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 "Animation.h" 33#include "CSSPropertyNames.h" 34#include "RenderStyleConstants.h" 35#include <wtf/HashMap.h> 36#include <wtf/HashSet.h> 37#include <wtf/RefCounted.h> 38#include <wtf/text/AtomicString.h> 39 40namespace WebCore { 41 42class AnimationBase; 43class AnimationController; 44class CompositeAnimation; 45class Element; 46class Node; 47class RenderObject; 48class RenderStyle; 49class TimingFunction; 50 51class AnimationBase : public RefCounted<AnimationBase> { 52 friend class CompositeAnimation; 53 friend class CSSPropertyAnimation; 54 55public: 56 AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim); 57 virtual ~AnimationBase() { } 58 59 RenderObject* renderer() const { return m_object; } 60 void clear() 61 { 62 endAnimation(); 63 m_object = 0; 64 m_compAnim = 0; 65 } 66 67 double duration() const; 68 69 // Animations and Transitions go through the states below. When entering the STARTED state 70 // the animation is started. This may or may not require deferred response from the animator. 71 // If so, we stay in this state until that response is received (and it returns the start time). 72 // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping 73 // or AnimationStateEnding. 74 enum AnimState { 75 AnimationStateNew, // animation just created, animation not running yet 76 AnimationStateStartWaitTimer, // start timer running, waiting for fire 77 AnimationStateStartWaitStyleAvailable, // waiting for style setup so we can start animations 78 AnimationStateStartWaitResponse, // animation started, waiting for response 79 AnimationStateLooping, // response received, animation running, loop timer running, waiting for fire 80 AnimationStateEnding, // received, animation running, end timer running, waiting for fire 81 AnimationStatePausedNew, // in pause mode when animation was created 82 AnimationStatePausedWaitTimer, // in pause mode when animation started 83 AnimationStatePausedWaitStyleAvailable, // in pause mode when waiting for style setup 84 AnimationStatePausedWaitResponse, // animation paused when in STARTING state 85 AnimationStatePausedRun, // animation paused when in LOOPING or ENDING state 86 AnimationStateDone, // end timer fired, animation finished and removed 87 AnimationStateFillingForwards // animation has ended and is retaining its final value 88 }; 89 90 enum AnimStateInput { 91 AnimationStateInputMakeNew, // reset back to new from any state 92 AnimationStateInputStartAnimation, // animation requests a start 93 AnimationStateInputRestartAnimation, // force a restart from any state 94 AnimationStateInputStartTimerFired, // start timer fired 95 AnimationStateInputStyleAvailable, // style is setup, ready to start animating 96 AnimationStateInputStartTimeSet, // m_startTime was set 97 AnimationStateInputLoopTimerFired, // loop timer fired 98 AnimationStateInputEndTimerFired, // end timer fired 99 AnimationStateInputPauseOverride, // pause an animation due to override 100 AnimationStateInputResumeOverride, // resume an overridden animation 101 AnimationStateInputPlayStateRunning, // play state paused -> running 102 AnimationStateInputPlayStatePaused, // play state running -> paused 103 AnimationStateInputEndAnimation // force an end from any state 104 }; 105 106 // Called when animation is in AnimationStateNew to start animation 107 void updateStateMachine(AnimStateInput, double param); 108 109 // Animation has actually started, at passed time 110 void onAnimationStartResponse(double startTime) 111 { 112 updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime); 113 } 114 115 // Called to change to or from paused state 116 void updatePlayState(EAnimPlayState); 117 bool playStatePlaying() const; 118 119 bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStatePausedNew; } 120 bool preActive() const 121 { 122 return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse; 123 } 124 125 bool postActive() const { return m_animState == AnimationStateDone; } 126 bool active() const { return !postActive() && !preActive(); } 127 bool running() const { return !isNew() && !postActive(); } 128 bool paused() const { return m_pauseTime >= 0 || m_animState == AnimationStatePausedNew; } 129 bool isNew() const { return m_animState == AnimationStateNew || m_animState == AnimationStatePausedNew; } 130 bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; } 131 bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; } 132 133 virtual double timeToNextService(); 134 135 double progress(double scale, double offset, const TimingFunction*) const; 136 137 virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/, RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) = 0; 138 virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) = 0; 139 140 virtual bool shouldFireEvents() const { return false; } 141 142 void fireAnimationEventsIfNeeded(); 143 144 bool animationsMatch(const Animation*) const; 145 146 void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); } 147 148 // Return true if this animation is overridden. This will only be the case for 149 // ImplicitAnimations and is used to determine whether or not we should force 150 // set the start time. If an animation is overridden, it will probably not get 151 // back the AnimationStateInputStartTimeSet input. 152 virtual bool overridden() const { return false; } 153 154 // Does this animation/transition involve the given property? 155 virtual bool affectsProperty(CSSPropertyID /*property*/) const { return false; } 156 157 bool isAnimatingProperty(CSSPropertyID property, bool acceleratedOnly, bool isRunningNow) const 158 { 159 if (acceleratedOnly && !m_isAccelerated) 160 return false; 161 162 if (isRunningNow) 163 return (!waitingToStart() && !postActive()) && affectsProperty(property); 164 165 return !postActive() && affectsProperty(property); 166 } 167 168 // FIXME: rename this using the "lists match" terminology. 169 bool isTransformFunctionListValid() const { return m_transformFunctionListValid; } 170#if ENABLE(CSS_FILTERS) 171 bool filterFunctionListsMatch() const { return m_filterFunctionListsMatch; } 172#endif 173 174 // Freeze the animation; used by DumpRenderTree. 175 void freezeAtTime(double t); 176 177 // Play and pause API 178 void play(); 179 void pause(); 180 181 double beginAnimationUpdateTime() const; 182 183 double getElapsedTime() const; 184 // Setting the elapsed time will adjust the start time and possibly pause time. 185 void setElapsedTime(double); 186 187 void styleAvailable() 188 { 189 ASSERT(waitingForStyleAvailable()); 190 updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1); 191 } 192 193 const Animation* animation() const { return m_animation.get(); } 194 195protected: 196 virtual void overrideAnimations() { } 197 virtual void resumeOverriddenAnimations() { } 198 199 CompositeAnimation* compositeAnimation() { return m_compAnim; } 200 201 // These are called when the corresponding timer fires so subclasses can do any extra work 202 virtual void onAnimationStart(double /*elapsedTime*/) { } 203 virtual void onAnimationIteration(double /*elapsedTime*/) { } 204 virtual void onAnimationEnd(double /*elapsedTime*/) { } 205 206 // timeOffset is an offset from the current time when the animation should start. Negative values are OK. 207 // Return value indicates whether to expect an asynchronous notifyAnimationStarted() callback. 208 virtual bool startAnimation(double /*timeOffset*/) { return false; } 209 // timeOffset is the time at which the animation is being paused. 210 virtual void pauseAnimation(double /*timeOffset*/) { } 211 virtual void endAnimation() { } 212 213 void goIntoEndingOrLoopingState(); 214 215 bool isAccelerated() const { return m_isAccelerated; } 216 217 static void setNeedsStyleRecalc(Node*); 218 219 void getTimeToNextEvent(double& time, bool& isLooping) const; 220 221 double fractionalTime(double scale, double elapsedTime, double offset) const; 222 223 AnimState m_animState; 224 225 bool m_isAccelerated; 226 bool m_transformFunctionListValid; 227#if ENABLE(CSS_FILTERS) 228 bool m_filterFunctionListsMatch; 229#endif 230 double m_startTime; 231 double m_pauseTime; 232 double m_requestedStartTime; 233 234 double m_totalDuration; 235 double m_nextIterationDuration; 236 237 RenderObject* m_object; 238 239 RefPtr<Animation> m_animation; 240 CompositeAnimation* m_compAnim; 241}; 242 243} // namespace WebCore 244 245#endif // AnimationBase_h 246