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I also removed it from a bunch of core/ as almost all the places its included it is not actually needed. BUG=435243 TBR=yurys@chromium.org Review URL: https://codereview.chromium.org/775803002
170 lines
6.4 KiB
C++
170 lines
6.4 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 SKY_ENGINE_CORE_ANIMATION_ANIMATIONNODE_H_
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#define SKY_ENGINE_CORE_ANIMATION_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/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 // SKY_ENGINE_CORE_ANIMATION_ANIMATIONNODE_H_
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