File: Animation.h

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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 Animation_h
#define Animation_h

#include "bindings/core/v8/ActiveScriptWrappable.h"
#include "bindings/core/v8/ExceptionState.h"
#include "bindings/core/v8/ScriptPromise.h"
#include "bindings/core/v8/ScriptPromiseProperty.h"
#include "core/CSSPropertyNames.h"
#include "core/CoreExport.h"
#include "core/animation/AnimationEffectReadOnly.h"
#include "core/dom/ContextLifecycleObserver.h"
#include "core/dom/DOMException.h"
#include "core/events/EventTarget.h"
#include "platform/animation/CompositorAnimationDelegate.h"
#include "platform/animation/CompositorAnimationPlayerClient.h"
#include "platform/heap/Handle.h"
#include "wtf/RefPtr.h"
#include <memory>

namespace blink {

class AnimationTimeline;
class CompositorAnimationPlayer;
class Element;
class ExceptionState;
class TreeScope;

class CORE_EXPORT Animation final : public EventTargetWithInlineData,
                                    public ActiveScriptWrappable<Animation>,
                                    public ContextLifecycleObserver,
                                    public CompositorAnimationDelegate,
                                    public CompositorAnimationPlayerClient {
  DEFINE_WRAPPERTYPEINFO();
  USING_GARBAGE_COLLECTED_MIXIN(Animation);

 public:
  enum AnimationPlayState { Unset, Idle, Pending, Running, Paused, Finished };

  static Animation* create(AnimationEffectReadOnly*, AnimationTimeline*);
  ~Animation();
  void dispose();

  // Returns whether the animation is finished.
  bool update(TimingUpdateReason);

  // timeToEffectChange returns:
  //  infinity  - if this animation is no longer in effect
  //  0         - if this animation requires an update on the next frame
  //  n         - if this animation requires an update after 'n' units of time
  double timeToEffectChange();

  void cancel();

  double currentTime(bool& isNull);
  double currentTime();
  void setCurrentTime(double newCurrentTime);

  double currentTimeInternal() const;
  double unlimitedCurrentTimeInternal() const;

  void setCurrentTimeInternal(double newCurrentTime,
                              TimingUpdateReason = TimingUpdateOnDemand);
  bool paused() const { return m_paused && !m_isPausedForTesting; }
  static const char* playStateString(AnimationPlayState);
  String playState() const { return playStateString(playStateInternal()); }
  AnimationPlayState playStateInternal() const;

  void pause(ExceptionState& = ASSERT_NO_EXCEPTION);
  void play(ExceptionState& = ASSERT_NO_EXCEPTION);
  void reverse(ExceptionState& = ASSERT_NO_EXCEPTION);
  void finish(ExceptionState& = ASSERT_NO_EXCEPTION);

  ScriptPromise finished(ScriptState*);
  ScriptPromise ready(ScriptState*);

  bool playing() const {
    return !(playStateInternal() == Idle || limited() || m_paused ||
             m_isPausedForTesting);
  }
  bool limited() const { return limited(currentTimeInternal()); }
  bool finishedInternal() const { return m_finished; }

  DEFINE_ATTRIBUTE_EVENT_LISTENER(finish);
  DEFINE_ATTRIBUTE_EVENT_LISTENER(cancel);

  const AtomicString& interfaceName() const override;
  ExecutionContext* getExecutionContext() const override;
  bool hasPendingActivity() const final;
  void contextDestroyed(ExecutionContext*) override;

  double playbackRate() const;
  void setPlaybackRate(double);
  const AnimationTimeline* timeline() const { return m_timeline; }
  AnimationTimeline* timeline() { return m_timeline; }

  double calculateStartTime(double currentTime) const;
  bool hasStartTime() const { return !isNull(m_startTime); }
  double startTime(bool& isNull) const;
  double startTime() const;
  double startTimeInternal() const { return m_startTime; }
  void setStartTime(double);
  void setStartTimeInternal(double);

  const AnimationEffectReadOnly* effect() const { return m_content.get(); }
  AnimationEffectReadOnly* effect() { return m_content.get(); }
  void setEffect(AnimationEffectReadOnly*);

  void setId(const String& id) { m_id = id; }
  const String& id() const { return m_id; }

  // Pausing via this method is not reflected in the value returned by
  // paused() and must never overlap with pausing via pause().
  void pauseForTesting(double pauseTime);
  void disableCompositedAnimationForTesting();

  // This should only be used for CSS
  void unpause();

  void setOutdated();
  bool outdated() { return m_outdated; }

  bool canStartAnimationOnCompositor() const;
  bool isCandidateForAnimationOnCompositor() const;
  bool maybeStartAnimationOnCompositor();
  void cancelAnimationOnCompositor();
  void restartAnimationOnCompositor();
  void cancelIncompatibleAnimationsOnCompositor();
  bool hasActiveAnimationsOnCompositor();
  void setCompositorPending(bool effectChanged = false);
  void notifyCompositorStartTime(double timelineTime);
  void notifyStartTime(double timelineTime);
  // CompositorAnimationPlayerClient implementation.
  CompositorAnimationPlayer* compositorPlayer() const override {
    return m_compositorPlayer ? m_compositorPlayer->player() : nullptr;
  }

  bool affects(const Element&, CSSPropertyID) const;

  // Returns whether we should continue with the commit for this animation or
  // wait until next commit.
  bool preCommit(int compositorGroup, bool startOnCompositor);
  void postCommit(double timelineTime);

  unsigned sequenceNumber() const { return m_sequenceNumber; }
  int compositorGroup() const { return m_compositorGroup; }

  static bool hasLowerPriority(const Animation* animation1,
                               const Animation* animation2) {
    return animation1->sequenceNumber() < animation2->sequenceNumber();
  }

  bool effectSuppressed() const { return m_effectSuppressed; }
  void setEffectSuppressed(bool);

  void invalidateKeyframeEffect(const TreeScope&);

  DECLARE_VIRTUAL_TRACE();

 protected:
  DispatchEventResult dispatchEventInternal(Event*) override;
  void addedEventListener(const AtomicString& eventType,
                          RegisteredEventListener&) override;

 private:
  Animation(ExecutionContext*, AnimationTimeline&, AnimationEffectReadOnly*);

  void clearOutdated();
  void forceServiceOnNextFrame();

  double effectEnd() const;
  bool limited(double currentTime) const;

  AnimationPlayState calculatePlayState();
  double calculateCurrentTime() const;

  void unpauseInternal();
  void setPlaybackRateInternal(double);
  void updateCurrentTimingState(TimingUpdateReason);

  void beginUpdatingState();
  void endUpdatingState();

  void createCompositorPlayer();
  void destroyCompositorPlayer();
  void attachCompositorTimeline();
  void detachCompositorTimeline();
  void attachCompositedLayers();
  void detachCompositedLayers();
  // CompositorAnimationDelegate implementation.
  void notifyAnimationStarted(double monotonicTime, int group) override;
  void notifyAnimationFinished(double monotonicTime, int group) override {}
  void notifyAnimationAborted(double monotonicTime, int group) override {}

  using AnimationPromise = ScriptPromiseProperty<Member<Animation>,
                                                 Member<Animation>,
                                                 Member<DOMException>>;
  void resolvePromiseAsync(AnimationPromise*);

  String m_id;

  AnimationPlayState m_playState;
  double m_playbackRate;
  double m_startTime;
  double m_holdTime;

  unsigned m_sequenceNumber;

  Member<AnimationPromise> m_finishedPromise;
  Member<AnimationPromise> m_readyPromise;

  Member<AnimationEffectReadOnly> m_content;
  Member<AnimationTimeline> m_timeline;

  // Reflects all pausing, including via pauseForTesting().
  bool m_paused;
  bool m_held;
  bool m_isPausedForTesting;
  bool m_isCompositedAnimationDisabledForTesting;

  // This indicates timing information relevant to the animation's effect
  // has changed by means other than the ordinary progression of time
  bool m_outdated;

  bool m_finished;
  // Holds a 'finished' event queued for asynchronous dispatch via the
  // ScriptedAnimationController. This object remains active until the
  // event is actually dispatched.
  Member<Event> m_pendingFinishedEvent;

  Member<Event> m_pendingCancelledEvent;

  enum CompositorAction { None, Pause, Start, PauseThenStart };

  class CompositorState {
    USING_FAST_MALLOC(CompositorState);
    WTF_MAKE_NONCOPYABLE(CompositorState);

   public:
    CompositorState(Animation& animation)
        : startTime(animation.m_startTime),
          holdTime(animation.m_holdTime),
          playbackRate(animation.m_playbackRate),
          effectChanged(false),
          pendingAction(Start) {}
    double startTime;
    double holdTime;
    double playbackRate;
    bool effectChanged;
    CompositorAction pendingAction;
  };

  enum CompositorPendingChange {
    SetCompositorPending,
    SetCompositorPendingWithEffectChanged,
    DoNotSetCompositorPending,
  };

  class PlayStateUpdateScope {
    STACK_ALLOCATED();

   public:
    PlayStateUpdateScope(Animation&,
                         TimingUpdateReason,
                         CompositorPendingChange = SetCompositorPending);
    ~PlayStateUpdateScope();

   private:
    Member<Animation> m_animation;
    AnimationPlayState m_initialPlayState;
    CompositorPendingChange m_compositorPendingChange;
  };

  // CompositorAnimationPlayer objects need to eagerly sever
  // their connection to their Animation delegate; use a separate
  // 'holder' on-heap object to accomplish that.
  class CompositorAnimationPlayerHolder
      : public GarbageCollectedFinalized<CompositorAnimationPlayerHolder> {
    USING_PRE_FINALIZER(CompositorAnimationPlayerHolder, dispose);

   public:
    static CompositorAnimationPlayerHolder* create(Animation*);

    void detach();

    DEFINE_INLINE_TRACE() { visitor->trace(m_animation); }

    CompositorAnimationPlayer* player() const {
      return m_compositorPlayer.get();
    }

   private:
    explicit CompositorAnimationPlayerHolder(Animation*);

    void dispose();

    std::unique_ptr<CompositorAnimationPlayer> m_compositorPlayer;
    Member<Animation> m_animation;
  };

  // This mirrors the known compositor state. It is created when a compositor
  // animation is started. Updated once the start time is known and each time
  // modifications are pushed to the compositor.
  std::unique_ptr<CompositorState> m_compositorState;
  bool m_compositorPending;
  int m_compositorGroup;

  Member<CompositorAnimationPlayerHolder> m_compositorPlayer;

  bool m_currentTimePending;
  bool m_stateIsBeingUpdated;

  bool m_effectSuppressed;
};

}  // namespace blink

#endif  // Animation_h