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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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