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