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Side by Side Diff: Source/core/frame/animation/AnimationBase.h

Issue 139273007: Web Animations: Remove legacy animations engine. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Fix TestExpectations. Created 6 years, 10 months ago
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1 /*
2 * Copyright (C) 2007 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 *
8 * 1. Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * 2. Redistributions in binary form must reproduce the above copyright
11 * notice, this list of conditions and the following disclaimer in the
12 * documentation and/or other materials provided with the distribution.
13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
14 * its contributors may be used to endorse or promote products derived
15 * from this software without specific prior written permission.
16 *
17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 */
28
29 #ifndef AnimationBase_h
30 #define AnimationBase_h
31
32 #include "CSSPropertyNames.h"
33 #include "core/animation/css/CSSAnimationData.h"
34 #include "core/rendering/style/RenderStyleConstants.h"
35 #include "wtf/RefCounted.h"
36
37 namespace WebCore {
38
39 class AnimationBase;
40 class AnimationController;
41 class CompositeAnimation;
42 class Element;
43 class Node;
44 class RenderObject;
45 class RenderStyle;
46 class TimingFunction;
47
48 class AnimationBase : public RefCounted<AnimationBase> {
49 friend class CompositeAnimation;
50 friend class CSSPropertyAnimation;
51
52 public:
53 AnimationBase(const CSSAnimationData* transition, RenderObject& renderer, Co mpositeAnimation* compAnim);
54 virtual ~AnimationBase() { }
55
56 RenderObject* renderer() const { return m_object; }
57 void clear()
58 {
59 endAnimation();
60 m_object = 0;
61 m_compAnim = 0;
62 }
63
64 double duration() const;
65
66 // Animations and Transitions go through the states below. When entering the STARTED state
67 // the animation is started. This may or may not require deferred response f rom the animator.
68 // If so, we stay in this state until that response is received (and it retu rns the start time).
69 // Otherwise, we use the current time as the start time and go immediately t o AnimationStateLooping
70 // or AnimationStateEnding.
71 enum AnimState {
72 AnimationStateNew, // animation just created, animation not running yet
73 AnimationStateStartWaitTimer, // start timer running, waiting for fire
74 AnimationStateStartWaitStyleAvailable, // waiting for style setup so w e can start animations
75 AnimationStateStartWaitResponse, // animation started, waiting for re sponse
76 AnimationStateLooping, // response received, animation runn ing, loop timer running, waiting for fire
77 AnimationStateEnding, // received, animation running, end timer running, waiting for fire
78 AnimationStatePausedWaitTimer, // in pause mode when animation star ted
79 AnimationStatePausedWaitStyleAvailable, // in pause mode when waiting fo r style setup
80 AnimationStatePausedWaitResponse, // animation paused when in STARTING state
81 AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
82 AnimationStateDone, // end timer fired, animation finish ed and removed
83 AnimationStateFillingForwards // animation has ended and is retain ing its final value
84 };
85
86 enum AnimStateInput {
87 AnimationStateInputMakeNew, // reset back to new from any stat e
88 AnimationStateInputStartAnimation, // animation requests a start
89 AnimationStateInputRestartAnimation, // force a restart from any state
90 AnimationStateInputStartTimerFired, // start timer fired
91 AnimationStateInputStyleAvailable, // style is setup, ready to start animating
92 AnimationStateInputStartTimeSet, // m_startTime was set
93 AnimationStateInputLoopTimerFired, // loop timer fired
94 AnimationStateInputEndTimerFired, // end timer fired
95 AnimationStateInputPauseOverride, // pause an animation due to overr ide
96 AnimationStateInputResumeOverride, // resume an overridden animation
97 AnimationStateInputPlayStateRunning, // play state paused -> running
98 AnimationStateInputPlayStatePaused, // play state running -> paused
99 AnimationStateInputEndAnimation // force an end from any state
100 };
101
102 // Called when animation is in AnimationStateNew to start animation
103 void updateStateMachine(AnimStateInput, double param);
104
105 // Animation has actually started, at passed time
106 void onAnimationStartResponse(double startTime)
107 {
108 updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, start Time);
109 }
110
111 // Called to change to or from paused state
112 void updatePlayState(EAnimPlayState);
113 bool playStatePlaying() const;
114
115 bool waitingToStart() const { return m_animState == AnimationStateNew || m_a nimState == AnimationStateStartWaitTimer; }
116 bool preActive() const
117 {
118 return m_animState == AnimationStateNew || m_animState == AnimationState StartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_anim State == AnimationStateStartWaitResponse;
119 }
120
121 bool postActive() const { return m_animState == AnimationStateDone; }
122 bool active() const { return !postActive() && !preActive(); }
123 bool running() const { return !isNew() && !postActive(); }
124 bool paused() const { return m_pauseTime >= 0; }
125 bool isNew() const { return m_animState == AnimationStateNew; }
126 bool waitingForStartTime() const { return m_animState == AnimationStateStart WaitResponse; }
127 bool waitingForStyleAvailable() const { return m_animState == AnimationState StartWaitStyleAvailable; }
128
129 virtual double timeToNextService();
130
131 double progress(double scale, double offset, const TimingFunction*) const;
132
133 virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/, RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedS tyle*/) = 0;
134 virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
135
136 virtual bool shouldFireEvents() const { return false; }
137
138 void fireAnimationEventsIfNeeded();
139
140 void setAnimation(const CSSAnimationData* anim) { m_animation = const_cast<C SSAnimationData*>(anim); }
141
142 // Return true if this animation is overridden. This will only be the case f or
143 // ImplicitAnimations and is used to determine whether or not we should forc e
144 // set the start time. If an animation is overridden, it will probably not g et
145 // back the AnimationStateInputStartTimeSet input.
146 virtual bool overridden() const { return false; }
147
148 // Does this animation/transition involve the given property?
149 virtual bool affectsProperty(CSSPropertyID /*property*/) const { return fals e; }
150
151 bool isAnimatingProperty(CSSPropertyID property, bool acceleratedOnly, bool isRunningNow) const
152 {
153 if (acceleratedOnly && !m_isAccelerated)
154 return false;
155
156 if (isRunningNow)
157 return (!waitingToStart() && !postActive()) && affectsProperty(prope rty);
158
159 return !postActive() && affectsProperty(property);
160 }
161
162 // FIXME: rename this using the "lists match" terminology.
163 bool isTransformFunctionListValid() const { return m_transformFunctionListVa lid; }
164 bool filterFunctionListsMatch() const { return m_filterFunctionListsMatch; }
165
166 // Freeze the animation; used by DumpRenderTree.
167 void freezeAtTime(double t);
168
169 double beginAnimationUpdateTime() const;
170
171 double getElapsedTime() const;
172
173 void styleAvailable()
174 {
175 ASSERT(waitingForStyleAvailable());
176 updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1) ;
177 }
178
179 const CSSAnimationData* animation() const { return m_animation.get(); }
180
181 protected:
182 virtual void overrideAnimations() { }
183 virtual void resumeOverriddenAnimations() { }
184
185 CompositeAnimation* compositeAnimation() { return m_compAnim; }
186
187 // These are called when the corresponding timer fires so subclasses can do any extra work
188 virtual void onAnimationStart(double /*elapsedTime*/) { }
189 virtual void onAnimationIteration(double /*elapsedTime*/) { }
190 virtual void onAnimationEnd(double /*elapsedTime*/) { }
191
192 // timeOffset is an offset from the current time when the animation should s tart. Negative values are OK.
193 virtual void startAnimation(double /*timeOffset*/) { }
194 // timeOffset is the time at which the animation is being paused.
195 virtual void pauseAnimation(double /*timeOffset*/) { }
196 virtual void endAnimation() { }
197
198 void goIntoEndingOrLoopingState();
199
200 bool isAccelerated() const { return m_isAccelerated; }
201
202 static void setNeedsStyleRecalc(Node*);
203
204 void getTimeToNextEvent(double& time, bool& isLooping) const;
205
206 double fractionalTime(double scale, double elapsedTime, double offset) const ;
207
208 AnimState m_animState;
209
210 bool m_isAccelerated;
211 bool m_transformFunctionListValid;
212 bool m_filterFunctionListsMatch;
213 double m_startTime;
214 double m_pauseTime;
215 double m_requestedStartTime;
216
217 double m_totalDuration;
218 double m_nextIterationDuration;
219
220 RenderObject* m_object;
221
222 RefPtr<CSSAnimationData> m_animation;
223 CompositeAnimation* m_compAnim;
224 };
225
226 } // namespace WebCore
227
228 #endif // AnimationBase_h
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