/* * 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/config.h" #include "sky/engine/core/animation/AnimationNode.h" #include "sky/engine/core/animation/AnimationNodeTiming.h" #include "sky/engine/core/animation/AnimationPlayer.h" #include "sky/engine/core/animation/TimingCalculations.h" namespace blink { namespace { Timing::FillMode resolvedFillMode(Timing::FillMode fillMode, bool isAnimation) { if (fillMode != Timing::FillModeAuto) return fillMode; if (isAnimation) return Timing::FillModeNone; return Timing::FillModeBoth; } } // namespace AnimationNode::AnimationNode(const Timing& timing, PassOwnPtr eventDelegate) : m_parent(nullptr) , m_startTime(0) , m_player(nullptr) , m_timing(timing) , m_eventDelegate(eventDelegate) , m_calculated() , m_needsUpdate(true) , m_lastUpdateTime(nullValue()) { m_timing.assertValid(); } double AnimationNode::iterationDuration() const { double result = std::isnan(m_timing.iterationDuration) ? intrinsicIterationDuration() : m_timing.iterationDuration; ASSERT(result >= 0); return result; } double AnimationNode::repeatedDuration() const { const double result = multiplyZeroAlwaysGivesZero(iterationDuration(), m_timing.iterationCount); ASSERT(result >= 0); return result; } double AnimationNode::activeDurationInternal() const { const double result = m_timing.playbackRate ? repeatedDuration() / std::abs(m_timing.playbackRate) : std::numeric_limits::infinity(); ASSERT(result >= 0); return result; } void AnimationNode::updateSpecifiedTiming(const Timing& timing) { // FIXME: Test whether the timing is actually different? m_timing = timing; invalidate(); if (m_player) m_player->setOutdated(); specifiedTimingChanged(); } void AnimationNode::updateInheritedTime(double inheritedTime, TimingUpdateReason reason) const { bool needsUpdate = m_needsUpdate || (m_lastUpdateTime != inheritedTime && !(isNull(m_lastUpdateTime) && isNull(inheritedTime))); m_needsUpdate = false; m_lastUpdateTime = inheritedTime; const double localTime = inheritedTime - m_startTime; double timeToNextIteration = std::numeric_limits::infinity(); if (needsUpdate) { const double activeDuration = this->activeDurationInternal(); const Phase currentPhase = calculatePhase(activeDuration, localTime, m_timing); // FIXME: parentPhase depends on groups being implemented. const AnimationNode::Phase parentPhase = AnimationNode::PhaseActive; const double activeTime = calculateActiveTime(activeDuration, resolvedFillMode(m_timing.fillMode, isAnimation()), localTime, parentPhase, currentPhase, m_timing); double currentIteration; double timeFraction; if (const double iterationDuration = this->iterationDuration()) { const double startOffset = multiplyZeroAlwaysGivesZero(m_timing.iterationStart, iterationDuration); ASSERT(startOffset >= 0); const double scaledActiveTime = calculateScaledActiveTime(activeDuration, activeTime, startOffset, m_timing); const double iterationTime = calculateIterationTime(iterationDuration, repeatedDuration(), scaledActiveTime, startOffset, m_timing); currentIteration = calculateCurrentIteration(iterationDuration, iterationTime, scaledActiveTime, m_timing); timeFraction = calculateTransformedTime(currentIteration, iterationDuration, iterationTime, m_timing) / iterationDuration; if (!isNull(iterationTime)) { timeToNextIteration = (iterationDuration - iterationTime) / std::abs(m_timing.playbackRate); if (activeDuration - activeTime < timeToNextIteration) timeToNextIteration = std::numeric_limits::infinity(); } } else { const double localIterationDuration = 1; const double localRepeatedDuration = localIterationDuration * m_timing.iterationCount; ASSERT(localRepeatedDuration >= 0); const double localActiveDuration = m_timing.playbackRate ? localRepeatedDuration / std::abs(m_timing.playbackRate) : std::numeric_limits::infinity(); ASSERT(localActiveDuration >= 0); const double localLocalTime = localTime < m_timing.startDelay ? localTime : localActiveDuration + m_timing.startDelay; const AnimationNode::Phase localCurrentPhase = calculatePhase(localActiveDuration, localLocalTime, m_timing); const double localActiveTime = calculateActiveTime(localActiveDuration, resolvedFillMode(m_timing.fillMode, isAnimation()), localLocalTime, parentPhase, localCurrentPhase, m_timing); const double startOffset = m_timing.iterationStart * localIterationDuration; ASSERT(startOffset >= 0); const double scaledActiveTime = calculateScaledActiveTime(localActiveDuration, localActiveTime, startOffset, m_timing); const double iterationTime = calculateIterationTime(localIterationDuration, localRepeatedDuration, scaledActiveTime, startOffset, m_timing); currentIteration = calculateCurrentIteration(localIterationDuration, iterationTime, scaledActiveTime, m_timing); timeFraction = calculateTransformedTime(currentIteration, localIterationDuration, iterationTime, m_timing); } m_calculated.currentIteration = currentIteration; m_calculated.timeFraction = timeFraction; m_calculated.phase = currentPhase; m_calculated.isInEffect = !isNull(activeTime); m_calculated.isInPlay = phase() == PhaseActive && (!m_parent || m_parent->isInPlay()); m_calculated.isCurrent = phase() == PhaseBefore || isInPlay() || (m_parent && m_parent->isCurrent()); m_calculated.localTime = m_lastUpdateTime - m_startTime; } // Test for events even if timing didn't need an update as the player may have gained a start time. // FIXME: Refactor so that we can ASSERT(m_player) here, this is currently required to be nullable for testing. if (reason == TimingUpdateForAnimationFrame && (!m_player || m_player->hasStartTime() || m_player->paused())) { if (m_eventDelegate) m_eventDelegate->onEventCondition(this); } if (needsUpdate) { // FIXME: This probably shouldn't be recursive. updateChildrenAndEffects(); m_calculated.timeToForwardsEffectChange = calculateTimeToEffectChange(true, localTime, timeToNextIteration); m_calculated.timeToReverseEffectChange = calculateTimeToEffectChange(false, localTime, timeToNextIteration); } } const AnimationNode::CalculatedTiming& AnimationNode::ensureCalculated() const { if (!m_player) return m_calculated; if (m_player->outdated()) m_player->update(TimingUpdateOnDemand); ASSERT(!m_player->outdated()); return m_calculated; } PassRefPtr AnimationNode::timing() { return AnimationNodeTiming::create(this); } } // namespace blink