1 /* 2 * Copyright (C) 2007 Apple Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions 6 * are met: 7 * 8 * 1. Redistributions of source code must retain the above copyright 9 * notice, this list of conditions and the following disclaimer. 10 * 2. Redistributions in binary form must reproduce the above copyright 11 * notice, this list of conditions and the following disclaimer in the 12 * documentation and/or other materials provided with the distribution. 13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of 14 * its contributors may be used to endorse or promote products derived 15 * from this software without specific prior written permission. 16 * 17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY 18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY 21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 27 */ 28 29 #ifndef AnimationBase_h 30 #define AnimationBase_h 31 32 #include "RenderStyleConstants.h" 33 #include <wtf/HashMap.h> 34 #include <wtf/HashSet.h> 35 #include <wtf/text/AtomicString.h> 36 37 namespace WebCore { 38 39 class Animation; 40 class AnimationBase; 41 class AnimationController; 42 class CompositeAnimation; 43 class Element; 44 class Node; 45 class RenderObject; 46 class RenderStyle; 47 class TimingFunction; 48 49 class AnimationBase : public RefCounted<AnimationBase> { 50 friend class CompositeAnimation; 51 52 public: 53 AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim); ~AnimationBase()54 virtual ~AnimationBase() { } 55 renderer()56 RenderObject* renderer() const { return m_object; } clear()57 void clear() 58 { 59 endAnimation(); 60 m_object = 0; 61 m_compAnim = 0; 62 } 63 64 double duration() const; 65 66 // Animations and Transitions go through the states below. When entering the STARTED state 67 // the animation is started. This may or may not require deferred response from the animator. 68 // If so, we stay in this state until that response is received (and it returns the start time). 69 // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping 70 // or AnimationStateEnding. 71 enum AnimState { 72 AnimationStateNew, // animation just created, animation not running yet 73 AnimationStateStartWaitTimer, // start timer running, waiting for fire 74 AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations 75 AnimationStateStartWaitResponse, // animation started, waiting for response 76 AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire 77 AnimationStateEnding, // received, animation running, end timer running, waiting for fire 78 AnimationStatePausedWaitTimer, // in pause mode when animation started 79 AnimationStatePausedWaitStyleAvailable, // in pause mode when waiting for style setup 80 AnimationStatePausedWaitResponse, // animation paused when in STARTING state 81 AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state 82 AnimationStateDone, // end timer fired, animation finished and removed 83 AnimationStateFillingForwards // animation has ended and is retaining its final value 84 }; 85 86 enum AnimStateInput { 87 AnimationStateInputMakeNew, // reset back to new from any state 88 AnimationStateInputStartAnimation, // animation requests a start 89 AnimationStateInputRestartAnimation, // force a restart from any state 90 AnimationStateInputStartTimerFired, // start timer fired 91 AnimationStateInputStyleAvailable, // style is setup, ready to start animating 92 AnimationStateInputStartTimeSet, // m_startTime was set 93 AnimationStateInputLoopTimerFired, // loop timer fired 94 AnimationStateInputEndTimerFired, // end timer fired 95 AnimationStateInputPauseOverride, // pause an animation due to override 96 AnimationStateInputResumeOverride, // resume an overridden animation 97 AnimationStateInputPlayStateRunning, // play state paused -> running 98 AnimationStateInputPlayStatePaused, // play state running -> paused 99 AnimationStateInputEndAnimation // force an end from any state 100 }; 101 102 // Called when animation is in AnimationStateNew to start animation 103 void updateStateMachine(AnimStateInput, double param); 104 105 // Animation has actually started, at passed time onAnimationStartResponse(double startTime)106 void onAnimationStartResponse(double startTime) 107 { 108 updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime); 109 } 110 111 // Called to change to or from paused state 112 void updatePlayState(EAnimPlayState); 113 bool playStatePlaying() const; 114 waitingToStart()115 bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; } preActive()116 bool preActive() const 117 { 118 return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse; 119 } 120 postActive()121 bool postActive() const { return m_animState == AnimationStateDone; } active()122 bool active() const { return !postActive() && !preActive(); } running()123 bool running() const { return !isNew() && !postActive(); } paused()124 bool paused() const { return m_pauseTime >= 0; } isNew()125 bool isNew() const { return m_animState == AnimationStateNew; } waitingForStartTime()126 bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; } waitingForStyleAvailable()127 bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; } 128 129 // "animating" means that something is running that requires a timer to keep firing 130 // (e.g. a software animation) 131 void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; } 132 virtual double timeToNextService(); 133 134 double progress(double scale, double offset, const TimingFunction*) const; 135 136 virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/, RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) = 0; 137 virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) = 0; 138 shouldFireEvents()139 virtual bool shouldFireEvents() const { return false; } 140 141 void fireAnimationEventsIfNeeded(); 142 143 bool animationsMatch(const Animation*) const; 144 setAnimation(const Animation * anim)145 void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); } 146 147 // Return true if this animation is overridden. This will only be the case for 148 // ImplicitAnimations and is used to determine whether or not we should force 149 // set the start time. If an animation is overridden, it will probably not get 150 // back the AnimationStateInputStartTimeSet input. overridden()151 virtual bool overridden() const { return false; } 152 153 // Does this animation/transition involve the given property? affectsProperty(int)154 virtual bool affectsProperty(int /*property*/) const { return false; } 155 isAnimatingProperty(int property,bool acceleratedOnly,bool isRunningNow)156 bool isAnimatingProperty(int property, bool acceleratedOnly, bool isRunningNow) const 157 { 158 if (acceleratedOnly && !m_isAccelerated) 159 return false; 160 161 if (isRunningNow) 162 return (!waitingToStart() && !postActive()) && affectsProperty(property); 163 164 return !postActive() && affectsProperty(property); 165 } 166 isTransformFunctionListValid()167 bool isTransformFunctionListValid() const { return m_transformFunctionListValid; } 168 169 // Freeze the animation; used by DumpRenderTree. 170 void freezeAtTime(double t); 171 172 // Play and pause API 173 void play(); 174 void pause(); 175 176 double beginAnimationUpdateTime() const; 177 178 double getElapsedTime() const; 179 // Setting the elapsed time will adjust the start time and possibly pause time. 180 void setElapsedTime(double); 181 styleAvailable()182 void styleAvailable() 183 { 184 ASSERT(waitingForStyleAvailable()); 185 updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1); 186 } 187 188 #if USE(ACCELERATED_COMPOSITING) 189 static bool animationOfPropertyIsAccelerated(int prop); 190 #endif 191 192 static HashSet<int> animatableShorthandsAffectingProperty(int property); 193 animation()194 const Animation* animation() const { return m_animation.get(); } 195 196 protected: overrideAnimations()197 virtual void overrideAnimations() { } resumeOverriddenAnimations()198 virtual void resumeOverriddenAnimations() { } 199 compositeAnimation()200 CompositeAnimation* compositeAnimation() { return m_compAnim; } 201 202 // These are called when the corresponding timer fires so subclasses can do any extra work onAnimationStart(double)203 virtual void onAnimationStart(double /*elapsedTime*/) { } onAnimationIteration(double)204 virtual void onAnimationIteration(double /*elapsedTime*/) { } onAnimationEnd(double)205 virtual void onAnimationEnd(double /*elapsedTime*/) { } 206 207 // timeOffset is an offset from the current time when the animation should start. Negative values are OK. 208 // Return value indicates whether to expect an asynchronous notifyAnimationStarted() callback. startAnimation(double)209 virtual bool startAnimation(double /*timeOffset*/) { return false; } 210 // timeOffset is the time at which the animation is being paused. pauseAnimation(double)211 virtual void pauseAnimation(double /*timeOffset*/) { } endAnimation()212 virtual void endAnimation() { } 213 214 void goIntoEndingOrLoopingState(); 215 isAccelerated()216 bool isAccelerated() const { return m_isAccelerated; } 217 218 static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b); 219 static int getPropertyAtIndex(int, bool& isShorthand); 220 static int getNumProperties(); 221 222 // Return true if we need to start software animation timers 223 static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress); 224 225 static void setNeedsStyleRecalc(Node*); 226 227 void getTimeToNextEvent(double& time, bool& isLooping) const; 228 229 AnimState m_animState; 230 231 bool m_isAnimating; // transition/animation requires continual timer firing 232 double m_startTime; 233 double m_pauseTime; 234 double m_requestedStartTime; 235 RenderObject* m_object; 236 237 RefPtr<Animation> m_animation; 238 CompositeAnimation* m_compAnim; 239 bool m_isAccelerated; 240 bool m_transformFunctionListValid; 241 double m_totalDuration, m_nextIterationDuration; 242 243 private: 244 static void ensurePropertyMap(); 245 }; 246 247 } // namespace WebCore 248 249 #endif // AnimationBase_h 250