/* * 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 SKY_ENGINE_CORE_ANIMATION_ELEMENTANIMATION_H_ #define SKY_ENGINE_CORE_ANIMATION_ELEMENTANIMATION_H_ #include "gen/sky/platform/RuntimeEnabledFeatures.h" #include "sky/engine/core/animation/ActiveAnimations.h" #include "sky/engine/core/animation/Animation.h" #include "sky/engine/core/animation/AnimationTimeline.h" #include "sky/engine/core/animation/EffectInput.h" #include "sky/engine/core/animation/TimingInput.h" #include "sky/engine/core/dom/Document.h" #include "sky/engine/core/dom/Element.h" namespace blink { class Dictionary; class ElementAnimation { public: static AnimationPlayer* animate(Element& element, PassRefPtr effect, const Dictionary& timingInputDictionary) { return animateInternal(element, effect, TimingInput::convert(timingInputDictionary)); } static AnimationPlayer* animate(Element& element, PassRefPtr effect, double duration) { return animateInternal(element, effect, TimingInput::convert(duration)); } static AnimationPlayer* animate(Element& element, PassRefPtr effect) { return animateInternal(element, effect, Timing()); } static AnimationPlayer* animate(Element& element, const Vector& keyframeDictionaryVector, const Dictionary& timingInputDictionary, ExceptionState& exceptionState) { RefPtr effect = EffectInput::convert(&element, keyframeDictionaryVector, exceptionState); if (exceptionState.had_exception()) return 0; ASSERT(effect); return animateInternal(element, effect.release(), TimingInput::convert(timingInputDictionary)); } static AnimationPlayer* animate(Element& element, const Vector& keyframeDictionaryVector, double duration, ExceptionState& exceptionState) { RefPtr effect = EffectInput::convert(&element, keyframeDictionaryVector, exceptionState); if (exceptionState.had_exception()) return 0; ASSERT(effect); return animateInternal(element, effect.release(), TimingInput::convert(duration)); } static AnimationPlayer* animate(Element& element, const Vector& keyframeDictionaryVector, ExceptionState& exceptionState) { RefPtr effect = EffectInput::convert(&element, keyframeDictionaryVector, exceptionState); if (exceptionState.had_exception()) return 0; ASSERT(effect); return animateInternal(element, effect.release(), Timing()); } static Vector > getAnimationPlayers(Element& element) { Vector > animationPlayers; if (!element.hasActiveAnimations()) return animationPlayers; const AnimationPlayerCountedSet& players = element.activeAnimations()->players(); for (AnimationPlayerCountedSet::const_iterator it = players.begin(); it != players.end(); ++it) { ASSERT(it->key->source()); if (it->key->source()->isCurrent()) animationPlayers.append(it->key); } return animationPlayers; } private: static AnimationPlayer* animateInternal(Element& element, PassRefPtr effect, const Timing& timing) { RefPtr animation = Animation::create(&element, effect, timing); return element.document().timeline().play(animation.get()); } }; } // namespace blink #endif // SKY_ENGINE_CORE_ANIMATION_ELEMENTANIMATION_H_