/* * Copyright (C) 2011 Google 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. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. 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 INC. 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 "ScriptedAnimationController.h" #if ENABLE(REQUEST_ANIMATION_FRAME) #include "Document.h" #include "FrameView.h" #include "RequestAnimationFrameCallback.h" #if USE(REQUEST_ANIMATION_FRAME_TIMER) #include #include using namespace std; // Allow a little more than 60fps to make sure we can at least hit that frame rate. #define MinimumAnimationInterval 0.015 #endif namespace WebCore { ScriptedAnimationController::ScriptedAnimationController(Document* document) : m_document(document) , m_nextCallbackId(0) , m_suspendCount(0) #if USE(REQUEST_ANIMATION_FRAME_TIMER) , m_animationTimer(this, &ScriptedAnimationController::animationTimerFired) , m_lastAnimationFrameTime(0) #endif { } void ScriptedAnimationController::suspend() { ++m_suspendCount; } void ScriptedAnimationController::resume() { --m_suspendCount; if (!m_suspendCount && m_callbacks.size()) scheduleAnimation(); } ScriptedAnimationController::CallbackId ScriptedAnimationController::registerCallback(PassRefPtr callback) { ScriptedAnimationController::CallbackId id = m_nextCallbackId++; callback->m_firedOrCancelled = false; callback->m_id = id; m_callbacks.append(callback); if (!m_suspendCount) scheduleAnimation(); return id; } void ScriptedAnimationController::cancelCallback(CallbackId id) { for (size_t i = 0; i < m_callbacks.size(); ++i) { if (m_callbacks[i]->m_id == id) { m_callbacks[i]->m_firedOrCancelled = true; m_callbacks.remove(i); return; } } } void ScriptedAnimationController::serviceScriptedAnimations(DOMTimeStamp time) { if (!m_callbacks.size() || m_suspendCount) return; // First, generate a list of callbacks to consider. Callbacks registered from this point // on are considered only for the "next" frame, not this one. CallbackList callbacks(m_callbacks); for (size_t i = 0; i < callbacks.size(); ++i) { RequestAnimationFrameCallback* callback = callbacks[i].get(); if (!callback->m_firedOrCancelled) { callback->m_firedOrCancelled = true; callback->handleEvent(time); } } m_document->updateStyleIfNeeded(); // Remove any callbacks we fired from the list of pending callbacks. for (size_t i = 0; i < m_callbacks.size();) { if (m_callbacks[i]->m_firedOrCancelled) m_callbacks.remove(i); else ++i; } if (m_callbacks.size()) scheduleAnimation(); } void ScriptedAnimationController::scheduleAnimation() { #if USE(REQUEST_ANIMATION_FRAME_TIMER) double scheduleDelay = max(MinimumAnimationInterval - (currentTime() - m_lastAnimationFrameTime), 0); m_animationTimer.startOneShot(scheduleDelay); #else if (FrameView* frameView = m_document->view()) frameView->scheduleAnimation(); #endif } #if USE(REQUEST_ANIMATION_FRAME_TIMER) void ScriptedAnimationController::animationTimerFired(Timer*) { m_lastAnimationFrameTime = currentTime(); serviceScriptedAnimations(convertSecondsToDOMTimeStamp(m_lastAnimationFrameTime)); } #endif } #endif