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/*
* 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
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef SKY_ENGINE_CORE_ANIMATION_ANIMATIONPLAYER_H_
#define SKY_ENGINE_CORE_ANIMATION_ANIMATIONPLAYER_H_
#include "sky/engine/core/animation/AnimationNode.h"
#include "sky/engine/core/dom/ActiveDOMObject.h"
#include "sky/engine/core/events/EventTarget.h"
#include "sky/engine/wtf/RefPtr.h"
namespace blink {
class AnimationTimeline;
class ExceptionState;
class AnimationPlayer final : public RefCounted<AnimationPlayer>
, public ActiveDOMObject
, public EventTargetWithInlineData {
DEFINE_WRAPPERTYPEINFO();
REFCOUNTED_EVENT_TARGET(AnimationPlayer);
public:
enum AnimationPlayState {
Idle,
Pending,
Running,
Paused,
Finished
};
~AnimationPlayer();
static PassRefPtr<AnimationPlayer> create(ExecutionContext*, AnimationTimeline&, AnimationNode*);
// Returns whether the player is finished.
bool update(TimingUpdateReason);
// timeToEffectChange returns:
// infinity - if this player is no longer in effect
// 0 - if this player requires an update on the next frame
// n - if this player requires an update after 'n' units of time
double timeToEffectChange();
void cancel();
double currentTime();
void setCurrentTime(double newCurrentTime);
double calculateCurrentTime() const;
double currentTimeInternal();
void setCurrentTimeInternal(double newCurrentTime, TimingUpdateReason = TimingUpdateOnDemand);
bool paused() const { return m_paused && !m_isPausedForTesting; }
String playState();
AnimationPlayState playStateInternal();
void pause();
void play();
void reverse();
void finish(ExceptionState&);
bool finished() { return limited(currentTimeInternal()); }
bool playing() { return !(finished() || m_paused || m_isPausedForTesting); }
// FIXME: Resolve whether finished() should just return the flag, and
// remove this method.
bool finishedInternal() const { return m_finished; }
virtual const AtomicString& interfaceName() const override;
virtual ExecutionContext* executionContext() const override;
virtual bool hasPendingActivity() const override;
virtual void stop() override;
virtual bool dispatchEvent(PassRefPtr<Event>) override;
double playbackRate() const { return m_playbackRate; }
void setPlaybackRate(double);
const AnimationTimeline* timeline() const { return m_timeline; }
AnimationTimeline* timeline() { return m_timeline; }
void timelineDestroyed() { m_timeline = nullptr; }
double calculateStartTime(double currentTime) const;
bool hasStartTime() const { return !isNull(m_startTime); }
double startTime() const;
double startTimeInternal() const { return m_startTime; }
void setStartTime(double);
void setStartTimeInternal(double);
const AnimationNode* source() const { return m_content.get(); }
AnimationNode* source() { return m_content.get(); }
void setSource(AnimationNode*);
// Pausing via this method is not reflected in the value returned by
// paused() and must never overlap with pausing via pause().
void pauseForTesting(double pauseTime);
// This should only be used for CSS
void unpause();
void setOutdated();
bool outdated() { return m_outdated; }
void setPending();
void notifyCompositorStartTime(double timelineTime);
void preCommit();
void postCommit(double timelineTime);
unsigned sequenceNumber() const { return m_sequenceNumber; }
static bool hasLowerPriority(AnimationPlayer* player1, AnimationPlayer* player2)
{
return player1->sequenceNumber() < player2->sequenceNumber();
}
// Checks if the AnimationStack is the last reference holder to the Player.
bool canFree() const;
virtual bool addEventListener(const AtomicString& eventType, PassRefPtr<EventListener>, bool useCapture = false) override;
private:
AnimationPlayer(ExecutionContext*, AnimationTimeline&, AnimationNode*);
double sourceEnd() const;
bool limited(double currentTime) const;
void updateCurrentTimingState(TimingUpdateReason);
void unpauseInternal();
double m_playbackRate;
double m_startTime;
double m_holdTime;
unsigned m_sequenceNumber;
RefPtr<AnimationNode> m_content;
RawPtr<AnimationTimeline> m_timeline;
// Reflects all pausing, including via pauseForTesting().
bool m_paused;
bool m_held;
bool m_isPausedForTesting;
// This indicates timing information relevant to the player's effect
// has changed by means other than the ordinary progression of time
bool m_outdated;
bool m_finished;
// Holds a 'finished' event queued for asynchronous dispatch via the
// ScriptedAnimationController. This object remains active until the
// event is actually dispatched.
RefPtr<Event> m_pendingFinishedEvent;
bool m_pending;
bool m_currentTimePending;
};
} // namespace blink
#endif // SKY_ENGINE_CORE_ANIMATION_ANIMATIONPLAYER_H_