File: EffectStack.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 EffectStack_h
#define EffectStack_h

#include "core/CoreExport.h"
#include "core/animation/Animation.h"
#include "core/animation/EffectModel.h"
#include "core/animation/KeyframeEffect.h"
#include "core/animation/PropertyHandle.h"
#include "core/animation/SampledEffect.h"
#include "platform/geometry/FloatBox.h"
#include "wtf/HashSet.h"
#include "wtf/Vector.h"

namespace blink {

using ActiveInterpolationsMap = HashMap<PropertyHandle, ActiveInterpolations>;

class InertEffect;

// Represents the order in which a sequence of SampledEffects should apply.
// This sequence is broken down to per PropertyHandle granularity.
class CORE_EXPORT EffectStack {
  DISALLOW_NEW();
  WTF_MAKE_NONCOPYABLE(EffectStack);

 public:
  EffectStack();

  void add(SampledEffect* sampledEffect) {
    m_sampledEffects.push_back(sampledEffect);
  }
  bool isEmpty() const { return m_sampledEffects.isEmpty(); }
  bool hasActiveAnimationsOnCompositor(CSSPropertyID) const;

  using PropertyHandleFilter = bool (*)(const PropertyHandle&);
  bool affectsProperties(PropertyHandleFilter) const;
  static ActiveInterpolationsMap activeInterpolations(
      EffectStack*,
      const HeapVector<Member<const InertEffect>>* newAnimations,
      const HeapHashSet<Member<const Animation>>* suppressedAnimations,
      KeyframeEffectReadOnly::Priority,
      PropertyHandleFilter = nullptr);

  bool getAnimatedBoundingBox(FloatBox&, CSSPropertyID) const;
  DECLARE_TRACE();

 private:
  void removeRedundantSampledEffects();

  // Effects sorted by priority. Lower priority at the start of the list.
  HeapVector<Member<SampledEffect>> m_sampledEffects;

  friend class AnimationEffectStackTest;
};

}  // namespace blink

#endif  // EffectStack_h