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/*
* 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 "AnimationController.h"
#include "CompositeAnimation.h"
#include "Frame.h"
#include "Timer.h"
namespace WebCore {
static const double cAnimationTimerDelay = 0.025;
class AnimationControllerPrivate {
public:
AnimationControllerPrivate(Frame*);
~AnimationControllerPrivate();
CompositeAnimation* accessCompositeAnimation(RenderObject*);
bool clear(RenderObject*);
void animationTimerFired(Timer<AnimationControllerPrivate>*);
void updateAnimationTimer();
void updateRenderingDispatcherFired(Timer<AnimationControllerPrivate>*);
void startUpdateRenderingDispatcher();
bool hasAnimations() const { return !m_compositeAnimations.isEmpty(); }
void suspendAnimations(Document*);
void resumeAnimations(Document*);
void styleAvailable();
bool isAnimatingPropertyOnRenderer(RenderObject*, int property, bool isRunningNow) const;
private:
typedef HashMap<RenderObject*, CompositeAnimation*> RenderObjectAnimationMap;
RenderObjectAnimationMap m_compositeAnimations;
Timer<AnimationControllerPrivate> m_animationTimer;
Timer<AnimationControllerPrivate> m_updateRenderingDispatcher;
Frame* m_frame;
};
AnimationControllerPrivate::AnimationControllerPrivate(Frame* frame)
: m_animationTimer(this, &AnimationControllerPrivate::animationTimerFired)
, m_updateRenderingDispatcher(this, &AnimationControllerPrivate::updateRenderingDispatcherFired)
, m_frame(frame)
{
}
AnimationControllerPrivate::~AnimationControllerPrivate()
{
deleteAllValues(m_compositeAnimations);
}
CompositeAnimation* AnimationControllerPrivate::accessCompositeAnimation(RenderObject* renderer)
{
CompositeAnimation* animation = m_compositeAnimations.get(renderer);
if (!animation) {
animation = new CompositeAnimation(m_frame->animation());
m_compositeAnimations.set(renderer, animation);
}
return animation;
}
bool AnimationControllerPrivate::clear(RenderObject* renderer)
{
// Return false if we didn't do anything OR we are suspended (so we don't try to
// do a setChanged() when suspended).
CompositeAnimation* animation = m_compositeAnimations.take(renderer);
if (!animation)
return false;
animation->resetTransitions(renderer);
bool wasSuspended = animation->isSuspended();
delete animation;
return !wasSuspended;
}
void AnimationControllerPrivate::styleAvailable()
{
RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it)
it->second->styleAvailable();
}
void AnimationControllerPrivate::updateAnimationTimer()
{
bool isAnimating = false;
RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
CompositeAnimation* compAnim = it->second;
if (!compAnim->isSuspended() && compAnim->isAnimating()) {
isAnimating = true;
break;
}
}
if (isAnimating) {
if (!m_animationTimer.isActive())
m_animationTimer.startRepeating(cAnimationTimerDelay);
} else if (m_animationTimer.isActive())
m_animationTimer.stop();
}
void AnimationControllerPrivate::updateRenderingDispatcherFired(Timer<AnimationControllerPrivate>*)
{
if (m_frame && m_frame->document())
m_frame->document()->updateRendering();
}
void AnimationControllerPrivate::startUpdateRenderingDispatcher()
{
if (!m_updateRenderingDispatcher.isActive())
m_updateRenderingDispatcher.startOneShot(0);
}
void AnimationControllerPrivate::animationTimerFired(Timer<AnimationControllerPrivate>* timer)
{
// When the timer fires, all we do is call setChanged on all DOM nodes with running animations and then do an immediate
// updateRendering. It will then call back to us with new information.
bool isAnimating = false;
RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
CompositeAnimation* compAnim = it->second;
if (!compAnim->isSuspended() && compAnim->isAnimating()) {
isAnimating = true;
compAnim->setAnimating(false);
Node* node = it->first->element();
ASSERT(!node || (node->document() && !node->document()->inPageCache()));
node->setChanged(AnimationStyleChange);
}
}
m_frame->document()->updateRendering();
updateAnimationTimer();
}
bool AnimationControllerPrivate::isAnimatingPropertyOnRenderer(RenderObject* renderer, int property, bool isRunningNow) const
{
CompositeAnimation* animation = m_compositeAnimations.get(renderer);
if (!animation)
return false;
return animation->isAnimatingProperty(property, isRunningNow);
}
void AnimationControllerPrivate::suspendAnimations(Document* document)
{
RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
RenderObject* renderer = it->first;
CompositeAnimation* compAnim = it->second;
if (renderer->document() == document)
compAnim->suspendAnimations();
}
updateAnimationTimer();
}
void AnimationControllerPrivate::resumeAnimations(Document* document)
{
RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end();
for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) {
RenderObject* renderer = it->first;
CompositeAnimation* compAnim = it->second;
if (renderer->document() == document)
compAnim->resumeAnimations();
}
updateAnimationTimer();
}
AnimationController::AnimationController(Frame* frame)
: m_data(new AnimationControllerPrivate(frame))
, m_numStyleAvailableWaiters(0)
{
}
AnimationController::~AnimationController()
{
delete m_data;
}
void AnimationController::cancelAnimations(RenderObject* renderer)
{
if (!m_data->hasAnimations())
return;
if (m_data->clear(renderer)) {
Node* node = renderer->element();
ASSERT(!node || (node->document() && !node->document()->inPageCache()));
node->setChanged(AnimationStyleChange);
}
}
PassRefPtr<RenderStyle> AnimationController::updateAnimations(RenderObject* renderer, RenderStyle* newStyle)
{
// Don't do anything if we're in the cache
if (!renderer->document() || renderer->document()->inPageCache())
return newStyle;
RenderStyle* oldStyle = renderer->style();
if ((!oldStyle || (!oldStyle->animations() && !oldStyle->transitions())) && (!newStyle->animations() && !newStyle->transitions()))
return newStyle;
// Fetch our current set of implicit animations from a hashtable. We then compare them
// against the animations in the style and make sure we're in sync. If destination values
// have changed, we reset the animation. We then do a blend to get new values and we return
// a new style.
ASSERT(renderer->element()); // FIXME: We do not animate generated content yet.
CompositeAnimation* rendererAnimations = m_data->accessCompositeAnimation(renderer);
RefPtr<RenderStyle> blendedStyle = rendererAnimations->animate(renderer, oldStyle, newStyle);
m_data->updateAnimationTimer();
if (blendedStyle != newStyle) {
// If the animations/transitions change opacity or transform, we neeed to update
// the style to impose the stacking rules. Note that this is also
// done in CSSStyleSelector::adjustRenderStyle().
if (blendedStyle->hasAutoZIndex() && (blendedStyle->opacity() < 1.0f || blendedStyle->hasTransform()))
blendedStyle->setZIndex(0);
}
return blendedStyle.release();
}
void AnimationController::setAnimationStartTime(RenderObject* renderer, double t)
{
CompositeAnimation* rendererAnimations = m_data->accessCompositeAnimation(renderer);
rendererAnimations->setAnimationStartTime(t);
}
void AnimationController::setTransitionStartTime(RenderObject* renderer, int property, double t)
{
CompositeAnimation* rendererAnimations = m_data->accessCompositeAnimation(renderer);
rendererAnimations->setTransitionStartTime(property, t);
}
bool AnimationController::isAnimatingPropertyOnRenderer(RenderObject* renderer, int property, bool isRunningNow) const
{
return m_data->isAnimatingPropertyOnRenderer(renderer, property, isRunningNow);
}
void AnimationController::suspendAnimations(Document* document)
{
m_data->suspendAnimations(document);
}
void AnimationController::resumeAnimations(Document* document)
{
m_data->resumeAnimations(document);
}
void AnimationController::startUpdateRenderingDispatcher()
{
m_data->startUpdateRenderingDispatcher();
}
void AnimationController::styleAvailable()
{
if (!m_numStyleAvailableWaiters)
return;
m_data->styleAvailable();
}
} // namespace WebCore