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/*
* Copyright (C) 2000 Lars Knoll (knoll@kde.org)
* (C) 2000 Antti Koivisto (koivisto@kde.org)
* (C) 2000 Dirk Mueller (mueller@kde.org)
* Copyright (C) 2003, 2005, 2006, 2007, 2008 Apple Inc. All rights reserved.
* Copyright (C) 2006 Graham Dennis (graham.dennis@gmail.com)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#ifndef Animation_h
#define Animation_h
#include "CSSPropertyNames.h"
#include "RenderStyleConstants.h"
#include "TimingFunction.h"
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
class Animation : public RefCounted<Animation> {
public:
~Animation();
static PassRefPtr<Animation> create() { return adoptRef(new Animation); }
static PassRefPtr<Animation> create(const Animation* o) { return adoptRef(new Animation(*o)); }
bool isDelaySet() const { return m_delaySet; }
bool isDirectionSet() const { return m_directionSet; }
bool isDurationSet() const { return m_durationSet; }
bool isFillModeSet() const { return m_fillModeSet; }
bool isIterationCountSet() const { return m_iterationCountSet; }
bool isNameSet() const { return m_nameSet; }
bool isPlayStateSet() const { return m_playStateSet; }
bool isPropertySet() const { return m_propertySet; }
bool isTimingFunctionSet() const { return m_timingFunctionSet; }
// Flags this to be the special "none" animation (animation-name: none)
bool isNoneAnimation() const { return m_isNone; }
// We can make placeholder Animation objects to keep the comma-separated lists
// of properties in sync. isValidAnimation means this is not a placeholder.
bool isValidAnimation() const { return !m_isNone && !m_name.isEmpty(); }
bool isEmpty() const
{
return (!m_directionSet && !m_durationSet && !m_fillModeSet
&& !m_nameSet && !m_playStateSet && !m_iterationCountSet
&& !m_delaySet && !m_timingFunctionSet && !m_propertySet);
}
bool isEmptyOrZeroDuration() const
{
return isEmpty() || (m_duration == 0 && m_delay <= 0);
}
void clearDelay() { m_delaySet = false; }
void clearDirection() { m_directionSet = false; }
void clearDuration() { m_durationSet = false; }
void clearFillMode() { m_fillModeSet = false; }
void clearIterationCount() { m_iterationCountSet = false; }
void clearName() { m_nameSet = false; }
void clearPlayState() { m_playStateSet = AnimPlayStatePlaying; }
void clearProperty() { m_propertySet = false; }
void clearTimingFunction() { m_timingFunctionSet = false; }
void clearAll()
{
clearDelay();
clearDirection();
clearDuration();
clearFillMode();
clearIterationCount();
clearName();
clearPlayState();
clearProperty();
clearTimingFunction();
}
double delay() const { return m_delay; }
enum AnimationMode {
AnimateAll,
AnimateNone,
AnimateSingleProperty
};
enum AnimationDirection {
AnimationDirectionNormal,
AnimationDirectionAlternate,
AnimationDirectionReverse,
AnimationDirectionAlternateReverse
};
AnimationDirection direction() const { return static_cast<AnimationDirection>(m_direction); }
bool directionIsForwards() const { return m_direction == AnimationDirectionNormal || m_direction == AnimationDirectionAlternate; }
unsigned fillMode() const { return m_fillMode; }
double duration() const { return m_duration; }
enum { IterationCountInfinite = -1 };
double iterationCount() const { return m_iterationCount; }
const String& name() const { return m_name; }
EAnimPlayState playState() const { return static_cast<EAnimPlayState>(m_playState); }
CSSPropertyID property() const { return m_property; }
const PassRefPtr<TimingFunction> timingFunction() const { return m_timingFunction; }
AnimationMode animationMode() const { return m_mode; }
void setDelay(double c) { m_delay = c; m_delaySet = true; }
void setDirection(AnimationDirection d) { m_direction = d; m_directionSet = true; }
void setDuration(double d) { ASSERT(d >= 0); m_duration = d; m_durationSet = true; }
void setFillMode(unsigned f) { m_fillMode = f; m_fillModeSet = true; }
void setIterationCount(double c) { m_iterationCount = c; m_iterationCountSet = true; }
void setName(const String& n) { m_name = n; m_nameSet = true; }
void setPlayState(EAnimPlayState d) { m_playState = d; m_playStateSet = true; }
void setProperty(CSSPropertyID t) { m_property = t; m_propertySet = true; }
void setTimingFunction(PassRefPtr<TimingFunction> f) { m_timingFunction = f; m_timingFunctionSet = true; }
void setAnimationMode(AnimationMode mode) { m_mode = mode; }
void setIsNoneAnimation(bool n) { m_isNone = n; }
Animation& operator=(const Animation& o);
// return true if all members of this class match (excluding m_next)
bool animationsMatch(const Animation*, bool matchPlayStates = true) const;
// return true every Animation in the chain (defined by m_next) match
bool operator==(const Animation& o) const { return animationsMatch(&o); }
bool operator!=(const Animation& o) const { return !(*this == o); }
bool fillsBackwards() const { return m_fillModeSet && (m_fillMode == AnimationFillModeBackwards || m_fillMode == AnimationFillModeBoth); }
bool fillsForwards() const { return m_fillModeSet && (m_fillMode == AnimationFillModeForwards || m_fillMode == AnimationFillModeBoth); }
private:
Animation();
Animation(const Animation& o);
String m_name;
CSSPropertyID m_property;
AnimationMode m_mode;
double m_iterationCount;
double m_delay;
double m_duration;
RefPtr<TimingFunction> m_timingFunction;
unsigned m_direction : 2; // AnimationDirection
unsigned m_fillMode : 2;
unsigned m_playState : 2;
bool m_delaySet : 1;
bool m_directionSet : 1;
bool m_durationSet : 1;
bool m_fillModeSet : 1;
bool m_iterationCountSet : 1;
bool m_nameSet : 1;
bool m_playStateSet : 1;
bool m_propertySet : 1;
bool m_timingFunctionSet : 1;
bool m_isNone : 1;
public:
static double initialAnimationDelay() { return 0; }
static AnimationDirection initialAnimationDirection() { return AnimationDirectionNormal; }
static double initialAnimationDuration() { return 0; }
static unsigned initialAnimationFillMode() { return AnimationFillModeNone; }
static double initialAnimationIterationCount() { return 1.0; }
static const String& initialAnimationName();
static EAnimPlayState initialAnimationPlayState() { return AnimPlayStatePlaying; }
static CSSPropertyID initialAnimationProperty() { return CSSPropertyInvalid; }
static const PassRefPtr<TimingFunction> initialAnimationTimingFunction() { return CubicBezierTimingFunction::create(); }
};
} // namespace WebCore
#endif // Animation_h
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