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

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.cpp
===================================================================
--- third_party/WebKit/WebCore/page/animation/AnimationBase.cpp (revision 9383)
+++ 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 "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
-
-
+/*
+ * 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
+
+

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