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Unified Diff: third_party/WebKit/WebCore/page/animation/AnimationBase.h

Issue 21165: Revert the merge. Mac build is mysteriously broken. (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: Created 11 years, 10 months ago
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Index: third_party/WebKit/WebCore/page/animation/AnimationBase.h
===================================================================
--- third_party/WebKit/WebCore/page/animation/AnimationBase.h (revision 9383)
+++ third_party/WebKit/WebCore/page/animation/AnimationBase.h (working copy)
@@ -1,227 +1,227 @@
-/*
- * Copyright (C) 2007 Apple Inc. All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions
- * are met:
- *
- * 1. Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * 2. Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
- * its contributors may be used to endorse or promote products derived
- * from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-#ifndef AnimationBase_h
-#define AnimationBase_h
-
-#include "AtomicString.h"
-#include <wtf/HashMap.h>
-
-namespace WebCore {
-
-class Animation;
-class AnimationBase;
-class AnimationController;
-class CompositeAnimation;
-class Element;
-class Node;
-class RenderObject;
-class RenderStyle;
-class TimingFunction;
-
-class AnimationBase : public RefCounted<AnimationBase> {
- friend class CompositeAnimationPrivate;
-
-public:
- AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);
- virtual ~AnimationBase();
-
- RenderObject* renderer() const { return m_object; }
- void clearRenderer() { m_object = 0; }
-
- double duration() const;
-
- // Animations and Transitions go through the states below. When entering the STARTED state
- // the animation is started. This may or may not require deferred response from the animator.
- // If so, we stay in this state until that response is received (and it returns the start time).
- // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
- // or AnimationStateEnding.
- enum AnimState {
- AnimationStateNew, // animation just created, animation not running yet
- AnimationStateStartWaitTimer, // start timer running, waiting for fire
- AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations
- AnimationStateStartWaitResponse, // animation started, waiting for response
- AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire
- AnimationStateEnding, // received, animation running, end timer running, waiting for fire
- AnimationStatePausedWaitTimer, // in pause mode when animation started
- AnimationStatePausedWaitResponse, // animation paused when in STARTING state
- AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
- AnimationStateDone // end timer fired, animation finished and removed
- };
-
- enum AnimStateInput {
- AnimationStateInputMakeNew, // reset back to new from any state
- AnimationStateInputStartAnimation, // animation requests a start
- AnimationStateInputRestartAnimation, // force a restart from any state
- AnimationStateInputStartTimerFired, // start timer fired
- AnimationStateInputStyleAvailable, // style is setup, ready to start animating
- AnimationStateInputStartTimeSet, // m_startTime was set
- AnimationStateInputLoopTimerFired, // loop timer fired
- AnimationStateInputEndTimerFired, // end timer fired
- AnimationStateInputPauseOverride, // pause an animation due to override
- AnimationStateInputResumeOverride, // resume an overridden animation
- AnimationStateInputPlayStateRunnning, // play state paused -> running
- AnimationStateInputPlayStatePaused, // play state running -> paused
- AnimationStateInputEndAnimation // force an end from any state
- };
-
- // Called when animation is in AnimationStateNew to start animation
- void updateStateMachine(AnimStateInput, double param);
-
- // Animation has actually started, at passed time
- void onAnimationStartResponse(double startTime)
- {
- updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
- }
-
- // Called to change to or from paused state
- void updatePlayState(bool running);
- bool playStatePlaying() const;
-
- bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
- bool preActive() const
- {
- return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
- }
-
- bool postActive() const { return m_animState == AnimationStateDone; }
- bool active() const { return !postActive() && !preActive(); }
- bool running() const { return !isNew() && !postActive(); }
- bool paused() const { return m_pauseTime >= 0; }
- bool isNew() const { return m_animState == AnimationStateNew; }
- bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
- bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
-
- // "animating" means that something is running that requires a timer to keep firing
- // (e.g. a software animation)
- void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
- virtual double willNeedService();
-
- double progress(double scale, double offset, const TimingFunction*) const;
-
- virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/,
- const RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) { }
- virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) { }
-
- virtual bool shouldFireEvents() const { return false; }
-
- void fireAnimationEventsIfNeeded();
-
- bool animationsMatch(const Animation*) const;
-
- void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
-
- // Return true if this animation is overridden. This will only be the case for
- // ImplicitAnimations and is used to determine whether or not we should force
- // set the start time. If an animation is overridden, it will probably not get
- // back the AnimationStateInputStartTimeSet input.
- virtual bool overridden() const { return false; }
-
- // Does this animation/transition involve the given property?
- virtual bool affectsProperty(int /*property*/) const { return false; }
- bool isAnimatingProperty(int property, bool isRunningNow) const
- {
- if (m_fallbackAnimating)
- return false;
-
- if (isRunningNow)
- return (!waitingToStart() && !postActive()) && affectsProperty(property);
-
- return !postActive() && affectsProperty(property);
- }
-
- bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
-
- void pauseAtTime(double t);
-
- double beginAnimationUpdateTime() const;
-
- double getElapsedTime() const;
-
- AnimationBase* next() const { return m_next; }
- void setNext(AnimationBase* animation) { m_next = animation; }
-
- void styleAvailable()
- {
- ASSERT(waitingForStyleAvailable());
- updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
- }
-
-#if USE(ACCELERATED_COMPOSITING)
- static bool animationOfPropertyIsAccelerated(int prop);
-#endif
-
-protected:
- virtual void overrideAnimations() { }
- virtual void resumeOverriddenAnimations() { }
-
- CompositeAnimation* compositeAnimation() { return m_compAnim; }
-
- // These are called when the corresponding timer fires so subclasses can do any extra work
- virtual void onAnimationStart(double /*elapsedTime*/) { }
- virtual void onAnimationIteration(double /*elapsedTime*/) { }
- virtual void onAnimationEnd(double /*elapsedTime*/) { }
- virtual bool startAnimation(double /*beginTime*/) { return false; }
- virtual void endAnimation(bool /*reset*/, double /*forcePauseTime*/ = -1) { }
-
- void goIntoEndingOrLoopingState();
-
- bool isFallbackAnimating() const { return m_fallbackAnimating; }
-
- static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
- static int getPropertyAtIndex(int, bool& isShorthand);
- static int getNumProperties();
-
- // Return true if we need to start software animation timers
- static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
-
- static void setChanged(Node*);
-
- void getTimeToNextEvent(double& time, bool& isLooping) const;
-
- AnimState m_animState;
-
- bool m_isAnimating; // transition/animation requires continual timer firing
- double m_startTime;
- double m_pauseTime;
- double m_requestedStartTime;
- RenderObject* m_object;
-
- RefPtr<Animation> m_animation;
- CompositeAnimation* m_compAnim;
- bool m_fallbackAnimating; // true if any animation returned false from startAnimation()
- bool m_transformFunctionListValid;
- double m_totalDuration, m_nextIterationDuration;
-
- AnimationBase* m_next;
-};
-
-} // namespace WebCore
-
-#endif // AnimationBase_h
-
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
+ * its contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef AnimationBase_h
+#define AnimationBase_h
+
+#include "AtomicString.h"
+#include <wtf/HashMap.h>
+
+namespace WebCore {
+
+class Animation;
+class AnimationBase;
+class AnimationController;
+class CompositeAnimation;
+class Element;
+class Node;
+class RenderObject;
+class RenderStyle;
+class TimingFunction;
+
+class AnimationBase : public RefCounted<AnimationBase> {
+ friend class CompositeAnimationPrivate;
+
+public:
+ AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);
+ virtual ~AnimationBase();
+
+ RenderObject* renderer() const { return m_object; }
+ void clearRenderer() { m_object = 0; }
+
+ double duration() const;
+
+ // Animations and Transitions go through the states below. When entering the STARTED state
+ // the animation is started. This may or may not require deferred response from the animator.
+ // If so, we stay in this state until that response is received (and it returns the start time).
+ // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
+ // or AnimationStateEnding.
+ enum AnimState {
+ AnimationStateNew, // animation just created, animation not running yet
+ AnimationStateStartWaitTimer, // start timer running, waiting for fire
+ AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations
+ AnimationStateStartWaitResponse, // animation started, waiting for response
+ AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire
+ AnimationStateEnding, // received, animation running, end timer running, waiting for fire
+ AnimationStatePausedWaitTimer, // in pause mode when animation started
+ AnimationStatePausedWaitResponse, // animation paused when in STARTING state
+ AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
+ AnimationStateDone // end timer fired, animation finished and removed
+ };
+
+ enum AnimStateInput {
+ AnimationStateInputMakeNew, // reset back to new from any state
+ AnimationStateInputStartAnimation, // animation requests a start
+ AnimationStateInputRestartAnimation, // force a restart from any state
+ AnimationStateInputStartTimerFired, // start timer fired
+ AnimationStateInputStyleAvailable, // style is setup, ready to start animating
+ AnimationStateInputStartTimeSet, // m_startTime was set
+ AnimationStateInputLoopTimerFired, // loop timer fired
+ AnimationStateInputEndTimerFired, // end timer fired
+ AnimationStateInputPauseOverride, // pause an animation due to override
+ AnimationStateInputResumeOverride, // resume an overridden animation
+ AnimationStateInputPlayStateRunnning, // play state paused -> running
+ AnimationStateInputPlayStatePaused, // play state running -> paused
+ AnimationStateInputEndAnimation // force an end from any state
+ };
+
+ // Called when animation is in AnimationStateNew to start animation
+ void updateStateMachine(AnimStateInput, double param);
+
+ // Animation has actually started, at passed time
+ void onAnimationStartResponse(double startTime)
+ {
+ updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
+ }
+
+ // Called to change to or from paused state
+ void updatePlayState(bool running);
+ bool playStatePlaying() const;
+
+ bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
+ bool preActive() const
+ {
+ return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
+ }
+
+ bool postActive() const { return m_animState == AnimationStateDone; }
+ bool active() const { return !postActive() && !preActive(); }
+ bool running() const { return !isNew() && !postActive(); }
+ bool paused() const { return m_pauseTime >= 0; }
+ bool isNew() const { return m_animState == AnimationStateNew; }
+ bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
+ bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
+
+ // "animating" means that something is running that requires a timer to keep firing
+ // (e.g. a software animation)
+ void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
+ virtual double willNeedService();
+
+ double progress(double scale, double offset, const TimingFunction*) const;
+
+ virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/,
+ const RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) { }
+ virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) { }
+
+ virtual bool shouldFireEvents() const { return false; }
+
+ void fireAnimationEventsIfNeeded();
+
+ bool animationsMatch(const Animation*) const;
+
+ void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
+
+ // Return true if this animation is overridden. This will only be the case for
+ // ImplicitAnimations and is used to determine whether or not we should force
+ // set the start time. If an animation is overridden, it will probably not get
+ // back the AnimationStateInputStartTimeSet input.
+ virtual bool overridden() const { return false; }
+
+ // Does this animation/transition involve the given property?
+ virtual bool affectsProperty(int /*property*/) const { return false; }
+ bool isAnimatingProperty(int property, bool isRunningNow) const
+ {
+ if (m_fallbackAnimating)
+ return false;
+
+ if (isRunningNow)
+ return (!waitingToStart() && !postActive()) && affectsProperty(property);
+
+ return !postActive() && affectsProperty(property);
+ }
+
+ bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
+
+ void pauseAtTime(double t);
+
+ double beginAnimationUpdateTime() const;
+
+ double getElapsedTime() const;
+
+ AnimationBase* next() const { return m_next; }
+ void setNext(AnimationBase* animation) { m_next = animation; }
+
+ void styleAvailable()
+ {
+ ASSERT(waitingForStyleAvailable());
+ updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
+ }
+
+protected:
+ virtual void overrideAnimations() { }
+ virtual void resumeOverriddenAnimations() { }
+
+ CompositeAnimation* compositeAnimation() { return m_compAnim; }
+
+ // These are called when the corresponding timer fires so subclasses can do any extra work
+ virtual void onAnimationStart(double /*elapsedTime*/) { }
+ virtual void onAnimationIteration(double /*elapsedTime*/) { }
+ virtual void onAnimationEnd(double /*elapsedTime*/) { }
+ virtual bool startAnimation(double /*beginTime*/) { return false; }
+ virtual void endAnimation(bool /*reset*/, double /*forcePauseTime*/ = -1) { }
+
+ void goIntoEndingOrLoopingState();
+
+ bool isFallbackAnimating() const { return m_fallbackAnimating; }
+
+ static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
+ static int getPropertyAtIndex(int, bool& isShorthand);
+ static int getNumProperties();
+
+ // Return true if we need to start software animation timers
+ static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
+
+#if USE(ACCELERATED_COMPOSITING)
+ static bool animationOfPropertyIsAccelerated(int prop);
+#endif
+
+ static void setChanged(Node*);
+
+ void getTimeToNextEvent(double& time, bool& isLooping) const;
+
+ AnimState m_animState;
+
+ bool m_isAnimating; // transition/animation requires continual timer firing
+ double m_startTime;
+ double m_pauseTime;
+ double m_requestedStartTime;
+ RenderObject* m_object;
+
+ RefPtr<Animation> m_animation;
+ CompositeAnimation* m_compAnim;
+ bool m_fallbackAnimating; // true if any animation returned false from startAnimation()
+ bool m_transformFunctionListValid;
+ double m_totalDuration, m_nextIterationDuration;
+
+ AnimationBase* m_next;
+};
+
+} // namespace WebCore
+
+#endif // AnimationBase_h
+
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