| Index: third_party/WebKit/WebCore/page/animation/AnimationBase.cpp
|
| ===================================================================
|
| --- third_party/WebKit/WebCore/page/animation/AnimationBase.cpp (revision 9310)
|
| +++ third_party/WebKit/WebCore/page/animation/AnimationBase.cpp (working copy)
|
| @@ -1,1076 +1,1076 @@
|
| -/*
|
| - * 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.
|
| - */
|
| -
|
| -#include "config.h"
|
| -#include "AnimationBase.h"
|
| -
|
| -#include "AnimationControllerPrivate.h"
|
| -#include "CSSMutableStyleDeclaration.h"
|
| -#include "CSSPropertyLonghand.h"
|
| -#include "CSSPropertyNames.h"
|
| -#include "CString.h"
|
| -#include "CompositeAnimation.h"
|
| -#include "Document.h"
|
| -#include "EventNames.h"
|
| -#include "FloatConversion.h"
|
| -#include "Frame.h"
|
| -#include "IdentityTransformOperation.h"
|
| -#include "ImplicitAnimation.h"
|
| -#include "KeyframeAnimation.h"
|
| -#include "MatrixTransformOperation.h"
|
| -#include "RenderObject.h"
|
| -#include "RenderStyle.h"
|
| -#include "UnitBezier.h"
|
| -
|
| -#include <algorithm>
|
| -
|
| -using namespace std;
|
| -
|
| -namespace WebCore {
|
| -
|
| -// The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
|
| -// animation, the more precision we need in the timing function result to avoid ugly discontinuities.
|
| -static inline double solveEpsilon(double duration)
|
| -{
|
| - return 1.0 / (200.0 * duration);
|
| -}
|
| -
|
| -static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration)
|
| -{
|
| - // Convert from input time to parametric value in curve, then from
|
| - // that to output time.
|
| - UnitBezier bezier(p1x, p1y, p2x, p2y);
|
| - return bezier.solve(t, solveEpsilon(duration));
|
| -}
|
| -
|
| -static inline int blendFunc(const AnimationBase*, int from, int to, double progress)
|
| -{
|
| - return int(from + (to - from) * progress);
|
| -}
|
| -
|
| -static inline double blendFunc(const AnimationBase*, double from, double to, double progress)
|
| -{
|
| - return from + (to - from) * progress;
|
| -}
|
| -
|
| -static inline float blendFunc(const AnimationBase*, float from, float to, double progress)
|
| -{
|
| - return narrowPrecisionToFloat(from + (to - from) * progress);
|
| -}
|
| -
|
| -static inline Color blendFunc(const AnimationBase* anim, const Color& from, const Color& to, double progress)
|
| -{
|
| - // We need to preserve the state of the valid flag at the end of the animation
|
| - if (progress == 1 && !to.isValid())
|
| - return Color();
|
| -
|
| - return Color(blendFunc(anim, from.red(), to.red(), progress),
|
| - blendFunc(anim, from.green(), to.green(), progress),
|
| - blendFunc(anim, from.blue(), to.blue(), progress),
|
| - blendFunc(anim, from.alpha(), to.alpha(), progress));
|
| -}
|
| -
|
| -static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress)
|
| -{
|
| - return to.blend(from, progress);
|
| -}
|
| -
|
| -static inline IntSize blendFunc(const AnimationBase* anim, const IntSize& from, const IntSize& to, double progress)
|
| -{
|
| - return IntSize(blendFunc(anim, from.width(), to.width(), progress),
|
| - blendFunc(anim, from.height(), to.height(), progress));
|
| -}
|
| -
|
| -static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress)
|
| -{
|
| - ASSERT(from && to);
|
| - return new ShadowData(blendFunc(anim, from->x, to->x, progress), blendFunc(anim, from->y, to->y, progress),
|
| - blendFunc(anim, from->blur, to->blur, progress), blendFunc(anim, from->color, to->color, progress));
|
| -}
|
| -
|
| -static inline TransformOperations blendFunc(const AnimationBase* anim, const TransformOperations& from, const TransformOperations& to, double progress)
|
| -{
|
| - TransformOperations result;
|
| -
|
| - // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation
|
| - if (anim->isTransformFunctionListValid()) {
|
| - unsigned fromSize = from.operations().size();
|
| - unsigned toSize = to.operations().size();
|
| - unsigned size = max(fromSize, toSize);
|
| - for (unsigned i = 0; i < size; i++) {
|
| - RefPtr<TransformOperation> fromOp = (i < fromSize) ? from.operations()[i].get() : 0;
|
| - RefPtr<TransformOperation> toOp = (i < toSize) ? to.operations()[i].get() : 0;
|
| - RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0);
|
| - if (blendedOp)
|
| - result.operations().append(blendedOp);
|
| - else {
|
| - RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create();
|
| - if (progress > 0.5)
|
| - result.operations().append(toOp ? toOp : identityOp);
|
| - else
|
| - result.operations().append(fromOp ? fromOp : identityOp);
|
| - }
|
| - }
|
| - } else {
|
| - // Convert the TransformOperations into matrices
|
| - IntSize size = anim->renderer()->isBox() ? toRenderBox(anim->renderer())->borderBoxRect().size() : IntSize();
|
| - TransformationMatrix fromT;
|
| - TransformationMatrix toT;
|
| - from.apply(size, fromT);
|
| - to.apply(size, toT);
|
| -
|
| - toT.blend(fromT, progress);
|
| -
|
| - // Append the result
|
| - result.operations().append(MatrixTransformOperation::create(toT.a(), toT.b(), toT.c(), toT.d(), toT.e(), toT.f()));
|
| - }
|
| - return result;
|
| -}
|
| -
|
| -static inline EVisibility blendFunc(const AnimationBase* anim, EVisibility from, EVisibility to, double progress)
|
| -{
|
| - // Any non-zero result means we consider the object to be visible. Only at 0 do we consider the object to be
|
| - // invisible. The invisible value we use (HIDDEN vs. COLLAPSE) depends on the specified from/to values.
|
| - double fromVal = from == VISIBLE ? 1. : 0.;
|
| - double toVal = to == VISIBLE ? 1. : 0.;
|
| - if (fromVal == toVal)
|
| - return to;
|
| - double result = blendFunc(anim, fromVal, toVal, progress);
|
| - return result > 0. ? VISIBLE : (to != VISIBLE ? to : from);
|
| -}
|
| -
|
| -class PropertyWrapperBase;
|
| -
|
| -static void addShorthandProperties();
|
| -static PropertyWrapperBase* wrapperForProperty(int propertyID);
|
| -
|
| -class PropertyWrapperBase {
|
| -public:
|
| - PropertyWrapperBase(int prop)
|
| - : m_prop(prop)
|
| - {
|
| - }
|
| -
|
| - virtual ~PropertyWrapperBase() { }
|
| -
|
| - virtual bool isShorthandWrapper() const { return false; }
|
| - virtual bool equals(const RenderStyle* a, const RenderStyle* b) const = 0;
|
| - virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const = 0;
|
| -
|
| - int property() const { return m_prop; }
|
| -
|
| -#if USE(ACCELERATED_COMPOSITING)
|
| - virtual bool animationIsAccelerated() const { return false; }
|
| -#endif
|
| -
|
| -private:
|
| - int m_prop;
|
| -};
|
| -
|
| -template <typename T>
|
| -class PropertyWrapperGetter : public PropertyWrapperBase {
|
| -public:
|
| - PropertyWrapperGetter(int prop, T (RenderStyle::*getter)() const)
|
| - : PropertyWrapperBase(prop)
|
| - , m_getter(getter)
|
| - {
|
| - }
|
| -
|
| - virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| - {
|
| - // If the style pointers are the same, don't bother doing the test.
|
| - // If either is null, return false. If both are null, return true.
|
| - if (!a && !b || a == b)
|
| - return true;
|
| - if (!a || !b)
|
| - return false;
|
| - return (a->*m_getter)() == (b->*m_getter)();
|
| - }
|
| -
|
| -protected:
|
| - T (RenderStyle::*m_getter)() const;
|
| -};
|
| -
|
| -template <typename T>
|
| -class PropertyWrapper : public PropertyWrapperGetter<T> {
|
| -public:
|
| - PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T))
|
| - : PropertyWrapperGetter<T>(prop, getter)
|
| - , m_setter(setter)
|
| - {
|
| - }
|
| -
|
| - virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| - {
|
| - (dst->*m_setter)(blendFunc(anim, (a->*PropertyWrapperGetter<T>::m_getter)(), (b->*PropertyWrapperGetter<T>::m_getter)(), progress));
|
| - }
|
| -
|
| -protected:
|
| - void (RenderStyle::*m_setter)(T);
|
| -};
|
| -
|
| -#if USE(ACCELERATED_COMPOSITING)
|
| -class PropertyWrapperAcceleratedOpacity : public PropertyWrapper<float> {
|
| -public:
|
| - PropertyWrapperAcceleratedOpacity()
|
| - : PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)
|
| - {
|
| - }
|
| -
|
| - virtual bool animationIsAccelerated() const { return true; }
|
| -
|
| - virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| - {
|
| - float fromOpacity = a->opacity();
|
| -
|
| - // This makes sure we put the object being animated into a RenderLayer during the animation
|
| - dst->setOpacity(blendFunc(anim, (fromOpacity == 1) ? 0.999999f : fromOpacity, b->opacity(), progress));
|
| - }
|
| -};
|
| -
|
| -class PropertyWrapperAcceleratedTransform : public PropertyWrapper<const TransformOperations&> {
|
| -public:
|
| - PropertyWrapperAcceleratedTransform()
|
| - : PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)
|
| - {
|
| - }
|
| -
|
| - virtual bool animationIsAccelerated() const { return true; }
|
| -
|
| - virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| - {
|
| - dst->setTransform(blendFunc(anim, a->transform(), b->transform(), progress));
|
| - }
|
| -};
|
| -#endif // USE(ACCELERATED_COMPOSITING)
|
| -
|
| -class PropertyWrapperShadow : public PropertyWrapperGetter<ShadowData*> {
|
| -public:
|
| - PropertyWrapperShadow(int prop, ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
|
| - : PropertyWrapperGetter<ShadowData*>(prop, getter)
|
| - , m_setter(setter)
|
| - {
|
| - }
|
| -
|
| - virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| - {
|
| - ShadowData* shadowA = (a->*m_getter)();
|
| - ShadowData* shadowB = (b->*m_getter)();
|
| -
|
| - if (!shadowA && shadowB || shadowA && !shadowB)
|
| - return false;
|
| - if (shadowA && shadowB && (*shadowA != *shadowB))
|
| - return false;
|
| - return true;
|
| - }
|
| -
|
| - virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| - {
|
| - ShadowData* shadowA = (a->*m_getter)();
|
| - ShadowData* shadowB = (b->*m_getter)();
|
| - ShadowData defaultShadowData(0, 0, 0, Color::transparent);
|
| -
|
| - if (!shadowA)
|
| - shadowA = &defaultShadowData;
|
| - if (!shadowB)
|
| - shadowB = &defaultShadowData;
|
| -
|
| - (dst->*m_setter)(blendFunc(anim, shadowA, shadowB, progress), false);
|
| - }
|
| -
|
| -private:
|
| - void (RenderStyle::*m_setter)(ShadowData*, bool);
|
| -};
|
| -
|
| -class PropertyWrapperMaybeInvalidColor : public PropertyWrapperBase {
|
| -public:
|
| - PropertyWrapperMaybeInvalidColor(int prop, const Color& (RenderStyle::*getter)() const, void (RenderStyle::*setter)(const Color&))
|
| - : PropertyWrapperBase(prop)
|
| - , m_getter(getter)
|
| - , m_setter(setter)
|
| - {
|
| - }
|
| -
|
| - virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| - {
|
| - Color fromColor = (a->*m_getter)();
|
| - Color toColor = (b->*m_getter)();
|
| - if (!fromColor.isValid())
|
| - fromColor = a->color();
|
| - if (!toColor.isValid())
|
| - toColor = b->color();
|
| -
|
| - return fromColor == toColor;
|
| - }
|
| -
|
| - virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| - {
|
| - Color fromColor = (a->*m_getter)();
|
| - Color toColor = (b->*m_getter)();
|
| - if (!fromColor.isValid())
|
| - fromColor = a->color();
|
| - if (!toColor.isValid())
|
| - toColor = b->color();
|
| - (dst->*m_setter)(blendFunc(anim, fromColor, toColor, progress));
|
| - }
|
| -
|
| -private:
|
| - const Color& (RenderStyle::*m_getter)() const;
|
| - void (RenderStyle::*m_setter)(const Color&);
|
| -};
|
| -
|
| -class ShorthandPropertyWrapper : public PropertyWrapperBase {
|
| -public:
|
| - ShorthandPropertyWrapper(int property, const CSSPropertyLonghand& longhand)
|
| - : PropertyWrapperBase(property)
|
| - {
|
| - for (unsigned i = 0; i < longhand.length(); ++i) {
|
| - PropertyWrapperBase* wrapper = wrapperForProperty(longhand.properties()[i]);
|
| - if (wrapper)
|
| - m_propertyWrappers.append(wrapper);
|
| - }
|
| - }
|
| -
|
| - virtual bool isShorthandWrapper() const { return true; }
|
| -
|
| - virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| - {
|
| - Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
|
| - for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) {
|
| - if (!(*it)->equals(a, b))
|
| - return false;
|
| - }
|
| - return true;
|
| - }
|
| -
|
| - virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| - {
|
| - Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
|
| - for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it)
|
| - (*it)->blend(anim, dst, a, b, progress);
|
| - }
|
| -
|
| -private:
|
| - Vector<PropertyWrapperBase*> m_propertyWrappers;
|
| -};
|
| -
|
| -
|
| -static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
|
| -static int gPropertyWrapperMap[numCSSProperties];
|
| -
|
| -static const int cInvalidPropertyWrapperIndex = -1;
|
| -
|
| -
|
| -static void ensurePropertyMap()
|
| -{
|
| - // FIXME: This data is never destroyed. Maybe we should ref count it and toss it when the last AnimationController is destroyed?
|
| - if (gPropertyWrappers == 0) {
|
| - gPropertyWrappers = new Vector<PropertyWrapperBase*>();
|
| -
|
| - // build the list of property wrappers to do the comparisons and blends
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
|
| - gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom));
|
| - gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor));
|
| - gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor));
|
| - gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize));
|
| - gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap));
|
| - gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount));
|
| - gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing));
|
| - gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing));
|
| - gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight));
|
| - gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset));
|
| - gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth));
|
| - gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing));
|
| - gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
|
| - gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
|
| - gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
|
| - gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
|
| - gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
|
| - gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius));
|
| - gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility));
|
| - gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom));
|
| -
|
| -#if USE(ACCELERATED_COMPOSITING)
|
| - gPropertyWrappers->append(new PropertyWrapperAcceleratedOpacity());
|
| - gPropertyWrappers->append(new PropertyWrapperAcceleratedTransform());
|
| -#else
|
| - gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity));
|
| - gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform));
|
| -#endif
|
| -
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor));
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor));
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor));
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderLeftColor, &RenderStyle::borderLeftColor, &RenderStyle::setBorderLeftColor));
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderRightColor, &RenderStyle::borderRightColor, &RenderStyle::setBorderRightColor));
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderTopColor, &RenderStyle::borderTopColor, &RenderStyle::setBorderTopColor));
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderBottomColor, &RenderStyle::borderBottomColor, &RenderStyle::setBorderBottomColor));
|
| - gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyOutlineColor, &RenderStyle::outlineColor, &RenderStyle::setOutlineColor));
|
| -
|
| - // These are for shadows
|
| - gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyWebkitBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow));
|
| - gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyTextShadow, &RenderStyle::textShadow, &RenderStyle::setTextShadow));
|
| -
|
| -#if ENABLE(SVG)
|
| - gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity));
|
| - gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity));
|
| - gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyStrokeOpacity, &RenderStyle::strokeOpacity, &RenderStyle::setStrokeOpacity));
|
| -#endif
|
| -
|
| - // TODO:
|
| - //
|
| - // CSSPropertyBackground, CSSPropertyBackgroundPosition
|
| - // CSSPropertyMinWidth, CSSPropertyMaxWidth, CSSPropertyMinHeight, CSSPropertyMaxHeight
|
| - // CSSPropertyTextIndent
|
| - // CSSPropertyVerticalAlign
|
| - // CSSPropertyWebkitBackgroundOrigin
|
| - // CSSPropertyWebkitBackgroundSize
|
| - // CSSPropertyWebkitMaskPosition
|
| - // CSSPropertyWebkitMaskOrigin
|
| - // CSSPropertyWebkitMaskSize
|
| - //
|
| - // Compound properties that have components that should be animatable:
|
| - //
|
| - // CSSPropertyWebkitColumns
|
| - // CSSPropertyWebkitMask
|
| - // CSSPropertyWebkitBoxReflect
|
| -
|
| - // Make sure unused slots have a value
|
| - for (unsigned int i = 0; i < static_cast<unsigned int>(numCSSProperties); ++i)
|
| - gPropertyWrapperMap[i] = cInvalidPropertyWrapperIndex;
|
| -
|
| - // First we put the non-shorthand property wrappers into the map, so the shorthand-building
|
| - // code can find them.
|
| - size_t n = gPropertyWrappers->size();
|
| - for (unsigned int i = 0; i < n; ++i) {
|
| - ASSERT((*gPropertyWrappers)[i]->property() - firstCSSProperty < numCSSProperties);
|
| - gPropertyWrapperMap[(*gPropertyWrappers)[i]->property() - firstCSSProperty] = i;
|
| - }
|
| -
|
| - // Now add the shorthand wrappers.
|
| - addShorthandProperties();
|
| - }
|
| -}
|
| -
|
| -static void addPropertyWrapper(int propertyID, PropertyWrapperBase* wrapper)
|
| -{
|
| - int propIndex = propertyID - firstCSSProperty;
|
| -
|
| - ASSERT(gPropertyWrapperMap[propIndex] == cInvalidPropertyWrapperIndex);
|
| -
|
| - unsigned wrapperIndex = gPropertyWrappers->size();
|
| - gPropertyWrappers->append(wrapper);
|
| - gPropertyWrapperMap[propIndex] = wrapperIndex;
|
| -}
|
| -
|
| -static void addShorthandProperties()
|
| -{
|
| - static const int animatableShorthandProperties[] = {
|
| - CSSPropertyBackground, // for background-color
|
| - CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft,
|
| - CSSPropertyBorderColor,
|
| - CSSPropertyBorderWidth,
|
| - CSSPropertyBorder,
|
| - CSSPropertyBorderSpacing,
|
| - CSSPropertyMargin,
|
| - CSSPropertyOutline,
|
| - CSSPropertyPadding,
|
| - CSSPropertyWebkitTextStroke,
|
| - CSSPropertyWebkitColumnRule,
|
| - CSSPropertyWebkitBorderRadius,
|
| - CSSPropertyWebkitTransformOrigin
|
| - };
|
| -
|
| - for (unsigned i = 0; i < sizeof(animatableShorthandProperties) / sizeof(animatableShorthandProperties[0]); ++i) {
|
| - int propertyID = animatableShorthandProperties[i];
|
| - CSSPropertyLonghand longhand = longhandForProperty(propertyID);
|
| - if (longhand.length() > 0)
|
| - addPropertyWrapper(propertyID, new ShorthandPropertyWrapper(propertyID, longhand));
|
| - }
|
| -
|
| - // 'font' is not in the shorthand map.
|
| - static const int animatableFontProperties[] = {
|
| - CSSPropertyFontSize,
|
| - CSSPropertyFontWeight
|
| - };
|
| -
|
| - CSSPropertyLonghand fontLonghand(animatableFontProperties, sizeof(animatableFontProperties) / sizeof(animatableFontProperties[0]));
|
| - addPropertyWrapper(CSSPropertyFont, new ShorthandPropertyWrapper(CSSPropertyFont, fontLonghand));
|
| -}
|
| -
|
| -static PropertyWrapperBase* wrapperForProperty(int propertyID)
|
| -{
|
| - int propIndex = propertyID - firstCSSProperty;
|
| - if (propIndex >= 0 && propIndex < numCSSProperties) {
|
| - int wrapperIndex = gPropertyWrapperMap[propIndex];
|
| - if (wrapperIndex >= 0)
|
| - return (*gPropertyWrappers)[wrapperIndex];
|
| - }
|
| - return 0;
|
| -}
|
| -
|
| -AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
|
| - : m_animState(AnimationStateNew)
|
| - , m_isAnimating(false)
|
| - , m_startTime(0)
|
| - , m_pauseTime(-1)
|
| - , m_requestedStartTime(0)
|
| - , m_object(renderer)
|
| - , m_animation(const_cast<Animation*>(transition))
|
| - , m_compAnim(compAnim)
|
| - , m_fallbackAnimating(false)
|
| - , m_transformFunctionListValid(false)
|
| - , m_nextIterationDuration(-1)
|
| - , m_next(0)
|
| -{
|
| - // Compute the total duration
|
| - m_totalDuration = -1;
|
| - if (m_animation->iterationCount() > 0)
|
| - m_totalDuration = m_animation->duration() * m_animation->iterationCount();
|
| -}
|
| -
|
| -AnimationBase::~AnimationBase()
|
| -{
|
| - m_compAnim->removeFromStyleAvailableWaitList(this);
|
| - m_compAnim->removeFromStartTimeResponseWaitList(this);
|
| -}
|
| -
|
| -bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b)
|
| -{
|
| - ensurePropertyMap();
|
| - if (prop == cAnimateAll) {
|
| - size_t n = gPropertyWrappers->size();
|
| - for (unsigned int i = 0; i < n; ++i) {
|
| - PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
|
| - // No point comparing shorthand wrappers for 'all'.
|
| - if (!wrapper->isShorthandWrapper() && !wrapper->equals(a, b))
|
| - return false;
|
| - }
|
| - } else {
|
| - PropertyWrapperBase* wrapper = wrapperForProperty(prop);
|
| - if (wrapper)
|
| - return wrapper->equals(a, b);
|
| - }
|
| - return true;
|
| -}
|
| -
|
| -int AnimationBase::getPropertyAtIndex(int i, bool& isShorthand)
|
| -{
|
| - ensurePropertyMap();
|
| - if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size()))
|
| - return CSSPropertyInvalid;
|
| -
|
| - PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
|
| - isShorthand = wrapper->isShorthandWrapper();
|
| - return wrapper->property();
|
| -}
|
| -
|
| -int AnimationBase::getNumProperties()
|
| -{
|
| - ensurePropertyMap();
|
| - return gPropertyWrappers->size();
|
| -}
|
| -
|
| -// Returns true if we need to start animation timers
|
| -bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress)
|
| -{
|
| - ASSERT(prop != cAnimateAll);
|
| -
|
| - ensurePropertyMap();
|
| - PropertyWrapperBase* wrapper = wrapperForProperty(prop);
|
| - if (wrapper) {
|
| - wrapper->blend(anim, dst, a, b, progress);
|
| -#if USE(ACCELERATED_COMPOSITING)
|
| - return !wrapper->animationIsAccelerated();
|
| -#else
|
| - return true;
|
| -#endif
|
| - }
|
| -
|
| - return false;
|
| -}
|
| -
|
| -#if USE(ACCELERATED_COMPOSITING)
|
| -bool AnimationBase::animationOfPropertyIsAccelerated(int prop)
|
| -{
|
| - ensurePropertyMap();
|
| - PropertyWrapperBase* wrapper = wrapperForProperty(prop);
|
| - return wrapper ? wrapper->animationIsAccelerated() : false;
|
| -}
|
| -#endif
|
| -
|
| -void AnimationBase::setChanged(Node* node)
|
| -{
|
| - ASSERT(!node || (node->document() && !node->document()->inPageCache()));
|
| - if (node)
|
| - node->setChanged(AnimationStyleChange);
|
| -}
|
| -
|
| -double AnimationBase::duration() const
|
| -{
|
| - return m_animation->duration();
|
| -}
|
| -
|
| -bool AnimationBase::playStatePlaying() const
|
| -{
|
| - return m_animation->playState() == AnimPlayStatePlaying;
|
| -}
|
| -
|
| -bool AnimationBase::animationsMatch(const Animation* anim) const
|
| -{
|
| - return m_animation->animationsMatch(anim);
|
| -}
|
| -
|
| -void AnimationBase::updateStateMachine(AnimStateInput input, double param)
|
| -{
|
| - // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state.
|
| - if (input == AnimationStateInputMakeNew) {
|
| - if (m_animState == AnimationStateStartWaitStyleAvailable)
|
| - m_compAnim->removeFromStyleAvailableWaitList(this);
|
| - m_animState = AnimationStateNew;
|
| - m_startTime = 0;
|
| - m_pauseTime = -1;
|
| - m_requestedStartTime = 0;
|
| - m_nextIterationDuration = -1;
|
| - endAnimation(false);
|
| - return;
|
| - }
|
| -
|
| - if (input == AnimationStateInputRestartAnimation) {
|
| - if (m_animState == AnimationStateStartWaitStyleAvailable)
|
| - m_compAnim->removeFromStyleAvailableWaitList(this);
|
| - m_animState = AnimationStateNew;
|
| - m_startTime = 0;
|
| - m_pauseTime = -1;
|
| - m_requestedStartTime = 0;
|
| - m_nextIterationDuration = -1;
|
| - endAnimation(false);
|
| -
|
| - if (!paused())
|
| - updateStateMachine(AnimationStateInputStartAnimation, -1);
|
| - return;
|
| - }
|
| -
|
| - if (input == AnimationStateInputEndAnimation) {
|
| - if (m_animState == AnimationStateStartWaitStyleAvailable)
|
| - m_compAnim->removeFromStyleAvailableWaitList(this);
|
| - m_animState = AnimationStateDone;
|
| - endAnimation(true);
|
| - return;
|
| - }
|
| -
|
| - if (input == AnimationStateInputPauseOverride) {
|
| - if (m_animState == AnimationStateStartWaitResponse) {
|
| - // If we are in AnimationStateStartWaitResponse, the animation will get canceled before
|
| - // we get a response, so move to the next state.
|
| - endAnimation(false);
|
| - updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
|
| - }
|
| - return;
|
| - }
|
| -
|
| - if (input == AnimationStateInputResumeOverride) {
|
| - if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
|
| - // Start the animation
|
| - startAnimation(m_startTime);
|
| - }
|
| - return;
|
| - }
|
| -
|
| - // Execute state machine
|
| - switch(m_animState) {
|
| - case AnimationStateNew:
|
| - ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputPlayStatePaused);
|
| - if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning) {
|
| - m_requestedStartTime = beginAnimationUpdateTime();
|
| - m_animState = AnimationStateStartWaitTimer;
|
| - }
|
| - break;
|
| - case AnimationStateStartWaitTimer:
|
| - ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused);
|
| -
|
| - if (input == AnimationStateInputStartTimerFired) {
|
| - ASSERT(param >= 0);
|
| - // Start timer has fired, tell the animation to start and wait for it to respond with start time
|
| - m_animState = AnimationStateStartWaitStyleAvailable;
|
| - m_compAnim->addToStyleAvailableWaitList(this);
|
| -
|
| - // Trigger a render so we can start the animation
|
| - if (m_object)
|
| - m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->element());
|
| - } else {
|
| - ASSERT(!paused());
|
| - // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait
|
| - m_pauseTime = beginAnimationUpdateTime();
|
| - m_animState = AnimationStatePausedWaitTimer;
|
| - }
|
| - break;
|
| - case AnimationStateStartWaitStyleAvailable:
|
| - ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused);
|
| -
|
| - // Start timer has fired, tell the animation to start and wait for it to respond with start time
|
| - m_animState = AnimationStateStartWaitResponse;
|
| -
|
| - overrideAnimations();
|
| -
|
| - // Send start event, if needed
|
| - onAnimationStart(0); // The elapsedTime is always 0 here
|
| -
|
| - // Start the animation
|
| - if (overridden()) {
|
| - // We won't try to start accelerated animations if we are overridden and
|
| - // just move on to the next state.
|
| - m_animState = AnimationStateStartWaitResponse;
|
| - m_fallbackAnimating = true;
|
| - updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
|
| - }
|
| - else {
|
| - bool started = startAnimation(0);
|
| - m_compAnim->addToStartTimeResponseWaitList(this, started);
|
| - m_fallbackAnimating = !started;
|
| - }
|
| - break;
|
| - case AnimationStateStartWaitResponse:
|
| - ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused);
|
| -
|
| - if (input == AnimationStateInputStartTimeSet) {
|
| - ASSERT(param >= 0);
|
| - // We have a start time, set it, unless the startTime is already set
|
| - if (m_startTime <= 0)
|
| - m_startTime = param;
|
| -
|
| - // Decide whether to go into looping or ending state
|
| - goIntoEndingOrLoopingState();
|
| -
|
| - // Dispatch updateRendering so we can start the animation
|
| - if (m_object)
|
| - m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->element());
|
| - } else {
|
| - // We are pausing while waiting for a start response. Cancel the animation and wait. When
|
| - // we unpause, we will act as though the start timer just fired
|
| - m_pauseTime = -1;
|
| - endAnimation(false);
|
| - m_animState = AnimationStatePausedWaitResponse;
|
| - }
|
| - break;
|
| - case AnimationStateLooping:
|
| - ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused);
|
| -
|
| - if (input == AnimationStateInputLoopTimerFired) {
|
| - ASSERT(param >= 0);
|
| - // Loop timer fired, loop again or end.
|
| - onAnimationIteration(param);
|
| -
|
| - // Decide whether to go into looping or ending state
|
| - goIntoEndingOrLoopingState();
|
| - } else {
|
| - // We are pausing while running. Cancel the animation and wait
|
| - m_pauseTime = beginAnimationUpdateTime();
|
| - endAnimation(false);
|
| - m_animState = AnimationStatePausedRun;
|
| - }
|
| - break;
|
| - case AnimationStateEnding:
|
| - ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused);
|
| -
|
| - if (input == AnimationStateInputEndTimerFired) {
|
| - ASSERT(param >= 0);
|
| - // End timer fired, finish up
|
| - onAnimationEnd(param);
|
| -
|
| - m_animState = AnimationStateDone;
|
| -
|
| - if (m_object) {
|
| - resumeOverriddenAnimations();
|
| -
|
| - // Fire off another style change so we can set the final value
|
| - m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->element());
|
| - }
|
| - } else {
|
| - // We are pausing while running. Cancel the animation and wait
|
| - m_pauseTime = beginAnimationUpdateTime();
|
| - endAnimation(false);
|
| - m_animState = AnimationStatePausedRun;
|
| - }
|
| - // |this| may be deleted here
|
| - break;
|
| - case AnimationStatePausedWaitTimer:
|
| - ASSERT(input == AnimationStateInputPlayStateRunnning);
|
| - ASSERT(paused());
|
| - // Update the times
|
| - m_startTime += beginAnimationUpdateTime() - m_pauseTime;
|
| - m_pauseTime = -1;
|
| -
|
| - // we were waiting for the start timer to fire, go back and wait again
|
| - m_animState = AnimationStateNew;
|
| - updateStateMachine(AnimationStateInputStartAnimation, 0);
|
| - break;
|
| - case AnimationStatePausedWaitResponse:
|
| - case AnimationStatePausedRun:
|
| - // We treat these two cases the same. The only difference is that, when we are in
|
| - // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation.
|
| - // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice
|
| - // that we have already set the startTime and will ignore it.
|
| - ASSERT(input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputStartTimeSet);
|
| - ASSERT(paused());
|
| -
|
| - // If we are paused, but we get the callback that notifies us that an accelerated animation started,
|
| - // then we ignore the start time and just move into the paused-run state.
|
| - if (m_animState == AnimationStatePausedWaitResponse && input == AnimationStateInputStartTimeSet) {
|
| - m_animState = AnimationStatePausedRun;
|
| - ASSERT(m_startTime == 0);
|
| - m_startTime = param;
|
| - m_pauseTime += m_startTime;
|
| - break;
|
| - }
|
| -
|
| - // Update the times
|
| - if (m_animState == AnimationStatePausedRun)
|
| - m_startTime += beginAnimationUpdateTime() - m_pauseTime;
|
| - else
|
| - m_startTime = 0;
|
| - m_pauseTime = -1;
|
| -
|
| - // We were waiting for a begin time response from the animation, go back and wait again
|
| - m_animState = AnimationStateStartWaitResponse;
|
| -
|
| - // Start the animation
|
| - if (overridden()) {
|
| - // We won't try to start accelerated animations if we are overridden and
|
| - // just move on to the next state.
|
| - updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
|
| - m_fallbackAnimating = true;
|
| - } else {
|
| - bool started = startAnimation(0);
|
| - m_compAnim->addToStartTimeResponseWaitList(this, started);
|
| - m_fallbackAnimating = !started;
|
| - }
|
| - break;
|
| - case AnimationStateDone:
|
| - // We're done. Stay in this state until we are deleted
|
| - break;
|
| - }
|
| -}
|
| -
|
| -void AnimationBase::fireAnimationEventsIfNeeded()
|
| -{
|
| - // If we are waiting for the delay time to expire and it has, go to the next state
|
| - if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding)
|
| - return;
|
| -
|
| - // We have to make sure to keep a ref to the this pointer, because it could get destroyed
|
| - // during an animation callback that might get called. Since the owner is a CompositeAnimation
|
| - // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase
|
| - // can still access the resources of its CompositeAnimation as needed.
|
| - RefPtr<AnimationBase> protector(this);
|
| - RefPtr<CompositeAnimation> compProtector(m_compAnim);
|
| -
|
| - // Check for start timeout
|
| - if (m_animState == AnimationStateStartWaitTimer) {
|
| - if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay())
|
| - updateStateMachine(AnimationStateInputStartTimerFired, 0);
|
| - return;
|
| - }
|
| -
|
| - double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
|
| - // FIXME: we need to ensure that elapsedDuration is never < 0. If it is, this suggests that
|
| - // we had a recalcStyle() outside of beginAnimationUpdate()/endAnimationUpdate().
|
| - // Also check in getTimeToNextEvent().
|
| - elapsedDuration = max(elapsedDuration, 0.0);
|
| -
|
| - // Check for end timeout
|
| - if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) {
|
| - // Fire an end event
|
| - updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration);
|
| - } else {
|
| - // Check for iteration timeout
|
| - if (m_nextIterationDuration < 0) {
|
| - // Hasn't been set yet, set it
|
| - double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
|
| - m_nextIterationDuration = elapsedDuration + durationLeft;
|
| - }
|
| -
|
| - if (elapsedDuration >= m_nextIterationDuration) {
|
| - // Set to the next iteration
|
| - double previous = m_nextIterationDuration;
|
| - double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
|
| - m_nextIterationDuration = elapsedDuration + durationLeft;
|
| -
|
| - // Send the event
|
| - updateStateMachine(AnimationStateInputLoopTimerFired, previous);
|
| - }
|
| - }
|
| -}
|
| -
|
| -void AnimationBase::updatePlayState(bool run)
|
| -{
|
| - if (paused() == run || isNew())
|
| - updateStateMachine(run ? AnimationStateInputPlayStateRunnning : AnimationStateInputPlayStatePaused, -1);
|
| -}
|
| -
|
| -double AnimationBase::willNeedService()
|
| -{
|
| - // Returns the time at which next service is required. -1 means no service is required. 0 means
|
| - // service is required now, and > 0 means service is required that many seconds in the future.
|
| - if (paused() || isNew())
|
| - return -1;
|
| -
|
| - if (m_animState == AnimationStateStartWaitTimer) {
|
| - double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime);
|
| - return (float) ((timeFromNow > 0) ? timeFromNow : 0);
|
| - }
|
| -
|
| - fireAnimationEventsIfNeeded();
|
| -
|
| - // In all other cases, we need service right away.
|
| - return 0;
|
| -}
|
| -
|
| -double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const
|
| -{
|
| - if (preActive())
|
| - return 0;
|
| -
|
| - double elapsedTime = getElapsedTime();
|
| -
|
| - double dur = m_animation->duration();
|
| - if (m_animation->iterationCount() > 0)
|
| - dur *= m_animation->iterationCount();
|
| -
|
| - if (postActive() || !m_animation->duration() || (m_animation->iterationCount() > 0 && elapsedTime >= dur))
|
| - return 1.0;
|
| -
|
| - // Compute the fractional time, taking into account direction.
|
| - // There is no need to worry about iterations, we assume that we would have
|
| - // short circuited above if we were done.
|
| - double fractionalTime = elapsedTime / m_animation->duration();
|
| - int integralTime = static_cast<int>(fractionalTime);
|
| - fractionalTime -= integralTime;
|
| -
|
| - if (m_animation->direction() && (integralTime & 1))
|
| - fractionalTime = 1 - fractionalTime;
|
| -
|
| - if (scale != 1 || offset)
|
| - fractionalTime = (fractionalTime - offset) * scale;
|
| -
|
| - if (!tf)
|
| - tf = &m_animation->timingFunction();
|
| -
|
| - if (tf->type() == LinearTimingFunction)
|
| - return fractionalTime;
|
| -
|
| - // Cubic bezier.
|
| - double result = solveCubicBezierFunction(tf->x1(),
|
| - tf->y1(),
|
| - tf->x2(),
|
| - tf->y2(),
|
| - fractionalTime, m_animation->duration());
|
| - return result;
|
| -}
|
| -
|
| -void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
|
| -{
|
| - // Decide when the end or loop event needs to fire
|
| - double totalDuration = -1;
|
| - if (m_animation->iterationCount() > 0)
|
| - totalDuration = m_animation->duration() * m_animation->iterationCount();
|
| -
|
| - const double elapsedDuration = max(beginAnimationUpdateTime() - m_startTime, 0.0);
|
| - double durationLeft = 0;
|
| - double nextIterationTime = m_totalDuration;
|
| -
|
| - if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) {
|
| - durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
|
| - nextIterationTime = elapsedDuration + durationLeft;
|
| - }
|
| -
|
| - if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) {
|
| - // We are not at the end yet
|
| - ASSERT(nextIterationTime > 0);
|
| - isLooping = true;
|
| - } else {
|
| - // We are at the end
|
| - isLooping = false;
|
| - }
|
| -
|
| - time = durationLeft;
|
| -}
|
| -
|
| -void AnimationBase::goIntoEndingOrLoopingState()
|
| -{
|
| - double t;
|
| - bool isLooping;
|
| - getTimeToNextEvent(t, isLooping);
|
| - m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding;
|
| -}
|
| -
|
| -void AnimationBase::pauseAtTime(double t)
|
| -{
|
| - updatePlayState(false);
|
| - m_pauseTime = m_startTime + t - m_animation->delay();
|
| -}
|
| -
|
| -double AnimationBase::beginAnimationUpdateTime() const
|
| -{
|
| - return m_compAnim->animationControllerPriv()->beginAnimationUpdateTime();
|
| -}
|
| -
|
| -double AnimationBase::getElapsedTime() const
|
| -{
|
| - if (paused())
|
| - return m_pauseTime - m_startTime;
|
| - if (m_startTime <= 0)
|
| - return 0;
|
| - if (postActive())
|
| - return 1;
|
| - return beginAnimationUpdateTime() - m_startTime;
|
| -}
|
| -
|
| -} // namespace WebCore
|
| -
|
| -
|
| +/*
|
| + * 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.
|
| + */
|
| +
|
| +#include "config.h"
|
| +#include "AnimationBase.h"
|
| +
|
| +#include "AnimationControllerPrivate.h"
|
| +#include "CSSMutableStyleDeclaration.h"
|
| +#include "CSSPropertyLonghand.h"
|
| +#include "CSSPropertyNames.h"
|
| +#include "CString.h"
|
| +#include "CompositeAnimation.h"
|
| +#include "Document.h"
|
| +#include "EventNames.h"
|
| +#include "FloatConversion.h"
|
| +#include "Frame.h"
|
| +#include "IdentityTransformOperation.h"
|
| +#include "ImplicitAnimation.h"
|
| +#include "KeyframeAnimation.h"
|
| +#include "MatrixTransformOperation.h"
|
| +#include "RenderBox.h"
|
| +#include "RenderStyle.h"
|
| +#include "UnitBezier.h"
|
| +
|
| +#include <algorithm>
|
| +
|
| +using namespace std;
|
| +
|
| +namespace WebCore {
|
| +
|
| +// The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
|
| +// animation, the more precision we need in the timing function result to avoid ugly discontinuities.
|
| +static inline double solveEpsilon(double duration)
|
| +{
|
| + return 1.0 / (200.0 * duration);
|
| +}
|
| +
|
| +static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration)
|
| +{
|
| + // Convert from input time to parametric value in curve, then from
|
| + // that to output time.
|
| + UnitBezier bezier(p1x, p1y, p2x, p2y);
|
| + return bezier.solve(t, solveEpsilon(duration));
|
| +}
|
| +
|
| +static inline int blendFunc(const AnimationBase*, int from, int to, double progress)
|
| +{
|
| + return int(from + (to - from) * progress);
|
| +}
|
| +
|
| +static inline double blendFunc(const AnimationBase*, double from, double to, double progress)
|
| +{
|
| + return from + (to - from) * progress;
|
| +}
|
| +
|
| +static inline float blendFunc(const AnimationBase*, float from, float to, double progress)
|
| +{
|
| + return narrowPrecisionToFloat(from + (to - from) * progress);
|
| +}
|
| +
|
| +static inline Color blendFunc(const AnimationBase* anim, const Color& from, const Color& to, double progress)
|
| +{
|
| + // We need to preserve the state of the valid flag at the end of the animation
|
| + if (progress == 1 && !to.isValid())
|
| + return Color();
|
| +
|
| + return Color(blendFunc(anim, from.red(), to.red(), progress),
|
| + blendFunc(anim, from.green(), to.green(), progress),
|
| + blendFunc(anim, from.blue(), to.blue(), progress),
|
| + blendFunc(anim, from.alpha(), to.alpha(), progress));
|
| +}
|
| +
|
| +static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress)
|
| +{
|
| + return to.blend(from, progress);
|
| +}
|
| +
|
| +static inline IntSize blendFunc(const AnimationBase* anim, const IntSize& from, const IntSize& to, double progress)
|
| +{
|
| + return IntSize(blendFunc(anim, from.width(), to.width(), progress),
|
| + blendFunc(anim, from.height(), to.height(), progress));
|
| +}
|
| +
|
| +static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress)
|
| +{
|
| + ASSERT(from && to);
|
| + return new ShadowData(blendFunc(anim, from->x, to->x, progress), blendFunc(anim, from->y, to->y, progress),
|
| + blendFunc(anim, from->blur, to->blur, progress), blendFunc(anim, from->color, to->color, progress));
|
| +}
|
| +
|
| +static inline TransformOperations blendFunc(const AnimationBase* anim, const TransformOperations& from, const TransformOperations& to, double progress)
|
| +{
|
| + TransformOperations result;
|
| +
|
| + // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation
|
| + if (anim->isTransformFunctionListValid()) {
|
| + unsigned fromSize = from.operations().size();
|
| + unsigned toSize = to.operations().size();
|
| + unsigned size = max(fromSize, toSize);
|
| + for (unsigned i = 0; i < size; i++) {
|
| + RefPtr<TransformOperation> fromOp = (i < fromSize) ? from.operations()[i].get() : 0;
|
| + RefPtr<TransformOperation> toOp = (i < toSize) ? to.operations()[i].get() : 0;
|
| + RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0);
|
| + if (blendedOp)
|
| + result.operations().append(blendedOp);
|
| + else {
|
| + RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create();
|
| + if (progress > 0.5)
|
| + result.operations().append(toOp ? toOp : identityOp);
|
| + else
|
| + result.operations().append(fromOp ? fromOp : identityOp);
|
| + }
|
| + }
|
| + } else {
|
| + // Convert the TransformOperations into matrices
|
| + IntSize size = anim->renderer()->isBox() ? toRenderBox(anim->renderer())->borderBoxRect().size() : IntSize();
|
| + TransformationMatrix fromT;
|
| + TransformationMatrix toT;
|
| + from.apply(size, fromT);
|
| + to.apply(size, toT);
|
| +
|
| + toT.blend(fromT, progress);
|
| +
|
| + // Append the result
|
| + result.operations().append(MatrixTransformOperation::create(toT.a(), toT.b(), toT.c(), toT.d(), toT.e(), toT.f()));
|
| + }
|
| + return result;
|
| +}
|
| +
|
| +static inline EVisibility blendFunc(const AnimationBase* anim, EVisibility from, EVisibility to, double progress)
|
| +{
|
| + // Any non-zero result means we consider the object to be visible. Only at 0 do we consider the object to be
|
| + // invisible. The invisible value we use (HIDDEN vs. COLLAPSE) depends on the specified from/to values.
|
| + double fromVal = from == VISIBLE ? 1. : 0.;
|
| + double toVal = to == VISIBLE ? 1. : 0.;
|
| + if (fromVal == toVal)
|
| + return to;
|
| + double result = blendFunc(anim, fromVal, toVal, progress);
|
| + return result > 0. ? VISIBLE : (to != VISIBLE ? to : from);
|
| +}
|
| +
|
| +class PropertyWrapperBase;
|
| +
|
| +static void addShorthandProperties();
|
| +static PropertyWrapperBase* wrapperForProperty(int propertyID);
|
| +
|
| +class PropertyWrapperBase {
|
| +public:
|
| + PropertyWrapperBase(int prop)
|
| + : m_prop(prop)
|
| + {
|
| + }
|
| +
|
| + virtual ~PropertyWrapperBase() { }
|
| +
|
| + virtual bool isShorthandWrapper() const { return false; }
|
| + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const = 0;
|
| + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const = 0;
|
| +
|
| + int property() const { return m_prop; }
|
| +
|
| +#if USE(ACCELERATED_COMPOSITING)
|
| + virtual bool animationIsAccelerated() const { return false; }
|
| +#endif
|
| +
|
| +private:
|
| + int m_prop;
|
| +};
|
| +
|
| +template <typename T>
|
| +class PropertyWrapperGetter : public PropertyWrapperBase {
|
| +public:
|
| + PropertyWrapperGetter(int prop, T (RenderStyle::*getter)() const)
|
| + : PropertyWrapperBase(prop)
|
| + , m_getter(getter)
|
| + {
|
| + }
|
| +
|
| + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| + {
|
| + // If the style pointers are the same, don't bother doing the test.
|
| + // If either is null, return false. If both are null, return true.
|
| + if (!a && !b || a == b)
|
| + return true;
|
| + if (!a || !b)
|
| + return false;
|
| + return (a->*m_getter)() == (b->*m_getter)();
|
| + }
|
| +
|
| +protected:
|
| + T (RenderStyle::*m_getter)() const;
|
| +};
|
| +
|
| +template <typename T>
|
| +class PropertyWrapper : public PropertyWrapperGetter<T> {
|
| +public:
|
| + PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T))
|
| + : PropertyWrapperGetter<T>(prop, getter)
|
| + , m_setter(setter)
|
| + {
|
| + }
|
| +
|
| + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| + {
|
| + (dst->*m_setter)(blendFunc(anim, (a->*PropertyWrapperGetter<T>::m_getter)(), (b->*PropertyWrapperGetter<T>::m_getter)(), progress));
|
| + }
|
| +
|
| +protected:
|
| + void (RenderStyle::*m_setter)(T);
|
| +};
|
| +
|
| +#if USE(ACCELERATED_COMPOSITING)
|
| +class PropertyWrapperAcceleratedOpacity : public PropertyWrapper<float> {
|
| +public:
|
| + PropertyWrapperAcceleratedOpacity()
|
| + : PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)
|
| + {
|
| + }
|
| +
|
| + virtual bool animationIsAccelerated() const { return true; }
|
| +
|
| + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| + {
|
| + float fromOpacity = a->opacity();
|
| +
|
| + // This makes sure we put the object being animated into a RenderLayer during the animation
|
| + dst->setOpacity(blendFunc(anim, (fromOpacity == 1) ? 0.999999f : fromOpacity, b->opacity(), progress));
|
| + }
|
| +};
|
| +
|
| +class PropertyWrapperAcceleratedTransform : public PropertyWrapper<const TransformOperations&> {
|
| +public:
|
| + PropertyWrapperAcceleratedTransform()
|
| + : PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)
|
| + {
|
| + }
|
| +
|
| + virtual bool animationIsAccelerated() const { return true; }
|
| +
|
| + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| + {
|
| + dst->setTransform(blendFunc(anim, a->transform(), b->transform(), progress));
|
| + }
|
| +};
|
| +#endif // USE(ACCELERATED_COMPOSITING)
|
| +
|
| +class PropertyWrapperShadow : public PropertyWrapperGetter<ShadowData*> {
|
| +public:
|
| + PropertyWrapperShadow(int prop, ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
|
| + : PropertyWrapperGetter<ShadowData*>(prop, getter)
|
| + , m_setter(setter)
|
| + {
|
| + }
|
| +
|
| + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| + {
|
| + ShadowData* shadowA = (a->*m_getter)();
|
| + ShadowData* shadowB = (b->*m_getter)();
|
| +
|
| + if (!shadowA && shadowB || shadowA && !shadowB)
|
| + return false;
|
| + if (shadowA && shadowB && (*shadowA != *shadowB))
|
| + return false;
|
| + return true;
|
| + }
|
| +
|
| + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| + {
|
| + ShadowData* shadowA = (a->*m_getter)();
|
| + ShadowData* shadowB = (b->*m_getter)();
|
| + ShadowData defaultShadowData(0, 0, 0, Color::transparent);
|
| +
|
| + if (!shadowA)
|
| + shadowA = &defaultShadowData;
|
| + if (!shadowB)
|
| + shadowB = &defaultShadowData;
|
| +
|
| + (dst->*m_setter)(blendFunc(anim, shadowA, shadowB, progress), false);
|
| + }
|
| +
|
| +private:
|
| + void (RenderStyle::*m_setter)(ShadowData*, bool);
|
| +};
|
| +
|
| +class PropertyWrapperMaybeInvalidColor : public PropertyWrapperBase {
|
| +public:
|
| + PropertyWrapperMaybeInvalidColor(int prop, const Color& (RenderStyle::*getter)() const, void (RenderStyle::*setter)(const Color&))
|
| + : PropertyWrapperBase(prop)
|
| + , m_getter(getter)
|
| + , m_setter(setter)
|
| + {
|
| + }
|
| +
|
| + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| + {
|
| + Color fromColor = (a->*m_getter)();
|
| + Color toColor = (b->*m_getter)();
|
| + if (!fromColor.isValid())
|
| + fromColor = a->color();
|
| + if (!toColor.isValid())
|
| + toColor = b->color();
|
| +
|
| + return fromColor == toColor;
|
| + }
|
| +
|
| + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| + {
|
| + Color fromColor = (a->*m_getter)();
|
| + Color toColor = (b->*m_getter)();
|
| + if (!fromColor.isValid())
|
| + fromColor = a->color();
|
| + if (!toColor.isValid())
|
| + toColor = b->color();
|
| + (dst->*m_setter)(blendFunc(anim, fromColor, toColor, progress));
|
| + }
|
| +
|
| +private:
|
| + const Color& (RenderStyle::*m_getter)() const;
|
| + void (RenderStyle::*m_setter)(const Color&);
|
| +};
|
| +
|
| +class ShorthandPropertyWrapper : public PropertyWrapperBase {
|
| +public:
|
| + ShorthandPropertyWrapper(int property, const CSSPropertyLonghand& longhand)
|
| + : PropertyWrapperBase(property)
|
| + {
|
| + for (unsigned i = 0; i < longhand.length(); ++i) {
|
| + PropertyWrapperBase* wrapper = wrapperForProperty(longhand.properties()[i]);
|
| + if (wrapper)
|
| + m_propertyWrappers.append(wrapper);
|
| + }
|
| + }
|
| +
|
| + virtual bool isShorthandWrapper() const { return true; }
|
| +
|
| + virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
|
| + {
|
| + Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
|
| + for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) {
|
| + if (!(*it)->equals(a, b))
|
| + return false;
|
| + }
|
| + return true;
|
| + }
|
| +
|
| + virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
|
| + {
|
| + Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
|
| + for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it)
|
| + (*it)->blend(anim, dst, a, b, progress);
|
| + }
|
| +
|
| +private:
|
| + Vector<PropertyWrapperBase*> m_propertyWrappers;
|
| +};
|
| +
|
| +
|
| +static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
|
| +static int gPropertyWrapperMap[numCSSProperties];
|
| +
|
| +static const int cInvalidPropertyWrapperIndex = -1;
|
| +
|
| +
|
| +static void ensurePropertyMap()
|
| +{
|
| + // FIXME: This data is never destroyed. Maybe we should ref count it and toss it when the last AnimationController is destroyed?
|
| + if (gPropertyWrappers == 0) {
|
| + gPropertyWrappers = new Vector<PropertyWrapperBase*>();
|
| +
|
| + // build the list of property wrappers to do the comparisons and blends
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
|
| + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom));
|
| + gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor));
|
| + gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor));
|
| + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize));
|
| + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap));
|
| + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount));
|
| + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing));
|
| + gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing));
|
| + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight));
|
| + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset));
|
| + gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth));
|
| + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing));
|
| + gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
|
| + gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
|
| + gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
|
| + gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
|
| + gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
|
| + gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius));
|
| + gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility));
|
| + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom));
|
| +
|
| +#if USE(ACCELERATED_COMPOSITING)
|
| + gPropertyWrappers->append(new PropertyWrapperAcceleratedOpacity());
|
| + gPropertyWrappers->append(new PropertyWrapperAcceleratedTransform());
|
| +#else
|
| + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity));
|
| + gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform));
|
| +#endif
|
| +
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor));
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor));
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor));
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderLeftColor, &RenderStyle::borderLeftColor, &RenderStyle::setBorderLeftColor));
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderRightColor, &RenderStyle::borderRightColor, &RenderStyle::setBorderRightColor));
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderTopColor, &RenderStyle::borderTopColor, &RenderStyle::setBorderTopColor));
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderBottomColor, &RenderStyle::borderBottomColor, &RenderStyle::setBorderBottomColor));
|
| + gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyOutlineColor, &RenderStyle::outlineColor, &RenderStyle::setOutlineColor));
|
| +
|
| + // These are for shadows
|
| + gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyWebkitBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow));
|
| + gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyTextShadow, &RenderStyle::textShadow, &RenderStyle::setTextShadow));
|
| +
|
| +#if ENABLE(SVG)
|
| + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity));
|
| + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity));
|
| + gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyStrokeOpacity, &RenderStyle::strokeOpacity, &RenderStyle::setStrokeOpacity));
|
| +#endif
|
| +
|
| + // TODO:
|
| + //
|
| + // CSSPropertyBackground, CSSPropertyBackgroundPosition
|
| + // CSSPropertyMinWidth, CSSPropertyMaxWidth, CSSPropertyMinHeight, CSSPropertyMaxHeight
|
| + // CSSPropertyTextIndent
|
| + // CSSPropertyVerticalAlign
|
| + // CSSPropertyWebkitBackgroundOrigin
|
| + // CSSPropertyWebkitBackgroundSize
|
| + // CSSPropertyWebkitMaskPosition
|
| + // CSSPropertyWebkitMaskOrigin
|
| + // CSSPropertyWebkitMaskSize
|
| + //
|
| + // Compound properties that have components that should be animatable:
|
| + //
|
| + // CSSPropertyWebkitColumns
|
| + // CSSPropertyWebkitMask
|
| + // CSSPropertyWebkitBoxReflect
|
| +
|
| + // Make sure unused slots have a value
|
| + for (unsigned int i = 0; i < static_cast<unsigned int>(numCSSProperties); ++i)
|
| + gPropertyWrapperMap[i] = cInvalidPropertyWrapperIndex;
|
| +
|
| + // First we put the non-shorthand property wrappers into the map, so the shorthand-building
|
| + // code can find them.
|
| + size_t n = gPropertyWrappers->size();
|
| + for (unsigned int i = 0; i < n; ++i) {
|
| + ASSERT((*gPropertyWrappers)[i]->property() - firstCSSProperty < numCSSProperties);
|
| + gPropertyWrapperMap[(*gPropertyWrappers)[i]->property() - firstCSSProperty] = i;
|
| + }
|
| +
|
| + // Now add the shorthand wrappers.
|
| + addShorthandProperties();
|
| + }
|
| +}
|
| +
|
| +static void addPropertyWrapper(int propertyID, PropertyWrapperBase* wrapper)
|
| +{
|
| + int propIndex = propertyID - firstCSSProperty;
|
| +
|
| + ASSERT(gPropertyWrapperMap[propIndex] == cInvalidPropertyWrapperIndex);
|
| +
|
| + unsigned wrapperIndex = gPropertyWrappers->size();
|
| + gPropertyWrappers->append(wrapper);
|
| + gPropertyWrapperMap[propIndex] = wrapperIndex;
|
| +}
|
| +
|
| +static void addShorthandProperties()
|
| +{
|
| + static const int animatableShorthandProperties[] = {
|
| + CSSPropertyBackground, // for background-color
|
| + CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft,
|
| + CSSPropertyBorderColor,
|
| + CSSPropertyBorderWidth,
|
| + CSSPropertyBorder,
|
| + CSSPropertyBorderSpacing,
|
| + CSSPropertyMargin,
|
| + CSSPropertyOutline,
|
| + CSSPropertyPadding,
|
| + CSSPropertyWebkitTextStroke,
|
| + CSSPropertyWebkitColumnRule,
|
| + CSSPropertyWebkitBorderRadius,
|
| + CSSPropertyWebkitTransformOrigin
|
| + };
|
| +
|
| + for (unsigned i = 0; i < sizeof(animatableShorthandProperties) / sizeof(animatableShorthandProperties[0]); ++i) {
|
| + int propertyID = animatableShorthandProperties[i];
|
| + CSSPropertyLonghand longhand = longhandForProperty(propertyID);
|
| + if (longhand.length() > 0)
|
| + addPropertyWrapper(propertyID, new ShorthandPropertyWrapper(propertyID, longhand));
|
| + }
|
| +
|
| + // 'font' is not in the shorthand map.
|
| + static const int animatableFontProperties[] = {
|
| + CSSPropertyFontSize,
|
| + CSSPropertyFontWeight
|
| + };
|
| +
|
| + CSSPropertyLonghand fontLonghand(animatableFontProperties, sizeof(animatableFontProperties) / sizeof(animatableFontProperties[0]));
|
| + addPropertyWrapper(CSSPropertyFont, new ShorthandPropertyWrapper(CSSPropertyFont, fontLonghand));
|
| +}
|
| +
|
| +static PropertyWrapperBase* wrapperForProperty(int propertyID)
|
| +{
|
| + int propIndex = propertyID - firstCSSProperty;
|
| + if (propIndex >= 0 && propIndex < numCSSProperties) {
|
| + int wrapperIndex = gPropertyWrapperMap[propIndex];
|
| + if (wrapperIndex >= 0)
|
| + return (*gPropertyWrappers)[wrapperIndex];
|
| + }
|
| + return 0;
|
| +}
|
| +
|
| +AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
|
| + : m_animState(AnimationStateNew)
|
| + , m_isAnimating(false)
|
| + , m_startTime(0)
|
| + , m_pauseTime(-1)
|
| + , m_requestedStartTime(0)
|
| + , m_object(renderer)
|
| + , m_animation(const_cast<Animation*>(transition))
|
| + , m_compAnim(compAnim)
|
| + , m_fallbackAnimating(false)
|
| + , m_transformFunctionListValid(false)
|
| + , m_nextIterationDuration(-1)
|
| + , m_next(0)
|
| +{
|
| + // Compute the total duration
|
| + m_totalDuration = -1;
|
| + if (m_animation->iterationCount() > 0)
|
| + m_totalDuration = m_animation->duration() * m_animation->iterationCount();
|
| +}
|
| +
|
| +AnimationBase::~AnimationBase()
|
| +{
|
| + m_compAnim->removeFromStyleAvailableWaitList(this);
|
| + m_compAnim->removeFromStartTimeResponseWaitList(this);
|
| +}
|
| +
|
| +bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b)
|
| +{
|
| + ensurePropertyMap();
|
| + if (prop == cAnimateAll) {
|
| + size_t n = gPropertyWrappers->size();
|
| + for (unsigned int i = 0; i < n; ++i) {
|
| + PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
|
| + // No point comparing shorthand wrappers for 'all'.
|
| + if (!wrapper->isShorthandWrapper() && !wrapper->equals(a, b))
|
| + return false;
|
| + }
|
| + } else {
|
| + PropertyWrapperBase* wrapper = wrapperForProperty(prop);
|
| + if (wrapper)
|
| + return wrapper->equals(a, b);
|
| + }
|
| + return true;
|
| +}
|
| +
|
| +int AnimationBase::getPropertyAtIndex(int i, bool& isShorthand)
|
| +{
|
| + ensurePropertyMap();
|
| + if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size()))
|
| + return CSSPropertyInvalid;
|
| +
|
| + PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
|
| + isShorthand = wrapper->isShorthandWrapper();
|
| + return wrapper->property();
|
| +}
|
| +
|
| +int AnimationBase::getNumProperties()
|
| +{
|
| + ensurePropertyMap();
|
| + return gPropertyWrappers->size();
|
| +}
|
| +
|
| +// Returns true if we need to start animation timers
|
| +bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress)
|
| +{
|
| + ASSERT(prop != cAnimateAll);
|
| +
|
| + ensurePropertyMap();
|
| + PropertyWrapperBase* wrapper = wrapperForProperty(prop);
|
| + if (wrapper) {
|
| + wrapper->blend(anim, dst, a, b, progress);
|
| +#if USE(ACCELERATED_COMPOSITING)
|
| + return !wrapper->animationIsAccelerated();
|
| +#else
|
| + return true;
|
| +#endif
|
| + }
|
| +
|
| + return false;
|
| +}
|
| +
|
| +#if USE(ACCELERATED_COMPOSITING)
|
| +bool AnimationBase::animationOfPropertyIsAccelerated(int prop)
|
| +{
|
| + ensurePropertyMap();
|
| + PropertyWrapperBase* wrapper = wrapperForProperty(prop);
|
| + return wrapper ? wrapper->animationIsAccelerated() : false;
|
| +}
|
| +#endif
|
| +
|
| +void AnimationBase::setChanged(Node* node)
|
| +{
|
| + ASSERT(!node || (node->document() && !node->document()->inPageCache()));
|
| + if (node)
|
| + node->setChanged(AnimationStyleChange);
|
| +}
|
| +
|
| +double AnimationBase::duration() const
|
| +{
|
| + return m_animation->duration();
|
| +}
|
| +
|
| +bool AnimationBase::playStatePlaying() const
|
| +{
|
| + return m_animation->playState() == AnimPlayStatePlaying;
|
| +}
|
| +
|
| +bool AnimationBase::animationsMatch(const Animation* anim) const
|
| +{
|
| + return m_animation->animationsMatch(anim);
|
| +}
|
| +
|
| +void AnimationBase::updateStateMachine(AnimStateInput input, double param)
|
| +{
|
| + // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state.
|
| + if (input == AnimationStateInputMakeNew) {
|
| + if (m_animState == AnimationStateStartWaitStyleAvailable)
|
| + m_compAnim->removeFromStyleAvailableWaitList(this);
|
| + m_animState = AnimationStateNew;
|
| + m_startTime = 0;
|
| + m_pauseTime = -1;
|
| + m_requestedStartTime = 0;
|
| + m_nextIterationDuration = -1;
|
| + endAnimation(false);
|
| + return;
|
| + }
|
| +
|
| + if (input == AnimationStateInputRestartAnimation) {
|
| + if (m_animState == AnimationStateStartWaitStyleAvailable)
|
| + m_compAnim->removeFromStyleAvailableWaitList(this);
|
| + m_animState = AnimationStateNew;
|
| + m_startTime = 0;
|
| + m_pauseTime = -1;
|
| + m_requestedStartTime = 0;
|
| + m_nextIterationDuration = -1;
|
| + endAnimation(false);
|
| +
|
| + if (!paused())
|
| + updateStateMachine(AnimationStateInputStartAnimation, -1);
|
| + return;
|
| + }
|
| +
|
| + if (input == AnimationStateInputEndAnimation) {
|
| + if (m_animState == AnimationStateStartWaitStyleAvailable)
|
| + m_compAnim->removeFromStyleAvailableWaitList(this);
|
| + m_animState = AnimationStateDone;
|
| + endAnimation(true);
|
| + return;
|
| + }
|
| +
|
| + if (input == AnimationStateInputPauseOverride) {
|
| + if (m_animState == AnimationStateStartWaitResponse) {
|
| + // If we are in AnimationStateStartWaitResponse, the animation will get canceled before
|
| + // we get a response, so move to the next state.
|
| + endAnimation(false);
|
| + updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
|
| + }
|
| + return;
|
| + }
|
| +
|
| + if (input == AnimationStateInputResumeOverride) {
|
| + if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
|
| + // Start the animation
|
| + startAnimation(m_startTime);
|
| + }
|
| + return;
|
| + }
|
| +
|
| + // Execute state machine
|
| + switch(m_animState) {
|
| + case AnimationStateNew:
|
| + ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputPlayStatePaused);
|
| + if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning) {
|
| + m_requestedStartTime = beginAnimationUpdateTime();
|
| + m_animState = AnimationStateStartWaitTimer;
|
| + }
|
| + break;
|
| + case AnimationStateStartWaitTimer:
|
| + ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused);
|
| +
|
| + if (input == AnimationStateInputStartTimerFired) {
|
| + ASSERT(param >= 0);
|
| + // Start timer has fired, tell the animation to start and wait for it to respond with start time
|
| + m_animState = AnimationStateStartWaitStyleAvailable;
|
| + m_compAnim->addToStyleAvailableWaitList(this);
|
| +
|
| + // Trigger a render so we can start the animation
|
| + if (m_object)
|
| + m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->element());
|
| + } else {
|
| + ASSERT(!paused());
|
| + // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait
|
| + m_pauseTime = beginAnimationUpdateTime();
|
| + m_animState = AnimationStatePausedWaitTimer;
|
| + }
|
| + break;
|
| + case AnimationStateStartWaitStyleAvailable:
|
| + ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused);
|
| +
|
| + // Start timer has fired, tell the animation to start and wait for it to respond with start time
|
| + m_animState = AnimationStateStartWaitResponse;
|
| +
|
| + overrideAnimations();
|
| +
|
| + // Send start event, if needed
|
| + onAnimationStart(0); // The elapsedTime is always 0 here
|
| +
|
| + // Start the animation
|
| + if (overridden()) {
|
| + // We won't try to start accelerated animations if we are overridden and
|
| + // just move on to the next state.
|
| + m_animState = AnimationStateStartWaitResponse;
|
| + m_fallbackAnimating = true;
|
| + updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
|
| + }
|
| + else {
|
| + bool started = startAnimation(0);
|
| + m_compAnim->addToStartTimeResponseWaitList(this, started);
|
| + m_fallbackAnimating = !started;
|
| + }
|
| + break;
|
| + case AnimationStateStartWaitResponse:
|
| + ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused);
|
| +
|
| + if (input == AnimationStateInputStartTimeSet) {
|
| + ASSERT(param >= 0);
|
| + // We have a start time, set it, unless the startTime is already set
|
| + if (m_startTime <= 0)
|
| + m_startTime = param;
|
| +
|
| + // Decide whether to go into looping or ending state
|
| + goIntoEndingOrLoopingState();
|
| +
|
| + // Dispatch updateRendering so we can start the animation
|
| + if (m_object)
|
| + m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->element());
|
| + } else {
|
| + // We are pausing while waiting for a start response. Cancel the animation and wait. When
|
| + // we unpause, we will act as though the start timer just fired
|
| + m_pauseTime = -1;
|
| + endAnimation(false);
|
| + m_animState = AnimationStatePausedWaitResponse;
|
| + }
|
| + break;
|
| + case AnimationStateLooping:
|
| + ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused);
|
| +
|
| + if (input == AnimationStateInputLoopTimerFired) {
|
| + ASSERT(param >= 0);
|
| + // Loop timer fired, loop again or end.
|
| + onAnimationIteration(param);
|
| +
|
| + // Decide whether to go into looping or ending state
|
| + goIntoEndingOrLoopingState();
|
| + } else {
|
| + // We are pausing while running. Cancel the animation and wait
|
| + m_pauseTime = beginAnimationUpdateTime();
|
| + endAnimation(false);
|
| + m_animState = AnimationStatePausedRun;
|
| + }
|
| + break;
|
| + case AnimationStateEnding:
|
| + ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused);
|
| +
|
| + if (input == AnimationStateInputEndTimerFired) {
|
| + ASSERT(param >= 0);
|
| + // End timer fired, finish up
|
| + onAnimationEnd(param);
|
| +
|
| + m_animState = AnimationStateDone;
|
| +
|
| + if (m_object) {
|
| + resumeOverriddenAnimations();
|
| +
|
| + // Fire off another style change so we can set the final value
|
| + m_compAnim->animationControllerPriv()->addNodeChangeToDispatch(m_object->element());
|
| + }
|
| + } else {
|
| + // We are pausing while running. Cancel the animation and wait
|
| + m_pauseTime = beginAnimationUpdateTime();
|
| + endAnimation(false);
|
| + m_animState = AnimationStatePausedRun;
|
| + }
|
| + // |this| may be deleted here
|
| + break;
|
| + case AnimationStatePausedWaitTimer:
|
| + ASSERT(input == AnimationStateInputPlayStateRunnning);
|
| + ASSERT(paused());
|
| + // Update the times
|
| + m_startTime += beginAnimationUpdateTime() - m_pauseTime;
|
| + m_pauseTime = -1;
|
| +
|
| + // we were waiting for the start timer to fire, go back and wait again
|
| + m_animState = AnimationStateNew;
|
| + updateStateMachine(AnimationStateInputStartAnimation, 0);
|
| + break;
|
| + case AnimationStatePausedWaitResponse:
|
| + case AnimationStatePausedRun:
|
| + // We treat these two cases the same. The only difference is that, when we are in
|
| + // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation.
|
| + // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice
|
| + // that we have already set the startTime and will ignore it.
|
| + ASSERT(input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputStartTimeSet);
|
| + ASSERT(paused());
|
| +
|
| + // If we are paused, but we get the callback that notifies us that an accelerated animation started,
|
| + // then we ignore the start time and just move into the paused-run state.
|
| + if (m_animState == AnimationStatePausedWaitResponse && input == AnimationStateInputStartTimeSet) {
|
| + m_animState = AnimationStatePausedRun;
|
| + ASSERT(m_startTime == 0);
|
| + m_startTime = param;
|
| + m_pauseTime += m_startTime;
|
| + break;
|
| + }
|
| +
|
| + // Update the times
|
| + if (m_animState == AnimationStatePausedRun)
|
| + m_startTime += beginAnimationUpdateTime() - m_pauseTime;
|
| + else
|
| + m_startTime = 0;
|
| + m_pauseTime = -1;
|
| +
|
| + // We were waiting for a begin time response from the animation, go back and wait again
|
| + m_animState = AnimationStateStartWaitResponse;
|
| +
|
| + // Start the animation
|
| + if (overridden()) {
|
| + // We won't try to start accelerated animations if we are overridden and
|
| + // just move on to the next state.
|
| + updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
|
| + m_fallbackAnimating = true;
|
| + } else {
|
| + bool started = startAnimation(0);
|
| + m_compAnim->addToStartTimeResponseWaitList(this, started);
|
| + m_fallbackAnimating = !started;
|
| + }
|
| + break;
|
| + case AnimationStateDone:
|
| + // We're done. Stay in this state until we are deleted
|
| + break;
|
| + }
|
| +}
|
| +
|
| +void AnimationBase::fireAnimationEventsIfNeeded()
|
| +{
|
| + // If we are waiting for the delay time to expire and it has, go to the next state
|
| + if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding)
|
| + return;
|
| +
|
| + // We have to make sure to keep a ref to the this pointer, because it could get destroyed
|
| + // during an animation callback that might get called. Since the owner is a CompositeAnimation
|
| + // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase
|
| + // can still access the resources of its CompositeAnimation as needed.
|
| + RefPtr<AnimationBase> protector(this);
|
| + RefPtr<CompositeAnimation> compProtector(m_compAnim);
|
| +
|
| + // Check for start timeout
|
| + if (m_animState == AnimationStateStartWaitTimer) {
|
| + if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay())
|
| + updateStateMachine(AnimationStateInputStartTimerFired, 0);
|
| + return;
|
| + }
|
| +
|
| + double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
|
| + // FIXME: we need to ensure that elapsedDuration is never < 0. If it is, this suggests that
|
| + // we had a recalcStyle() outside of beginAnimationUpdate()/endAnimationUpdate().
|
| + // Also check in getTimeToNextEvent().
|
| + elapsedDuration = max(elapsedDuration, 0.0);
|
| +
|
| + // Check for end timeout
|
| + if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) {
|
| + // Fire an end event
|
| + updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration);
|
| + } else {
|
| + // Check for iteration timeout
|
| + if (m_nextIterationDuration < 0) {
|
| + // Hasn't been set yet, set it
|
| + double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
|
| + m_nextIterationDuration = elapsedDuration + durationLeft;
|
| + }
|
| +
|
| + if (elapsedDuration >= m_nextIterationDuration) {
|
| + // Set to the next iteration
|
| + double previous = m_nextIterationDuration;
|
| + double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
|
| + m_nextIterationDuration = elapsedDuration + durationLeft;
|
| +
|
| + // Send the event
|
| + updateStateMachine(AnimationStateInputLoopTimerFired, previous);
|
| + }
|
| + }
|
| +}
|
| +
|
| +void AnimationBase::updatePlayState(bool run)
|
| +{
|
| + if (paused() == run || isNew())
|
| + updateStateMachine(run ? AnimationStateInputPlayStateRunnning : AnimationStateInputPlayStatePaused, -1);
|
| +}
|
| +
|
| +double AnimationBase::willNeedService()
|
| +{
|
| + // Returns the time at which next service is required. -1 means no service is required. 0 means
|
| + // service is required now, and > 0 means service is required that many seconds in the future.
|
| + if (paused() || isNew())
|
| + return -1;
|
| +
|
| + if (m_animState == AnimationStateStartWaitTimer) {
|
| + double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime);
|
| + return (float) ((timeFromNow > 0) ? timeFromNow : 0);
|
| + }
|
| +
|
| + fireAnimationEventsIfNeeded();
|
| +
|
| + // In all other cases, we need service right away.
|
| + return 0;
|
| +}
|
| +
|
| +double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const
|
| +{
|
| + if (preActive())
|
| + return 0;
|
| +
|
| + double elapsedTime = getElapsedTime();
|
| +
|
| + double dur = m_animation->duration();
|
| + if (m_animation->iterationCount() > 0)
|
| + dur *= m_animation->iterationCount();
|
| +
|
| + if (postActive() || !m_animation->duration() || (m_animation->iterationCount() > 0 && elapsedTime >= dur))
|
| + return 1.0;
|
| +
|
| + // Compute the fractional time, taking into account direction.
|
| + // There is no need to worry about iterations, we assume that we would have
|
| + // short circuited above if we were done.
|
| + double fractionalTime = elapsedTime / m_animation->duration();
|
| + int integralTime = static_cast<int>(fractionalTime);
|
| + fractionalTime -= integralTime;
|
| +
|
| + if (m_animation->direction() && (integralTime & 1))
|
| + fractionalTime = 1 - fractionalTime;
|
| +
|
| + if (scale != 1 || offset)
|
| + fractionalTime = (fractionalTime - offset) * scale;
|
| +
|
| + if (!tf)
|
| + tf = &m_animation->timingFunction();
|
| +
|
| + if (tf->type() == LinearTimingFunction)
|
| + return fractionalTime;
|
| +
|
| + // Cubic bezier.
|
| + double result = solveCubicBezierFunction(tf->x1(),
|
| + tf->y1(),
|
| + tf->x2(),
|
| + tf->y2(),
|
| + fractionalTime, m_animation->duration());
|
| + return result;
|
| +}
|
| +
|
| +void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
|
| +{
|
| + // Decide when the end or loop event needs to fire
|
| + double totalDuration = -1;
|
| + if (m_animation->iterationCount() > 0)
|
| + totalDuration = m_animation->duration() * m_animation->iterationCount();
|
| +
|
| + const double elapsedDuration = max(beginAnimationUpdateTime() - m_startTime, 0.0);
|
| + double durationLeft = 0;
|
| + double nextIterationTime = m_totalDuration;
|
| +
|
| + if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) {
|
| + durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
|
| + nextIterationTime = elapsedDuration + durationLeft;
|
| + }
|
| +
|
| + if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) {
|
| + // We are not at the end yet
|
| + ASSERT(nextIterationTime > 0);
|
| + isLooping = true;
|
| + } else {
|
| + // We are at the end
|
| + isLooping = false;
|
| + }
|
| +
|
| + time = durationLeft;
|
| +}
|
| +
|
| +void AnimationBase::goIntoEndingOrLoopingState()
|
| +{
|
| + double t;
|
| + bool isLooping;
|
| + getTimeToNextEvent(t, isLooping);
|
| + m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding;
|
| +}
|
| +
|
| +void AnimationBase::pauseAtTime(double t)
|
| +{
|
| + updatePlayState(false);
|
| + m_pauseTime = m_startTime + t - m_animation->delay();
|
| +}
|
| +
|
| +double AnimationBase::beginAnimationUpdateTime() const
|
| +{
|
| + return m_compAnim->animationControllerPriv()->beginAnimationUpdateTime();
|
| +}
|
| +
|
| +double AnimationBase::getElapsedTime() const
|
| +{
|
| + if (paused())
|
| + return m_pauseTime - m_startTime;
|
| + if (m_startTime <= 0)
|
| + return 0;
|
| + if (postActive())
|
| + return 1;
|
| + return beginAnimationUpdateTime() - m_startTime;
|
| +}
|
| +
|
| +} // namespace WebCore
|
| +
|
| +
|
|
|