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      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);
     54     virtual ~AnimationBase() { }
     55 
     56     RenderObject* renderer() const { return m_object; }
     57     void clear() { m_object = 0; m_compAnim = 0; }
     58 
     59     double duration() const;
     60 
     61     // Animations and Transitions go through the states below. When entering the STARTED state
     62     // the animation is started. This may or may not require deferred response from the animator.
     63     // If so, we stay in this state until that response is received (and it returns the start time).
     64     // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
     65     // or AnimationStateEnding.
     66     enum AnimState {
     67         AnimationStateNew,                  // animation just created, animation not running yet
     68         AnimationStateStartWaitTimer,       // start timer running, waiting for fire
     69         AnimationStateStartWaitStyleAvailable,   // waiting for style setup so we can start animations
     70         AnimationStateStartWaitResponse,    // animation started, waiting for response
     71         AnimationStateLooping,              // response received, animation running, loop timer running, waiting for fire
     72         AnimationStateEnding,               // received, animation running, end timer running, waiting for fire
     73         AnimationStatePausedWaitTimer,      // in pause mode when animation started
     74         AnimationStatePausedWaitStyleAvailable, // in pause mode when waiting for style setup
     75         AnimationStatePausedWaitResponse,   // animation paused when in STARTING state
     76         AnimationStatePausedRun,            // animation paused when in LOOPING or ENDING state
     77         AnimationStateDone,                 // end timer fired, animation finished and removed
     78         AnimationStateFillingForwards       // animation has ended and is retaining its final value
     79     };
     80 
     81     enum AnimStateInput {
     82         AnimationStateInputMakeNew,           // reset back to new from any state
     83         AnimationStateInputStartAnimation,    // animation requests a start
     84         AnimationStateInputRestartAnimation,  // force a restart from any state
     85         AnimationStateInputStartTimerFired,   // start timer fired
     86         AnimationStateInputStyleAvailable,    // style is setup, ready to start animating
     87         AnimationStateInputStartTimeSet,      // m_startTime was set
     88         AnimationStateInputLoopTimerFired,    // loop timer fired
     89         AnimationStateInputEndTimerFired,     // end timer fired
     90         AnimationStateInputPauseOverride,     // pause an animation due to override
     91         AnimationStateInputResumeOverride,    // resume an overridden animation
     92         AnimationStateInputPlayStateRunning,  // play state paused -> running
     93         AnimationStateInputPlayStatePaused,   // play state running -> paused
     94         AnimationStateInputEndAnimation       // force an end from any state
     95     };
     96 
     97     // Called when animation is in AnimationStateNew to start animation
     98     void updateStateMachine(AnimStateInput, double param);
     99 
    100     // Animation has actually started, at passed time
    101     void onAnimationStartResponse(double startTime)
    102     {
    103         updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
    104     }
    105 
    106     // Called to change to or from paused state
    107     void updatePlayState(EAnimPlayState);
    108     bool playStatePlaying() const;
    109 
    110     bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
    111     bool preActive() const
    112     {
    113         return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
    114     }
    115 
    116     bool postActive() const { return m_animState == AnimationStateDone; }
    117     bool active() const { return !postActive() && !preActive(); }
    118     bool running() const { return !isNew() && !postActive(); }
    119     bool paused() const { return m_pauseTime >= 0; }
    120     bool isNew() const { return m_animState == AnimationStateNew; }
    121     bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
    122     bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
    123 
    124     // "animating" means that something is running that requires a timer to keep firing
    125     // (e.g. a software animation)
    126     void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
    127     virtual double timeToNextService();
    128 
    129     double progress(double scale, double offset, const TimingFunction*) const;
    130 
    131     virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/, RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
    132     virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
    133 
    134     virtual bool shouldFireEvents() const { return false; }
    135 
    136     void fireAnimationEventsIfNeeded();
    137 
    138     bool animationsMatch(const Animation*) const;
    139 
    140     void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
    141 
    142     // Return true if this animation is overridden. This will only be the case for
    143     // ImplicitAnimations and is used to determine whether or not we should force
    144     // set the start time. If an animation is overridden, it will probably not get
    145     // back the AnimationStateInputStartTimeSet input.
    146     virtual bool overridden() const { return false; }
    147 
    148     // Does this animation/transition involve the given property?
    149     virtual bool affectsProperty(int /*property*/) const { return false; }
    150 
    151     bool isAnimatingProperty(int property, bool acceleratedOnly, bool isRunningNow) const
    152     {
    153         if (acceleratedOnly && !m_isAccelerated)
    154             return false;
    155 
    156         if (isRunningNow)
    157             return (!waitingToStart() && !postActive()) && affectsProperty(property);
    158 
    159         return !postActive() && affectsProperty(property);
    160     }
    161 
    162     bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
    163 
    164     // Freeze the animation; used by DumpRenderTree.
    165     void freezeAtTime(double t);
    166 
    167     // Play and pause API
    168     void play();
    169     void pause();
    170 
    171     double beginAnimationUpdateTime() const;
    172 
    173     double getElapsedTime() const;
    174     // Setting the elapsed time will adjust the start time and possibly pause time.
    175     void setElapsedTime(double);
    176 
    177     void styleAvailable()
    178     {
    179         ASSERT(waitingForStyleAvailable());
    180         updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
    181     }
    182 
    183 #if USE(ACCELERATED_COMPOSITING)
    184     static bool animationOfPropertyIsAccelerated(int prop);
    185 #endif
    186 
    187     static HashSet<int> animatableShorthandsAffectingProperty(int property);
    188 
    189     const Animation* animation() const { return m_animation.get(); }
    190 
    191 protected:
    192     virtual void overrideAnimations() { }
    193     virtual void resumeOverriddenAnimations() { }
    194 
    195     CompositeAnimation* compositeAnimation() { return m_compAnim; }
    196 
    197     // These are called when the corresponding timer fires so subclasses can do any extra work
    198     virtual void onAnimationStart(double /*elapsedTime*/) { }
    199     virtual void onAnimationIteration(double /*elapsedTime*/) { }
    200     virtual void onAnimationEnd(double /*elapsedTime*/) { }
    201 
    202     // timeOffset is an offset from the current time when the animation should start. Negative values are OK.
    203     // Return value indicates whether to expect an asynchronous notifyAnimationStarted() callback.
    204     virtual bool startAnimation(double /*timeOffset*/) { return false; }
    205     // timeOffset is the time at which the animation is being paused.
    206     virtual void pauseAnimation(double /*timeOffset*/) { }
    207     virtual void endAnimation() { }
    208 
    209     void goIntoEndingOrLoopingState();
    210 
    211     bool isAccelerated() const { return m_isAccelerated; }
    212 
    213     static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
    214     static int getPropertyAtIndex(int, bool& isShorthand);
    215     static int getNumProperties();
    216 
    217     // Return true if we need to start software animation timers
    218     static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
    219 
    220     static void setNeedsStyleRecalc(Node*);
    221 
    222     void getTimeToNextEvent(double& time, bool& isLooping) const;
    223 
    224     AnimState m_animState;
    225 
    226     bool m_isAnimating;       // transition/animation requires continual timer firing
    227     double m_startTime;
    228     double m_pauseTime;
    229     double m_requestedStartTime;
    230     RenderObject* m_object;
    231 
    232     RefPtr<Animation> m_animation;
    233     CompositeAnimation* m_compAnim;
    234     bool m_isAccelerated;
    235     bool m_transformFunctionListValid;
    236     double m_totalDuration, m_nextIterationDuration;
    237 
    238 private:
    239     static void ensurePropertyMap();
    240 };
    241 
    242 } // namespace WebCore
    243 
    244 #endif // AnimationBase_h
    245