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diff --git a/WebCore/page/animation/AnimationBase.cpp b/WebCore/page/animation/AnimationBase.cpp
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+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple 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