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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
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "sky/engine/config.h"
#include "sky/engine/core/animation/Animation.h"
#include "sky/engine/bindings/core/v8/Dictionary.h"
#include "sky/engine/bindings/core/v8/ExceptionState.h"
#include "sky/engine/core/animation/ActiveAnimations.h"
#include "sky/engine/core/animation/AnimationHelpers.h"
#include "sky/engine/core/animation/AnimationPlayer.h"
#include "sky/engine/core/animation/AnimationTimeline.h"
#include "sky/engine/core/animation/Interpolation.h"
#include "sky/engine/core/animation/KeyframeEffectModel.h"
#include "sky/engine/core/dom/Element.h"
#include "sky/engine/core/frame/UseCounter.h"
#include "sky/engine/core/rendering/RenderLayer.h"
namespace blink {
PassRefPtr<Animation> Animation::create(Element* target, PassRefPtr<AnimationEffect> effect, const Timing& timing, Priority priority, PassOwnPtr<EventDelegate> eventDelegate)
{
return adoptRef(new Animation(target, effect, timing, priority, eventDelegate));
}
PassRefPtr<Animation> Animation::create(Element* element, PassRefPtr<AnimationEffect> effect, const Dictionary& timingInputDictionary)
{
return create(element, effect, TimingInput::convert(timingInputDictionary));
}
PassRefPtr<Animation> Animation::create(Element* element, PassRefPtr<AnimationEffect> effect, double duration)
{
return create(element, effect, TimingInput::convert(duration));
}
PassRefPtr<Animation> Animation::create(Element* element, PassRefPtr<AnimationEffect> effect)
{
return create(element, effect, Timing());
}
PassRefPtr<Animation> Animation::create(Element* element, const Vector<Dictionary>& keyframeDictionaryVector, const Dictionary& timingInputDictionary, ExceptionState& exceptionState)
{
if (element)
UseCounter::count(element->document(), UseCounter::AnimationConstructorKeyframeListEffectObjectTiming);
return create(element, EffectInput::convert(element, keyframeDictionaryVector, exceptionState), TimingInput::convert(timingInputDictionary));
}
PassRefPtr<Animation> Animation::create(Element* element, const Vector<Dictionary>& keyframeDictionaryVector, double duration, ExceptionState& exceptionState)
{
if (element)
UseCounter::count(element->document(), UseCounter::AnimationConstructorKeyframeListEffectDoubleTiming);
return create(element, EffectInput::convert(element, keyframeDictionaryVector, exceptionState), TimingInput::convert(duration));
}
PassRefPtr<Animation> Animation::create(Element* element, const Vector<Dictionary>& keyframeDictionaryVector, ExceptionState& exceptionState)
{
if (element)
UseCounter::count(element->document(), UseCounter::AnimationConstructorKeyframeListEffectNoTiming);
return create(element, EffectInput::convert(element, keyframeDictionaryVector, exceptionState), Timing());
}
Animation::Animation(Element* target, PassRefPtr<AnimationEffect> effect, const Timing& timing, Priority priority, PassOwnPtr<EventDelegate> eventDelegate)
: AnimationNode(timing, eventDelegate)
, m_target(target)
, m_effect(effect)
, m_sampledEffect(nullptr)
, m_priority(priority)
{
if (m_target)
m_target->ensureActiveAnimations().addAnimation(this);
}
Animation::~Animation()
{
if (m_target)
m_target->activeAnimations()->notifyAnimationDestroyed(this);
}
void Animation::attach(AnimationPlayer* player)
{
if (m_target) {
m_target->ensureActiveAnimations().players().add(player);
m_target->setNeedsAnimationStyleRecalc();
}
AnimationNode::attach(player);
}
void Animation::detach()
{
if (m_target)
m_target->activeAnimations()->players().remove(player());
if (m_sampledEffect)
clearEffects();
AnimationNode::detach();
}
void Animation::specifiedTimingChanged()
{
if (player()) {
// FIXME: Needs to consider groups when added.
ASSERT(player()->source() == this);
player()->setPending();
}
}
static AnimationStack& ensureAnimationStack(Element* element)
{
return element->ensureActiveAnimations().defaultStack();
}
void Animation::applyEffects()
{
ASSERT(isInEffect());
ASSERT(player());
if (!m_target || !m_effect)
return;
double iteration = currentIteration();
ASSERT(iteration >= 0);
// FIXME: Handle iteration values which overflow int.
OwnPtr<Vector<RefPtr<Interpolation> > > interpolations = m_effect->sample(static_cast<int>(iteration), timeFraction(), iterationDuration());
if (m_sampledEffect) {
m_sampledEffect->setInterpolations(interpolations.release());
} else if (!interpolations->isEmpty()) {
OwnPtr<SampledEffect> sampledEffect = SampledEffect::create(this, interpolations.release());
m_sampledEffect = sampledEffect.get();
ensureAnimationStack(m_target).add(sampledEffect.release());
} else {
return;
}
m_target->setNeedsAnimationStyleRecalc();
}
void Animation::clearEffects()
{
ASSERT(player());
ASSERT(m_sampledEffect);
m_sampledEffect->clear();
m_sampledEffect = nullptr;
m_target->setNeedsAnimationStyleRecalc();
invalidate();
}
void Animation::updateChildrenAndEffects() const
{
if (!m_effect)
return;
if (isInEffect())
const_cast<Animation*>(this)->applyEffects();
else if (m_sampledEffect)
const_cast<Animation*>(this)->clearEffects();
}
double Animation::calculateTimeToEffectChange(bool forwards, double localTime, double timeToNextIteration) const
{
const double start = startTimeInternal() + specifiedTiming().startDelay;
const double end = start + activeDurationInternal();
switch (phase()) {
case PhaseBefore:
ASSERT(start >= localTime);
return forwards
? start - localTime
: std::numeric_limits<double>::infinity();
case PhaseActive:
return 0;
case PhaseAfter:
ASSERT(localTime >= end);
// If this Animation is still in effect then it will need to update
// when its parent goes out of effect. We have no way of knowing when
// that will be, however, so the parent will need to supply it.
return forwards
? std::numeric_limits<double>::infinity()
: localTime - end;
default:
ASSERT_NOT_REACHED();
return std::numeric_limits<double>::infinity();
}
}
void Animation::notifySampledEffectRemovedFromAnimationStack()
{
ASSERT(m_sampledEffect);
m_sampledEffect = nullptr;
}
void Animation::notifyElementDestroyed()
{
// If our player is kept alive just by the sampledEffect, we might get our
// destructor called when we call SampledEffect::clear(), so we need to
// clear m_sampledEffect first.
m_target = nullptr;
clearEventDelegate();
SampledEffect* sampledEffect = m_sampledEffect;
m_sampledEffect = nullptr;
if (sampledEffect)
sampledEffect->clear();
}
} // namespace blink