| Index: Source/core/frame/animation/AnimationBase.h
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| diff --git a/Source/core/frame/animation/AnimationBase.h b/Source/core/frame/animation/AnimationBase.h
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| deleted file mode 100644
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| index bba82598536545afd670abc6e510fe8498d3e77a..0000000000000000000000000000000000000000
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| --- a/Source/core/frame/animation/AnimationBase.h
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| +++ /dev/null
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| @@ -1,228 +0,0 @@
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| -/*
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| - * Copyright (C) 2007 Apple Inc. All rights reserved.
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| - *
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| - * Redistribution and use in source and binary forms, with or without
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| - * modification, are permitted provided that the following conditions
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| - * are met:
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| - *
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| - * 1. Redistributions of source code must retain the above copyright
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| - * notice, this list of conditions and the following disclaimer.
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| - * 2. Redistributions in binary form must reproduce the above copyright
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| - * notice, this list of conditions and the following disclaimer in the
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| - * documentation and/or other materials provided with the distribution.
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| - * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
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| - * its contributors may be used to endorse or promote products derived
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| - * from this software without specific prior written permission.
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| - *
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| - * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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| - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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| - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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| - * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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| - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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| - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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| - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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| - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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| - * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| - */
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| -
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| -#ifndef AnimationBase_h
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| -#define AnimationBase_h
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| -
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| -#include "CSSPropertyNames.h"
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| -#include "core/animation/css/CSSAnimationData.h"
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| -#include "core/rendering/style/RenderStyleConstants.h"
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| -#include "wtf/RefCounted.h"
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| -
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| -namespace WebCore {
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| -
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| -class AnimationBase;
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| -class AnimationController;
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| -class CompositeAnimation;
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| -class Element;
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| -class Node;
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| -class RenderObject;
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| -class RenderStyle;
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| -class TimingFunction;
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| -
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| -class AnimationBase : public RefCounted<AnimationBase> {
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| - friend class CompositeAnimation;
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| - friend class CSSPropertyAnimation;
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| -
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| -public:
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| - AnimationBase(const CSSAnimationData* transition, RenderObject& renderer, CompositeAnimation* compAnim);
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| - virtual ~AnimationBase() { }
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| -
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| - RenderObject* renderer() const { return m_object; }
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| - void clear()
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| - {
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| - endAnimation();
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| - m_object = 0;
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| - m_compAnim = 0;
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| - }
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| -
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| - double duration() const;
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| -
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| - // Animations and Transitions go through the states below. When entering the STARTED state
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| - // the animation is started. This may or may not require deferred response from the animator.
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| - // If so, we stay in this state until that response is received (and it returns the start time).
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| - // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
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| - // or AnimationStateEnding.
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| - enum AnimState {
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| - AnimationStateNew, // animation just created, animation not running yet
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| - AnimationStateStartWaitTimer, // start timer running, waiting for fire
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| - AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations
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| - AnimationStateStartWaitResponse, // animation started, waiting for response
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| - AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire
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| - AnimationStateEnding, // received, animation running, end timer running, waiting for fire
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| - AnimationStatePausedWaitTimer, // in pause mode when animation started
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| - AnimationStatePausedWaitStyleAvailable, // in pause mode when waiting for style setup
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| - AnimationStatePausedWaitResponse, // animation paused when in STARTING state
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| - AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
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| - AnimationStateDone, // end timer fired, animation finished and removed
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| - AnimationStateFillingForwards // animation has ended and is retaining its final value
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| - };
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| -
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| - enum AnimStateInput {
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| - AnimationStateInputMakeNew, // reset back to new from any state
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| - AnimationStateInputStartAnimation, // animation requests a start
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| - AnimationStateInputRestartAnimation, // force a restart from any state
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| - AnimationStateInputStartTimerFired, // start timer fired
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| - AnimationStateInputStyleAvailable, // style is setup, ready to start animating
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| - AnimationStateInputStartTimeSet, // m_startTime was set
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| - AnimationStateInputLoopTimerFired, // loop timer fired
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| - AnimationStateInputEndTimerFired, // end timer fired
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| - AnimationStateInputPauseOverride, // pause an animation due to override
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| - AnimationStateInputResumeOverride, // resume an overridden animation
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| - AnimationStateInputPlayStateRunning, // play state paused -> running
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| - AnimationStateInputPlayStatePaused, // play state running -> paused
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| - AnimationStateInputEndAnimation // force an end from any state
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| - };
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| -
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| - // Called when animation is in AnimationStateNew to start animation
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| - void updateStateMachine(AnimStateInput, double param);
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| -
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| - // Animation has actually started, at passed time
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| - void onAnimationStartResponse(double startTime)
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| - {
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| - updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
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| - }
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| -
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| - // Called to change to or from paused state
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| - void updatePlayState(EAnimPlayState);
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| - bool playStatePlaying() const;
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| -
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| - bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
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| - bool preActive() const
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| - {
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| - return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
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| - }
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| -
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| - bool postActive() const { return m_animState == AnimationStateDone; }
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| - bool active() const { return !postActive() && !preActive(); }
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| - bool running() const { return !isNew() && !postActive(); }
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| - bool paused() const { return m_pauseTime >= 0; }
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| - bool isNew() const { return m_animState == AnimationStateNew; }
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| - bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
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| - bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
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| -
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| - virtual double timeToNextService();
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| -
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| - double progress(double scale, double offset, const TimingFunction*) const;
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| -
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| - virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/, RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
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| - virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
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| -
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| - virtual bool shouldFireEvents() const { return false; }
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| -
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| - void fireAnimationEventsIfNeeded();
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| -
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| - void setAnimation(const CSSAnimationData* anim) { m_animation = const_cast<CSSAnimationData*>(anim); }
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| -
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| - // Return true if this animation is overridden. This will only be the case for
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| - // ImplicitAnimations and is used to determine whether or not we should force
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| - // set the start time. If an animation is overridden, it will probably not get
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| - // back the AnimationStateInputStartTimeSet input.
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| - virtual bool overridden() const { return false; }
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| -
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| - // Does this animation/transition involve the given property?
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| - virtual bool affectsProperty(CSSPropertyID /*property*/) const { return false; }
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| -
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| - bool isAnimatingProperty(CSSPropertyID property, bool acceleratedOnly, bool isRunningNow) const
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| - {
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| - if (acceleratedOnly && !m_isAccelerated)
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| - return false;
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| -
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| - if (isRunningNow)
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| - return (!waitingToStart() && !postActive()) && affectsProperty(property);
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| -
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| - return !postActive() && affectsProperty(property);
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| - }
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| -
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| - // FIXME: rename this using the "lists match" terminology.
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| - bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
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| - bool filterFunctionListsMatch() const { return m_filterFunctionListsMatch; }
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| -
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| - // Freeze the animation; used by DumpRenderTree.
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| - void freezeAtTime(double t);
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| -
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| - double beginAnimationUpdateTime() const;
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| -
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| - double getElapsedTime() const;
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| -
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| - void styleAvailable()
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| - {
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| - ASSERT(waitingForStyleAvailable());
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| - updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
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| - }
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| -
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| - const CSSAnimationData* animation() const { return m_animation.get(); }
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| -
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| -protected:
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| - virtual void overrideAnimations() { }
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| - virtual void resumeOverriddenAnimations() { }
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| -
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| - CompositeAnimation* compositeAnimation() { return m_compAnim; }
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| -
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| - // These are called when the corresponding timer fires so subclasses can do any extra work
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| - virtual void onAnimationStart(double /*elapsedTime*/) { }
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| - virtual void onAnimationIteration(double /*elapsedTime*/) { }
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| - virtual void onAnimationEnd(double /*elapsedTime*/) { }
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| -
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| - // timeOffset is an offset from the current time when the animation should start. Negative values are OK.
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| - virtual void startAnimation(double /*timeOffset*/) { }
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| - // timeOffset is the time at which the animation is being paused.
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| - virtual void pauseAnimation(double /*timeOffset*/) { }
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| - virtual void endAnimation() { }
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| -
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| - void goIntoEndingOrLoopingState();
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| -
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| - bool isAccelerated() const { return m_isAccelerated; }
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| -
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| - static void setNeedsStyleRecalc(Node*);
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| -
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| - void getTimeToNextEvent(double& time, bool& isLooping) const;
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| -
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| - double fractionalTime(double scale, double elapsedTime, double offset) const;
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| -
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| - AnimState m_animState;
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| -
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| - bool m_isAccelerated;
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| - bool m_transformFunctionListValid;
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| - bool m_filterFunctionListsMatch;
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| - double m_startTime;
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| - double m_pauseTime;
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| - double m_requestedStartTime;
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| -
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| - double m_totalDuration;
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| - double m_nextIterationDuration;
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| -
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| - RenderObject* m_object;
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| -
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| - RefPtr<CSSAnimationData> m_animation;
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| - CompositeAnimation* m_compAnim;
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| -};
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| -
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| -} // namespace WebCore
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| -
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| -#endif // AnimationBase_h
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|
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