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/*
* Copyright (C) 2013 Google 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. 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 THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT
* OWNER OR 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.
*/
#ifndef AnimationNode_h
#define AnimationNode_h
#include "core/animation/Timing.h"
#include "platform/heap/Handle.h"
#include "wtf/OwnPtr.h"
#include "wtf/PassOwnPtr.h"
#include "wtf/RefCounted.h"
namespace WebCore {
class AnimationPlayer;
class AnimationNode;
class AnimationNodeTiming;
enum TimingUpdateReason {
TimingUpdateOnDemand,
TimingUpdateForAnimationFrame
};
static inline bool isNull(double value)
{
return std::isnan(value);
}
static inline double nullValue()
{
return std::numeric_limits<double>::quiet_NaN();
}
class AnimationNode : public RefCountedWillBeGarbageCollectedFinalized<AnimationNode> {
friend class AnimationPlayer; // Calls attach/detach, updateInheritedTime.
public:
// Note that logic in CSSAnimations depends on the order of these values.
enum Phase {
PhaseBefore,
PhaseActive,
PhaseAfter,
PhaseNone,
};
class EventDelegate {
public:
virtual ~EventDelegate() { };
virtual void onEventCondition(const AnimationNode*) = 0;
};
virtual ~AnimationNode() { }
virtual bool isAnimation() const { return false; }
Phase phase() const { return ensureCalculated().phase; }
bool isCurrent() const { return ensureCalculated().isCurrent; }
bool isInEffect() const { return ensureCalculated().isInEffect; }
bool isInPlay() const { return ensureCalculated().isInPlay; }
double timeToForwardsEffectChange() const { return ensureCalculated().timeToForwardsEffectChange; }
double timeToReverseEffectChange() const { return ensureCalculated().timeToReverseEffectChange; }
double currentIteration() const { return ensureCalculated().currentIteration; }
double iterationDuration() const;
// This method returns time in ms as it is unused except via the API.
double duration() const { return iterationDuration() * 1000; }
double activeDuration() const { return activeDurationInternal() * 1000; }
double activeDurationInternal() const;
double timeFraction() const { return ensureCalculated().timeFraction; }
double startTime() const { return m_startTime * 1000; }
double startTimeInternal() const { return m_startTime; }
double endTime() const { return endTimeInternal() * 1000; }
double endTimeInternal() const { return startTime() + specifiedTiming().startDelay + activeDurationInternal() + specifiedTiming().endDelay; }
const AnimationPlayer* player() const { return m_player; }
AnimationPlayer* player() { return m_player; }
AnimationPlayer* player(bool& isNull) { isNull = !m_player; return m_player; }
const Timing& specifiedTiming() const { return m_timing; }
PassRefPtrWillBeRawPtr<AnimationNodeTiming> timing();
void updateSpecifiedTiming(const Timing&);
// This method returns time in ms as it is unused except via the API.
double localTime(bool& isNull) const { isNull = !m_player; return ensureCalculated().localTime * 1000; }
double currentIteration(bool& isNull) const { isNull = !ensureCalculated().isInEffect; return ensureCalculated().currentIteration; }
virtual void trace(Visitor*);
protected:
explicit AnimationNode(const Timing&, PassOwnPtr<EventDelegate> = nullptr);
// When AnimationNode receives a new inherited time via updateInheritedTime
// it will (if necessary) recalculate timings and (if necessary) call
// updateChildrenAndEffects.
void updateInheritedTime(double inheritedTime, TimingUpdateReason) const;
void invalidate() const { m_needsUpdate = true; };
bool hasEvents() const { return m_eventDelegate; }
void clearEventDelegate() { m_eventDelegate = nullptr; }
virtual void attach(AnimationPlayer* player)
{
m_player = player;
}
virtual void detach()
{
ASSERT(m_player);
m_player = nullptr;
}
double repeatedDuration() const;
virtual void updateChildrenAndEffects() const = 0;
virtual double intrinsicIterationDuration() const { return 0; };
virtual double calculateTimeToEffectChange(bool forwards, double localTime, double timeToNextIteration) const = 0;
virtual void specifiedTimingChanged() { }
// FIXME: m_parent and m_startTime are placeholders, they depend on timing groups.
RawPtrWillBeMember<AnimationNode> m_parent;
const double m_startTime;
RawPtrWillBeMember<AnimationPlayer> m_player;
Timing m_timing;
OwnPtr<EventDelegate> m_eventDelegate;
mutable struct CalculatedTiming {
Phase phase;
double currentIteration;
double timeFraction;
bool isCurrent;
bool isInEffect;
bool isInPlay;
double localTime;
double timeToForwardsEffectChange;
double timeToReverseEffectChange;
} m_calculated;
mutable bool m_needsUpdate;
mutable double m_lastUpdateTime;
const CalculatedTiming& ensureCalculated() const;
};
} // namespace WebCore
#endif
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