/* * 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*) { 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 fromOp = (i < fromSize) ? from.operations()[i].get() : 0; RefPtr toOp = (i < toSize) ? to.operations()[i].get() : 0; RefPtr blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0); if (blendedOp) result.operations().append(blendedOp); else { RefPtr 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 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 class PropertyWrapper : public PropertyWrapperGetter { public: PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T)) : PropertyWrapperGetter(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::m_getter)(), (b->*PropertyWrapperGetter::m_getter)(), progress)); } protected: void (RenderStyle::*m_setter)(T); }; class PropertyWrapperShadow : public PropertyWrapperGetter { public: PropertyWrapperShadow(int prop, ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool)) : PropertyWrapperGetter(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* 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(); // build the list of property wrappers to do the comparisons and blends gPropertyWrappers->append(new PropertyWrapper(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyWebkitBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility)); gPropertyWrappers->append(new PropertyWrapper(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(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity)); gPropertyWrappers->append(new PropertyWrapper(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity)); gPropertyWrappers->append(new PropertyWrapper(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(this)) , m_animation(const_cast(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(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(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