/* * 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 "CompositeAnimation.h" #include "AnimationController.h" #include "CSSPropertyNames.h" #include "ImplicitAnimation.h" #include "KeyframeAnimation.h" #include "RenderObject.h" #include "RenderStyle.h" namespace WebCore { class CompositeAnimationPrivate { public: CompositeAnimationPrivate(AnimationController* animationController, CompositeAnimation* compositeAnimation) : m_isSuspended(false) , m_animationController(animationController) , m_compositeAnimation(compositeAnimation) , m_numStyleAvailableWaiters(0) { } ~CompositeAnimationPrivate(); PassRefPtr animate(RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle); void setAnimating(bool); bool isAnimating() const; const KeyframeAnimation* getAnimationForProperty(int property) const; void resetTransitions(RenderObject*); void resetAnimations(RenderObject*); void cleanupFinishedAnimations(RenderObject*); void setAnimationStartTime(double t); void setTransitionStartTime(int property, double t); void suspendAnimations(); void resumeAnimations(); bool isSuspended() const { return m_isSuspended; } void overrideImplicitAnimations(int property); void resumeOverriddenImplicitAnimations(int property); void styleAvailable(); bool isAnimatingProperty(int property, bool isRunningNow) const; void setWaitingForStyleAvailable(bool); protected: void updateTransitions(RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle); void updateKeyframeAnimations(RenderObject*, RenderStyle* currentStyle, RenderStyle* targetStyle); private: typedef HashMap > CSSPropertyTransitionsMap; typedef HashMap > AnimationNameMap; CSSPropertyTransitionsMap m_transitions; AnimationNameMap m_keyframeAnimations; bool m_isSuspended; AnimationController* m_animationController; CompositeAnimation* m_compositeAnimation; unsigned m_numStyleAvailableWaiters; }; CompositeAnimationPrivate::~CompositeAnimationPrivate() { m_transitions.clear(); m_keyframeAnimations.clear(); } void CompositeAnimationPrivate::updateTransitions(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle) { // If currentStyle is null, we don't do transitions if (!currentStyle || !targetStyle->transitions()) return; // Check to see if we need to update the active transitions for (size_t i = 0; i < targetStyle->transitions()->size(); ++i) { const Animation* anim = targetStyle->transitions()->animation(i); bool isActiveTransition = anim->duration() || anim->delay() > 0; int prop = anim->property(); if (prop == cAnimateNone) continue; bool all = prop == cAnimateAll; // Handle both the 'all' and single property cases. For the single prop case, we make only one pass // through the loop. for (int propertyIndex = 0; propertyIndex < AnimationBase::getNumProperties(); ++propertyIndex) { if (all) { // Get the next property prop = AnimationBase::getPropertyAtIndex(propertyIndex); } // ImplicitAnimations are always hashed by actual properties, never cAnimateAll ASSERT(prop > firstCSSProperty && prop < (firstCSSProperty + numCSSProperties)); // If there is a running animation for this property, the transition is overridden // and we have to use the unanimatedStyle from the animation. We do the test // against the unanimated style here, but we "override" the transition later. const KeyframeAnimation* keyframeAnim = getAnimationForProperty(prop); RenderStyle* fromStyle = keyframeAnim ? keyframeAnim->unanimatedStyle() : currentStyle; // See if there is a current transition for this prop ImplicitAnimation* implAnim = m_transitions.get(prop).get(); bool equal = true; if (implAnim) { // This implAnim might not be an already running transition. It might be // newly added to the list in a previous iteration. This would happen if // you have both an explicit transition-property and 'all' in the same // list. In this case, the latter one overrides the earlier one, so we // behave as though this is a running animation being replaced. if (!isActiveTransition) m_transitions.remove(prop); else if (!implAnim->isTargetPropertyEqual(prop, targetStyle)) { m_transitions.remove(prop); equal = false; } } else { // We need to start a transition if it is active and the properties don't match equal = !isActiveTransition || AnimationBase::propertiesEqual(prop, fromStyle, targetStyle); } if (!equal) { // Add the new transition m_transitions.set(prop, ImplicitAnimation::create(const_cast(anim), prop, renderer, m_compositeAnimation, fromStyle)); } // We only need one pass for the single prop case if (!all) break; } } } void CompositeAnimationPrivate::updateKeyframeAnimations(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle) { // Nothing to do if we don't have any animations, and didn't have any before if (m_keyframeAnimations.isEmpty() && !targetStyle->hasAnimations()) return; // Nothing to do if the current and target animations are the same if (currentStyle && currentStyle->hasAnimations() && targetStyle->hasAnimations() && *(currentStyle->animations()) == *(targetStyle->animations())) return; // Mark all existing animations as no longer active AnimationNameMap::const_iterator kfend = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) it->second->setIndex(-1); // Now mark any still active animations as active and add any new animations if (targetStyle->animations()) { int numAnims = targetStyle->animations()->size(); for (int i = 0; i < numAnims; ++i) { const Animation* anim = targetStyle->animations()->animation(i); AtomicString animationName(anim->name()); if (!anim->isValidAnimation()) continue; // See if there is a current animation for this name RefPtr keyframeAnim = m_keyframeAnimations.get(animationName.impl()); if (keyframeAnim) { // There is one so it is still active // Animations match, but play states may differ. update if needed keyframeAnim->updatePlayState(anim->playState() == AnimPlayStatePlaying); // Set the saved animation to this new one, just in case the play state has changed keyframeAnim->setAnimation(anim); keyframeAnim->setIndex(i); } else if ((anim->duration() || anim->delay()) && anim->iterationCount()) { keyframeAnim = KeyframeAnimation::create(const_cast(anim), renderer, i, m_compositeAnimation, currentStyle ? currentStyle : targetStyle); m_keyframeAnimations.set(keyframeAnim->name().impl(), keyframeAnim); } } } // Make a list of animations to be removed Vector animsToBeRemoved; kfend = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) { KeyframeAnimation* keyframeAnim = it->second.get(); if (keyframeAnim->index() < 0) animsToBeRemoved.append(keyframeAnim->name().impl()); } // Now remove the animations from the list for (size_t j = 0; j < animsToBeRemoved.size(); ++j) m_keyframeAnimations.remove(animsToBeRemoved[j]); } PassRefPtr CompositeAnimationPrivate::animate(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle) { RefPtr resultStyle; // Update animations first so we can see if any transitions are overridden updateKeyframeAnimations(renderer, currentStyle, targetStyle); // We don't do any transitions if we don't have a currentStyle (on startup) updateTransitions(renderer, currentStyle, targetStyle); if (currentStyle) { // Now that we have transition objects ready, let them know about the new goal state. We want them // to fill in a RenderStyle*& only if needed. CSSPropertyTransitionsMap::const_iterator end = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) { if (ImplicitAnimation* anim = it->second.get()) anim->animate(m_compositeAnimation, renderer, currentStyle, targetStyle, resultStyle); } } // Now that we have animation objects ready, let them know about the new goal state. We want them // to fill in a RenderStyle*& only if needed. if (targetStyle->hasAnimations()) { for (size_t i = 0; i < targetStyle->animations()->size(); ++i) { const Animation* anim = targetStyle->animations()->animation(i); if (anim->isValidAnimation()) { AtomicString animationName(anim->name()); RefPtr keyframeAnim = m_keyframeAnimations.get(animationName.impl()); if (keyframeAnim) keyframeAnim->animate(m_compositeAnimation, renderer, currentStyle, targetStyle, resultStyle); } } } cleanupFinishedAnimations(renderer); return resultStyle ? resultStyle.release() : targetStyle; } // "animating" means that something is running that requires the timer to keep firing void CompositeAnimationPrivate::setAnimating(bool animating) { CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) { ImplicitAnimation* transition = it->second.get(); transition->setAnimating(animating); } AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) { KeyframeAnimation* anim = it->second.get(); anim->setAnimating(animating); } } bool CompositeAnimationPrivate::isAnimating() const { CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) { ImplicitAnimation* transition = it->second.get(); if (transition && transition->isAnimating() && transition->running()) return true; } AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) { KeyframeAnimation* anim = it->second.get(); if (anim && !anim->paused() && anim->isAnimating() && anim->active()) return true; } return false; } const KeyframeAnimation* CompositeAnimationPrivate::getAnimationForProperty(int property) const { const KeyframeAnimation* retval = 0; // We want to send back the last animation with the property if there are multiples. // So we need to iterate through all animations AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) { const KeyframeAnimation* anim = it->second.get(); if (anim->hasAnimationForProperty(property)) retval = anim; } return retval; } void CompositeAnimationPrivate::resetTransitions(RenderObject* renderer) { m_transitions.clear(); } void CompositeAnimationPrivate::resetAnimations(RenderObject*) { m_keyframeAnimations.clear(); } void CompositeAnimationPrivate::cleanupFinishedAnimations(RenderObject* renderer) { if (isSuspended()) return; // Make a list of transitions to be deleted Vector finishedTransitions; CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) { ImplicitAnimation* anim = it->second.get(); if (!anim) continue; if (anim->postActive()) finishedTransitions.append(anim->animatingProperty()); } // Delete them size_t finishedTransitionCount = finishedTransitions.size(); for (size_t i = 0; i < finishedTransitionCount; ++i) m_transitions.remove(finishedTransitions[i]); // Make a list of animations to be deleted Vector finishedAnimations; AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) { KeyframeAnimation* anim = it->second.get(); if (!anim) continue; if (anim->postActive()) finishedAnimations.append(anim->name().impl()); } // Delete them size_t finishedAnimationCount = finishedAnimations.size(); for (size_t i = 0; i < finishedAnimationCount; ++i) m_keyframeAnimations.remove(finishedAnimations[i]); } void CompositeAnimationPrivate::setAnimationStartTime(double t) { // Set start time on all animations waiting for it AnimationNameMap::const_iterator end = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != end; ++it) { KeyframeAnimation* anim = it->second.get(); if (anim && anim->waitingForStartTime()) anim->updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, t); } } void CompositeAnimationPrivate::setTransitionStartTime(int property, double t) { // Set the start time for given property transition CSSPropertyTransitionsMap::const_iterator end = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) { ImplicitAnimation* anim = it->second.get(); if (anim && anim->waitingForStartTime() && anim->animatingProperty() == property) anim->updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, t); } } void CompositeAnimationPrivate::suspendAnimations() { if (m_isSuspended) return; m_isSuspended = true; AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) { if (KeyframeAnimation* anim = it->second.get()) anim->updatePlayState(false); } CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) { ImplicitAnimation* anim = it->second.get(); if (anim && anim->hasStyle()) anim->updatePlayState(false); } } void CompositeAnimationPrivate::resumeAnimations() { if (!m_isSuspended) return; m_isSuspended = false; AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) { KeyframeAnimation* anim = it->second.get(); if (anim && anim->playStatePlaying()) anim->updatePlayState(true); } CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) { ImplicitAnimation* anim = it->second.get(); if (anim && anim->hasStyle()) anim->updatePlayState(true); } } void CompositeAnimationPrivate::overrideImplicitAnimations(int property) { CSSPropertyTransitionsMap::const_iterator end = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) { ImplicitAnimation* anim = it->second.get(); if (anim && anim->animatingProperty() == property) anim->setOverridden(true); } } void CompositeAnimationPrivate::resumeOverriddenImplicitAnimations(int property) { CSSPropertyTransitionsMap::const_iterator end = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) { ImplicitAnimation* anim = it->second.get(); if (anim && anim->animatingProperty() == property) anim->setOverridden(false); } } static inline bool compareAnimationIndices(RefPtr a, const RefPtr b) { return a->index() < b->index(); } void CompositeAnimationPrivate::styleAvailable() { if (m_numStyleAvailableWaiters == 0) return; // We have to go through animations in the order in which they appear in // the style, because order matters for additivity. Vector > animations(m_keyframeAnimations.size()); copyValuesToVector(m_keyframeAnimations, animations); if (animations.size() > 1) std::stable_sort(animations.begin(), animations.end(), compareAnimationIndices); for (size_t i = 0; i < animations.size(); ++i) { KeyframeAnimation* anim = animations[i].get(); if (anim && anim->waitingForStyleAvailable()) anim->updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1); } CSSPropertyTransitionsMap::const_iterator end = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != end; ++it) { ImplicitAnimation* anim = it->second.get(); if (anim && anim->waitingForStyleAvailable()) anim->updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1); } } bool CompositeAnimationPrivate::isAnimatingProperty(int property, bool isRunningNow) const { AnimationNameMap::const_iterator animationsEnd = m_keyframeAnimations.end(); for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != animationsEnd; ++it) { KeyframeAnimation* anim = it->second.get(); if (anim && anim->isAnimatingProperty(property, isRunningNow)) return true; } CSSPropertyTransitionsMap::const_iterator transitionsEnd = m_transitions.end(); for (CSSPropertyTransitionsMap::const_iterator it = m_transitions.begin(); it != transitionsEnd; ++it) { ImplicitAnimation* anim = it->second.get(); if (anim && anim->isAnimatingProperty(property, isRunningNow)) return true; } return false; } void CompositeAnimationPrivate::setWaitingForStyleAvailable(bool waiting) { if (waiting) m_numStyleAvailableWaiters++; else m_numStyleAvailableWaiters--; m_animationController->setWaitingForStyleAvailable(waiting); } CompositeAnimation::CompositeAnimation(AnimationController* animationController) : m_data(new CompositeAnimationPrivate(animationController, this)) { } CompositeAnimation::~CompositeAnimation() { delete m_data; } PassRefPtr CompositeAnimation::animate(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle) { return m_data->animate(renderer, currentStyle, targetStyle); } bool CompositeAnimation::isAnimating() const { return m_data->isAnimating(); } void CompositeAnimation::setWaitingForStyleAvailable(bool b) { m_data->setWaitingForStyleAvailable(b); } void CompositeAnimation::resetTransitions(RenderObject* renderer) { m_data->resetTransitions(renderer); } void CompositeAnimation::suspendAnimations() { m_data->suspendAnimations(); } void CompositeAnimation::resumeAnimations() { m_data->resumeAnimations(); } bool CompositeAnimation::isSuspended() const { return m_data->isSuspended(); } void CompositeAnimation::styleAvailable() { m_data->styleAvailable(); } void CompositeAnimation::setAnimating(bool b) { m_data->setAnimating(b); } bool CompositeAnimation::isAnimatingProperty(int property, bool isRunningNow) const { return m_data->isAnimatingProperty(property, isRunningNow); } void CompositeAnimation::setAnimationStartTime(double t) { m_data->setAnimationStartTime(t); } void CompositeAnimation::setTransitionStartTime(int property, double t) { m_data->setTransitionStartTime(property, t); } void CompositeAnimation::overrideImplicitAnimations(int property) { m_data->overrideImplicitAnimations(property); } void CompositeAnimation::resumeOverriddenImplicitAnimations(int property) { m_data->resumeOverriddenImplicitAnimations(property); } } // namespace WebCore