Beispiel #1
0
void KeyframeAnimation::animate(CompositeAnimation*, RenderObject*, const RenderStyle*, RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle)
{
    // Fire the start timeout if needed
    fireAnimationEventsIfNeeded();
    
    // If we have not yet started, we will not have a valid start time, so just start the animation if needed.
    if (isNew() && m_animation->playState() == AnimPlayStatePlaying)
        updateStateMachine(AnimationStateInputStartAnimation, -1);

    // If we get this far and the animation is done, it means we are cleaning up a just finished animation.
    // If so, we need to send back the targetStyle.
    if (postActive()) {
        if (!animatedStyle)
            animatedStyle = const_cast<RenderStyle*>(targetStyle);
        return;
    }

    // If we are waiting for the start timer, we don't want to change the style yet.
    // Special case 1 - if the delay time is 0, then we do want to set the first frame of the
    // animation right away. This avoids a flash when the animation starts.
    // Special case 2 - if there is a backwards fill mode, then we want to continue
    // through to the style blend so that we get the fromStyle.
    if (waitingToStart() && m_animation->delay() > 0 && !m_animation->fillsBackwards())
        return;

    // FIXME: we need to be more efficient about determining which keyframes we are animating between.
    // We should cache the last pair or something.
    
    // Get the from/to styles and progress between
    const RenderStyle* fromStyle = 0;
    const RenderStyle* toStyle = 0;
    double progress;
    getKeyframeAnimationInterval(fromStyle, toStyle, progress);

    // If either style is 0 we have an invalid case, just stop the animation.
    if (!fromStyle || !toStyle) {
        updateStateMachine(AnimationStateInputEndAnimation, -1);
        return;
    }

    // Run a cycle of animation.
    // We know we will need a new render style, so make one if needed.
    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(targetStyle);

    HashSet<int>::const_iterator endProperties = m_keyframes.endProperties();
    for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != endProperties; ++it) {
        bool needsAnim = blendProperties(this, *it, animatedStyle.get(), fromStyle, toStyle, progress);
        if (needsAnim)
            setAnimating();
        else {
#if USE(ACCELERATED_COMPOSITING)
            // If we are running an accelerated animation, set a flag in the style
            // to indicate it. This can be used to make sure we get an updated
            // style for hit testing, etc.
            animatedStyle->setIsRunningAcceleratedAnimation();
#endif
        }
    }
}
Beispiel #2
0
void KeyframeAnimation::getAnimatedStyle(RefPtr<RenderStyle>& animatedStyle)
{
    // If we're in the delay phase and we're not backwards filling, tell the caller
    // to use the current style.
    if (waitingToStart() && m_animation->delay() > 0 && !m_animation->fillsBackwards())
        return;

    if (!m_keyframes.size())
        return;

    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(m_object->style());

    HashSet<int>::const_iterator endProperties = m_keyframes.endProperties();
    for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != endProperties; ++it) {
        int property = *it;

        // Get the from/to styles and progress between
        const RenderStyle* fromStyle = 0;
        const RenderStyle* toStyle = 0;
        double progress;
        fetchIntervalEndpointsForProperty(property, fromStyle, toStyle, progress);

        blendProperties(this, property, animatedStyle.get(), fromStyle, toStyle, progress);
    }
}
void ImplicitAnimation::animate(CompositeAnimation*, RenderObject*, const RenderStyle*, RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle)
{
    // If we get this far and the animation is done, it means we are cleaning up a just finished animation.
    // So just return. Everything is already all cleaned up.
    if (postActive())
        return;

    // Reset to start the transition if we are new
    if (isNew())
        reset(targetStyle);

    // Run a cycle of animation.
    // We know we will need a new render style, so make one if needed
    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(targetStyle);

    bool needsAnim = blendProperties(this, m_animatingProperty, animatedStyle.get(), m_fromStyle.get(), m_toStyle.get(), progress(1, 0, 0));
    // FIXME: we also need to detect cases where we have to software animate for other reasons,
    // such as a child using inheriting the transform. https://bugs.webkit.org/show_bug.cgi?id=23902
    if (needsAnim)
        setAnimating();
    else {
#if USE(ACCELERATED_COMPOSITING)
        // If we are running an accelerated animation, set a flag in the style which causes the style
        // to compare as different to any other style. This ensures that changes to the property
        // that is animating are correctly detected during the animation (e.g. when a transition
        // gets interrupted).
        animatedStyle->setIsRunningAcceleratedAnimation();
#endif
    }

    // Fire the start timeout if needed
    fireAnimationEventsIfNeeded();
}
void ImplicitAnimation::getAnimatedStyle(RefPtr<RenderStyle>& animatedStyle)
{
    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(m_toStyle.get());

    blendProperties(this, m_animatingProperty, animatedStyle.get(), m_fromStyle.get(), m_toStyle.get(), progress(1, 0, 0));
}
void ImplicitAnimation::blendPropertyValueInStyle(int prop, RenderStyle* currentStyle)
{
    // We should never add a transition with a 0 duration and delay. But if we ever did
    // it would have a null toStyle. So just in case, let's check that here. (See
    // <https://bugs.webkit.org/show_bug.cgi?id=24787>
    if (!m_toStyle)
        return;
        
    blendProperties(this, prop, currentStyle, m_fromStyle.get(), m_toStyle.get(), progress(1, 0, 0));
}
void KeyframeAnimation::getAnimatedStyle(RefPtr<RenderStyle>& animatedStyle)
{
    // Get the from/to styles and progress between
    const RenderStyle* fromStyle = 0;
    const RenderStyle* toStyle = 0;
    double progress;
    getKeyframeAnimationInterval(fromStyle, toStyle, progress);

    // If either style is 0 we have an invalid case
    if (!fromStyle || !toStyle)
        return;

    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(m_object->style());

    HashSet<int>::const_iterator endProperties = m_keyframes.endProperties();
    for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != endProperties; ++it)
        blendProperties(this, *it, animatedStyle.get(), fromStyle, toStyle, progress);
}
Beispiel #7
0
void ImplicitAnimation::animate(CompositeAnimation*, RenderObject*, RenderStyle*, RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle)
{
    // If we get this far and the animation is done, it means we are cleaning up a just finished animation.
    // So just return. Everything is already all cleaned up.
    if (postActive())
        return;

    // Reset to start the transition if we are new
    if (isNew())
        reset(targetStyle);

    // Run a cycle of animation.
    // We know we will need a new render style, so make one if needed
    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(targetStyle);

    if (blendProperties(this, m_animatingProperty, animatedStyle.get(), m_fromStyle.get(), m_toStyle.get(), progress(1, 0, 0)))
        setAnimating();

    // Fire the start timeout if needed
    fireAnimationEventsIfNeeded();
}
Beispiel #8
0
void KeyframeAnimation::getAnimatedStyle(RefPtr<RenderStyle>& animatedStyle)
{
    // If we're in the delay phase and we're not backwards filling, tell the caller
    // to use the current style.
    if (waitingToStart() && m_animation->delay() > 0 && !m_animation->fillsBackwards())
        return;

    // Get the from/to styles and progress between
    const RenderStyle* fromStyle = 0;
    const RenderStyle* toStyle = 0;
    double progress;
    getKeyframeAnimationInterval(fromStyle, toStyle, progress);

    // If either style is 0 we have an invalid case
    if (!fromStyle || !toStyle)
        return;

    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(m_object->style());

    HashSet<int>::const_iterator endProperties = m_keyframes.endProperties();
    for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != endProperties; ++it)
        blendProperties(this, *it, animatedStyle.get(), fromStyle, toStyle, progress);
}
Beispiel #9
0
void ImplicitAnimation::blendPropertyValueInStyle(int prop, RenderStyle* currentStyle)
{
    blendProperties(this, prop, currentStyle, m_fromStyle.get(), m_toStyle.get(), progress(1, 0, 0));
}
void KeyframeAnimation::animate(CompositeAnimation* animation, RenderObject* renderer, const RenderStyle* currentStyle, 
                                    const RenderStyle* targetStyle, RefPtr<RenderStyle>& animatedStyle)
{
    // If we have not yet started, we will not have a valid start time, so just start the animation if needed.
    if (isNew() && m_animation->playState() == AnimPlayStatePlaying)
        updateStateMachine(AnimationStateInputStartAnimation, -1);

    // If we get this far and the animation is done, it means we are cleaning up a just finished animation.
    // If so, we need to send back the targetStyle.
    if (postActive()) {
        if (!animatedStyle)
            animatedStyle = const_cast<RenderStyle*>(targetStyle);
        return;
    }

    // If we are waiting for the start timer, we don't want to change the style yet.
    // Special case - if the delay time is 0, then we do want to set the first frame of the
    // animation right away. This avoids a flash when the animation starts.
    if (waitingToStart() && m_animation->delay() > 0)
        return;

    // FIXME: we need to be more efficient about determining which keyframes we are animating between.
    // We should cache the last pair or something.

    // Find the first key
    double elapsedTime = (m_startTime > 0) ? ((!paused() ? currentTime() : m_pauseTime) - m_startTime) : 0;
    if (elapsedTime < 0)
        elapsedTime = 0;

    double t = m_animation->duration() ? (elapsedTime / m_animation->duration()) : 1;
    int i = static_cast<int>(t);
    t -= i;
    if (m_animation->direction() && (i & 1))
        t = 1 - t;

    const RenderStyle* fromStyle = 0;
    const RenderStyle* toStyle = 0;
    double scale = 1;
    double offset = 0;
    Vector<KeyframeValue>::const_iterator endKeyframes = m_keyframes.endKeyframes();
    for (Vector<KeyframeValue>::const_iterator it = m_keyframes.beginKeyframes(); it != endKeyframes; ++it) {
        if (t < it->key()) {
            // The first key should always be 0, so we should never succeed on the first key
            if (!fromStyle)
                break;
            scale = 1.0 / (it->key() - offset);
            toStyle = it->style();
            break;
        }

        offset = it->key();
        fromStyle = it->style();
    }

    // If either style is 0 we have an invalid case, just stop the animation.
    if (!fromStyle || !toStyle) {
        updateStateMachine(AnimationStateInputEndAnimation, -1);
        return;
    }

    // Run a cycle of animation.
    // We know we will need a new render style, so make one if needed.
    if (!animatedStyle)
        animatedStyle = RenderStyle::clone(targetStyle);

    const TimingFunction* timingFunction = 0;
    if (fromStyle->animations() && fromStyle->animations()->size() > 0)
        timingFunction = &(fromStyle->animations()->animation(0)->timingFunction());

    double prog = progress(scale, offset, timingFunction);

    HashSet<int>::const_iterator endProperties = m_keyframes.endProperties();
    for (HashSet<int>::const_iterator it = m_keyframes.beginProperties(); it != endProperties; ++it) {
        if (blendProperties(this, *it, animatedStyle.get(), fromStyle, toStyle, prog))
            setAnimating();
    }
}