/*
* 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
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef AnimationBase_h
#define AnimationBase_h
#include "RenderStyleConstants.h"
#include <wtf/HashMap.h>
#include <wtf/HashSet.h>
#include <wtf/text/AtomicString.h>
namespace WebCore {
class Animation;
class AnimationBase;
class AnimationController;
class CompositeAnimation;
class Element;
class Node;
class RenderObject;
class RenderStyle;
class TimingFunction;
class AnimationBase : public RefCounted<AnimationBase> {
friend class CompositeAnimation;
public:
AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);
virtual ~AnimationBase() { }
RenderObject* renderer() const { return m_object; }
void clear() { m_object = 0; m_compAnim = 0; }
double duration() const;
// Animations and Transitions go through the states below. When entering the STARTED state
// the animation is started. This may or may not require deferred response from the animator.
// If so, we stay in this state until that response is received (and it returns the start time).
// Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
// or AnimationStateEnding.
enum AnimState {
AnimationStateNew, // animation just created, animation not running yet
AnimationStateStartWaitTimer, // start timer running, waiting for fire
AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations
AnimationStateStartWaitResponse, // animation started, waiting for response
AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire
AnimationStateEnding, // received, animation running, end timer running, waiting for fire
AnimationStatePausedWaitTimer, // in pause mode when animation started
AnimationStatePausedWaitStyleAvailable, // in pause mode when waiting for style setup
AnimationStatePausedWaitResponse, // animation paused when in STARTING state
AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state
AnimationStateDone, // end timer fired, animation finished and removed
AnimationStateFillingForwards // animation has ended and is retaining its final value
};
enum AnimStateInput {
AnimationStateInputMakeNew, // reset back to new from any state
AnimationStateInputStartAnimation, // animation requests a start
AnimationStateInputRestartAnimation, // force a restart from any state
AnimationStateInputStartTimerFired, // start timer fired
AnimationStateInputStyleAvailable, // style is setup, ready to start animating
AnimationStateInputStartTimeSet, // m_startTime was set
AnimationStateInputLoopTimerFired, // loop timer fired
AnimationStateInputEndTimerFired, // end timer fired
AnimationStateInputPauseOverride, // pause an animation due to override
AnimationStateInputResumeOverride, // resume an overridden animation
AnimationStateInputPlayStateRunning, // play state paused -> running
AnimationStateInputPlayStatePaused, // play state running -> paused
AnimationStateInputEndAnimation // force an end from any state
};
// Called when animation is in AnimationStateNew to start animation
void updateStateMachine(AnimStateInput, double param);
// Animation has actually started, at passed time
void onAnimationStartResponse(double startTime)
{
updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
}
// Called to change to or from paused state
void updatePlayState(EAnimPlayState);
bool playStatePlaying() const;
bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
bool preActive() const
{
return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
}
bool postActive() const { return m_animState == AnimationStateDone; }
bool active() const { return !postActive() && !preActive(); }
bool running() const { return !isNew() && !postActive(); }
bool paused() const { return m_pauseTime >= 0; }
bool isNew() const { return m_animState == AnimationStateNew; }
bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
// "animating" means that something is running that requires a timer to keep firing
// (e.g. a software animation)
void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
virtual double timeToNextService();
double progress(double scale, double offset, const TimingFunction*) const;
virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/, RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
virtual bool shouldFireEvents() const { return false; }
void fireAnimationEventsIfNeeded();
bool animationsMatch(const Animation*) const;
void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
// Return true if this animation is overridden. This will only be the case for
// ImplicitAnimations and is used to determine whether or not we should force
// set the start time. If an animation is overridden, it will probably not get
// back the AnimationStateInputStartTimeSet input.
virtual bool overridden() const { return false; }
// Does this animation/transition involve the given property?
virtual bool affectsProperty(int /*property*/) const { return false; }
bool isAnimatingProperty(int property, bool acceleratedOnly, bool isRunningNow) const
{
if (acceleratedOnly && !m_isAccelerated)
return false;
if (isRunningNow)
return (!waitingToStart() && !postActive()) && affectsProperty(property);
return !postActive() && affectsProperty(property);
}
bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
// Freeze the animation; used by DumpRenderTree.
void freezeAtTime(double t);
// Play and pause API
void play();
void pause();
double beginAnimationUpdateTime() const;
double getElapsedTime() const;
// Setting the elapsed time will adjust the start time and possibly pause time.
void setElapsedTime(double);
void styleAvailable()
{
ASSERT(waitingForStyleAvailable());
updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
}
#if USE(ACCELERATED_COMPOSITING)
static bool animationOfPropertyIsAccelerated(int prop);
#endif
static HashSet<int> animatableShorthandsAffectingProperty(int property);
const Animation* animation() const { return m_animation.get(); }
protected:
virtual void overrideAnimations() { }
virtual void resumeOverriddenAnimations() { }
CompositeAnimation* compositeAnimation() { return m_compAnim; }
// These are called when the corresponding timer fires so subclasses can do any extra work
virtual void onAnimationStart(double /*elapsedTime*/) { }
virtual void onAnimationIteration(double /*elapsedTime*/) { }
virtual void onAnimationEnd(double /*elapsedTime*/) { }
// timeOffset is an offset from the current time when the animation should start. Negative values are OK.
// Return value indicates whether to expect an asynchronous notifyAnimationStarted() callback.
virtual bool startAnimation(double /*timeOffset*/) { return false; }
// timeOffset is the time at which the animation is being paused.
virtual void pauseAnimation(double /*timeOffset*/) { }
virtual void endAnimation() { }
void goIntoEndingOrLoopingState();
bool isAccelerated() const { return m_isAccelerated; }
static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
static int getPropertyAtIndex(int, bool& isShorthand);
static int getNumProperties();
// Return true if we need to start software animation timers
static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
static void setNeedsStyleRecalc(Node*);
void getTimeToNextEvent(double& time, bool& isLooping) const;
AnimState m_animState;
bool m_isAnimating; // transition/animation requires continual timer firing
double m_startTime;
double m_pauseTime;
double m_requestedStartTime;
RenderObject* m_object;
RefPtr<Animation> m_animation;
CompositeAnimation* m_compAnim;
bool m_isAccelerated;
bool m_transformFunctionListValid;
double m_totalDuration, m_nextIterationDuration;
private:
static void ensurePropertyMap();
};
} // namespace WebCore
#endif // AnimationBase_h