Beispiel #1
0
void SVGAnimatedColorAnimator::calculateAnimatedValue(float percentage, unsigned,
                                                      OwnPtr<SVGAnimatedType>& from, OwnPtr<SVGAnimatedType>& to, OwnPtr<SVGAnimatedType>& animated)
{
    ASSERT(m_animationElement);
    ASSERT(m_contextElement);
    SVGAnimateElement* animationElement = static_cast<SVGAnimateElement*>(m_animationElement);
    
    AnimationMode animationMode = animationElement->animationMode();
    Color& fromColor = from->color();
    Color& toColor = to->color();
    Color& animatedColor = animated->color();
    // To animation uses contributions from the lower priority animations as the base value.
    if (animationMode == ToAnimation)
        fromColor = animatedColor;
    
    // Replace 'currentColor' / 'inherit' by their computed property values.
    AnimatedPropertyValueType fromPropertyValueType = animationElement->fromPropertyValueType();
    if (fromPropertyValueType == CurrentColorValue)
        animationElement->adjustForCurrentColor(m_contextElement, fromColor);
    else if (fromPropertyValueType == InheritValue) {
        String fromColorString;
        animationElement->adjustForInheritance(m_contextElement, animationElement->attributeName(), fromColorString);
        fromColor = SVGColor::colorFromRGBColorString(fromColorString);
    }
    AnimatedPropertyValueType toPropertyValueType = animationElement->toPropertyValueType();
    if (toPropertyValueType == CurrentColorValue)
        animationElement->adjustForCurrentColor(m_contextElement, toColor);
    else if (toPropertyValueType == InheritValue) {
        String toColorString;
        animationElement->adjustForInheritance(m_contextElement, animationElement->attributeName(), toColorString);
        toColor = SVGColor::colorFromRGBColorString(toColorString);
    }
    
    Color color;
    if (animationElement->calcMode() == CalcModeDiscrete)
        color = percentage < 0.5 ? fromColor : toColor;
    else
        color = ColorDistance(fromColor, toColor).scaledDistance(percentage).addToColorAndClamp(fromColor);
    
    // FIXME: Accumulate colors.
    if (animationElement->isAdditive() && animationMode != ToAnimation)
        animatedColor = ColorDistance::addColorsAndClamp(animatedColor, color);
    else
        animatedColor = color;
    return;
}
Beispiel #2
0
void SVGAnimatedRectAnimator::calculateAnimatedValue(float percentage, unsigned repeatCount,
                                                       OwnPtr<SVGAnimatedType>& from, OwnPtr<SVGAnimatedType>& to, OwnPtr<SVGAnimatedType>& animated)
{
    ASSERT(m_animationElement);
    ASSERT(m_contextElement);

    SVGAnimateElement* animationElement = static_cast<SVGAnimateElement*>(m_animationElement);
    AnimationMode animationMode = animationElement->animationMode();
    // To animation uses contributions from the lower priority animations as the base value.
    FloatRect& animatedRect = animated->rect();
    if (animationMode == ToAnimation)
        from->rect() = animatedRect;
    
    const FloatRect& fromRect = from->rect();
    const FloatRect& toRect = to->rect();
    FloatRect newRect;    
    if (animationElement->calcMode() == CalcModeDiscrete)
        newRect = percentage < 0.5 ? fromRect : toRect;
    else
        newRect = FloatRect((toRect.x() - fromRect.x()) * percentage + fromRect.x(),
                            (toRect.y() - fromRect.y()) * percentage + fromRect.y(),
                            (toRect.width() - fromRect.width()) * percentage + fromRect.width(),
                            (toRect.height() - fromRect.height()) * percentage + fromRect.height());
    
    // FIXME: This is not correct for values animation. Right now we transform values-animation to multiple from-to-animations and
    // accumulate every single value to the previous one. But accumulation should just take into account after a complete cycle
    // of values-animaiton. See example at: http://www.w3.org/TR/2001/REC-smil-animation-20010904/#RepeatingAnim
    if (animationElement->isAccumulated() && repeatCount) {
        newRect += toRect;
        newRect.scale(repeatCount);
    }
    
    if (animationElement->isAdditive() && animationMode != ToAnimation)
        animatedRect += newRect;
    else
        animatedRect = newRect;
}