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/*
* Copyright (C) 2007, 2008, 2009 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 "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 "Matrix3DTransformOperation.h"
#include "RenderBox.h"
#include "RenderLayer.h"
#include "RenderLayerBacking.h"
#include "RenderStyle.h"
#include "UnitBezier.h"
#include <algorithm>
#include <wtf/CurrentTime.h>
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 double solveStepsFunction(int numSteps, bool stepAtStart, double t)
{
if (stepAtStart)
return min(1.0, (floor(numSteps * t) + 1) / numSteps);
return floor(numSteps * t) / numSteps;
}
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();
// Contrary to the name, RGBA32 actually stores ARGB, so we can initialize Color directly from premultipliedARGBFromColor().
// Also, premultipliedARGBFromColor() bails on zero alpha, so special-case that.
Color premultFrom = from.alpha() ? premultipliedARGBFromColor(from) : 0;
Color premultTo = to.alpha() ? premultipliedARGBFromColor(to) : 0;
Color premultBlended(blendFunc(anim, premultFrom.red(), premultTo.red(), progress),
blendFunc(anim, premultFrom.green(), premultTo.green(), progress),
blendFunc(anim, premultFrom.blue(), premultTo.blue(), progress),
blendFunc(anim, premultFrom.alpha(), premultTo.alpha(), progress));
return Color(colorFromPremultipliedARGB(premultBlended.rgb()));
}
static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress)
{
return to.blend(from, narrowPrecisionToFloat(progress));
}
static inline LengthSize blendFunc(const AnimationBase* anim, const LengthSize& from, const LengthSize& to, double progress)
{
return LengthSize(blendFunc(anim, from.width(), to.width(), progress),
blendFunc(anim, from.height(), to.height(), 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 ShadowStyle blendFunc(const AnimationBase* anim, ShadowStyle from, ShadowStyle to, double progress)
{
if (from == to)
return to;
double fromVal = from == Normal ? 1 : 0;
double toVal = to == Normal ? 1 : 0;
double result = blendFunc(anim, fromVal, toVal, progress);
return result > 0 ? Normal : Inset;
}
static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress)
{
ASSERT(from && to);
if (from->style() != to->style())
return new ShadowData(*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->spread(), to->spread(), progress),
blendFunc(anim, from->style(), to->style(), progress),
from->isWebkitBoxShadow(),
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(Matrix3DTransformOperation::create(toT));
}
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);
}
static inline LengthBox blendFunc(const AnimationBase* anim, const LengthBox& from, const LengthBox& to, double progress)
{
// Length types have to match to animate
if (from.top().type() != to.top().type()
|| from.right().type() != to.right().type()
|| from.bottom().type() != to.bottom().type()
|| from.left().type() != to.left().type())
return to;
LengthBox result(blendFunc(anim, from.top(), to.top(), progress),
blendFunc(anim, from.right(), to.right(), progress),
blendFunc(anim, from.bottom(), to.bottom(), progress),
blendFunc(anim, from.left(), to.left(), progress));
return result;
}
class PropertyWrapperBase;
static void addShorthandProperties();
static PropertyWrapperBase* wrapperForProperty(int propertyID);
class PropertyWrapperBase {
WTF_MAKE_NONCOPYABLE(PropertyWrapperBase); WTF_MAKE_FAST_ALLOCATED;
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 PropertyWrapperBase {
public:
PropertyWrapperShadow(int prop, const ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
: PropertyWrapperBase(prop)
, m_getter(getter)
, m_setter(setter)
{
}
virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
{
const ShadowData* shadowA = (a->*m_getter)();
const ShadowData* shadowB = (b->*m_getter)();
while (true) {
if (!shadowA && !shadowB) // end of both lists
return true;
if (!shadowA || !shadowB) // end of just one of the lists
return false;
if (*shadowA != *shadowB)
return false;
shadowA = shadowA->next();
shadowB = shadowB->next();
}
return true;
}
virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
{
const ShadowData* shadowA = (a->*m_getter)();
const ShadowData* shadowB = (b->*m_getter)();
ShadowData defaultShadowData(0, 0, 0, 0, Normal, property() == CSSPropertyWebkitBoxShadow, Color::transparent);
ShadowData defaultInsetShadowData(0, 0, 0, 0, Inset, property() == CSSPropertyWebkitBoxShadow, Color::transparent);
ShadowData* newShadowData = 0;
ShadowData* lastShadow = 0;
while (shadowA || shadowB) {
const ShadowData* srcShadow = shadowA ? shadowA : (shadowB->style() == Inset ? &defaultInsetShadowData : &defaultShadowData);
const ShadowData* dstShadow = shadowB ? shadowB : (shadowA->style() == Inset ? &defaultInsetShadowData : &defaultShadowData);
ShadowData* blendedShadow = blendFunc(anim, srcShadow, dstShadow, progress);
if (!lastShadow)
newShadowData = blendedShadow;
else
lastShadow->setNext(blendedShadow);
lastShadow = blendedShadow;
shadowA = shadowA ? shadowA->next() : 0;
shadowB = shadowB ? shadowB->next() : 0;
}
(dst->*m_setter)(newShadowData, false);
}
private:
const ShadowData* (RenderStyle::*m_getter)() const;
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() && !toColor.isValid())
return true;
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() && !toColor.isValid())
return;
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&);
};
// Wrapper base class for an animatable property in a FillLayer
class FillLayerPropertyWrapperBase {
public:
FillLayerPropertyWrapperBase()
{
}
virtual ~FillLayerPropertyWrapperBase() { }
virtual bool equals(const FillLayer* a, const FillLayer* b) const = 0;
virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const = 0;
};
template <typename T>
class FillLayerPropertyWrapperGetter : public FillLayerPropertyWrapperBase {
WTF_MAKE_NONCOPYABLE(FillLayerPropertyWrapperGetter);
public:
FillLayerPropertyWrapperGetter(T (FillLayer::*getter)() const)
: m_getter(getter)
{
}
virtual bool equals(const FillLayer* a, const FillLayer* 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 (FillLayer::*m_getter)() const;
};
template <typename T>
class FillLayerPropertyWrapper : public FillLayerPropertyWrapperGetter<T> {
public:
FillLayerPropertyWrapper(T (FillLayer::*getter)() const, void (FillLayer::*setter)(T))
: FillLayerPropertyWrapperGetter<T>(getter)
, m_setter(setter)
{
}
virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const
{
(dst->*m_setter)(blendFunc(anim, (a->*FillLayerPropertyWrapperGetter<T>::m_getter)(), (b->*FillLayerPropertyWrapperGetter<T>::m_getter)(), progress));
}
protected:
void (FillLayer::*m_setter)(T);
};
class FillLayersPropertyWrapper : public PropertyWrapperBase {
public:
typedef const FillLayer* (RenderStyle::*LayersGetter)() const;
typedef FillLayer* (RenderStyle::*LayersAccessor)();
FillLayersPropertyWrapper(int prop, LayersGetter getter, LayersAccessor accessor)
: PropertyWrapperBase(prop)
, m_layersGetter(getter)
, m_layersAccessor(accessor)
{
switch (prop) {
case CSSPropertyBackgroundPositionX:
case CSSPropertyWebkitMaskPositionX:
m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::xPosition, &FillLayer::setXPosition);
break;
case CSSPropertyBackgroundPositionY:
case CSSPropertyWebkitMaskPositionY:
m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::yPosition, &FillLayer::setYPosition);
break;
case CSSPropertyBackgroundSize:
case CSSPropertyWebkitBackgroundSize:
case CSSPropertyWebkitMaskSize:
m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<LengthSize>(&FillLayer::sizeLength, &FillLayer::setSizeLength);
break;
}
}
virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
{
const FillLayer* fromLayer = (a->*m_layersGetter)();
const FillLayer* toLayer = (b->*m_layersGetter)();
while (fromLayer && toLayer) {
if (!m_fillLayerPropertyWrapper->equals(fromLayer, toLayer))
return false;
fromLayer = fromLayer->next();
toLayer = toLayer->next();
}
return true;
}
virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
{
const FillLayer* aLayer = (a->*m_layersGetter)();
const FillLayer* bLayer = (b->*m_layersGetter)();
FillLayer* dstLayer = (dst->*m_layersAccessor)();
while (aLayer && bLayer && dstLayer) {
m_fillLayerPropertyWrapper->blend(anim, dstLayer, aLayer, bLayer, progress);
aLayer = aLayer->next();
bLayer = bLayer->next();
dstLayer = dstLayer->next();
}
}
private:
FillLayerPropertyWrapperBase* m_fillLayerPropertyWrapper;
LayersGetter m_layersGetter;
LayersAccessor m_layersAccessor;
};
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);
}
const Vector<PropertyWrapperBase*> propertyWrappers() const { return m_propertyWrappers; }
private:
Vector<PropertyWrapperBase*> m_propertyWrappers;
};
static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
static int gPropertyWrapperMap[numCSSProperties];
static const int cInvalidPropertyWrapperIndex = -1;
void AnimationBase::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>(CSSPropertyMinWidth, &RenderStyle::minWidth, &RenderStyle::setMinWidth));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxWidth, &RenderStyle::maxWidth, &RenderStyle::setMaxWidth));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinHeight, &RenderStyle::minHeight, &RenderStyle::setMinHeight));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxHeight, &RenderStyle::maxHeight, &RenderStyle::setMaxHeight));
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 FillLayersPropertyWrapper(CSSPropertyBackgroundPositionX, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionY, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionX, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionY, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskSize, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
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>(CSSPropertyTextIndent, &RenderStyle::textIndent, &RenderStyle::setTextIndent));
gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitPerspective, &RenderStyle::perspective, &RenderStyle::setPerspective));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginX, &RenderStyle::perspectiveOriginX, &RenderStyle::setPerspectiveOriginX));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginY, &RenderStyle::perspectiveOriginY, &RenderStyle::setPerspectiveOriginY));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitTransformOriginZ, &RenderStyle::transformOriginZ, &RenderStyle::setTransformOriginZ));
gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius));
gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility));
gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom));
gPropertyWrappers->append(new PropertyWrapper<LengthBox>(CSSPropertyClip, &RenderStyle::clip, &RenderStyle::setClip));
#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));
gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow));
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:
//
// CSSPropertyVerticalAlign
//
// Compound properties that have components that should be animatable:
//
// CSSPropertyWebkitColumns
// 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, background-position
CSSPropertyBackgroundPosition,
CSSPropertyWebkitMask, // for mask-position
CSSPropertyWebkitMaskPosition,
CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft,
CSSPropertyBorderColor,
CSSPropertyBorderRadius,
CSSPropertyBorderWidth,
CSSPropertyBorder,
CSSPropertyBorderSpacing,
CSSPropertyMargin,
CSSPropertyOutline,
CSSPropertyPadding,
CSSPropertyWebkitTextStroke,
CSSPropertyWebkitColumnRule,
CSSPropertyWebkitBorderRadius,
CSSPropertyWebkitTransformOrigin
};
for (size_t i = 0; i < WTF_ARRAY_LENGTH(animatableShorthandProperties); ++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, WTF_ARRAY_LENGTH(animatableFontProperties));
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_isAccelerated(false)
, m_transformFunctionListValid(false)
, m_nextIterationDuration(-1)
{
// Compute the total duration
m_totalDuration = -1;
if (m_animation->iterationCount() > 0)
m_totalDuration = m_animation->duration() * m_animation->iterationCount();
}
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() || !anim->isAccelerated();
#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
static bool gatherEnclosingShorthandProperties(int property, PropertyWrapperBase* wrapper, HashSet<int>& propertySet)
{
if (!wrapper->isShorthandWrapper())
return false;
ShorthandPropertyWrapper* shorthandWrapper = static_cast<ShorthandPropertyWrapper*>(wrapper);
bool contained = false;
for (size_t i = 0; i < shorthandWrapper->propertyWrappers().size(); ++i) {
PropertyWrapperBase* currWrapper = shorthandWrapper->propertyWrappers()[i];
if (gatherEnclosingShorthandProperties(property, currWrapper, propertySet) || currWrapper->property() == property)
contained = true;
}
if (contained)
propertySet.add(wrapper->property());
return contained;
}
// Note: this is inefficient. It's only called from pauseTransitionAtTime().
HashSet<int> AnimationBase::animatableShorthandsAffectingProperty(int property)
{
ensurePropertyMap();
HashSet<int> foundProperties;
for (int i = 0; i < getNumProperties(); ++i)
gatherEnclosingShorthandProperties(property, (*gPropertyWrappers)[i], foundProperties);
return foundProperties;
}
void AnimationBase::setNeedsStyleRecalc(Node* node)
{
ASSERT(!node || (node->document() && !node->document()->inPageCache()));
if (node)
node->setNeedsStyleRecalc(SyntheticStyleChange);
}
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 (!m_compAnim)
return;
// If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state.
if (input == AnimationStateInputMakeNew) {
if (m_animState == AnimationStateStartWaitStyleAvailable)
m_compAnim->animationController()->removeFromAnimationsWaitingForStyle(this);
m_animState = AnimationStateNew;
m_startTime = 0;
m_pauseTime = -1;
m_requestedStartTime = 0;
m_nextIterationDuration = -1;
endAnimation();
return;
}
if (input == AnimationStateInputRestartAnimation) {
if (m_animState == AnimationStateStartWaitStyleAvailable)
m_compAnim->animationController()->removeFromAnimationsWaitingForStyle(this);
m_animState = AnimationStateNew;
m_startTime = 0;
m_pauseTime = -1;
m_requestedStartTime = 0;
m_nextIterationDuration = -1;
endAnimation();
if (!paused())
updateStateMachine(AnimationStateInputStartAnimation, -1);
return;
}
if (input == AnimationStateInputEndAnimation) {
if (m_animState == AnimationStateStartWaitStyleAvailable)
m_compAnim->animationController()->removeFromAnimationsWaitingForStyle(this);
m_animState = AnimationStateDone;
endAnimation();
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();
updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
}
return;
}
if (input == AnimationStateInputResumeOverride) {
if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
// Start the animation
startAnimation(beginAnimationUpdateTime() - m_startTime);
}
return;
}
// Execute state machine
switch (m_animState) {
case AnimationStateNew:
ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning || input == AnimationStateInputPlayStatePaused);
if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning) {
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->animationController()->addToAnimationsWaitingForStyle(this);
// Trigger a render so we can start the animation
if (m_object)
m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
} 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);
if (input == AnimationStateInputStyleAvailable) {
// Start timer has fired, tell the animation to start and wait for it to respond with start time
m_animState = AnimationStateStartWaitResponse;
overrideAnimations();
// 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_isAccelerated = false;
updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
} else {
double timeOffset = 0;
// If the value for 'animation-delay' is negative then the animation appears to have started in the past.
if (m_animation->delay() < 0)
timeOffset = -m_animation->delay();
bool started = startAnimation(timeOffset);
m_compAnim->animationController()->addToAnimationsWaitingForStartTimeResponse(this, started);
m_isAccelerated = started;
}
} else {
// We're waiting for the style to be available and we got a pause. Pause and wait
m_pauseTime = beginAnimationUpdateTime();
m_animState = AnimationStatePausedWaitStyleAvailable;
}
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;
// If the value for 'animation-delay' is negative then the animation appears to have started in the past.
if (m_animation->delay() < 0)
m_startTime += m_animation->delay();
}
// Now that we know the start time, fire the start event.
onAnimationStart(0); // The elapsedTime is 0.
// Decide whether to go into looping or ending state
goIntoEndingOrLoopingState();
// Dispatch updateStyleIfNeeded so we can start the animation
if (m_object)
m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
} 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 = beginAnimationUpdateTime();
pauseAnimation(beginAnimationUpdateTime() - m_startTime);
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();
pauseAnimation(beginAnimationUpdateTime() - m_startTime);
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) {
if (m_animation->fillsForwards())
m_animState = AnimationStateFillingForwards;
else
resumeOverriddenAnimations();
// Fire off another style change so we can set the final value
m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
}
} else {
// We are pausing while running. Cancel the animation and wait
m_pauseTime = beginAnimationUpdateTime();
pauseAnimation(beginAnimationUpdateTime() - m_startTime);
m_animState = AnimationStatePausedRun;
}
// |this| may be deleted here
break;
case AnimationStatePausedWaitTimer:
ASSERT(input == AnimationStateInputPlayStateRunning);
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 AnimationStatePausedWaitStyleAvailable:
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 == AnimationStateInputPlayStateRunning || input == AnimationStateInputStartTimeSet || input == AnimationStateInputStyleAvailable);
ASSERT(paused());
if (input == AnimationStateInputPlayStateRunning) {
// Update the times
if (m_animState == AnimationStatePausedRun)
m_startTime += beginAnimationUpdateTime() - m_pauseTime;
else
m_startTime = 0;
m_pauseTime = -1;
if (m_animState == AnimationStatePausedWaitStyleAvailable)
m_animState = AnimationStateStartWaitStyleAvailable;
else {
// We were either running or waiting for a begin time response from the animation.
// Either way we need to restart the animation (possibly with an offset if we
// had already been running) and wait for it to start.
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_isAccelerated = true;
} else {
bool started = startAnimation(beginAnimationUpdateTime() - m_startTime);
m_compAnim->animationController()->addToAnimationsWaitingForStartTimeResponse(this, started);
m_isAccelerated = started;
}
}
break;
}
if (input == AnimationStateInputStartTimeSet) {
ASSERT(m_animState == AnimationStatePausedWaitResponse);
// We are paused but we got the callback that notifies us that an accelerated animation started.
// We ignore the start time and just move into the paused-run state.
m_animState = AnimationStatePausedRun;
ASSERT(m_startTime == 0);
m_startTime = param;
m_pauseTime += m_startTime;
break;
}
ASSERT(m_animState == AnimationStatePausedWaitStyleAvailable);
// We are paused but we got the callback that notifies us that style has been updated.
// We move to the AnimationStatePausedWaitResponse state
m_animState = AnimationStatePausedWaitResponse;
overrideAnimations();
break;
case AnimationStateFillingForwards:
case AnimationStateDone:
// We're done. Stay in this state until we are deleted
break;
}
}
void AnimationBase::fireAnimationEventsIfNeeded()
{
if (!m_compAnim)
return;
// 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) {
// We may still be in AnimationStateLooping if we've managed to skip a
// whole iteration, in which case we should jump to the end state.
m_animState = AnimationStateEnding;
// 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(EAnimPlayState playState)
{
if (!m_compAnim)
return;
// When we get here, we can have one of 4 desired states: running, paused, suspended, paused & suspended.
// The state machine can be in one of two states: running, paused.
// Set the state machine to the desired state.
bool pause = playState == AnimPlayStatePaused || m_compAnim->suspended();
if (pause == paused() && !isNew())
return;
updateStateMachine(pause ? AnimationStateInputPlayStatePaused : AnimationStateInputPlayStateRunning, -1);
}
double AnimationBase::timeToNextService()
{
// 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() || m_animState == AnimationStateFillingForwards)
return -1;
if (m_animState == AnimationStateStartWaitTimer) {
double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime);
return max(timeFromNow, 0.0);
}
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())
return 1.0;
if (m_animation->iterationCount() > 0 && elapsedTime >= dur)
return (m_animation->iterationCount() % 2) ? 1.0 : 0.0;
// 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() == Animation::AnimationDirectionAlternate) && (integralTime & 1))
fractionalTime = 1 - fractionalTime;
if (scale != 1 || offset)
fractionalTime = (fractionalTime - offset) * scale;
if (!tf)
tf = m_animation->timingFunction().get();
if (tf->isCubicBezierTimingFunction()) {
const CubicBezierTimingFunction* ctf = static_cast<const CubicBezierTimingFunction*>(tf);
return solveCubicBezierFunction(ctf->x1(),
ctf->y1(),
ctf->x2(),
ctf->y2(),
fractionalTime, m_animation->duration());
} else if (tf->isStepsTimingFunction()) {
const StepsTimingFunction* stf = static_cast<const StepsTimingFunction*>(tf);
return solveStepsFunction(stf->numberOfSteps(), stf->stepAtStart(), fractionalTime);
} else
return fractionalTime;
}
void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
{
// Decide when the end or loop event needs to fire
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() > 0 ? (m_animation->duration() - fmod(elapsedDuration, m_animation->duration())) : 0;
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::freezeAtTime(double t)
{
if (!m_compAnim)
return;
if (!m_startTime) {
// If we haven't started yet, just generate the start event now
m_compAnim->animationController()->receivedStartTimeResponse(currentTime());
}
ASSERT(m_startTime); // if m_startTime is zero, we haven't started yet, so we'll get a bad pause time.
m_pauseTime = m_startTime + t - m_animation->delay();
#if USE(ACCELERATED_COMPOSITING)
if (m_object && m_object->hasLayer()) {
RenderLayer* layer = toRenderBoxModelObject(m_object)->layer();
if (layer->isComposited())
layer->backing()->suspendAnimations(m_pauseTime);
}
#endif
}
double AnimationBase::beginAnimationUpdateTime() const
{
if (!m_compAnim)
return 0;
return m_compAnim->animationController()->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;
}
void AnimationBase::setElapsedTime(double time)
{
// FIXME: implement this method
UNUSED_PARAM(time);
}
void AnimationBase::play()
{
// FIXME: implement this method
}
void AnimationBase::pause()
{
// FIXME: implement this method
}
} // namespace WebCore