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This CL generated by |sed -i '/sky\/engine\/config.h/d'| and a manual sweep to catch some oddballs. TBR=eseidel@chromium.org Review URL: https://codereview.chromium.org/1206763002.
200 lines
6.6 KiB
C++
200 lines
6.6 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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#include "sky/engine/core/animation/Animation.h"
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#include "sky/engine/bindings/exception_state.h"
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#include "sky/engine/core/animation/ActiveAnimations.h"
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#include "sky/engine/core/animation/AnimationHelpers.h"
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#include "sky/engine/core/animation/AnimationPlayer.h"
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#include "sky/engine/core/animation/AnimationTimeline.h"
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#include "sky/engine/core/animation/Interpolation.h"
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#include "sky/engine/core/animation/KeyframeEffectModel.h"
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#include "sky/engine/core/dom/Element.h"
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#include "sky/engine/core/rendering/RenderLayer.h"
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namespace blink {
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PassRefPtr<Animation> Animation::create(Element* target, PassRefPtr<AnimationEffect> effect, const Timing& timing, Priority priority, PassOwnPtr<EventDelegate> eventDelegate)
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{
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return adoptRef(new Animation(target, effect, timing, priority, eventDelegate));
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}
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PassRefPtr<Animation> Animation::create(Element* element, double duration, ExceptionState&)
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{
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return create(element, PassRefPtr<AnimationEffect>(), TimingInput::convert(duration));
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}
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PassRefPtr<Animation> Animation::create(Element* element, ExceptionState& es)
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{
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return create(element, 0.0, es);
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}
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Animation::Animation(Element* target, PassRefPtr<AnimationEffect> effect, const Timing& timing, Priority priority, PassOwnPtr<EventDelegate> eventDelegate)
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: AnimationNode(timing, eventDelegate)
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, m_target(target)
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, m_effect(effect)
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, m_sampledEffect(nullptr)
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, m_priority(priority)
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{
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if (m_target)
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m_target->ensureActiveAnimations().addAnimation(this);
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}
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Animation::~Animation()
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{
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if (m_target)
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m_target->activeAnimations()->notifyAnimationDestroyed(this);
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}
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void Animation::attach(AnimationPlayer* player)
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{
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if (m_target) {
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m_target->ensureActiveAnimations().players().add(player);
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m_target->setNeedsAnimationStyleRecalc();
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}
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AnimationNode::attach(player);
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}
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void Animation::detach()
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{
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if (m_target)
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m_target->activeAnimations()->players().remove(player());
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if (m_sampledEffect)
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clearEffects();
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AnimationNode::detach();
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}
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void Animation::specifiedTimingChanged()
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{
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if (player()) {
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// FIXME: Needs to consider groups when added.
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ASSERT(player()->source() == this);
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player()->setPending();
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}
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}
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static AnimationStack& ensureAnimationStack(Element* element)
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{
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return element->ensureActiveAnimations().defaultStack();
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}
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void Animation::applyEffects()
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{
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ASSERT(isInEffect());
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ASSERT(player());
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if (!m_target || !m_effect)
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return;
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double iteration = currentIteration();
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ASSERT(iteration >= 0);
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// FIXME: Handle iteration values which overflow int.
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OwnPtr<Vector<RefPtr<Interpolation> > > interpolations = m_effect->sample(static_cast<int>(iteration), timeFraction(), iterationDuration());
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if (m_sampledEffect) {
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m_sampledEffect->setInterpolations(interpolations.release());
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} else if (!interpolations->isEmpty()) {
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OwnPtr<SampledEffect> sampledEffect = SampledEffect::create(this, interpolations.release());
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m_sampledEffect = sampledEffect.get();
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ensureAnimationStack(m_target).add(sampledEffect.release());
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} else {
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return;
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}
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m_target->setNeedsAnimationStyleRecalc();
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}
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void Animation::clearEffects()
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{
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ASSERT(player());
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ASSERT(m_sampledEffect);
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m_sampledEffect->clear();
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m_sampledEffect = nullptr;
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m_target->setNeedsAnimationStyleRecalc();
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invalidate();
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}
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void Animation::updateChildrenAndEffects() const
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{
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if (!m_effect)
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return;
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if (isInEffect())
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const_cast<Animation*>(this)->applyEffects();
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else if (m_sampledEffect)
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const_cast<Animation*>(this)->clearEffects();
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}
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double Animation::calculateTimeToEffectChange(bool forwards, double localTime, double timeToNextIteration) const
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{
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const double start = startTimeInternal() + specifiedTiming().startDelay;
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const double end = start + activeDurationInternal();
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switch (phase()) {
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case PhaseBefore:
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ASSERT(start >= localTime);
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return forwards
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? start - localTime
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: std::numeric_limits<double>::infinity();
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case PhaseActive:
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return 0;
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case PhaseAfter:
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ASSERT(localTime >= end);
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// If this Animation is still in effect then it will need to update
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// when its parent goes out of effect. We have no way of knowing when
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// that will be, however, so the parent will need to supply it.
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return forwards
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? std::numeric_limits<double>::infinity()
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: localTime - end;
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default:
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ASSERT_NOT_REACHED();
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return std::numeric_limits<double>::infinity();
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}
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}
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void Animation::notifySampledEffectRemovedFromAnimationStack()
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{
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ASSERT(m_sampledEffect);
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m_sampledEffect = nullptr;
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}
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void Animation::notifyElementDestroyed()
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{
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// If our player is kept alive just by the sampledEffect, we might get our
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// destructor called when we call SampledEffect::clear(), so we need to
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// clear m_sampledEffect first.
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m_target = nullptr;
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clearEventDelegate();
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SampledEffect* sampledEffect = m_sampledEffect;
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m_sampledEffect = nullptr;
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if (sampledEffect)
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sampledEffect->clear();
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}
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} // namespace blink
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