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-rw-r--r--WebCore/page/animation/AnimationBase.cpp183
1 files changed, 142 insertions, 41 deletions
diff --git a/WebCore/page/animation/AnimationBase.cpp b/WebCore/page/animation/AnimationBase.cpp
index 3e43f66..e500fe4 100644
--- a/WebCore/page/animation/AnimationBase.cpp
+++ b/WebCore/page/animation/AnimationBase.cpp
@@ -29,7 +29,7 @@
#include "config.h"
#include "AnimationBase.h"
-#include "AnimationController.h"
+#include "AnimationControllerPrivate.h"
#include "CSSMutableStyleDeclaration.h"
#include "CSSPropertyLonghand.h"
#include "CSSPropertyNames.h"
@@ -43,10 +43,15 @@
#include "ImplicitAnimation.h"
#include "KeyframeAnimation.h"
#include "MatrixTransformOperation.h"
-#include "RenderObject.h"
+#include "Matrix3DTransformOperation.h"
+#include "RenderBox.h"
#include "RenderStyle.h"
#include "UnitBezier.h"
+#include <algorithm>
+
+using namespace std;
+
namespace WebCore {
// The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
@@ -143,7 +148,7 @@ static inline TransformOperations blendFunc(const AnimationBase* anim, const Tra
toT.blend(fromT, progress);
// Append the result
- result.operations().append(MatrixTransformOperation::create(toT.a(), toT.b(), toT.c(), toT.d(), toT.e(), toT.f()));
+ result.operations().append(Matrix3DTransformOperation::create(toT));
}
return result;
}
@@ -180,6 +185,10 @@ public:
int property() const { return m_prop; }
+#if USE(ACCELERATED_COMPOSITING)
+ virtual bool animationIsAccelerated() const { return false; }
+#endif
+
private:
int m_prop;
};
@@ -197,7 +206,7 @@ public:
{
// 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)
+ if ((!a && !b) || a == b)
return true;
if (!a || !b)
return false;
@@ -226,6 +235,41 @@ protected:
void (RenderStyle::*m_setter)(T);
};
+#if USE(ACCELERATED_COMPOSITING)
+class PropertyWrapperAcceleratedOpacity : public PropertyWrapper<float> {
+public:
+ PropertyWrapperAcceleratedOpacity()
+ : PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)
+ {
+ }
+
+ virtual bool animationIsAccelerated() const { return true; }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ float fromOpacity = a->opacity();
+
+ // This makes sure we put the object being animated into a RenderLayer during the animation
+ dst->setOpacity(blendFunc(anim, (fromOpacity == 1) ? 0.999999f : fromOpacity, b->opacity(), progress));
+ }
+};
+
+class PropertyWrapperAcceleratedTransform : public PropertyWrapper<const TransformOperations&> {
+public:
+ PropertyWrapperAcceleratedTransform()
+ : PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)
+ {
+ }
+
+ virtual bool animationIsAccelerated() const { return true; }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ dst->setTransform(blendFunc(anim, a->transform(), b->transform(), progress));
+ }
+};
+#endif // USE(ACCELERATED_COMPOSITING)
+
class PropertyWrapperShadow : public PropertyWrapperGetter<ShadowData*> {
public:
PropertyWrapperShadow(int prop, ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
@@ -239,7 +283,7 @@ public:
ShadowData* shadowA = (a->*m_getter)();
ShadowData* shadowB = (b->*m_getter)();
- if (!shadowA && shadowB || shadowA && !shadowB)
+ if ((!shadowA && shadowB) || (shadowA && !shadowB))
return false;
if (shadowA && shadowB && (*shadowA != *shadowB))
return false;
@@ -368,7 +412,6 @@ static void ensurePropertyMap()
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));
@@ -384,15 +427,27 @@ static void ensurePropertyMap()
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<float>(CSSPropertyWebkitPerspective, &RenderStyle::perspective, &RenderStyle::setPerspective));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginX, &RenderStyle::perspectiveOriginX, &RenderStyle::setPerspectiveOriginX));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginY, &RenderStyle::perspectiveOriginY, &RenderStyle::setPerspectiveOriginY));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitTransformOriginZ, &RenderStyle::transformOriginZ, &RenderStyle::setTransformOriginZ));
gPropertyWrappers->append(new PropertyWrapper<const 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));
+
+#if USE(ACCELERATED_COMPOSITING)
+ gPropertyWrappers->append(new PropertyWrapperAcceleratedOpacity());
+ gPropertyWrappers->append(new PropertyWrapperAcceleratedTransform());
+#else
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity));
+ gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform));
+#endif
+
gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor));
gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor));
gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor));
@@ -507,13 +562,13 @@ static PropertyWrapperBase* wrapperForProperty(int propertyID)
AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
: m_animState(AnimationStateNew)
, m_isAnimating(false)
- , m_waitedForResponse(false)
, m_startTime(0)
, m_pauseTime(-1)
, m_requestedStartTime(0)
, m_object(renderer)
, m_animation(const_cast<Animation*>(transition))
, m_compAnim(compAnim)
+ , m_fallbackAnimating(false)
, m_transformFunctionListValid(false)
, m_nextIterationDuration(-1)
, m_next(0)
@@ -526,8 +581,8 @@ AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer
AnimationBase::~AnimationBase()
{
- if (m_animState == AnimationStateStartWaitStyleAvailable)
- m_compAnim->removeFromStyleAvailableWaitList(this);
+ m_compAnim->removeFromStyleAvailableWaitList(this);
+ m_compAnim->removeFromStartTimeResponseWaitList(this);
}
bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b)
@@ -575,12 +630,25 @@ bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderS
PropertyWrapperBase* wrapper = wrapperForProperty(prop);
if (wrapper) {
wrapper->blend(anim, dst, a, b, progress);
+#if USE(ACCELERATED_COMPOSITING)
+ return !wrapper->animationIsAccelerated() || anim->isFallbackAnimating();
+#else
return true;
+#endif
}
return false;
}
+#if USE(ACCELERATED_COMPOSITING)
+bool AnimationBase::animationOfPropertyIsAccelerated(int prop)
+{
+ ensurePropertyMap();
+ PropertyWrapperBase* wrapper = wrapperForProperty(prop);
+ return wrapper ? wrapper->animationIsAccelerated() : false;
+}
+#endif
+
void AnimationBase::setChanged(Node* node)
{
ASSERT(!node || (node->document() && !node->document()->inPageCache()));
@@ -614,7 +682,6 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
m_pauseTime = -1;
m_requestedStartTime = 0;
m_nextIterationDuration = -1;
- m_waitedForResponse = false;
endAnimation(false);
return;
}
@@ -661,11 +728,10 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
}
// Execute state machine
- switch(m_animState) {
+ switch (m_animState) {
case AnimationStateNew:
ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputPlayStatePaused);
if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning) {
- m_waitedForResponse = false;
m_requestedStartTime = beginAnimationUpdateTime();
m_animState = AnimationStateStartWaitTimer;
}
@@ -681,7 +747,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
// Trigger a render so we can start the animation
if (m_object)
- m_object->animation()->addNodeChangeToDispatch(m_object->element());
+ m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->node());
} else {
ASSERT(!paused());
// We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait
@@ -701,12 +767,18 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
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
+ if (overridden()) {
+ // We won't try to start accelerated animations if we are overridden and
+ // just move on to the next state.
m_animState = AnimationStateStartWaitResponse;
+ m_fallbackAnimating = true;
updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
- } else
- m_waitedForResponse = true;
+ }
+ else {
+ bool started = startAnimation(0);
+ m_compAnim->addToStartTimeResponseWaitList(this, started);
+ m_fallbackAnimating = !started;
+ }
break;
case AnimationStateStartWaitResponse:
ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused);
@@ -722,7 +794,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
// Dispatch updateRendering so we can start the animation
if (m_object)
- m_object->animation()->addNodeChangeToDispatch(m_object->element());
+ m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->node());
} else {
// We are pausing while waiting for a start response. Cancel the animation and wait. When
// we unpause, we will act as though the start timer just fired
@@ -762,7 +834,7 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
resumeOverriddenAnimations();
// Fire off another style change so we can set the final value
- m_object->animation()->addNodeChangeToDispatch(m_object->element());
+ m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->node());
}
} else {
// We are pausing while running. Cancel the animation and wait
@@ -789,8 +861,19 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
// 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(input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputStartTimeSet);
ASSERT(paused());
+
+ // If we are paused, but we get the callback that notifies us that an accelerated animation started,
+ // then we ignore the start time and just move into the paused-run state.
+ if (m_animState == AnimationStatePausedWaitResponse && input == AnimationStateInputStartTimeSet) {
+ m_animState = AnimationStatePausedRun;
+ ASSERT(m_startTime == 0);
+ m_startTime = param;
+ m_pauseTime += m_startTime;
+ break;
+ }
+
// Update the times
if (m_animState == AnimationStatePausedRun)
m_startTime += beginAnimationUpdateTime() - m_pauseTime;
@@ -802,11 +885,16 @@ void AnimationBase::updateStateMachine(AnimStateInput input, double param)
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
+ if (overridden()) {
+ // We won't try to start accelerated animations if we are overridden and
+ // just move on to the next state.
updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
- } else
- m_waitedForResponse = true;
+ m_fallbackAnimating = true;
+ } else {
+ bool started = startAnimation(0);
+ m_compAnim->addToStartTimeResponseWaitList(this, started);
+ m_fallbackAnimating = !started;
+ }
break;
case AnimationStateDone:
// We're done. Stay in this state until we are deleted
@@ -835,14 +923,16 @@ void AnimationBase::fireAnimationEventsIfNeeded()
}
double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
- ASSERT(elapsedDuration >= 0);
+ // FIXME: we need to ensure that elapsedDuration is never < 0. If it is, this suggests that
+ // we had a recalcStyle() outside of beginAnimationUpdate()/endAnimationUpdate().
+ // Also check in getTimeToNextEvent().
+ elapsedDuration = max(elapsedDuration, 0.0);
// Check for end timeout
if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) {
// Fire an end event
updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration);
- }
- else {
+ } else {
// Check for iteration timeout
if (m_nextIterationDuration < 0) {
// Hasn't been set yet, set it
@@ -868,18 +958,20 @@ void AnimationBase::updatePlayState(bool run)
updateStateMachine(run ? AnimationStateInputPlayStateRunnning : AnimationStateInputPlayStatePaused, -1);
}
-double AnimationBase::willNeedService() const
+double AnimationBase::willNeedService()
{
// Returns the time at which next service is required. -1 means no service is required. 0 means
// service is required now, and > 0 means service is required that many seconds in the future.
if (paused() || isNew())
return -1;
-
+
if (m_animState == AnimationStateStartWaitTimer) {
double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime);
- return (float) ((timeFromNow > 0) ? timeFromNow : 0);
+ return max(timeFromNow, 0.0);
}
+ fireAnimationEventsIfNeeded();
+
// In all other cases, we need service right away.
return 0;
}
@@ -926,31 +1018,40 @@ double AnimationBase::progress(double scale, double offset, const TimingFunction
return result;
}
-void AnimationBase::goIntoEndingOrLoopingState()
+void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
{
// Decide when the end or loop event needs to fire
double totalDuration = -1;
if (m_animation->iterationCount() > 0)
totalDuration = m_animation->duration() * m_animation->iterationCount();
- const double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
- ASSERT(elapsedDuration >= 0);
+ const double elapsedDuration = max(beginAnimationUpdateTime() - m_startTime, 0.0);
double durationLeft = 0;
- double nextIterationTime = totalDuration;
+ double nextIterationTime = m_totalDuration;
- if (totalDuration < 0 || elapsedDuration < totalDuration) {
+ if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) {
durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
nextIterationTime = elapsedDuration + durationLeft;
}
-
- if (totalDuration < 0 || nextIterationTime < totalDuration) {
+
+ if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) {
// We are not at the end yet
ASSERT(nextIterationTime > 0);
- m_animState = AnimationStateLooping;
+ isLooping = true;
} else {
// We are at the end
- m_animState = AnimationStateEnding;
+ isLooping = false;
}
+
+ time = durationLeft;
+}
+
+void AnimationBase::goIntoEndingOrLoopingState()
+{
+ double t;
+ bool isLooping;
+ getTimeToNextEvent(t, isLooping);
+ m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding;
}
void AnimationBase::pauseAtTime(double t)
@@ -961,7 +1062,7 @@ void AnimationBase::pauseAtTime(double t)
double AnimationBase::beginAnimationUpdateTime() const
{
- return m_compAnim->animationController()->beginAnimationUpdateTime();
+ return m_compAnim->animationControllerPriv()->beginAnimationUpdateTime();
}
double AnimationBase::getElapsedTime() const