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/*
* Copyright (C) 2008 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 INC. OR
* 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 "SMILTimeContainer.h"
#if ENABLE(SVG)
#include "CSSComputedStyleDeclaration.h"
#include "CSSParser.h"
#include "Document.h"
#include "SVGAnimationElement.h"
#include "SVGSMILElement.h"
#include "SVGSVGElement.h"
#include "SystemTime.h"
using namespace std;
namespace WebCore {
static const double animationFrameDelay = 0.025;
SMILTimeContainer::SMILTimeContainer(SVGSVGElement* owner)
: m_beginTime(0)
, m_pauseTime(0)
, m_accumulatedPauseTime(0)
, m_documentOrderIndexesDirty(false)
, m_timer(this, &SMILTimeContainer::timerFired)
, m_ownerSVGElement(owner)
{
}
#if !ENABLE(SVG_ANIMATION)
void SMILTimeContainer::begin() {}
void SMILTimeContainer::pause() {}
void SMILTimeContainer::resume() {}
SMILTime SMILTimeContainer::elapsed() const { return 0; }
bool SMILTimeContainer::isPaused() const { return false; }
void SMILTimeContainer::timerFired(Timer<SMILTimeContainer>*) {}
#else
void SMILTimeContainer::schedule(SVGSMILElement* animation)
{
ASSERT(animation->timeContainer() == this);
SMILTime nextFireTime = animation->nextProgressTime();
if (!nextFireTime.isFinite())
return;
m_scheduledAnimations.add(animation);
startTimer(0);
}
void SMILTimeContainer::unschedule(SVGSMILElement* animation)
{
ASSERT(animation->timeContainer() == this);
m_scheduledAnimations.remove(animation);
}
SMILTime SMILTimeContainer::elapsed() const
{
if (!m_beginTime)
return 0;
return currentTime() - m_beginTime - m_accumulatedPauseTime;
}
bool SMILTimeContainer::isActive() const
{
return m_beginTime && !isPaused();
}
bool SMILTimeContainer::isPaused() const
{
return m_pauseTime;
}
void SMILTimeContainer::begin()
{
ASSERT(!m_beginTime);
m_beginTime = currentTime();
updateAnimations(0);
}
void SMILTimeContainer::pause()
{
if (!m_beginTime)
return;
ASSERT(!isPaused());
m_pauseTime = currentTime();
m_timer.stop();
}
void SMILTimeContainer::resume()
{
if (!m_beginTime)
return;
ASSERT(isPaused());
m_accumulatedPauseTime += currentTime() - m_pauseTime;
m_pauseTime = 0;
startTimer(0);
}
void SMILTimeContainer::startTimer(SMILTime fireTime, SMILTime minimumDelay)
{
if (!m_beginTime || isPaused())
return;
if (!fireTime.isFinite())
return;
SMILTime delay = max(fireTime - elapsed(), minimumDelay);
m_timer.startOneShot(delay.value());
}
void SMILTimeContainer::timerFired(Timer<SMILTimeContainer>*)
{
ASSERT(m_beginTime);
ASSERT(!m_pauseTime);
SMILTime elapsed = this->elapsed();
updateAnimations(elapsed);
}
void SMILTimeContainer::updateDocumentOrderIndexes()
{
unsigned timingElementCount = 0;
for (Node* node = m_ownerSVGElement; node; node = node->traverseNextNode(m_ownerSVGElement)) {
if (SVGSMILElement::isSMILElement(node))
static_cast<SVGSMILElement*>(node)->setDocumentOrderIndex(timingElementCount++);
}
m_documentOrderIndexesDirty = false;
}
struct PriorityCompare {
PriorityCompare(SMILTime elapsed) : m_elapsed(elapsed) {}
bool operator()(SVGSMILElement* a, SVGSMILElement* b)
{
// FIXME: This should also consider possible timing relations between the elements.
SMILTime aBegin = a->intervalBegin();
SMILTime bBegin = b->intervalBegin();
// Frozen elements need to be prioritized based on their previous interval.
aBegin = a->isFrozen() && m_elapsed < aBegin ? a->previousIntervalBegin() : aBegin;
bBegin = b->isFrozen() && m_elapsed < bBegin ? b->previousIntervalBegin() : bBegin;
if (aBegin == bBegin)
return a->documentOrderIndex() < b->documentOrderIndex();
return aBegin < bBegin;
}
SMILTime m_elapsed;
};
void SMILTimeContainer::sortByPriority(Vector<SVGSMILElement*>& smilElements, SMILTime elapsed)
{
if (m_documentOrderIndexesDirty)
updateDocumentOrderIndexes();
std::sort(smilElements.begin(), smilElements.end(), PriorityCompare(elapsed));
}
static bool applyOrderSortFunction(SVGSMILElement* a, SVGSMILElement* b)
{
if (!a->hasTagName(SVGNames::animateTransformTag) && b->hasTagName(SVGNames::animateTransformTag))
return true;
return false;
}
static void sortByApplyOrder(Vector<SVGSMILElement*>& smilElements)
{
std::sort(smilElements.begin(), smilElements.end(), applyOrderSortFunction);
}
String SMILTimeContainer::baseValueFor(ElementAttributePair key)
{
// FIXME: We wouldn't need to do this if we were keeping base values around properly in DOM.
// Currently animation overwrites them so we need to save them somewhere.
BaseValueMap::iterator it = m_savedBaseValues.find(key);
if (it != m_savedBaseValues.end())
return it->second;
SVGElement* target = key.first;
String attributeName = key.second;
ASSERT(target);
ASSERT(!attributeName.isEmpty());
String baseValue;
if (SVGAnimationElement::attributeIsCSS(attributeName))
baseValue = computedStyle(target)->getPropertyValue(cssPropertyID(attributeName));
else
baseValue = target->getAttribute(attributeName);
m_savedBaseValues.add(key, baseValue);
return baseValue;
}
void SMILTimeContainer::updateAnimations(SMILTime elapsed)
{
SMILTime earliersFireTime = SMILTime::unresolved();
Vector<SVGSMILElement*> toAnimate;
copyToVector(m_scheduledAnimations, toAnimate);
// Sort according to priority. Elements with later begin time have higher priority.
// In case of a tie, document order decides.
// FIXME: This should also consider timing relationships between the elements. Dependents
// have higher priority.
sortByPriority(toAnimate, elapsed);
// Calculate animation contributions.
typedef HashMap<ElementAttributePair, SVGSMILElement*> ResultElementMap;
ResultElementMap resultsElements;
for (unsigned n = 0; n < toAnimate.size(); ++n) {
SVGSMILElement* animation = toAnimate[n];
ASSERT(animation->timeContainer() == this);
SVGElement* targetElement = animation->targetElement();
if (!targetElement)
continue;
String attributeName = animation->attributeName();
if (attributeName.isEmpty()) {
if (animation->hasTagName(SVGNames::animateMotionTag))
attributeName = SVGNames::animateMotionTag.localName();
else
continue;
}
// Results are accumulated to the first animation that animates a particular element/attribute pair.
ElementAttributePair key(targetElement, attributeName);
SVGSMILElement* resultElement = resultsElements.get(key);
if (!resultElement) {
resultElement = animation;
resultElement->resetToBaseValue(baseValueFor(key));
resultsElements.add(key, resultElement);
}
// This will calculate the contribution from the animation and add it to the resultsElement.
animation->progress(elapsed, resultElement);
SMILTime nextFireTime = animation->nextProgressTime();
if (nextFireTime.isFinite())
earliersFireTime = min(nextFireTime, earliersFireTime);
else if (!animation->isContributing(elapsed)) {
m_scheduledAnimations.remove(animation);
if (m_scheduledAnimations.isEmpty())
m_savedBaseValues.clear();
}
}
Vector<SVGSMILElement*> animationsToApply;
ResultElementMap::iterator end = resultsElements.end();
for (ResultElementMap::iterator it = resultsElements.begin(); it != end; ++it)
animationsToApply.append(it->second);
// Sort <animateTranform> to be the last one to be applied. <animate> may change transform attribute as
// well (directly or indirectly by modifying <use> x/y) and this way transforms combine properly.
sortByApplyOrder(animationsToApply);
// Apply results to target elements.
for (unsigned n = 0; n < animationsToApply.size(); ++n)
animationsToApply[n]->applyResultsToTarget();
startTimer(earliersFireTime, animationFrameDelay);
Document::updateDocumentsRendering();
}
#endif
}
#endif // ENABLE(SVG)