/* * 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. */ #include "sky/engine/core/animation/Animation.h" #include "sky/engine/bindings/exception_state.h" #include "sky/engine/core/animation/ActiveAnimations.h" #include "sky/engine/core/animation/AnimationHelpers.h" #include "sky/engine/core/animation/AnimationPlayer.h" #include "sky/engine/core/animation/AnimationTimeline.h" #include "sky/engine/core/animation/Interpolation.h" #include "sky/engine/core/animation/KeyframeEffectModel.h" #include "sky/engine/core/dom/Element.h" #include "sky/engine/core/rendering/RenderLayer.h" namespace blink { PassRefPtr Animation::create(Element* target, PassRefPtr effect, const Timing& timing, Priority priority, PassOwnPtr eventDelegate) { return adoptRef(new Animation(target, effect, timing, priority, eventDelegate)); } PassRefPtr Animation::create(Element* element, double duration, ExceptionState&) { return create(element, PassRefPtr(), TimingInput::convert(duration)); } PassRefPtr Animation::create(Element* element, ExceptionState& es) { return create(element, 0.0, es); } Animation::Animation(Element* target, PassRefPtr effect, const Timing& timing, Priority priority, PassOwnPtr eventDelegate) : AnimationNode(timing, eventDelegate) , m_target(target) , m_effect(effect) , m_sampledEffect(nullptr) , m_priority(priority) { if (m_target) m_target->ensureActiveAnimations().addAnimation(this); } Animation::~Animation() { if (m_target) m_target->activeAnimations()->notifyAnimationDestroyed(this); } void Animation::attach(AnimationPlayer* player) { if (m_target) { m_target->ensureActiveAnimations().players().add(player); m_target->setNeedsAnimationStyleRecalc(); } AnimationNode::attach(player); } void Animation::detach() { if (m_target) m_target->activeAnimations()->players().remove(player()); if (m_sampledEffect) clearEffects(); AnimationNode::detach(); } void Animation::specifiedTimingChanged() { if (player()) { // FIXME: Needs to consider groups when added. ASSERT(player()->source() == this); player()->setPending(); } } static AnimationStack& ensureAnimationStack(Element* element) { return element->ensureActiveAnimations().defaultStack(); } void Animation::applyEffects() { ASSERT(isInEffect()); ASSERT(player()); if (!m_target || !m_effect) return; double iteration = currentIteration(); ASSERT(iteration >= 0); // FIXME: Handle iteration values which overflow int. OwnPtr > > interpolations = m_effect->sample(static_cast(iteration), timeFraction(), iterationDuration()); if (m_sampledEffect) { m_sampledEffect->setInterpolations(interpolations.release()); } else if (!interpolations->isEmpty()) { OwnPtr sampledEffect = SampledEffect::create(this, interpolations.release()); m_sampledEffect = sampledEffect.get(); ensureAnimationStack(m_target).add(sampledEffect.release()); } else { return; } m_target->setNeedsAnimationStyleRecalc(); } void Animation::clearEffects() { ASSERT(player()); ASSERT(m_sampledEffect); m_sampledEffect->clear(); m_sampledEffect = nullptr; m_target->setNeedsAnimationStyleRecalc(); invalidate(); } void Animation::updateChildrenAndEffects() const { if (!m_effect) return; if (isInEffect()) const_cast(this)->applyEffects(); else if (m_sampledEffect) const_cast(this)->clearEffects(); } double Animation::calculateTimeToEffectChange(bool forwards, double localTime, double timeToNextIteration) const { const double start = startTimeInternal() + specifiedTiming().startDelay; const double end = start + activeDurationInternal(); switch (phase()) { case PhaseBefore: ASSERT(start >= localTime); return forwards ? start - localTime : std::numeric_limits::infinity(); case PhaseActive: return 0; case PhaseAfter: ASSERT(localTime >= end); // If this Animation is still in effect then it will need to update // when its parent goes out of effect. We have no way of knowing when // that will be, however, so the parent will need to supply it. return forwards ? std::numeric_limits::infinity() : localTime - end; default: ASSERT_NOT_REACHED(); return std::numeric_limits::infinity(); } } void Animation::notifySampledEffectRemovedFromAnimationStack() { ASSERT(m_sampledEffect); m_sampledEffect = nullptr; } void Animation::notifyElementDestroyed() { // If our player is kept alive just by the sampledEffect, we might get our // destructor called when we call SampledEffect::clear(), so we need to // clear m_sampledEffect first. m_target = nullptr; clearEventDelegate(); SampledEffect* sampledEffect = m_sampledEffect; m_sampledEffect = nullptr; if (sampledEffect) sampledEffect->clear(); } } // namespace blink