PassRefPtr<RenderStyle> AnimationController::updateAnimations(RenderObject* renderer, RenderStyle* newStyle)
{
    RenderStyle* oldStyle = renderer->style();

    if ((!oldStyle || (!oldStyle->animations() && !oldStyle->transitions())) && (!newStyle->animations() && !newStyle->transitions()))
        return newStyle;

    // Don't run transitions when printing.
    if (renderer->view()->document().printing())
        return newStyle;

    // Fetch our current set of implicit animations from a hashtable.  We then compare them
    // against the animations in the style and make sure we're in sync.  If destination values
    // have changed, we reset the animation.  We then do a blend to get new values and we return
    // a new style.

    // We don't support anonymous pseudo elements like :first-line or :first-letter.
    ASSERT(renderer->node());

    RefPtr<CompositeAnimation> rendererAnimations = m_data->accessCompositeAnimation(renderer);
    RefPtr<RenderStyle> blendedStyle = rendererAnimations->animate(renderer, oldStyle, newStyle);

    if (renderer->parent() || newStyle->animations() || (oldStyle && oldStyle->animations())) {
        m_data->scheduleServiceForRenderer(renderer);
    }

    if (blendedStyle != newStyle) {
        // If the animations/transitions change opacity or transform, we need to update
        // the style to impose the stacking rules. Note that this is also
        // done in StyleResolver::adjustRenderStyle().
        if (blendedStyle->hasAutoZIndex() && (blendedStyle->opacity() < 1.0f || blendedStyle->hasTransform()))
            blendedStyle->setZIndex(0);
    }
    return blendedStyle.release();
}
Ejemplo n.º 2
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bool AnimationController::updateAnimations(RenderElement& renderer, const RenderStyle& newStyle, std::unique_ptr<RenderStyle>& animatedStyle)
{
    auto* oldStyle = renderer.hasInitializedStyle() ? &renderer.style() : nullptr;
    if ((!oldStyle || (!oldStyle->animations() && !oldStyle->transitions())) && (!newStyle.animations() && !newStyle.transitions()))
        return false;

    if (renderer.document().pageCacheState() != Document::NotInPageCache)
        return false;

    // Don't run transitions when printing.
    if (renderer.view().printing())
        return false;

    // Fetch our current set of implicit animations from a hashtable.  We then compare them
    // against the animations in the style and make sure we're in sync.  If destination values
    // have changed, we reset the animation.  We then do a blend to get new values and we return
    // a new style.

    // We don't support anonymous pseudo elements like :first-line or :first-letter.
    ASSERT(renderer.element());

    CompositeAnimation& rendererAnimations = m_data->ensureCompositeAnimation(renderer);
    bool animationStateChanged = rendererAnimations.animate(renderer, oldStyle, newStyle, animatedStyle);

    if (renderer.parent() || newStyle.animations() || (oldStyle && oldStyle->animations())) {
        m_data->updateAnimationTimerForRenderer(renderer);
#if ENABLE(REQUEST_ANIMATION_FRAME)
        renderer.view().frameView().scheduleAnimation();
#endif
    }

    return animationStateChanged;
}
PassRefPtr<RenderStyle> AnimationController::updateAnimations(RenderObject* renderer, RenderStyle* newStyle)
{
    // Don't do anything if we're in the cache
    if (!renderer->document() || renderer->document()->inPageCache())
        return newStyle;

    RenderStyle* oldStyle = renderer->style();

    if ((!oldStyle || (!oldStyle->animations() && !oldStyle->transitions())) && (!newStyle->animations() && !newStyle->transitions()))
        return newStyle;

    // Don't run transitions when printing.
    if (renderer->view()->printing())
        return newStyle;

    // Fetch our current set of implicit animations from a hashtable.  We then compare them
    // against the animations in the style and make sure we're in sync.  If destination values
    // have changed, we reset the animation.  We then do a blend to get new values and we return
    // a new style.
    ASSERT(renderer->node()); // FIXME: We do not animate generated content yet.

    RefPtr<CompositeAnimation> rendererAnimations = m_data->accessCompositeAnimation(renderer);
    RefPtr<RenderStyle> blendedStyle = rendererAnimations->animate(renderer, oldStyle, newStyle);

    m_data->updateAnimationTimer();

    if (blendedStyle != newStyle) {
        // If the animations/transitions change opacity or transform, we need to update
        // the style to impose the stacking rules. Note that this is also
        // done in CSSStyleSelector::adjustRenderStyle().
        if (blendedStyle->hasAutoZIndex() && (blendedStyle->opacity() < 1.0f || blendedStyle->hasTransform()))
            blendedStyle->setZIndex(0);
    }
    return blendedStyle.release();
}
Ejemplo n.º 4
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PassRef<RenderStyle> AnimationController::updateAnimations(RenderElement& renderer, PassRef<RenderStyle> newStyle)
{
    // Don't do anything if we're in the cache
    if (renderer.document().inPageCache())
        return newStyle;

    RenderStyle* oldStyle = renderer.hasInitializedStyle() ? &renderer.style() : nullptr;

    if ((!oldStyle || (!oldStyle->animations() && !oldStyle->transitions())) && (!newStyle.get().animations() && !newStyle.get().transitions()))
        return newStyle;

    // Don't run transitions when printing.
    if (renderer.view().printing())
        return newStyle;

    // Fetch our current set of implicit animations from a hashtable.  We then compare them
    // against the animations in the style and make sure we're in sync.  If destination values
    // have changed, we reset the animation.  We then do a blend to get new values and we return
    // a new style.

    // We don't support anonymous pseudo elements like :first-line or :first-letter.
    ASSERT(renderer.element());

    Ref<RenderStyle> newStyleBeforeAnimation(std::move(newStyle));

    CompositeAnimation& rendererAnimations = m_data->ensureCompositeAnimation(&renderer);
    auto blendedStyle = rendererAnimations.animate(renderer, oldStyle, newStyleBeforeAnimation.get());

    if (renderer.parent() || newStyleBeforeAnimation->animations() || (oldStyle && oldStyle->animations())) {
        m_data->updateAnimationTimerForRenderer(&renderer);
#if ENABLE(REQUEST_ANIMATION_FRAME)
        renderer.view().frameView().scheduleAnimation();
#endif
    }

    if (&blendedStyle.get() != &newStyleBeforeAnimation.get()) {
        // If the animations/transitions change opacity or transform, we need to update
        // the style to impose the stacking rules. Note that this is also
        // done in StyleResolver::adjustRenderStyle().
        if (blendedStyle.get().hasAutoZIndex() && (blendedStyle.get().opacity() < 1.0f || blendedStyle.get().hasTransform()))
            blendedStyle.get().setZIndex(0);
    }
    return blendedStyle;
}
Ejemplo n.º 5
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void CSSAnimations::calculateAnimationUpdate(CSSAnimationUpdate* update, const Element* animatingElement, Element& element, const RenderStyle& style, RenderStyle* parentStyle, StyleResolver* resolver)
{
    const ActiveAnimations* activeAnimations = animatingElement ? animatingElement->activeAnimations() : nullptr;

#if !ENABLE(ASSERT)
    // If we're in an animation style change, no animations can have started, been cancelled or changed play state.
    // When ASSERT is enabled, we verify this optimization.
    if (activeAnimations && activeAnimations->isAnimationStyleChange())
        return;
#endif

    const CSSAnimationData* animationData = style.animations();
    const CSSAnimations* cssAnimations = activeAnimations ? &activeAnimations->cssAnimations() : nullptr;

    HashSet<AtomicString> inactive;
    if (cssAnimations) {
        for (const auto& entry : cssAnimations->m_animations)
            inactive.add(entry.key);
    }

    if (style.display() != NONE) {
        for (size_t i = 0; animationData && i < animationData->nameList().size(); ++i) {
            AtomicString animationName(animationData->nameList()[i]);
            if (animationName == CSSAnimationData::initialName())
                continue;

            bool isPaused = CSSTimingData::getRepeated(animationData->playStateList(), i) == AnimPlayStatePaused;

            // Keyframes and animation properties are snapshotted when the
            // animation starts, so we don't need to track changes to these,
            // with the exception of play-state.
            if (cssAnimations) {
                AnimationMap::const_iterator existing(cssAnimations->m_animations.find(animationName));
                if (existing != cssAnimations->m_animations.end()) {
                    inactive.remove(animationName);
                    AnimationPlayer* player = existing->value.get();
                    if (isPaused != player->paused()) {
                        ASSERT(!activeAnimations || !activeAnimations->isAnimationStyleChange());
                        update->toggleAnimationPaused(animationName);
                    }
                    continue;
                }
            }

            Timing timing = animationData->convertToTiming(i);
            RefPtr<TimingFunction> keyframeTimingFunction = timing.timingFunction;
            timing.timingFunction = Timing::defaults().timingFunction;
            AnimatableValueKeyframeVector resolvedKeyframes;
            resolveKeyframes(resolver, animatingElement, element, style, parentStyle, animationName, keyframeTimingFunction.get(), resolvedKeyframes);
            if (!resolvedKeyframes.isEmpty()) {
                ASSERT(!activeAnimations || !activeAnimations->isAnimationStyleChange());
                update->startAnimation(animationName, InertAnimation::create(AnimatableValueKeyframeEffectModel::create(resolvedKeyframes), timing, isPaused));
            }
        }
    }

    ASSERT(inactive.isEmpty() || cssAnimations);
    for (const AtomicString& animationName : inactive) {
        ASSERT(!activeAnimations || !activeAnimations->isAnimationStyleChange());
        update->cancelAnimation(animationName, *cssAnimations->m_animations.get(animationName));
    }
}