/* * 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 "AnimationBase.h" #include "CompositeAnimation.h" #include "CSSParser.h" #include "EventNames.h" #include "Frame.h" #include "Timer.h" #include <wtf/CurrentTime.h> namespace WebCore { static const double cAnimationTimerDelay = 0.025; static const double cBeginAnimationUpdateTimeNotSet = -1; class AnimationControllerPrivate { public: AnimationControllerPrivate(Frame*); ~AnimationControllerPrivate(); PassRefPtr<CompositeAnimation> accessCompositeAnimation(RenderObject*); bool clear(RenderObject*); void animationTimerFired(Timer<AnimationControllerPrivate>*); void updateAnimationTimer(bool callSetChanged = false); void updateRenderingDispatcherFired(Timer<AnimationControllerPrivate>*); void startUpdateRenderingDispatcher(); void addEventToDispatch(PassRefPtr<Element> element, const AtomicString& eventType, const String& name, double elapsedTime); void addNodeChangeToDispatch(PassRefPtr<Node>); bool hasAnimations() const { return !m_compositeAnimations.isEmpty(); } void suspendAnimations(Document*); void resumeAnimations(Document*); void styleAvailable(); bool isAnimatingPropertyOnRenderer(RenderObject*, int property, bool isRunningNow) const; bool pauseAnimationAtTime(RenderObject*, const String& name, double t); bool pauseTransitionAtTime(RenderObject*, const String& property, double t); unsigned numberOfActiveAnimations() const; double beginAnimationUpdateTime() { if (m_beginAnimationUpdateTime == cBeginAnimationUpdateTimeNotSet) m_beginAnimationUpdateTime = currentTime(); return m_beginAnimationUpdateTime; } void setBeginAnimationUpdateTime(double t) { m_beginAnimationUpdateTime = t; } void addToStyleAvailableWaitList(AnimationBase*); void removeFromStyleAvailableWaitList(AnimationBase*); private: typedef HashMap<RenderObject*, RefPtr<CompositeAnimation> > RenderObjectAnimationMap; RenderObjectAnimationMap m_compositeAnimations; Timer<AnimationControllerPrivate> m_animationTimer; Timer<AnimationControllerPrivate> m_updateRenderingDispatcher; Frame* m_frame; class EventToDispatch { public: RefPtr<Element> element; AtomicString eventType; String name; double elapsedTime; }; Vector<EventToDispatch> m_eventsToDispatch; Vector<RefPtr<Node> > m_nodeChangesToDispatch; double m_beginAnimationUpdateTime; AnimationBase* m_styleAvailableWaiters; AnimationBase* m_lastStyleAvailableWaiter; }; AnimationControllerPrivate::AnimationControllerPrivate(Frame* frame) : m_animationTimer(this, &AnimationControllerPrivate::animationTimerFired) , m_updateRenderingDispatcher(this, &AnimationControllerPrivate::updateRenderingDispatcherFired) , m_frame(frame) , m_beginAnimationUpdateTime(cBeginAnimationUpdateTimeNotSet) , m_styleAvailableWaiters(0) , m_lastStyleAvailableWaiter(0) { } AnimationControllerPrivate::~AnimationControllerPrivate() { } PassRefPtr<CompositeAnimation> AnimationControllerPrivate::accessCompositeAnimation(RenderObject* renderer) { RefPtr<CompositeAnimation> animation = m_compositeAnimations.get(renderer); if (!animation) { animation = CompositeAnimation::create(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). PassRefPtr<CompositeAnimation> animation = m_compositeAnimations.take(renderer); if (!animation) return false; animation->clearRenderer(); return animation->isSuspended(); } void AnimationControllerPrivate::updateAnimationTimer(bool callSetChanged/* = false*/) { double needsService = -1; bool calledSetChanged = false; RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end(); for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) { RefPtr<CompositeAnimation> compAnim = it->second; if (!compAnim->isSuspended() && compAnim->hasAnimations()) { double t = compAnim->willNeedService(); if (t != -1 && (t < needsService || needsService == -1)) needsService = t; if (needsService == 0) { if (callSetChanged) { Node* node = it->first->element(); ASSERT(!node || (node->document() && !node->document()->inPageCache())); node->setChanged(AnimationStyleChange); calledSetChanged = true; } else break; } } } if (calledSetChanged) m_frame->document()->updateRendering(); // If we want service immediately, we start a repeating timer to reduce the overhead of starting if (needsService == 0) { if (!m_animationTimer.isActive() || m_animationTimer.repeatInterval() == 0) m_animationTimer.startRepeating(cAnimationTimerDelay); return; } // If we don't need service, we want to make sure the timer is no longer running if (needsService < 0) { if (m_animationTimer.isActive()) m_animationTimer.stop(); return; } // Otherwise, we want to start a one-shot timer so we get here again if (m_animationTimer.isActive()) m_animationTimer.stop(); m_animationTimer.startOneShot(needsService); } void AnimationControllerPrivate::updateRenderingDispatcherFired(Timer<AnimationControllerPrivate>*) { // fire all the events Vector<EventToDispatch>::const_iterator eventsToDispatchEnd = m_eventsToDispatch.end(); for (Vector<EventToDispatch>::const_iterator it = m_eventsToDispatch.begin(); it != eventsToDispatchEnd; ++it) { if (it->eventType == eventNames().webkitTransitionEndEvent) it->element->dispatchWebKitTransitionEvent(it->eventType,it->name, it->elapsedTime); else it->element->dispatchWebKitAnimationEvent(it->eventType,it->name, it->elapsedTime); } m_eventsToDispatch.clear(); // call setChanged on all the elements Vector<RefPtr<Node> >::const_iterator nodeChangesToDispatchEnd = m_nodeChangesToDispatch.end(); for (Vector<RefPtr<Node> >::const_iterator it = m_nodeChangesToDispatch.begin(); it != nodeChangesToDispatchEnd; ++it) (*it)->setChanged(AnimationStyleChange); m_nodeChangesToDispatch.clear(); if (m_frame && m_frame->document()) m_frame->document()->updateRendering(); } void AnimationControllerPrivate::startUpdateRenderingDispatcher() { if (!m_updateRenderingDispatcher.isActive()) m_updateRenderingDispatcher.startOneShot(0); } void AnimationControllerPrivate::addEventToDispatch(PassRefPtr<Element> element, const AtomicString& eventType, const String& name, double elapsedTime) { m_eventsToDispatch.grow(m_eventsToDispatch.size()+1); EventToDispatch& event = m_eventsToDispatch[m_eventsToDispatch.size()-1]; event.element = element; event.eventType = eventType; event.name = name; event.elapsedTime = elapsedTime; startUpdateRenderingDispatcher(); } void AnimationControllerPrivate::addNodeChangeToDispatch(PassRefPtr<Node> node) { m_nodeChangesToDispatch.append(node); startUpdateRenderingDispatcher(); } void AnimationControllerPrivate::animationTimerFired(Timer<AnimationControllerPrivate>*) { // Make sure animationUpdateTime is updated, so that it is current even if no // styleChange has happened (e.g. hardware animations) setBeginAnimationUpdateTime(cBeginAnimationUpdateTimeNotSet); // 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. updateAnimationTimer(true); } bool AnimationControllerPrivate::isAnimatingPropertyOnRenderer(RenderObject* renderer, int property, bool isRunningNow) const { RefPtr<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; RefPtr<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; RefPtr<CompositeAnimation> compAnim = it->second; if (renderer->document() == document) compAnim->resumeAnimations(); } updateAnimationTimer(); } bool AnimationControllerPrivate::pauseAnimationAtTime(RenderObject* renderer, const String& name, double t) { if (!renderer) return false; RefPtr<CompositeAnimation> compAnim = accessCompositeAnimation(renderer); if (!compAnim) return false; if (compAnim->pauseAnimationAtTime(name, t)) { renderer->node()->setChanged(AnimationStyleChange); return true; } return false; } bool AnimationControllerPrivate::pauseTransitionAtTime(RenderObject* renderer, const String& property, double t) { if (!renderer) return false; RefPtr<CompositeAnimation> compAnim = accessCompositeAnimation(renderer); if (!compAnim) return false; if (compAnim->pauseTransitionAtTime(cssPropertyID(property), t)) { renderer->node()->setChanged(AnimationStyleChange); return true; } return false; } unsigned AnimationControllerPrivate::numberOfActiveAnimations() const { unsigned count = 0; RenderObjectAnimationMap::const_iterator animationsEnd = m_compositeAnimations.end(); for (RenderObjectAnimationMap::const_iterator it = m_compositeAnimations.begin(); it != animationsEnd; ++it) { CompositeAnimation* compAnim = it->second.get(); count += compAnim->numberOfActiveAnimations(); } return count; } void AnimationControllerPrivate::addToStyleAvailableWaitList(AnimationBase* animation) { ASSERT(!animation->next()); if (m_styleAvailableWaiters) m_lastStyleAvailableWaiter->setNext(animation); else m_styleAvailableWaiters = animation; m_lastStyleAvailableWaiter = animation; animation->setNext(0); } void AnimationControllerPrivate::removeFromStyleAvailableWaitList(AnimationBase* animationToRemove) { AnimationBase* prevAnimation = 0; for (AnimationBase* animation = m_styleAvailableWaiters; animation; animation = animation->next()) { if (animation == animationToRemove) { if (prevAnimation) prevAnimation->setNext(animation->next()); else m_styleAvailableWaiters = animation->next(); if (m_lastStyleAvailableWaiter == animation) m_lastStyleAvailableWaiter = prevAnimation; animationToRemove->setNext(0); } } } void AnimationControllerPrivate::styleAvailable() { // Go through list of waiters and send them on their way for (AnimationBase* animation = m_styleAvailableWaiters; animation; animation = animation->next()) animation->styleAvailable(); m_styleAvailableWaiters = 0; m_lastStyleAvailableWaiter = 0; } AnimationController::AnimationController(Frame* frame) : m_data(new AnimationControllerPrivate(frame)) { } 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. RefPtr<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) { RefPtr<CompositeAnimation> rendererAnimations = m_data->accessCompositeAnimation(renderer); rendererAnimations->setAnimationStartTime(t); } void AnimationController::setTransitionStartTime(RenderObject* renderer, int property, double t) { RefPtr<CompositeAnimation> rendererAnimations = m_data->accessCompositeAnimation(renderer); rendererAnimations->setTransitionStartTime(property, t); } bool AnimationController::pauseAnimationAtTime(RenderObject* renderer, const String& name, double t) { return m_data->pauseAnimationAtTime(renderer, name, t); } unsigned AnimationController::numberOfActiveAnimations() const { return m_data->numberOfActiveAnimations(); } bool AnimationController::pauseTransitionAtTime(RenderObject* renderer, const String& property, double t) { return m_data->pauseTransitionAtTime(renderer, 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::addEventToDispatch(PassRefPtr<Element> element, const AtomicString& eventType, const String& name, double elapsedTime) { m_data->addEventToDispatch(element, eventType, name, elapsedTime); } void AnimationController::addNodeChangeToDispatch(PassRefPtr<Node> node) { ASSERT(!node || (node->document() && !node->document()->inPageCache())); if (node) m_data->addNodeChangeToDispatch(node); } double AnimationController::beginAnimationUpdateTime() { return m_data->beginAnimationUpdateTime(); } void AnimationController::beginAnimationUpdate() { m_data->setBeginAnimationUpdateTime(cBeginAnimationUpdateTimeNotSet); } void AnimationController::endAnimationUpdate() { m_data->styleAvailable(); } void AnimationController::addToStyleAvailableWaitList(AnimationBase* animation) { m_data->addToStyleAvailableWaitList(animation); } void AnimationController::removeFromStyleAvailableWaitList(AnimationBase* animation) { m_data->removeFromStyleAvailableWaitList(animation); } } // namespace WebCore