| Index: third_party/WebKit/WebCore/page/animation/AnimationBase.h
|
| ===================================================================
|
| --- third_party/WebKit/WebCore/page/animation/AnimationBase.h (revision 9310)
|
| +++ third_party/WebKit/WebCore/page/animation/AnimationBase.h (working copy)
|
| @@ -1,227 +1,227 @@
|
| -/*
|
| - * 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.
|
| - */
|
| -
|
| -#ifndef AnimationBase_h
|
| -#define AnimationBase_h
|
| -
|
| -#include "AtomicString.h"
|
| -#include <wtf/HashMap.h>
|
| -
|
| -namespace WebCore {
|
| -
|
| -class Animation;
|
| -class AnimationBase;
|
| -class AnimationController;
|
| -class CompositeAnimation;
|
| -class Element;
|
| -class Node;
|
| -class RenderObject;
|
| -class RenderStyle;
|
| -class TimingFunction;
|
| -
|
| -class AnimationBase : public RefCounted<AnimationBase> {
|
| - friend class CompositeAnimationPrivate;
|
| -
|
| -public:
|
| - AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);
|
| - virtual ~AnimationBase();
|
| -
|
| - RenderObject* renderer() const { return m_object; }
|
| - void clearRenderer() { m_object = 0; }
|
| -
|
| - double duration() const;
|
| -
|
| - // Animations and Transitions go through the states below. When entering the STARTED state
|
| - // the animation is started. This may or may not require deferred response from the animator.
|
| - // If so, we stay in this state until that response is received (and it returns the start time).
|
| - // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
|
| - // or AnimationStateEnding.
|
| - enum AnimState {
|
| - AnimationStateNew, // animation just created, animation not running yet
|
| - AnimationStateStartWaitTimer, // start timer running, waiting for fire
|
| - AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations
|
| - AnimationStateStartWaitResponse, // animation started, waiting for response
|
| - AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire
|
| - AnimationStateEnding, // received, animation running, end timer running, waiting for fire
|
| - AnimationStatePausedWaitTimer, // in pause mode when animation started
|
| - AnimationStatePausedWaitResponse, // animation paused when in STARTING state
|
| - AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
|
| - AnimationStateDone // end timer fired, animation finished and removed
|
| - };
|
| -
|
| - enum AnimStateInput {
|
| - AnimationStateInputMakeNew, // reset back to new from any state
|
| - AnimationStateInputStartAnimation, // animation requests a start
|
| - AnimationStateInputRestartAnimation, // force a restart from any state
|
| - AnimationStateInputStartTimerFired, // start timer fired
|
| - AnimationStateInputStyleAvailable, // style is setup, ready to start animating
|
| - AnimationStateInputStartTimeSet, // m_startTime was set
|
| - AnimationStateInputLoopTimerFired, // loop timer fired
|
| - AnimationStateInputEndTimerFired, // end timer fired
|
| - AnimationStateInputPauseOverride, // pause an animation due to override
|
| - AnimationStateInputResumeOverride, // resume an overridden animation
|
| - AnimationStateInputPlayStateRunnning, // play state paused -> running
|
| - AnimationStateInputPlayStatePaused, // play state running -> paused
|
| - AnimationStateInputEndAnimation // force an end from any state
|
| - };
|
| -
|
| - // Called when animation is in AnimationStateNew to start animation
|
| - void updateStateMachine(AnimStateInput, double param);
|
| -
|
| - // Animation has actually started, at passed time
|
| - void onAnimationStartResponse(double startTime)
|
| - {
|
| - updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
|
| - }
|
| -
|
| - // Called to change to or from paused state
|
| - void updatePlayState(bool running);
|
| - bool playStatePlaying() const;
|
| -
|
| - bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
|
| - bool preActive() const
|
| - {
|
| - return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
|
| - }
|
| -
|
| - bool postActive() const { return m_animState == AnimationStateDone; }
|
| - bool active() const { return !postActive() && !preActive(); }
|
| - bool running() const { return !isNew() && !postActive(); }
|
| - bool paused() const { return m_pauseTime >= 0; }
|
| - bool isNew() const { return m_animState == AnimationStateNew; }
|
| - bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
|
| - bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
|
| -
|
| - // "animating" means that something is running that requires a timer to keep firing
|
| - // (e.g. a software animation)
|
| - void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
|
| - virtual double willNeedService();
|
| -
|
| - double progress(double scale, double offset, const TimingFunction*) const;
|
| -
|
| - virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/,
|
| - const RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) { }
|
| - virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) { }
|
| -
|
| - virtual bool shouldFireEvents() const { return false; }
|
| -
|
| - void fireAnimationEventsIfNeeded();
|
| -
|
| - bool animationsMatch(const Animation*) const;
|
| -
|
| - void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
|
| -
|
| - // Return true if this animation is overridden. This will only be the case for
|
| - // ImplicitAnimations and is used to determine whether or not we should force
|
| - // set the start time. If an animation is overridden, it will probably not get
|
| - // back the AnimationStateInputStartTimeSet input.
|
| - virtual bool overridden() const { return false; }
|
| -
|
| - // Does this animation/transition involve the given property?
|
| - virtual bool affectsProperty(int /*property*/) const { return false; }
|
| - bool isAnimatingProperty(int property, bool isRunningNow) const
|
| - {
|
| - if (m_fallbackAnimating)
|
| - return false;
|
| -
|
| - if (isRunningNow)
|
| - return (!waitingToStart() && !postActive()) && affectsProperty(property);
|
| -
|
| - return !postActive() && affectsProperty(property);
|
| - }
|
| -
|
| - bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
|
| -
|
| - void pauseAtTime(double t);
|
| -
|
| - double beginAnimationUpdateTime() const;
|
| -
|
| - double getElapsedTime() const;
|
| -
|
| - AnimationBase* next() const { return m_next; }
|
| - void setNext(AnimationBase* animation) { m_next = animation; }
|
| -
|
| - void styleAvailable()
|
| - {
|
| - ASSERT(waitingForStyleAvailable());
|
| - updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
|
| - }
|
| -
|
| -protected:
|
| - virtual void overrideAnimations() { }
|
| - virtual void resumeOverriddenAnimations() { }
|
| -
|
| - CompositeAnimation* compositeAnimation() { return m_compAnim; }
|
| -
|
| - // These are called when the corresponding timer fires so subclasses can do any extra work
|
| - virtual void onAnimationStart(double /*elapsedTime*/) { }
|
| - virtual void onAnimationIteration(double /*elapsedTime*/) { }
|
| - virtual void onAnimationEnd(double /*elapsedTime*/) { }
|
| - virtual bool startAnimation(double /*beginTime*/) { return false; }
|
| - virtual void endAnimation(bool /*reset*/, double /*forcePauseTime*/ = -1) { }
|
| -
|
| - void goIntoEndingOrLoopingState();
|
| -
|
| - bool isFallbackAnimating() const { return m_fallbackAnimating; }
|
| -
|
| - static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
|
| - static int getPropertyAtIndex(int, bool& isShorthand);
|
| - static int getNumProperties();
|
| -
|
| - // Return true if we need to start software animation timers
|
| - static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
|
| -
|
| -#if USE(ACCELERATED_COMPOSITING)
|
| - static bool animationOfPropertyIsAccelerated(int prop);
|
| -#endif
|
| -
|
| - static void setChanged(Node*);
|
| -
|
| - void getTimeToNextEvent(double& time, bool& isLooping) const;
|
| -
|
| - AnimState m_animState;
|
| -
|
| - bool m_isAnimating; // transition/animation requires continual timer firing
|
| - double m_startTime;
|
| - double m_pauseTime;
|
| - double m_requestedStartTime;
|
| - RenderObject* m_object;
|
| -
|
| - RefPtr<Animation> m_animation;
|
| - CompositeAnimation* m_compAnim;
|
| - bool m_fallbackAnimating; // true if any animation returned false from startAnimation()
|
| - bool m_transformFunctionListValid;
|
| - double m_totalDuration, m_nextIterationDuration;
|
| -
|
| - AnimationBase* m_next;
|
| -};
|
| -
|
| -} // namespace WebCore
|
| -
|
| -#endif // AnimationBase_h
|
| -
|
| +/*
|
| + * 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.
|
| + */
|
| +
|
| +#ifndef AnimationBase_h
|
| +#define AnimationBase_h
|
| +
|
| +#include "AtomicString.h"
|
| +#include <wtf/HashMap.h>
|
| +
|
| +namespace WebCore {
|
| +
|
| +class Animation;
|
| +class AnimationBase;
|
| +class AnimationController;
|
| +class CompositeAnimation;
|
| +class Element;
|
| +class Node;
|
| +class RenderObject;
|
| +class RenderStyle;
|
| +class TimingFunction;
|
| +
|
| +class AnimationBase : public RefCounted<AnimationBase> {
|
| + friend class CompositeAnimationPrivate;
|
| +
|
| +public:
|
| + AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);
|
| + virtual ~AnimationBase();
|
| +
|
| + RenderObject* renderer() const { return m_object; }
|
| + void clearRenderer() { m_object = 0; }
|
| +
|
| + double duration() const;
|
| +
|
| + // Animations and Transitions go through the states below. When entering the STARTED state
|
| + // the animation is started. This may or may not require deferred response from the animator.
|
| + // If so, we stay in this state until that response is received (and it returns the start time).
|
| + // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
|
| + // or AnimationStateEnding.
|
| + enum AnimState {
|
| + AnimationStateNew, // animation just created, animation not running yet
|
| + AnimationStateStartWaitTimer, // start timer running, waiting for fire
|
| + AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations
|
| + AnimationStateStartWaitResponse, // animation started, waiting for response
|
| + AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire
|
| + AnimationStateEnding, // received, animation running, end timer running, waiting for fire
|
| + AnimationStatePausedWaitTimer, // in pause mode when animation started
|
| + AnimationStatePausedWaitResponse, // animation paused when in STARTING state
|
| + AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
|
| + AnimationStateDone // end timer fired, animation finished and removed
|
| + };
|
| +
|
| + enum AnimStateInput {
|
| + AnimationStateInputMakeNew, // reset back to new from any state
|
| + AnimationStateInputStartAnimation, // animation requests a start
|
| + AnimationStateInputRestartAnimation, // force a restart from any state
|
| + AnimationStateInputStartTimerFired, // start timer fired
|
| + AnimationStateInputStyleAvailable, // style is setup, ready to start animating
|
| + AnimationStateInputStartTimeSet, // m_startTime was set
|
| + AnimationStateInputLoopTimerFired, // loop timer fired
|
| + AnimationStateInputEndTimerFired, // end timer fired
|
| + AnimationStateInputPauseOverride, // pause an animation due to override
|
| + AnimationStateInputResumeOverride, // resume an overridden animation
|
| + AnimationStateInputPlayStateRunnning, // play state paused -> running
|
| + AnimationStateInputPlayStatePaused, // play state running -> paused
|
| + AnimationStateInputEndAnimation // force an end from any state
|
| + };
|
| +
|
| + // Called when animation is in AnimationStateNew to start animation
|
| + void updateStateMachine(AnimStateInput, double param);
|
| +
|
| + // Animation has actually started, at passed time
|
| + void onAnimationStartResponse(double startTime)
|
| + {
|
| + updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
|
| + }
|
| +
|
| + // Called to change to or from paused state
|
| + void updatePlayState(bool running);
|
| + bool playStatePlaying() const;
|
| +
|
| + bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
|
| + bool preActive() const
|
| + {
|
| + return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
|
| + }
|
| +
|
| + bool postActive() const { return m_animState == AnimationStateDone; }
|
| + bool active() const { return !postActive() && !preActive(); }
|
| + bool running() const { return !isNew() && !postActive(); }
|
| + bool paused() const { return m_pauseTime >= 0; }
|
| + bool isNew() const { return m_animState == AnimationStateNew; }
|
| + bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
|
| + bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
|
| +
|
| + // "animating" means that something is running that requires a timer to keep firing
|
| + // (e.g. a software animation)
|
| + void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
|
| + virtual double willNeedService();
|
| +
|
| + double progress(double scale, double offset, const TimingFunction*) const;
|
| +
|
| + virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/,
|
| + const RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) { }
|
| + virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) { }
|
| +
|
| + virtual bool shouldFireEvents() const { return false; }
|
| +
|
| + void fireAnimationEventsIfNeeded();
|
| +
|
| + bool animationsMatch(const Animation*) const;
|
| +
|
| + void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
|
| +
|
| + // Return true if this animation is overridden. This will only be the case for
|
| + // ImplicitAnimations and is used to determine whether or not we should force
|
| + // set the start time. If an animation is overridden, it will probably not get
|
| + // back the AnimationStateInputStartTimeSet input.
|
| + virtual bool overridden() const { return false; }
|
| +
|
| + // Does this animation/transition involve the given property?
|
| + virtual bool affectsProperty(int /*property*/) const { return false; }
|
| + bool isAnimatingProperty(int property, bool isRunningNow) const
|
| + {
|
| + if (m_fallbackAnimating)
|
| + return false;
|
| +
|
| + if (isRunningNow)
|
| + return (!waitingToStart() && !postActive()) && affectsProperty(property);
|
| +
|
| + return !postActive() && affectsProperty(property);
|
| + }
|
| +
|
| + bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
|
| +
|
| + void pauseAtTime(double t);
|
| +
|
| + double beginAnimationUpdateTime() const;
|
| +
|
| + double getElapsedTime() const;
|
| +
|
| + AnimationBase* next() const { return m_next; }
|
| + void setNext(AnimationBase* animation) { m_next = animation; }
|
| +
|
| + void styleAvailable()
|
| + {
|
| + ASSERT(waitingForStyleAvailable());
|
| + updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
|
| + }
|
| +
|
| +#if USE(ACCELERATED_COMPOSITING)
|
| + static bool animationOfPropertyIsAccelerated(int prop);
|
| +#endif
|
| +
|
| +protected:
|
| + virtual void overrideAnimations() { }
|
| + virtual void resumeOverriddenAnimations() { }
|
| +
|
| + CompositeAnimation* compositeAnimation() { return m_compAnim; }
|
| +
|
| + // These are called when the corresponding timer fires so subclasses can do any extra work
|
| + virtual void onAnimationStart(double /*elapsedTime*/) { }
|
| + virtual void onAnimationIteration(double /*elapsedTime*/) { }
|
| + virtual void onAnimationEnd(double /*elapsedTime*/) { }
|
| + virtual bool startAnimation(double /*beginTime*/) { return false; }
|
| + virtual void endAnimation(bool /*reset*/, double /*forcePauseTime*/ = -1) { }
|
| +
|
| + void goIntoEndingOrLoopingState();
|
| +
|
| + bool isFallbackAnimating() const { return m_fallbackAnimating; }
|
| +
|
| + static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
|
| + static int getPropertyAtIndex(int, bool& isShorthand);
|
| + static int getNumProperties();
|
| +
|
| + // Return true if we need to start software animation timers
|
| + static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
|
| +
|
| + static void setChanged(Node*);
|
| +
|
| + void getTimeToNextEvent(double& time, bool& isLooping) const;
|
| +
|
| + AnimState m_animState;
|
| +
|
| + bool m_isAnimating; // transition/animation requires continual timer firing
|
| + double m_startTime;
|
| + double m_pauseTime;
|
| + double m_requestedStartTime;
|
| + RenderObject* m_object;
|
| +
|
| + RefPtr<Animation> m_animation;
|
| + CompositeAnimation* m_compAnim;
|
| + bool m_fallbackAnimating; // true if any animation returned false from startAnimation()
|
| + bool m_transformFunctionListValid;
|
| + double m_totalDuration, m_nextIterationDuration;
|
| +
|
| + AnimationBase* m_next;
|
| +};
|
| +
|
| +} // namespace WebCore
|
| +
|
| +#endif // AnimationBase_h
|
| +
|
|
|