1/*
2 * Copyright (C) 2007 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 *
8 * 1.  Redistributions of source code must retain the above copyright
9 *     notice, this list of conditions and the following disclaimer.
10 * 2.  Redistributions in binary form must reproduce the above copyright
11 *     notice, this list of conditions and the following disclaimer in the
12 *     documentation and/or other materials provided with the distribution.
13 * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of
14 *     its contributors may be used to endorse or promote products derived
15 *     from this software without specific prior written permission.
16 *
17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 */
28
29#ifndef AnimationBase_h
30#define AnimationBase_h
31
32#include "RenderStyleConstants.h"
33#include <wtf/HashMap.h>
34#include <wtf/HashSet.h>
35#include <wtf/text/AtomicString.h>
36
37namespace WebCore {
38
39class Animation;
40class AnimationBase;
41class AnimationController;
42class CompositeAnimation;
43class Element;
44class Node;
45class RenderObject;
46class RenderStyle;
47class TimingFunction;
48
49class AnimationBase : public RefCounted<AnimationBase> {
50    friend class CompositeAnimation;
51
52public:
53    AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);
54    virtual ~AnimationBase() { }
55
56    RenderObject* renderer() const { return m_object; }
57    void clear() { m_object = 0; m_compAnim = 0; }
58
59    double duration() const;
60
61    // Animations and Transitions go through the states below. When entering the STARTED state
62    // the animation is started. This may or may not require deferred response from the animator.
63    // If so, we stay in this state until that response is received (and it returns the start time).
64    // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping
65    // or AnimationStateEnding.
66    enum AnimState {
67        AnimationStateNew,                  // animation just created, animation not running yet
68        AnimationStateStartWaitTimer,       // start timer running, waiting for fire
69        AnimationStateStartWaitStyleAvailable,   // waiting for style setup so we can start animations
70        AnimationStateStartWaitResponse,    // animation started, waiting for response
71        AnimationStateLooping,              // response received, animation running, loop timer running, waiting for fire
72        AnimationStateEnding,               // received, animation running, end timer running, waiting for fire
73        AnimationStatePausedWaitTimer,      // in pause mode when animation started
74        AnimationStatePausedWaitStyleAvailable, // in pause mode when waiting for style setup
75        AnimationStatePausedWaitResponse,   // animation paused when in STARTING state
76        AnimationStatePausedRun,            // animation paused when in LOOPING or ENDING state
77        AnimationStateDone,                 // end timer fired, animation finished and removed
78        AnimationStateFillingForwards       // animation has ended and is retaining its final value
79    };
80
81    enum AnimStateInput {
82        AnimationStateInputMakeNew,           // reset back to new from any state
83        AnimationStateInputStartAnimation,    // animation requests a start
84        AnimationStateInputRestartAnimation,  // force a restart from any state
85        AnimationStateInputStartTimerFired,   // start timer fired
86        AnimationStateInputStyleAvailable,    // style is setup, ready to start animating
87        AnimationStateInputStartTimeSet,      // m_startTime was set
88        AnimationStateInputLoopTimerFired,    // loop timer fired
89        AnimationStateInputEndTimerFired,     // end timer fired
90        AnimationStateInputPauseOverride,     // pause an animation due to override
91        AnimationStateInputResumeOverride,    // resume an overridden animation
92        AnimationStateInputPlayStateRunning,  // play state paused -> running
93        AnimationStateInputPlayStatePaused,   // play state running -> paused
94        AnimationStateInputEndAnimation       // force an end from any state
95    };
96
97    // Called when animation is in AnimationStateNew to start animation
98    void updateStateMachine(AnimStateInput, double param);
99
100    // Animation has actually started, at passed time
101    void onAnimationStartResponse(double startTime)
102    {
103        updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);
104    }
105
106    // Called to change to or from paused state
107    void updatePlayState(EAnimPlayState);
108    bool playStatePlaying() const;
109
110    bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }
111    bool preActive() const
112    {
113        return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;
114    }
115
116    bool postActive() const { return m_animState == AnimationStateDone; }
117    bool active() const { return !postActive() && !preActive(); }
118    bool running() const { return !isNew() && !postActive(); }
119    bool paused() const { return m_pauseTime >= 0; }
120    bool isNew() const { return m_animState == AnimationStateNew; }
121    bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }
122    bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }
123
124    // "animating" means that something is running that requires a timer to keep firing
125    // (e.g. a software animation)
126    void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }
127    virtual double timeToNextService();
128
129    double progress(double scale, double offset, const TimingFunction*) const;
130
131    virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/, RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
132    virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) = 0;
133
134    virtual bool shouldFireEvents() const { return false; }
135
136    void fireAnimationEventsIfNeeded();
137
138    bool animationsMatch(const Animation*) const;
139
140    void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }
141
142    // Return true if this animation is overridden. This will only be the case for
143    // ImplicitAnimations and is used to determine whether or not we should force
144    // set the start time. If an animation is overridden, it will probably not get
145    // back the AnimationStateInputStartTimeSet input.
146    virtual bool overridden() const { return false; }
147
148    // Does this animation/transition involve the given property?
149    virtual bool affectsProperty(int /*property*/) const { return false; }
150
151    bool isAnimatingProperty(int property, bool acceleratedOnly, bool isRunningNow) const
152    {
153        if (acceleratedOnly && !m_isAccelerated)
154            return false;
155
156        if (isRunningNow)
157            return (!waitingToStart() && !postActive()) && affectsProperty(property);
158
159        return !postActive() && affectsProperty(property);
160    }
161
162    bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }
163
164    // Freeze the animation; used by DumpRenderTree.
165    void freezeAtTime(double t);
166
167    // Play and pause API
168    void play();
169    void pause();
170
171    double beginAnimationUpdateTime() const;
172
173    double getElapsedTime() const;
174    // Setting the elapsed time will adjust the start time and possibly pause time.
175    void setElapsedTime(double);
176
177    void styleAvailable()
178    {
179        ASSERT(waitingForStyleAvailable());
180        updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);
181    }
182
183#if USE(ACCELERATED_COMPOSITING)
184    static bool animationOfPropertyIsAccelerated(int prop);
185#endif
186
187    static HashSet<int> animatableShorthandsAffectingProperty(int property);
188
189    const Animation* animation() const { return m_animation.get(); }
190
191protected:
192    virtual void overrideAnimations() { }
193    virtual void resumeOverriddenAnimations() { }
194
195    CompositeAnimation* compositeAnimation() { return m_compAnim; }
196
197    // These are called when the corresponding timer fires so subclasses can do any extra work
198    virtual void onAnimationStart(double /*elapsedTime*/) { }
199    virtual void onAnimationIteration(double /*elapsedTime*/) { }
200    virtual void onAnimationEnd(double /*elapsedTime*/) { }
201
202    // timeOffset is an offset from the current time when the animation should start. Negative values are OK.
203    // Return value indicates whether to expect an asynchronous notifyAnimationStarted() callback.
204    virtual bool startAnimation(double /*timeOffset*/) { return false; }
205    // timeOffset is the time at which the animation is being paused.
206    virtual void pauseAnimation(double /*timeOffset*/) { }
207    virtual void endAnimation() { }
208
209    void goIntoEndingOrLoopingState();
210
211    bool isAccelerated() const { return m_isAccelerated; }
212
213    static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);
214    static int getPropertyAtIndex(int, bool& isShorthand);
215    static int getNumProperties();
216
217    // Return true if we need to start software animation timers
218    static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);
219
220    static void setNeedsStyleRecalc(Node*);
221
222    void getTimeToNextEvent(double& time, bool& isLooping) const;
223
224    AnimState m_animState;
225
226    bool m_isAnimating;       // transition/animation requires continual timer firing
227    double m_startTime;
228    double m_pauseTime;
229    double m_requestedStartTime;
230    RenderObject* m_object;
231
232    RefPtr<Animation> m_animation;
233    CompositeAnimation* m_compAnim;
234    bool m_isAccelerated;
235    bool m_transformFunctionListValid;
236    double m_totalDuration, m_nextIterationDuration;
237
238private:
239    static void ensurePropertyMap();
240};
241
242} // namespace WebCore
243
244#endif // AnimationBase_h
245