback.cancelTimer();
+ }
+
+ // Animations and Transitions go through the states below. When entering the STARTED state
+ // the animation is started. This may or may not require deferred response from the animator.
+ // If so, we stay in this state until that response is received (and it returns the start time).
+ // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
+ // or AnimationStateEnding.
+ enum AnimState {
+ AnimationStateNew, // animation just created, animation not running yet
+ AnimationStateStartWaitTimer, // start timer running, waiting for fire
+ AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations
+ AnimationStateStartWaitResponse, // animation started, waiting for response
+ AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire
+ AnimationStateEnding, // received, animation running, end timer running, waiting for fire
+ AnimationStatePausedWaitTimer, // in pause mode when animation started
+ AnimationStatePausedWaitResponse, // animation paused when in STARTING state
+ AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
+ AnimationStateDone // end timer fired, animation finished and removed
+ };
+
+ enum AnimStateInput {
+ AnimationStateInputMakeNew, // reset back to new from any state
+ AnimationStateInputStartAnimation, // animation requests a start
+ AnimationStateInputRestartAnimation, // force a restart from any state
+ AnimationStateInputStartTimerFired, // start timer fired
+ AnimationStateInputStyleAvailable, // style is setup, ready to start animating
+ AnimationStateInputStartTimeSet, // m_startTime was set
+ AnimationStateInputLoopTimerFired, // loop timer fired
+ AnimationStateInputEndTimerFired, // end timer fired
+ AnimationStateInputPauseOverride, // pause an animation due to override
+ AnimationStateInputResumeOverride, // resume an overridden animation
+ AnimationStateInputPlayStateRunnning, // play state paused -> running
+ AnimationStateInputPlayStatePaused, // play state running -> paused
+ AnimationStateInputEndAnimation // force an end from any state
+ };
+
+ // Called when animation is in AnimationStateNew to start animation
+ void updateStateMachine(AnimStateInput, double param);
+
+ // Animation has actually started, at passed time
+ void onAnimationStartResponse(double startTime);
+
+ // Called to change to or from paused state
+ void updatePlayState(bool running);
+ bool playStatePlaying() const;
+
+ bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
+ bool preActive() const
+ {
+ return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
+ }
+
+ bool postActive() const { return m_animState == AnimationStateDone; }
+ bool active() const { return !postActive() && !preActive(); }
+ bool running() const { return !isNew() && !postActive(); }
+ bool paused() const { return m_pauseTime >= 0; }
+ bool isNew() const { return m_animState == AnimationStateNew; }
+ bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
+ bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
+
+ // "animating" means that something is running that requires a timer to keep firing
+ // (e.g. a software animation)
+ void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
+ bool isAnimating() const { return m_isAnimating; }
+
+ double progress(double scale, double offset, const TimingFunction*) const;
+
+ virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* currentStyle,
+ const RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle) { }
+
+ virtual bool shouldFireEvents() const { return false; }
+
+ void animationTimerCallbackFired(const AtomicString& eventType, double elapsedTime);
+
+ bool animationsMatch(const Animation*) const;
+
+ void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
+
+ // Return true if this animation is overridden. This will only be the case for
+ // ImplicitAnimations and is used to determine whether or not we should force
+ // set the start time. If an animation is overridden, it will probably not get
+ // back the AnimationStateInputStartTimeSet input.
+ virtual bool overridden() const { return false; }
+
+ // Does this animation/transition involve the given property?
+ virtual bool affectsProperty(int property) const { return false; }
+ bool isAnimatingProperty(int property, bool isRunningNow) const
+ {
+ if (isRunningNow)
+ return (!waitingToStart() && !postActive()) && affectsProperty(property);
+
+ return !postActive() && affectsProperty(property);
+ }
+
+ bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
+
+protected:
+ virtual void overrideAnimations() { }
+ virtual void resumeOverriddenAnimations() { }
+
+ CompositeAnimation* compositeAnimation() { return m_compAnim; }
+
+ // These are called when the corresponding timer fires so subclasses can do any extra work
+ virtual void onAnimationStart(double elapsedTime) { }
+ virtual void onAnimationIteration(double elapsedTime) { }
+ virtual void onAnimationEnd(double elapsedTime) { }
+ virtual bool startAnimation(double beginTime) { return false; }
+ virtual void endAnimation(bool reset) { }
+
+ void primeEventTimers();
+
+ static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
+ static int getPropertyAtIndex(int);
+ static int getNumProperties();
+
+ // Return true if we need to start software animation timers
+ static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
+
+ static void setChanged(Node*);
+
+protected:
+ AnimState m_animState;
+ int m_iteration;
+
+ bool m_isAnimating; // transition/animation requires continual timer firing
+ bool m_waitedForResponse;
+ double m_startTime;
+ double m_pauseTime;
+ RenderObject* m_object;
+
+ AnimationTimerCallback m_animationTimerCallback;
+ RefPtr<Animation> m_animation;
+ CompositeAnimation* m_compAnim;
+ bool m_transformFunctionListValid;
+};
+
+} // namespace WebCore
+
+#endif // AnimationBase_h
diff --git a/WebCore/page/animation/AnimationController.cpp b/WebCore/page/animation/AnimationController.cpp
new file mode 100644
index 0000000..d449afe
--- /dev/null
+++ b/WebCore/page/animation/AnimationController.cpp
@@ -0,0 +1,298 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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 "AnimationController.h"
+#include "CompositeAnimation.h"
+#include "Frame.h"
+#include "Timer.h"
+
+namespace WebCore {
+
+static const double cAnimationTimerDelay = 0.025;
+
+class AnimationControllerPrivate {
+public:
+ AnimationControllerPrivate(Frame*);
+ ~AnimationControllerPrivate();
+
+ CompositeAnimation* accessCompositeAnimation(RenderObject*);
+ bool clear(RenderObject*);
+
+ void animationTimerFired(Timer<AnimationControllerPrivate>*);
+ void updateAnimationTimer();
+
+ void updateRenderingDispatcherFired(Timer<AnimationControllerPrivate>*);
+ void startUpdateRenderingDispatcher();
+
+ bool hasAnimations() const { return !m_compositeAnimations.isEmpty(); }
+
+ void suspendAnimations(Document*);
+ void resumeAnimations(Document*);
+
+ void styleAvailable();
+
+ bool isAnimatingPropertyOnRenderer(RenderObject*, int property, bool isRunningNow) const;
+
+private:
+ typedef HashMap<RenderObject*, CompositeAnimation*> RenderObjectAnimationMap;
+
+ RenderObjectAnimationMap m_compositeAnimations;
+ Timer<AnimationControllerPrivate> m_animationTimer;
+ Timer<AnimationControllerPrivate> m_updateRenderingDispatcher;
+ Frame* m_frame;
+};
+
+AnimationControllerPrivate::AnimationControllerPrivate(Frame* frame)
+ : m_animationTimer(this, &AnimationControllerPrivate::animationTimerFired)
+ , m_updateRenderingDispatcher(this, &AnimationControllerPrivate::updateRenderingDispatcherFired)
+ , m_frame(frame)
+{
+}
+
+AnimationControllerPrivate::~AnimationControllerPrivate()
+{
+ deleteAllValues(m_compositeAnimations);
+}
+
+CompositeAnimation* AnimationControllerPrivate::accessCompositeAnimation(RenderObject* renderer)
+{
+ CompositeAnimation* animation = m_compositeAnimations.get(renderer);
+ if (!animation) {
+ animation = new CompositeAnimation(m_frame->animation());
+ m_compositeAnimations.set(renderer, animation);
+ }
+ return animation;
+}
+
+bool AnimationControllerPrivate::clear(RenderObject* renderer)
+{
+ // Return false if we didn't do anything OR we are suspended (so we don't try to
+ // do a setChanged() when suspended).
+ CompositeAnimation* animation = m_compositeAnimations.take(renderer);
+ if (!animation)
+ return false;
+ animation->resetTransitions(renderer);
+ bool wasSuspended = animation->isSuspended();
+ delete animation;
+ return !wasSuspended;
+}
+
+void AnimationControllerPrivate::styleAvailable()
+{
+ RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
+ for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it)
+ it->second->styleAvailable();
+}
+
+void AnimationControllerPrivate::updateAnimationTimer()
+{
+ bool isAnimating = false;
+
+ RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
+ for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
+ CompositeAnimation* compAnim = it->second;
+ if (!compAnim->isSuspended() && compAnim->isAnimating()) {
+ isAnimating = true;
+ break;
+ }
+ }
+
+ if (isAnimating) {
+ if (!m_animationTimer.isActive())
+ m_animationTimer.startRepeating(cAnimationTimerDelay);
+ } else if (m_animationTimer.isActive())
+ m_animationTimer.stop();
+}
+
+void AnimationControllerPrivate::updateRenderingDispatcherFired(Timer<AnimationControllerPrivate>*)
+{
+ if (m_frame && m_frame->document())
+ m_frame->document()->updateRendering();
+}
+
+void AnimationControllerPrivate::startUpdateRenderingDispatcher()
+{
+ if (!m_updateRenderingDispatcher.isActive())
+ m_updateRenderingDispatcher.startOneShot(0);
+}
+
+void AnimationControllerPrivate::animationTimerFired(Timer<AnimationControllerPrivate>* timer)
+{
+ // When the timer fires, all we do is call setChanged on all DOM nodes with running animations and then do an immediate
+ // updateRendering. It will then call back to us with new information.
+ bool isAnimating = false;
+ RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
+ for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
+ CompositeAnimation* compAnim = it->second;
+ if (!compAnim->isSuspended() && compAnim->isAnimating()) {
+ isAnimating = true;
+ compAnim->setAnimating(false);
+
+ Node* node = it->first->element();
+ ASSERT(!node || (node->document() && !node->document()->inPageCache()));
+ node->setChanged(AnimationStyleChange);
+ }
+ }
+
+ m_frame->document()->updateRendering();
+
+ updateAnimationTimer();
+}
+
+bool AnimationControllerPrivate::isAnimatingPropertyOnRenderer(RenderObject* renderer, int property, bool isRunningNow) const
+{
+ CompositeAnimation* animation = m_compositeAnimations.get(renderer);
+ if (!animation)
+ return false;
+
+ return animation->isAnimatingProperty(property, isRunningNow);
+}
+
+void AnimationControllerPrivate::suspendAnimations(Document* document)
+{
+ RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
+ for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
+ RenderObject* renderer = it->first;
+ CompositeAnimation* compAnim = it->second;
+ if (renderer->document() == document)
+ compAnim->suspendAnimations();
+ }
+
+ updateAnimationTimer();
+}
+
+void AnimationControllerPrivate::resumeAnimations(Document* document)
+{
+ RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
+ for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
+ RenderObject* renderer = it->first;
+ CompositeAnimation* compAnim = it->second;
+ if (renderer->document() == document)
+ compAnim->resumeAnimations();
+ }
+
+ updateAnimationTimer();
+}
+
+AnimationController::AnimationController(Frame* frame)
+ : m_data(new AnimationControllerPrivate(frame))
+ , m_numStyleAvailableWaiters(0)
+{
+}
+
+AnimationController::~AnimationController()
+{
+ delete m_data;
+}
+
+void AnimationController::cancelAnimations(RenderObject* renderer)
+{
+ if (!m_data->hasAnimations())
+ return;
+
+ if (m_data->clear(renderer)) {
+ Node* node = renderer->element();
+ ASSERT(!node || (node->document() && !node->document()->inPageCache()));
+ node->setChanged(AnimationStyleChange);
+ }
+}
+
+PassRefPtr<RenderStyle> AnimationController::updateAnimations(RenderObject* renderer, RenderStyle* newStyle)
+{
+ // Don't do anything if we're in the cache
+ if (!renderer->document() || renderer->document()->inPageCache())
+ return newStyle;
+
+ RenderStyle* oldStyle = renderer->style();
+
+ if ((!oldStyle || (!oldStyle->animations() && !oldStyle->transitions())) && (!newStyle->animations() && !newStyle->transitions()))
+ return newStyle;
+
+ // Fetch our current set of implicit animations from a hashtable. We then compare them
+ // against the animations in the style and make sure we're in sync. If destination values
+ // have changed, we reset the animation. We then do a blend to get new values and we return
+ // a new style.
+ ASSERT(renderer->element()); // FIXME: We do not animate generated content yet.
+
+ CompositeAnimation* rendererAnimations = m_data->accessCompositeAnimation(renderer);
+ RefPtr<RenderStyle> blendedStyle = rendererAnimations->animate(renderer, oldStyle, newStyle);
+
+ m_data->updateAnimationTimer();
+
+ if (blendedStyle != newStyle) {
+ // If the animations/transitions change opacity or transform, we neeed to update
+ // the style to impose the stacking rules. Note that this is also
+ // done in CSSStyleSelector::adjustRenderStyle().
+ if (blendedStyle->hasAutoZIndex() && (blendedStyle->opacity() < 1.0f || blendedStyle->hasTransform()))
+ blendedStyle->setZIndex(0);
+ }
+ return blendedStyle.release();
+}
+
+void AnimationController::setAnimationStartTime(RenderObject* renderer, double t)
+{
+ CompositeAnimation* rendererAnimations = m_data->accessCompositeAnimation(renderer);
+ rendererAnimations->setAnimationStartTime(t);
+}
+
+void AnimationController::setTransitionStartTime(RenderObject* renderer, int property, double t)
+{
+ CompositeAnimation* rendererAnimations = m_data->accessCompositeAnimation(renderer);
+ rendererAnimations->setTransitionStartTime(property, t);
+}
+
+bool AnimationController::isAnimatingPropertyOnRenderer(RenderObject* renderer, int property, bool isRunningNow) const
+{
+ return m_data->isAnimatingPropertyOnRenderer(renderer, property, isRunningNow);
+}
+
+void AnimationController::suspendAnimations(Document* document)
+{
+ m_data->suspendAnimations(document);
+}
+
+void AnimationController::resumeAnimations(Document* document)
+{
+ m_data->resumeAnimations(document);
+}
+
+void AnimationController::startUpdateRenderingDispatcher()
+{
+ m_data->startUpdateRenderingDispatcher();
+}
+
+void AnimationController::styleAvailable()
+{
+ if (!m_numStyleAvailableWaiters)
+ return;
+
+ m_data->styleAvailable();
+}
+
+} // namespace WebCore
diff --git a/WebCore/page/animation/AnimationController.h b/WebCore/page/animation/AnimationController.h
new file mode 100644
index 0000000..bc13a2a
--- /dev/null
+++ b/WebCore/page/animation/AnimationController.h
@@ -0,0 +1,78 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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.
+ */
+
+#ifndef AnimationController_h
+#define AnimationController_h
+
+#include <wtf/Forward.h>
+
+namespace WebCore {
+
+class AnimationControllerPrivate;
+class Document;
+class Frame;
+class RenderObject;
+class RenderStyle;
+
+class AnimationController {
+public:
+ AnimationController(Frame*);
+ ~AnimationController();
+
+ void cancelAnimations(RenderObject*);
+ PassRefPtr<RenderStyle> updateAnimations(RenderObject*, RenderStyle* newStyle);
+
+ void setAnimationStartTime(RenderObject*, double t);
+ void setTransitionStartTime(RenderObject*, int property, double t);
+
+ bool isAnimatingPropertyOnRenderer(RenderObject*, int property, bool isRunningNow) const;
+
+ void suspendAnimations(Document*);
+ void resumeAnimations(Document*);
+ void updateAnimationTimer();
+
+ void startUpdateRenderingDispatcher();
+
+ void styleAvailable();
+
+ void setWaitingForStyleAvailable(bool waiting)
+ {
+ if (waiting)
+ m_numStyleAvailableWaiters++;
+ else
+ m_numStyleAvailableWaiters--;
+ }
+
+private:
+ AnimationControllerPrivate* m_data;
+ unsigned m_numStyleAvailableWaiters;
+};
+
+} // namespace WebCore
+
+#endif // AnimationController_h
diff --git a/WebCore/page/animation/CompositeAnimation.cpp b/WebCore/page/animation/CompositeAnimation.cpp
new file mode 100644
index 0000000..2ae68d9
--- /dev/null
+++ b/WebCore/page/animation/CompositeAnimation.cpp
@@ -0,0 +1,594 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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 "CompositeAnimation.h"
+
+#include "AnimationController.h"
+#include "CSSPropertyNames.h"
+#include "ImplicitAnimation.h"
+#include "KeyframeAnimation.h"
+#include "RenderObject.h"
+#include "RenderStyle.h"
+
+namespace WebCore {
+
+class CompositeAnimationPrivate {
+public:
+ CompositeAnimationPrivate(AnimationController* animationController, CompositeAnimation* compositeAnimation)
+ : m_isSuspended(false)
+ , m_animationController(animationController)
+ , m_compositeAnimation(compositeAnimation)
+ , m_numStyleAvailableWaiters(0)
+ {
+ }
+
+ ~CompositeAnimationPrivate();
+
+ PassRefPtr<RenderStyle> animate(RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle);
+
+ void setAnimating(bool);
+ bool isAnimating() const;
+
+ const KeyframeAnimation* getAnimationForProperty(int property) const;
+
+ void resetTransitions(RenderObject*);
+ void resetAnimations(RenderObject*);
+
+ void cleanupFinishedAnimations(RenderObject*);
+
+ void setAnimationStartTime(double t);
+ void setTransitionStartTime(int property, double t);
+
+ void suspendAnimations();
+ void resumeAnimations();
+ bool isSuspended() const { return m_isSuspended; }
+
+ void overrideImplicitAnimations(int property);
+ void resumeOverriddenImplicitAnimations(int property);
+
+ void styleAvailable();
+
+ bool isAnimatingProperty(int property, bool isRunningNow) const;
+
+ void setWaitingForStyleAvailable(bool);
+
+protected:
+ void updateTransitions(RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle);
+ void updateKeyframeAnimations(RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle);
+
+private:
+ typedef HashMap<int, RefPtr<ImplicitAnimation> > CSSPropertyTransitionsMap;
+ typedef HashMap<AtomicStringImpl*, RefPtr<KeyframeAnimation> > AnimationNameMap;
+
+ CSSPropertyTransitionsMap m_transitions;
+ AnimationNameMap m_keyframeAnimations;
+ bool m_isSuspended;
+ AnimationController* m_animationController;
+ CompositeAnimation* m_compositeAnimation;
+ unsigned m_numStyleAvailableWaiters;
+};
+
+CompositeAnimationPrivate::~CompositeAnimationPrivate()
+{
+ m_transitions.clear();
+ m_keyframeAnimations.clear();
+}
+
+void CompositeAnimationPrivate::updateTransitions(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle)
+{
+ // If currentStyle is null, we don't do transitions
+ if (!currentStyle || !targetStyle->transitions())
+ return;
+
+ // Check to see if we need to update the active transitions
+ for (size_t i = 0; i < targetStyle->transitions()->size(); ++i) {
+ const Animation* anim = targetStyle->transitions()->animation(i);
+ bool isActiveTransition = anim->duration() || anim->delay() > 0;
+
+ int prop = anim->property();
+
+ if (prop == cAnimateNone)
+ continue;
+
+ bool all = prop == cAnimateAll;
+
+ // Handle both the 'all' and single property cases. For the single prop case, we make only one pass
+ // through the loop.
+ for (int propertyIndex = 0; propertyIndex < AnimationBase::getNumProperties(); ++propertyIndex) {
+ if (all) {
+ // Get the next property
+ prop = AnimationBase::getPropertyAtIndex(propertyIndex);
+ }
+
+ // ImplicitAnimations are always hashed by actual properties, never cAnimateAll
+ ASSERT(prop > firstCSSProperty && prop < (firstCSSProperty + numCSSProperties));
+
+ // If there is a running animation for this property, the transition is overridden
+ // and we have to use the unanimatedStyle from the animation. We do the test
+ // against the unanimated style here, but we "override" the transition later.
+ const KeyframeAnimation* keyframeAnim = getAnimationForProperty(prop);
+ RenderStyle* fromStyle = keyframeAnim ? keyframeAnim->unanimatedStyle() : currentStyle;
+
+ // See if there is a current transition for this prop
+ ImplicitAnimation* implAnim = m_transitions.get(prop).get();
+ bool equal = true;
+
+ if (implAnim) {
+ // This implAnim might not be an already running transition. It might be
+ // newly added to the list in a previous iteration. This would happen if
+ // you have both an explicit transition-property and 'all' in the same
+ // list. In this case, the latter one overrides the earlier one, so we
+ // behave as though this is a running animation being replaced.
+ if (!isActiveTransition)
+ m_transitions.remove(prop);
+ else if (!implAnim->isTargetPropertyEqual(prop, targetStyle)) {
+ m_transitions.remove(prop);
+ equal = false;
+ }
+ } else {
+ // We need to start a transition if it is active and the properties don't match
+ equal = !isActiveTransition || AnimationBase::propertiesEqual(prop, fromStyle, targetStyle);
+ }
+
+ if (!equal) {
+ // Add the new transition
+ m_transitions.set(prop, ImplicitAnimation::create(const_cast<Animation*>(anim), prop, renderer, m_compositeAnimation, fromStyle));
+ }
+
+ // We only need one pass for the single prop case
+ if (!all)
+ break;
+ }
+ }
+}
+
+void CompositeAnimationPrivate::updateKeyframeAnimations(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle)
+{
+ // Nothing to do if we don't have any animations, and didn't have any before
+ if (m_keyframeAnimations.isEmpty() && !targetStyle->hasAnimations())
+ return;
+
+ // Nothing to do if the current and target animations are the same
+ if (currentStyle && currentStyle->hasAnimations() && targetStyle->hasAnimations() && *(currentStyle->animations()) == *(targetStyle->animations()))
+ return;
+
+ // Mark all existing animations as no longer active
+ AnimationNameMap::const_iterator kfend = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it)
+ it->second->setIndex(-1);
+
+ // Now mark any still active animations as active and add any new animations
+ if (targetStyle->animations()) {
+ int numAnims = targetStyle->animations()->size();
+ for (int i = 0; i < numAnims; ++i) {
+ const Animation* anim = targetStyle->animations()->animation(i);
+ AtomicString animationName(anim->name());
+
+ if (!anim->isValidAnimation())
+ continue;
+
+ // See if there is a current animation for this name
+ RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(animationName.impl());
+
+ if (keyframeAnim) {
+ // There is one so it is still active
+
+ // Animations match, but play states may differ. update if needed
+ keyframeAnim->updatePlayState(anim->playState() == AnimPlayStatePlaying);
+
+ // Set the saved animation to this new one, just in case the play state has changed
+ keyframeAnim->setAnimation(anim);
+ keyframeAnim->setIndex(i);
+ } else if ((anim->duration() || anim->delay()) && anim->iterationCount()) {
+ keyframeAnim = KeyframeAnimation::create(const_cast<Animation*>(anim), renderer, i, m_compositeAnimation, currentStyle ? currentStyle : targetStyle);
+ m_keyframeAnimations.set(keyframeAnim->name().impl(), keyframeAnim);
+ }
+ }
+ }
+
+ // Make a list of animations to be removed
+ Vector<AtomicStringImpl*> animsToBeRemoved;
+ kfend = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
+ KeyframeAnimation* keyframeAnim = it->second.get();
+ if (keyframeAnim->index() < 0)
+ animsToBeRemoved.append(keyframeAnim->name().impl());
+ }
+
+ // Now remove the animations from the list
+ for (size_t j = 0; j < animsToBeRemoved.size(); ++j)
+ m_keyframeAnimations.remove(animsToBeRemoved[j]);
+}
+
+PassRefPtr<RenderStyle> CompositeAnimationPrivate::animate(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle)
+{
+ RefPtr<RenderStyle> resultStyle;
+
+ // Update animations first so we can see if any transitions are overridden
+ updateKeyframeAnimations(renderer, currentStyle, targetStyle);
+
+ // We don't do any transitions if we don't have a currentStyle (on startup)
+ updateTransitions(renderer, currentStyle, targetStyle);
+
+ if (currentStyle) {
+ // Now that we have transition objects ready, let them know about the new goal state. We want them
+ // to fill in a RenderStyle*& only if needed.
+ CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
+ if (ImplicitAnimation* anim = it->second.get())
+ anim->animate(m_compositeAnimation, renderer, currentStyle, targetStyle, resultStyle);
+ }
+ }
+
+ // Now that we have animation objects ready, let them know about the new goal state. We want them
+ // to fill in a RenderStyle*& only if needed.
+ if (targetStyle->hasAnimations()) {
+ for (size_t i = 0; i < targetStyle->animations()->size(); ++i) {
+ const Animation* anim = targetStyle->animations()->animation(i);
+
+ if (anim->isValidAnimation()) {
+ AtomicString animationName(anim->name());
+ RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(animationName.impl());
+ if (keyframeAnim)
+ keyframeAnim->animate(m_compositeAnimation, renderer, currentStyle, targetStyle, resultStyle);
+ }
+ }
+ }
+
+ cleanupFinishedAnimations(renderer);
+
+ return resultStyle ? resultStyle.release() : targetStyle;
+}
+
+// "animating" means that something is running that requires the timer to keep firing
+void CompositeAnimationPrivate::setAnimating(bool animating)
+{
+ CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
+ ImplicitAnimation* transition = it->second.get();
+ transition->setAnimating(animating);
+ }
+
+ AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
+ KeyframeAnimation* anim = it->second.get();
+ anim->setAnimating(animating);
+ }
+}
+
+bool CompositeAnimationPrivate::isAnimating() const
+{
+ CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
+ ImplicitAnimation* transition = it->second.get();
+ if (transition && transition->isAnimating() && transition->running())
+ return true;
+ }
+
+ AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
+ KeyframeAnimation* anim = it->second.get();
+ if (anim && !anim->paused() && anim->isAnimating() && anim->active())
+ return true;
+ }
+
+ return false;
+}
+
+const KeyframeAnimation* CompositeAnimationPrivate::getAnimationForProperty(int property) const
+{
+ const KeyframeAnimation* retval = 0;
+
+ // We want to send back the last animation with the property if there are multiples.
+ // So we need to iterate through all animations
+ AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
+ const KeyframeAnimation* anim = it->second.get();
+ if (anim->hasAnimationForProperty(property))
+ retval = anim;
+ }
+
+ return retval;
+}
+
+void CompositeAnimationPrivate::resetTransitions(RenderObject* renderer)
+{
+ m_transitions.clear();
+}
+
+void CompositeAnimationPrivate::resetAnimations(RenderObject*)
+{
+ m_keyframeAnimations.clear();
+}
+
+void CompositeAnimationPrivate::cleanupFinishedAnimations(RenderObject* renderer)
+{
+ if (isSuspended())
+ return;
+
+ // Make a list of transitions to be deleted
+ Vector<int> finishedTransitions;
+ CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
+
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (!anim)
+ continue;
+ if (anim->postActive())
+ finishedTransitions.append(anim->animatingProperty());
+ }
+
+ // Delete them
+ size_t finishedTransitionCount = finishedTransitions.size();
+ for (size_t i = 0; i < finishedTransitionCount; ++i)
+ m_transitions.remove(finishedTransitions[i]);
+
+ // Make a list of animations to be deleted
+ Vector<AtomicStringImpl*> finishedAnimations;
+ AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
+
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
+ KeyframeAnimation* anim = it->second.get();
+ if (!anim)
+ continue;
+ if (anim->postActive())
+ finishedAnimations.append(anim->name().impl());
+ }
+
+ // Delete them
+ size_t finishedAnimationCount = finishedAnimations.size();
+ for (size_t i = 0; i < finishedAnimationCount; ++i)
+ m_keyframeAnimations.remove(finishedAnimations[i]);
+}
+
+void CompositeAnimationPrivate::setAnimationStartTime(double t)
+{
+ // Set start time on all animations waiting for it
+ AnimationNameMap::const_iterator end = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != end; ++it) {
+ KeyframeAnimation* anim = it->second.get();
+ if (anim && anim->waitingForStartTime())
+ anim->updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, t);
+ }
+}
+
+void CompositeAnimationPrivate::setTransitionStartTime(int property, double t)
+{
+ // Set the start time for given property transition
+ CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (anim && anim->waitingForStartTime() && anim->animatingProperty() == property)
+ anim->updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, t);
+ }
+}
+
+void CompositeAnimationPrivate::suspendAnimations()
+{
+ if (m_isSuspended)
+ return;
+
+ m_isSuspended = true;
+
+ AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
+ if (KeyframeAnimation* anim = it->second.get())
+ anim->updatePlayState(false);
+ }
+
+ CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (anim && anim->hasStyle())
+ anim->updatePlayState(false);
+ }
+}
+
+void CompositeAnimationPrivate::resumeAnimations()
+{
+ if (!m_isSuspended)
+ return;
+
+ m_isSuspended = false;
+
+ AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
+ KeyframeAnimation* anim = it->second.get();
+ if (anim && anim->playStatePlaying())
+ anim->updatePlayState(true);
+ }
+
+ CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (anim && anim->hasStyle())
+ anim->updatePlayState(true);
+ }
+}
+
+void CompositeAnimationPrivate::overrideImplicitAnimations(int property)
+{
+ CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (anim && anim->animatingProperty() == property)
+ anim->setOverridden(true);
+ }
+}
+
+void CompositeAnimationPrivate::resumeOverriddenImplicitAnimations(int property)
+{
+ CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (anim && anim->animatingProperty() == property)
+ anim->setOverridden(false);
+ }
+}
+
+static inline bool compareAnimationIndices(RefPtr<KeyframeAnimation> a, const RefPtr<KeyframeAnimation> b)
+{
+ return a->index() < b->index();
+}
+
+void CompositeAnimationPrivate::styleAvailable()
+{
+ if (m_numStyleAvailableWaiters == 0)
+ return;
+
+ // We have to go through animations in the order in which they appear in
+ // the style, because order matters for additivity.
+ Vector<RefPtr<KeyframeAnimation> > animations(m_keyframeAnimations.size());
+ copyValuesToVector(m_keyframeAnimations, animations);
+
+ if (animations.size() > 1)
+ std::stable_sort(animations.begin(), animations.end(), compareAnimationIndices);
+
+ for (size_t i = 0; i < animations.size(); ++i) {
+ KeyframeAnimation* anim = animations[i].get();
+ if (anim && anim->waitingForStyleAvailable())
+ anim->updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
+ }
+
+ CSSPropertyTransitionsMap::const_iterator end = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (anim && anim->waitingForStyleAvailable())
+ anim->updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
+ }
+}
+
+bool CompositeAnimationPrivate::isAnimatingProperty(int property, bool isRunningNow) const
+{
+ AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end();
+ for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) {
+ KeyframeAnimation* anim = it->second.get();
+ if (anim && anim->isAnimatingProperty(property, isRunningNow))
+ return true;
+ }
+
+ CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end();
+ for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) {
+ ImplicitAnimation* anim = it->second.get();
+ if (anim && anim->isAnimatingProperty(property, isRunningNow))
+ return true;
+ }
+ return false;
+}
+
+void CompositeAnimationPrivate::setWaitingForStyleAvailable(bool waiting)
+{
+ if (waiting)
+ m_numStyleAvailableWaiters++;
+ else
+ m_numStyleAvailableWaiters--;
+ m_animationController->setWaitingForStyleAvailable(waiting);
+}
+
+CompositeAnimation::CompositeAnimation(AnimationController* animationController)
+ : m_data(new CompositeAnimationPrivate(animationController, this))
+{
+}
+
+CompositeAnimation::~CompositeAnimation()
+{
+ delete m_data;
+}
+
+PassRefPtr<RenderStyle> CompositeAnimation::animate(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle)
+{
+ return m_data->animate(renderer, currentStyle, targetStyle);
+}
+
+bool CompositeAnimation::isAnimating() const
+{
+ return m_data->isAnimating();
+}
+
+void CompositeAnimation::setWaitingForStyleAvailable(bool b)
+{
+ m_data->setWaitingForStyleAvailable(b);
+}
+
+void CompositeAnimation::resetTransitions(RenderObject* renderer)
+{
+ m_data->resetTransitions(renderer);
+}
+
+void CompositeAnimation::suspendAnimations()
+{
+ m_data->suspendAnimations();
+}
+
+void CompositeAnimation::resumeAnimations()
+{
+ m_data->resumeAnimations();
+}
+
+bool CompositeAnimation::isSuspended() const
+{
+ return m_data->isSuspended();
+}
+
+void CompositeAnimation::styleAvailable()
+{
+ m_data->styleAvailable();
+}
+
+void CompositeAnimation::setAnimating(bool b)
+{
+ m_data->setAnimating(b);
+}
+
+bool CompositeAnimation::isAnimatingProperty(int property, bool isRunningNow) const
+{
+ return m_data->isAnimatingProperty(property, isRunningNow);
+}
+
+void CompositeAnimation::setAnimationStartTime(double t)
+{
+ m_data->setAnimationStartTime(t);
+}
+
+void CompositeAnimation::setTransitionStartTime(int property, double t)
+{
+ m_data->setTransitionStartTime(property, t);
+}
+
+void CompositeAnimation::overrideImplicitAnimations(int property)
+{
+ m_data->overrideImplicitAnimations(property);
+}
+
+void CompositeAnimation::resumeOverriddenImplicitAnimations(int property)
+{
+ m_data->resumeOverriddenImplicitAnimations(property);
+}
+
+} // namespace WebCore
diff --git a/WebCore/page/animation/CompositeAnimation.h b/WebCore/page/animation/CompositeAnimation.h
new file mode 100644
index 0000000..13f1179
--- /dev/null
+++ b/WebCore/page/animation/CompositeAnimation.h
@@ -0,0 +1,77 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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.
+ */
+
+#ifndef CompositeAnimation_h
+#define CompositeAnimation_h
+
+#include "AtomicString.h"
+
+#include <wtf/HashMap.h>
+#include <wtf/Noncopyable.h>
+
+namespace WebCore {
+
+class CompositeAnimationPrivate;
+class AnimationController;
+class RenderObject;
+class RenderStyle;
+
+// A CompositeAnimation represents a collection of animations that are running
+// on a single RenderObject, such as a number of properties transitioning at once.
+class CompositeAnimation : public Noncopyable {
+public:
+ CompositeAnimation(AnimationController* animationController);
+ ~CompositeAnimation();
+
+ PassRefPtr<RenderStyle> animate(RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle);
+ bool isAnimating() const;
+
+ void setWaitingForStyleAvailable(bool);
+ void resetTransitions(RenderObject*);
+
+ void suspendAnimations();
+ void resumeAnimations();
+ bool isSuspended() const;
+
+ void styleAvailable();
+ void setAnimating(bool);
+ bool isAnimatingProperty(int property, bool isRunningNow) const;
+
+ void setAnimationStartTime(double t);
+ void setTransitionStartTime(int property, double t);
+
+ void overrideImplicitAnimations(int property);
+ void resumeOverriddenImplicitAnimations(int property);
+
+private:
+ CompositeAnimationPrivate* m_data;
+};
+
+} // namespace WebCore
+
+#endif // CompositeAnimation_h
diff --git a/WebCore/page/animation/ImplicitAnimation.cpp b/WebCore/page/animation/ImplicitAnimation.cpp
new file mode 100644
index 0000000..4d470e4
--- /dev/null
+++ b/WebCore/page/animation/ImplicitAnimation.cpp
@@ -0,0 +1,203 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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 "CSSPropertyNames.h"
+#include "EventNames.h"
+#include "ImplicitAnimation.h"
+#include "RenderObject.h"
+
+namespace WebCore {
+
+ImplicitAnimation::ImplicitAnimation(const Animation* transition, int animatingProperty, RenderObject* renderer, CompositeAnimation* compAnim, RenderStyle* fromStyle)
+ : AnimationBase(transition, renderer, compAnim)
+ , m_transitionProperty(transition->property())
+ , m_animatingProperty(animatingProperty)
+ , m_overridden(false)
+ , m_fromStyle(fromStyle)
+{
+ ASSERT(animatingProperty != cAnimateAll);
+}
+
+ImplicitAnimation::~ImplicitAnimation()
+{
+ // Do the cleanup here instead of in the base class so the specialized methods get called
+ if (!postActive())
+ updateStateMachine(AnimationStateInputEndAnimation, -1);
+}
+
+bool ImplicitAnimation::shouldSendEventForListener(Document::ListenerType inListenerType)
+{
+ return m_object->document()->hasListenerType(inListenerType);
+}
+
+void ImplicitAnimation::animate(CompositeAnimation* animation, RenderObject* renderer, RenderStyle* currentStyle,
+ RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle)
+{
+ if (paused())
+ return;
+
+ // If we get this far and the animation is done, it means we are cleaning up a just finished animation.
+ // So just return. Everything is already all cleaned up.
+ if (postActive())
+ return;
+
+ // Reset to start the transition if we are new
+ if (isNew())
+ reset(targetStyle);
+
+ // Run a cycle of animation.
+ // We know we will need a new render style, so make one if needed
+ if (!animatedStyle)
+ animatedStyle = RenderStyle::clone(targetStyle);
+
+ if (blendProperties(this, m_animatingProperty, animatedStyle.get(), m_fromStyle.get(), m_toStyle.get(), progress(1, 0, 0)))
+ setAnimating();
+}
+
+void ImplicitAnimation::onAnimationEnd(double elapsedTime)
+{
+ if (!sendTransitionEvent(eventNames().webkitTransitionEndEvent, elapsedTime)) {
+ // We didn't dispatch an event, which would call endAnimation(), so we'll just call it here.
+ endAnimation(true);
+ }
+}
+
+bool ImplicitAnimation::sendTransitionEvent(const AtomicString& eventType, double elapsedTime)
+{
+ if (eventType == eventNames().webkitTransitionEndEvent) {
+ Document::ListenerType listenerType = Document::TRANSITIONEND_LISTENER;
+
+ if (shouldSendEventForListener(listenerType)) {
+ String propertyName;
+ if (m_animatingProperty != cAnimateAll)
+ propertyName = getPropertyName(static_cast<CSSPropertyID>(m_animatingProperty));
+
+ // Dispatch the event
+ RefPtr<Element> element = 0;
+ if (m_object->node() && m_object->node()->isElementNode())
+ element = static_cast<Element*>(m_object->node());
+
+ ASSERT(!element || element->document() && !element->document()->inPageCache());
+ if (!element)
+ return false;
+
+ // Keep a reference to this ImplicitAnimation so it doesn't go away in the handler
+ RefPtr<ImplicitAnimation> retainer(this);
+
+ // Call the event handler
+ element->dispatchWebKitTransitionEvent(eventType, propertyName, elapsedTime);
+
+ // Restore the original (unanimated) style
+ if (eventType == eventNames().webkitAnimationEndEvent && element->renderer())
+ setChanged(element.get());
+
+ return true; // Did dispatch an event
+ }
+ }
+
+ return false; // Didn't dispatch an event
+}
+
+void ImplicitAnimation::reset(RenderStyle* to)
+{
+ ASSERT(to);
+ ASSERT(m_fromStyle);
+
+
+ m_toStyle = to;
+
+ // Restart the transition
+ if (m_fromStyle && m_toStyle)
+ updateStateMachine(AnimationStateInputRestartAnimation, -1);
+
+ // set the transform animation list
+ validateTransformFunctionList();
+}
+
+void ImplicitAnimation::setOverridden(bool b)
+{
+ if (b == m_overridden)
+ return;
+
+ m_overridden = b;
+ updateStateMachine(m_overridden ? AnimationStateInputPauseOverride : AnimationStateInputResumeOverride, -1);
+}
+
+bool ImplicitAnimation::affectsProperty(int property) const
+{
+ return (m_animatingProperty == property);
+}
+
+bool ImplicitAnimation::isTargetPropertyEqual(int prop, const RenderStyle* targetStyle)
+{
+ return propertiesEqual(prop, m_toStyle.get(), targetStyle);
+}
+
+void ImplicitAnimation::blendPropertyValueInStyle(int prop, RenderStyle* currentStyle)
+{
+ blendProperties(this, prop, currentStyle, m_fromStyle.get(), m_toStyle.get(), progress(1, 0, 0));
+}
+
+void ImplicitAnimation::validateTransformFunctionList()
+{
+ m_transformFunctionListValid = false;
+
+ if (!m_fromStyle || !m_toStyle)
+ return;
+
+ const TransformOperations* val = &m_fromStyle->transform();
+ const TransformOperations* toVal = &m_toStyle->transform();
+
+ if (val->operations().isEmpty())
+ val = toVal;
+
+ if (val->operations().isEmpty())
+ return;
+
+ // See if the keyframes are valid
+ if (val != toVal) {
+ // A list of length 0 matches anything
+ if (!toVal->operations().isEmpty()) {
+ // If the sizes of the function lists don't match, the lists don't match
+ if (val->operations().size() != toVal->operations().size())
+ return;
+
+ // If the types of each function are not the same, the lists don't match
+ for (size_t j = 0; j < val->operations().size(); ++j) {
+ if (!val->operations()[j]->isSameType(*toVal->operations()[j]))
+ return;
+ }
+ }
+ }
+
+ // Keyframes are valid
+ m_transformFunctionListValid = true;
+}
+
+} // namespace WebCore
diff --git a/WebCore/page/animation/ImplicitAnimation.h b/WebCore/page/animation/ImplicitAnimation.h
new file mode 100644
index 0000000..7c9d50f
--- /dev/null
+++ b/WebCore/page/animation/ImplicitAnimation.h
@@ -0,0 +1,88 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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.
+ */
+
+#ifndef ImplicitAnimation_h
+#define ImplicitAnimation_h
+
+#include "AnimationBase.h"
+#include "Document.h"
+
+namespace WebCore {
+
+// An ImplicitAnimation tracks the state of a transition of a specific CSS property
+// for a single RenderObject.
+class ImplicitAnimation : public AnimationBase {
+public:
+ static PassRefPtr<ImplicitAnimation> create(const Animation* animation, int animatingProperty, RenderObject* renderer, CompositeAnimation* compositeAnimation, RenderStyle* fromStyle)
+ {
+ return adoptRef(new ImplicitAnimation(animation, animatingProperty, renderer, compositeAnimation, fromStyle));
+ };
+
+ int transitionProperty() const { return m_transitionProperty; }
+ int animatingProperty() const { return m_animatingProperty; }
+
+ virtual void onAnimationEnd(double elapsedTime);
+
+ virtual void animate(CompositeAnimation*, RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle);
+ virtual void reset(RenderStyle* to);
+
+ void setOverridden(bool);
+ virtual bool overridden() const { return m_overridden; }
+
+ virtual bool shouldFireEvents() const { return true; }
+
+ virtual bool affectsProperty(int) const;
+
+ bool hasStyle() const { return m_fromStyle && m_toStyle; }
+
+ bool isTargetPropertyEqual(int, const RenderStyle* targetStyle);
+
+ void blendPropertyValueInStyle(int, RenderStyle* currentStyle);
+
+protected:
+ bool shouldSendEventForListener(Document::ListenerType);
+ bool sendTransitionEvent(const AtomicString&, double elapsedTime);
+
+ void validateTransformFunctionList();
+
+private:
+ ImplicitAnimation(const Animation*, int animatingProperty, RenderObject*, CompositeAnimation*, RenderStyle* fromStyle);
+ virtual ~ImplicitAnimation();
+
+ int m_transitionProperty; // Transition property as specified in the RenderStyle. May be cAnimateAll
+ int m_animatingProperty; // Specific property for this ImplicitAnimation
+ bool m_overridden; // true when there is a keyframe animation that overrides the transitioning property
+
+ // The two styles that we are blending.
+ RefPtr<RenderStyle> m_fromStyle;
+ RefPtr<RenderStyle> m_toStyle;
+};
+
+} // namespace WebCore
+
+#endif // ImplicitAnimation_h
diff --git a/WebCore/page/animation/KeyframeAnimation.cpp b/WebCore/page/animation/KeyframeAnimation.cpp
new file mode 100644
index 0000000..69fdd11
--- /dev/null
+++ b/WebCore/page/animation/KeyframeAnimation.cpp
@@ -0,0 +1,293 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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 "KeyframeAnimation.h"
+
+#include "CSSPropertyNames.h"
+#include "CSSStyleSelector.h"
+#include "CompositeAnimation.h"
+#include "EventNames.h"
+#include "RenderObject.h"
+#include "SystemTime.h"
+
+namespace WebCore {
+
+KeyframeAnimation::KeyframeAnimation(const Animation* animation, RenderObject* renderer, int index, CompositeAnimation* compAnim, RenderStyle* unanimatedStyle)
+ : AnimationBase(animation, renderer, compAnim)
+ , m_keyframes(renderer, animation->name())
+ , m_index(index)
+ , m_unanimatedStyle(unanimatedStyle)
+{
+ // Get the keyframe RenderStyles
+ if (m_object && m_object->element() && m_object->element()->isElementNode())
+ m_object->document()->styleSelector()->keyframeStylesForAnimation(static_cast<Element*>(m_object->element()), unanimatedStyle, m_keyframes);
+
+ // Update the m_transformFunctionListValid flag based on whether the function lists in the keyframes match.
+ validateTransformFunctionList();
+}
+
+KeyframeAnimation::~KeyframeAnimation()
+{
+ // Do the cleanup here instead of in the base class so the specialized methods get called
+ if (!postActive())
+ updateStateMachine(AnimationStateInputEndAnimation, -1);
+}
+
+void KeyframeAnimation::animate(CompositeAnimation* animation, RenderObject* renderer, const RenderStyle* currentStyle,
+ const RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle)
+{
+ // If we have not yet started, we will not have a valid start time, so just start the animation if needed.
+ if (isNew() && m_animation->playState() == AnimPlayStatePlaying)
+ updateStateMachine(AnimationStateInputStartAnimation, -1);
+
+ // If we get this far and the animation is done, it means we are cleaning up a just finished animation.
+ // If so, we need to send back the targetStyle.
+ if (postActive()) {
+ if (!animatedStyle)
+ animatedStyle = const_cast<RenderStyle*>(targetStyle);
+ return;
+ }
+
+ // If we are waiting for the start timer, we don't want to change the style yet.
+ // Special case - if the delay time is 0, then we do want to set the first frame of the
+ // animation right away. This avoids a flash when the animation starts.
+ if (waitingToStart() && m_animation->delay() > 0)
+ return;
+
+ // FIXME: we need to be more efficient about determining which keyframes we are animating between.
+ // We should cache the last pair or something.
+
+ // Find the first key
+ double elapsedTime = (m_startTime > 0) ? ((!paused() ? currentTime() : m_pauseTime) - m_startTime) : 0;
+ if (elapsedTime < 0)
+ elapsedTime = 0;
+
+ double t = m_animation->duration() ? (elapsedTime / m_animation->duration()) : 1;
+ int i = static_cast<int>(t);
+ t -= i;
+ if (m_animation->direction() && (i & 1))
+ t = 1 - t;
+
+ const RenderStyle* fromStyle = 0;
+ const RenderStyle* toStyle = 0;
+ double scale = 1;
+ double offset = 0;
+ Vector<KeyframeValue>::const_iterator endKeyframes = m_keyframes.endKeyframes();
+ for (Vector<KeyframeValue>::const_iterator it = m_keyframes.beginKeyframes(); it != endKeyframes; ++it) {
+ if (t < it->key()) {
+ // The first key should always be 0, so we should never succeed on the first key
+ if (!fromStyle)
+ break;
+ scale = 1.0 / (it->key() - offset);
+ toStyle = it->style();
+ break;
+ }
+
+ offset = it->key();
+ fromStyle = it->style();
+ }
+
+ // If either style is 0 we have an invalid case, just stop the animation.
+ if (!fromStyle || !toStyle) {
+ updateStateMachine(AnimationStateInputEndAnimation, -1);
+ return;
+ }
+
+ // Run a cycle of animation.
+ // We know we will need a new render style, so make one if needed.
+ if (!animatedStyle)
+ animatedStyle = RenderStyle::clone(targetStyle);
+
+ const TimingFunction* timingFunction = 0;
+ if (fromStyle->animations() && fromStyle->animations()->size() > 0)
+ timingFunction = &(fromStyle->animations()->animation(0)->timingFunction());
+
+ double prog = progress(scale, offset, timingFunction);
+
+ HashSet<int>::const_iterator endProperties = m_keyframes.endProperties();
+ for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != endProperties; ++it) {
+ if (blendProperties(this, *it, animatedStyle.get(), fromStyle, toStyle, prog))
+ setAnimating();
+ }
+}
+
+bool KeyframeAnimation::hasAnimationForProperty(int property) const
+{
+ HashSet<int>::const_iterator end = m_keyframes.endProperties();
+ for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != end; ++it) {
+ if (*it == property)
+ return true;
+ }
+
+ return false;
+}
+
+void KeyframeAnimation::endAnimation(bool)
+{
+ // Restore the original (unanimated) style
+ if (m_object)
+ setChanged(m_object->element());
+}
+
+bool KeyframeAnimation::shouldSendEventForListener(Document::ListenerType listenerType)
+{
+ return m_object->document()->hasListenerType(listenerType);
+}
+
+void KeyframeAnimation::onAnimationStart(double elapsedTime)
+{
+ sendAnimationEvent(eventNames().webkitAnimationStartEvent, elapsedTime);
+}
+
+void KeyframeAnimation::onAnimationIteration(double elapsedTime)
+{
+ sendAnimationEvent(eventNames().webkitAnimationIterationEvent, elapsedTime);
+}
+
+void KeyframeAnimation::onAnimationEnd(double elapsedTime)
+{
+ if (!sendAnimationEvent(eventNames().webkitAnimationEndEvent, elapsedTime)) {
+ // We didn't dispatch an event, which would call endAnimation(), so we'll just call it here.
+ endAnimation(true);
+ }
+}
+
+bool KeyframeAnimation::sendAnimationEvent(const AtomicString& eventType, double elapsedTime)
+{
+ Document::ListenerType listenerType;
+ if (eventType == eventNames().webkitAnimationIterationEvent)
+ listenerType = Document::ANIMATIONITERATION_LISTENER;
+ else if (eventType == eventNames().webkitAnimationEndEvent)
+ listenerType = Document::ANIMATIONEND_LISTENER;
+ else {
+ ASSERT(eventType == eventNames().webkitAnimationStartEvent);
+ listenerType = Document::ANIMATIONSTART_LISTENER;
+ }
+
+ if (shouldSendEventForListener(listenerType)) {
+ // Dispatch the event
+ RefPtr<Element> element;
+ if (m_object->node() && m_object->node()->isElementNode())
+ element = static_cast<Element*>(m_object->node());
+
+ ASSERT(!element || element->document() && !element->document()->inPageCache());
+ if (!element)
+ return false;
+
+ // Keep a reference to this ImplicitAnimation so it doesn't go away in the handler
+ RefPtr<KeyframeAnimation> retainer(this);
+
+ // Call the event handler
+ element->dispatchWebKitAnimationEvent(eventType, m_keyframes.animationName(), elapsedTime);
+
+ // Restore the original (unanimated) style
+ if (eventType == eventNames().webkitAnimationEndEvent && element->renderer())
+ setChanged(element.get());
+
+ return true; // Did dispatch an event
+ }
+
+ return false; // Did not dispatch an event
+}
+
+void KeyframeAnimation::overrideAnimations()
+{
+ // This will override implicit animations that match the properties in the keyframe animation
+ HashSet<int>::const_iterator end = m_keyframes.endProperties();
+ for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != end; ++it)
+ compositeAnimation()->overrideImplicitAnimations(*it);
+}
+
+void KeyframeAnimation::resumeOverriddenAnimations()
+{
+ // This will resume overridden implicit animations
+ HashSet<int>::const_iterator end = m_keyframes.endProperties();
+ for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != end; ++it)
+ compositeAnimation()->resumeOverriddenImplicitAnimations(*it);
+}
+
+bool KeyframeAnimation::affectsProperty(int property) const
+{
+ HashSet<int>::const_iterator end = m_keyframes.endProperties();
+ for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != end; ++it) {
+ if (*it == property)
+ return true;
+ }
+ return false;
+}
+
+void KeyframeAnimation::validateTransformFunctionList()
+{
+ m_transformFunctionListValid = false;
+
+ if (m_keyframes.size() < 2 || !m_keyframes.containsProperty(CSSPropertyWebkitTransform))
+ return;
+
+ Vector<KeyframeValue>::const_iterator end = m_keyframes.endKeyframes();
+
+ // Empty transforms match anything, so find the first non-empty entry as the reference
+ size_t firstIndex = 0;
+ Vector<KeyframeValue>::const_iterator firstIt = end;
+
+ for (Vector<KeyframeValue>::const_iterator it = m_keyframes.beginKeyframes(); it != end; ++it, ++firstIndex) {
+ if (it->style()->transform().operations().size() > 0) {
+ firstIt = it;
+ break;
+ }
+ }
+
+ if (firstIt == end)
+ return;
+
+ const TransformOperations* firstVal = &firstIt->style()->transform();
+
+ // See if the keyframes are valid
+ for (Vector<KeyframeValue>::const_iterator it = firstIt+1; it != end; ++it) {
+ const TransformOperations* val = &it->style()->transform();
+
+ // A null transform matches anything
+ if (val->operations().isEmpty())
+ continue;
+
+ // If the sizes of the function lists don't match, the lists don't match
+ if (firstVal->operations().size() != val->operations().size())
+ return;
+
+ // If the types of each function are not the same, the lists don't match
+ for (size_t j = 0; j < firstVal->operations().size(); ++j) {
+ if (!firstVal->operations()[j]->isSameType(*val->operations()[j]))
+ return;
+ }
+ }
+
+ // Keyframes are valid
+ m_transformFunctionListValid = true;
+}
+
+} // namespace WebCore
diff --git a/WebCore/page/animation/KeyframeAnimation.h b/WebCore/page/animation/KeyframeAnimation.h
new file mode 100644
index 0000000..55b429a
--- /dev/null
+++ b/WebCore/page/animation/KeyframeAnimation.h
@@ -0,0 +1,92 @@
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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.
+ */
+
+#ifndef KeyframeAnimation_h
+#define KeyframeAnimation_h
+
+#include "AnimationBase.h"
+#include "Document.h"
+#include "KeyframeList.h"
+#include "RenderStyle.h"
+
+namespace WebCore {
+
+// A KeyframeAnimation tracks the state of an explicit animation
+// for a single RenderObject.
+class KeyframeAnimation : public AnimationBase {
+public:
+ static PassRefPtr<KeyframeAnimation> create(const Animation* animation, RenderObject* renderer, int index, CompositeAnimation* compositeAnimation, RenderStyle* unanimatedStyle)
+ {
+ return adoptRef(new KeyframeAnimation(animation, renderer, index, compositeAnimation, unanimatedStyle));
+ };
+
+ virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* currentStyle, const RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle);
+
+ const AtomicString& name() const { return m_keyframes.animationName(); }
+ int index() const { return m_index; }
+ void setIndex(int i) { m_index = i; }
+
+ virtual bool shouldFireEvents() const { return true; }
+
+ bool hasAnimationForProperty(int property) const;
+
+ RenderStyle* unanimatedStyle() const { return m_unanimatedStyle.get(); }
+
+protected:
+ virtual void onAnimationStart(double elapsedTime);
+ virtual void onAnimationIteration(double elapsedTime);
+ virtual void onAnimationEnd(double elapsedTime);
+ virtual void endAnimation(bool reset);
+
+ virtual void overrideAnimations();
+ virtual void resumeOverriddenAnimations();
+
+ bool shouldSendEventForListener(Document::ListenerType inListenerType);
+ bool sendAnimationEvent(const AtomicString&, double elapsedTime);
+
+ virtual bool affectsProperty(int) const;
+
+ void validateTransformFunctionList();
+
+private:
+ KeyframeAnimation(const Animation* animation, RenderObject*, int index, CompositeAnimation*, RenderStyle* unanimatedStyle);
+ virtual ~KeyframeAnimation();
+
+ // The keyframes that we are blending.
+ KeyframeList m_keyframes;
+
+ // The order in which this animation appears in the animation-name style.
+ int m_index;
+
+ // The style just before we started animation
+ RefPtr<RenderStyle> m_unanimatedStyle;
+};
+
+} // namespace WebCore
+
+#endif // KeyframeAnimation_h