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This caused us to lose our gn check certification. :( Turns out gn check was just ignoring all the header paths it didn't understand and so gn check passing for sky wasn't meaning much. I tried to straighten out some of the mess in this CL, but its going to take several more rounds of massaging before gn check passes again. On the bright side (almost) all of our headers are absolute now. Turns out my script (attached to the bug) didn't notice ../ includes but I'll fix that in the next patch. R=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/746023002
171 lines
6.3 KiB
C++
171 lines
6.3 KiB
C++
/*
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* Copyright (C) 2013 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Google Inc. nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef AnimationNode_h
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#define AnimationNode_h
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#include "sky/engine/bindings/core/v8/ScriptWrappable.h"
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#include "sky/engine/core/animation/Timing.h"
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#include "sky/engine/platform/heap/Handle.h"
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#include "sky/engine/wtf/OwnPtr.h"
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#include "sky/engine/wtf/PassOwnPtr.h"
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#include "sky/engine/wtf/RefCounted.h"
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namespace blink {
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class AnimationPlayer;
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class AnimationNode;
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class AnimationNodeTiming;
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enum TimingUpdateReason {
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TimingUpdateOnDemand,
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TimingUpdateForAnimationFrame
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};
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static inline bool isNull(double value)
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{
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return std::isnan(value);
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}
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static inline double nullValue()
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{
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return std::numeric_limits<double>::quiet_NaN();
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}
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class AnimationNode : public RefCounted<AnimationNode>, public ScriptWrappable {
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DEFINE_WRAPPERTYPEINFO();
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friend class AnimationPlayer; // Calls attach/detach, updateInheritedTime.
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public:
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// Note that logic in CSSAnimations depends on the order of these values.
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enum Phase {
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PhaseBefore,
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PhaseActive,
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PhaseAfter,
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PhaseNone,
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};
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class EventDelegate {
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public:
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virtual ~EventDelegate() { }
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virtual void onEventCondition(const AnimationNode*) = 0;
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};
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virtual ~AnimationNode() { }
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virtual bool isAnimation() const { return false; }
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Phase phase() const { return ensureCalculated().phase; }
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bool isCurrent() const { return ensureCalculated().isCurrent; }
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bool isInEffect() const { return ensureCalculated().isInEffect; }
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bool isInPlay() const { return ensureCalculated().isInPlay; }
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double timeToForwardsEffectChange() const { return ensureCalculated().timeToForwardsEffectChange; }
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double timeToReverseEffectChange() const { return ensureCalculated().timeToReverseEffectChange; }
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double currentIteration() const { return ensureCalculated().currentIteration; }
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double iterationDuration() const;
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// This method returns time in ms as it is unused except via the API.
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double duration() const { return iterationDuration() * 1000; }
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double activeDuration() const { return activeDurationInternal() * 1000; }
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double activeDurationInternal() const;
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double timeFraction() const { return ensureCalculated().timeFraction; }
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double startTime() const { return m_startTime * 1000; }
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double startTimeInternal() const { return m_startTime; }
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double endTime() const { return endTimeInternal() * 1000; }
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double endTimeInternal() const { return startTime() + specifiedTiming().startDelay + activeDurationInternal() + specifiedTiming().endDelay; }
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const AnimationPlayer* player() const { return m_player; }
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AnimationPlayer* player() { return m_player; }
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const Timing& specifiedTiming() const { return m_timing; }
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PassRefPtr<AnimationNodeTiming> timing();
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void updateSpecifiedTiming(const Timing&);
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// This method returns time in ms as it is unused except via the API.
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double localTime(bool& isNull) const { isNull = !m_player; return ensureCalculated().localTime * 1000; }
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double currentIteration(bool& isNull) const { isNull = !ensureCalculated().isInEffect; return ensureCalculated().currentIteration; }
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protected:
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explicit AnimationNode(const Timing&, PassOwnPtr<EventDelegate> = nullptr);
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// When AnimationNode receives a new inherited time via updateInheritedTime
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// it will (if necessary) recalculate timings and (if necessary) call
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// updateChildrenAndEffects.
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void updateInheritedTime(double inheritedTime, TimingUpdateReason) const;
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void invalidate() const { m_needsUpdate = true; };
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bool hasEvents() const { return m_eventDelegate; }
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void clearEventDelegate() { m_eventDelegate = nullptr; }
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virtual void attach(AnimationPlayer* player)
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{
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m_player = player;
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}
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virtual void detach()
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{
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ASSERT(m_player);
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m_player = nullptr;
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}
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double repeatedDuration() const;
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virtual void updateChildrenAndEffects() const = 0;
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virtual double intrinsicIterationDuration() const { return 0; };
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virtual double calculateTimeToEffectChange(bool forwards, double localTime, double timeToNextIteration) const = 0;
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virtual void specifiedTimingChanged() { }
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// FIXME: m_parent and m_startTime are placeholders, they depend on timing groups.
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RawPtr<AnimationNode> m_parent;
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const double m_startTime;
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RawPtr<AnimationPlayer> m_player;
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Timing m_timing;
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OwnPtr<EventDelegate> m_eventDelegate;
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mutable struct CalculatedTiming {
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Phase phase;
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double currentIteration;
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double timeFraction;
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bool isCurrent;
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bool isInEffect;
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bool isInPlay;
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double localTime;
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double timeToForwardsEffectChange;
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double timeToReverseEffectChange;
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} m_calculated;
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mutable bool m_needsUpdate;
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mutable double m_lastUpdateTime;
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const CalculatedTiming& ensureCalculated() const;
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};
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} // namespace blink
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#endif
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