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222 lines
7.6 KiB
C++
222 lines
7.6 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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#ifndef AnimationPlayer_h
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#define AnimationPlayer_h
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#include "core/animation/AnimationNode.h"
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#include "core/dom/ActiveDOMObject.h"
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#include "core/events/EventTarget.h"
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#include "wtf/RefPtr.h"
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namespace blink {
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class AnimationTimeline;
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class ExceptionState;
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class AnimationPlayer FINAL : public RefCountedWillBeGarbageCollectedFinalized<AnimationPlayer>
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, public ActiveDOMObject
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, public EventTargetWithInlineData {
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DEFINE_WRAPPERTYPEINFO();
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REFCOUNTED_EVENT_TARGET(AnimationPlayer);
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WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AnimationPlayer);
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public:
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enum AnimationPlayState {
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Idle,
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Pending,
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Running,
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Paused,
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Finished
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};
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~AnimationPlayer();
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static PassRefPtrWillBeRawPtr<AnimationPlayer> create(ExecutionContext*, AnimationTimeline&, AnimationNode*);
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// Returns whether the player is finished.
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bool update(TimingUpdateReason);
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// timeToEffectChange returns:
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// infinity - if this player is no longer in effect
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// 0 - if this player requires an update on the next frame
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// n - if this player requires an update after 'n' units of time
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double timeToEffectChange();
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void cancel();
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double currentTime();
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void setCurrentTime(double newCurrentTime);
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double calculateCurrentTime() const;
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double currentTimeInternal();
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void setCurrentTimeInternal(double newCurrentTime, TimingUpdateReason = TimingUpdateOnDemand);
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bool paused() const { return m_paused && !m_isPausedForTesting; }
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String playState();
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AnimationPlayState playStateInternal();
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void pause();
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void play();
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void reverse();
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void finish(ExceptionState&);
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bool finished() { return limited(currentTimeInternal()); }
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bool playing() { return !(finished() || m_paused || m_isPausedForTesting); }
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// FIXME: Resolve whether finished() should just return the flag, and
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// remove this method.
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bool finishedInternal() const { return m_finished; }
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virtual const AtomicString& interfaceName() const OVERRIDE;
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virtual ExecutionContext* executionContext() const OVERRIDE;
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virtual bool hasPendingActivity() const OVERRIDE;
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virtual void stop() OVERRIDE;
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virtual bool dispatchEvent(PassRefPtrWillBeRawPtr<Event>) OVERRIDE;
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double playbackRate() const { return m_playbackRate; }
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void setPlaybackRate(double);
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const AnimationTimeline* timeline() const { return m_timeline; }
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AnimationTimeline* timeline() { return m_timeline; }
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#if !ENABLE(OILPAN)
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void timelineDestroyed() { m_timeline = nullptr; }
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#endif
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double calculateStartTime(double currentTime) const;
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bool hasStartTime() const { return !isNull(m_startTime); }
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double startTime() const;
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double startTimeInternal() const { return m_startTime; }
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void setStartTime(double);
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void setStartTimeInternal(double);
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const AnimationNode* source() const { return m_content.get(); }
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AnimationNode* source() { return m_content.get(); }
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void setSource(AnimationNode*);
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// Pausing via this method is not reflected in the value returned by
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// paused() and must never overlap with pausing via pause().
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void pauseForTesting(double pauseTime);
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// This should only be used for CSS
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void unpause();
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void setOutdated();
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bool outdated() { return m_outdated; }
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bool canStartAnimationOnCompositor();
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bool maybeStartAnimationOnCompositor();
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void cancelAnimationOnCompositor();
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bool hasActiveAnimationsOnCompositor();
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void setCompositorPending(bool sourceChanged = false);
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void notifyCompositorStartTime(double timelineTime);
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void preCommit(bool startOnCompositor);
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void postCommit(double timelineTime);
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unsigned sequenceNumber() const { return m_sequenceNumber; }
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static bool hasLowerPriority(AnimationPlayer* player1, AnimationPlayer* player2)
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{
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return player1->sequenceNumber() < player2->sequenceNumber();
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}
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#if !ENABLE(OILPAN)
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// Checks if the AnimationStack is the last reference holder to the Player.
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// This won't be needed when AnimationPlayer is moved to Oilpan.
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bool canFree() const;
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#endif
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virtual bool addEventListener(const AtomicString& eventType, PassRefPtr<EventListener>, bool useCapture = false) OVERRIDE;
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virtual void trace(Visitor*) OVERRIDE;
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private:
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AnimationPlayer(ExecutionContext*, AnimationTimeline&, AnimationNode*);
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double sourceEnd() const;
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bool limited(double currentTime) const;
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void updateCurrentTimingState(TimingUpdateReason);
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void unpauseInternal();
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double m_playbackRate;
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double m_startTime;
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double m_holdTime;
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unsigned m_sequenceNumber;
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RefPtrWillBeMember<AnimationNode> m_content;
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RawPtrWillBeMember<AnimationTimeline> m_timeline;
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// Reflects all pausing, including via pauseForTesting().
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bool m_paused;
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bool m_held;
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bool m_isPausedForTesting;
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// This indicates timing information relevant to the player's effect
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// has changed by means other than the ordinary progression of time
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bool m_outdated;
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bool m_finished;
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// Holds a 'finished' event queued for asynchronous dispatch via the
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// ScriptedAnimationController. This object remains active until the
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// event is actually dispatched.
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RefPtrWillBeMember<Event> m_pendingFinishedEvent;
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enum CompositorAction {
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None,
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Pause,
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Start,
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PauseThenStart
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};
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class CompositorState {
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public:
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CompositorState(AnimationPlayer& player)
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: startTime(player.m_startTime)
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, holdTime(player.m_holdTime)
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, playbackRate(player.m_playbackRate)
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, sourceChanged(false)
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, pendingAction(Start)
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{ }
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double startTime;
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double holdTime;
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double playbackRate;
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bool sourceChanged;
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CompositorAction pendingAction;
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};
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// This mirrors the known compositor state. It is created when a compositor
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// animation is started. Updated once the start time is known and each time
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// modifications are pushed to the compositor.
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OwnPtr<CompositorState> m_compositorState;
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bool m_compositorPending;
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bool m_currentTimePending;
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};
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} // namespace blink
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#endif
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