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Diffstat (limited to 'WebCore/page/animation/AnimationBase.cpp')
-rw-r--r-- | WebCore/page/animation/AnimationBase.cpp | 815 |
1 files changed, 815 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 |