| OLD | NEW |
| (Empty) |
| 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 | |
| OLD | NEW |