void CompositeAnimation::updateKeyframeAnimations(RenderObject* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle)
{
    // Nothing to do if we don't have any animations, and didn't have any before
    if (m_keyframeAnimations.isEmpty() && !targetStyle->hasAnimations())
        return;

    m_keyframeAnimations.checkConsistency();

    AnimationNameMap::const_iterator kfend = m_keyframeAnimations.end();
    
    if (currentStyle && currentStyle->hasAnimations() && targetStyle->hasAnimations() && *(currentStyle->animations()) == *(targetStyle->animations())) {
        // The current and target animations are the same so we just need to toss any 
        // animation which is finished (postActive).
        for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
            if (it->second->postActive())
                it->second->setIndex(-1);
        }
    } else {
        // Mark all existing animations as no longer active.
        for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it)
            it->second->setIndex(-1);
            
        // Toss the animation order map.
        m_keyframeAnimationOrderMap.clear();
        
        // Now mark any still active animations as active and add any new animations.
        if (targetStyle->animations()) {
            int numAnims = targetStyle->animations()->size();
            for (int i = 0; i < numAnims; ++i) {
                const Animation* anim = targetStyle->animations()->animation(i);
                AtomicString animationName(anim->name());

                if (!anim->isValidAnimation())
                    continue;
                
                // See if there is a current animation for this name.
                RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(animationName.impl());
                
                if (keyframeAnim) {
                    // If this animation is postActive, skip it so it gets removed at the end of this function.
                    if (keyframeAnim->postActive())
                        continue;
                    
                    // This one is still active.

                    // Animations match, but play states may differ. Update if needed.
                    keyframeAnim->updatePlayState(anim->playState() == AnimPlayStatePlaying);
                                
                    // Set the saved animation to this new one, just in case the play state has changed.
                    keyframeAnim->setAnimation(anim);
                    keyframeAnim->setIndex(i);
                } else if ((anim->duration() || anim->delay()) && anim->iterationCount()) {
                    keyframeAnim = KeyframeAnimation::create(const_cast<Animation*>(anim), renderer, i, this, targetStyle);
                    m_keyframeAnimations.set(keyframeAnim->name().impl(), keyframeAnim);
                }
                
                // Add this to the animation order map.
                if (keyframeAnim)
                    m_keyframeAnimationOrderMap.append(keyframeAnim->name().impl());
            }
        }
    }
    
    // Make a list of animations to be removed.
    Vector<AtomicStringImpl*> animsToBeRemoved;
    kfend = m_keyframeAnimations.end();
    for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
        KeyframeAnimation* keyframeAnim = it->second.get();
        if (keyframeAnim->index() < 0)
            animsToBeRemoved.append(keyframeAnim->name().impl());
    }
    
    // Now remove the animations from the list.
    for (size_t j = 0; j < animsToBeRemoved.size(); ++j)
        m_keyframeAnimations.remove(animsToBeRemoved[j]);
}
Example #2
0
void CompositeAnimation::updateKeyframeAnimations(RenderElement* renderer, RenderStyle* currentStyle, RenderStyle* targetStyle)
{
    // Nothing to do if we don't have any animations, and didn't have any before
    if (m_keyframeAnimations.isEmpty() && !targetStyle->hasAnimations())
        return;

    m_keyframeAnimations.checkConsistency();

    AnimationNameMap::const_iterator kfend = m_keyframeAnimations.end();
    
    if (currentStyle && currentStyle->hasAnimations() && targetStyle->hasAnimations() && *(currentStyle->animations()) == *(targetStyle->animations())) {
        // The current and target animations are the same so we just need to toss any 
        // animation which is finished (postActive).
        for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
            if (it->value->postActive())
                it->value->setIndex(-1);
        }
    } else {
        // Mark all existing animations as no longer active.
        for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it)
            it->value->setIndex(-1);
            
        // Toss the animation order map.
        m_keyframeAnimationOrderMap.clear();

        DEFINE_STATIC_LOCAL(const AtomicString, none, ("none", AtomicString::ConstructFromLiteral));
        
        // Now mark any still active animations as active and add any new animations.
        if (targetStyle->animations()) {
            int numAnims = targetStyle->animations()->size();
            for (int i = 0; i < numAnims; ++i) {
                const Animation& animation = targetStyle->animations()->animation(i);
                AtomicString animationName(animation.name());

                if (!animation.isValidAnimation())
                    continue;
                
                // See if there is a current animation for this name.
                RefPtr<KeyframeAnimation> keyframeAnim = m_keyframeAnimations.get(animationName.impl());
                
                if (keyframeAnim) {
                    // If this animation is postActive, skip it so it gets removed at the end of this function.
                    if (keyframeAnim->postActive())
                        continue;
                    
                    // This one is still active.

                    // Animations match, but play states may differ. Update if needed.
                    keyframeAnim->updatePlayState(animation.playState());
                                
                    // Set the saved animation to this new one, just in case the play state has changed.
                    keyframeAnim->setAnimation(animation);
                    keyframeAnim->setIndex(i);
                } else if ((animation.duration() || animation.delay()) && animation.iterationCount() && animationName != none) {
                    keyframeAnim = KeyframeAnimation::create(animation, renderer, i, this, targetStyle);
                    LOG(Animations, "Creating KeyframeAnimation %p with keyframes %s, duration %.2f, delay %.2f, iterations %.2f", keyframeAnim.get(), animation.name().utf8().data(), animation.duration(), animation.delay(), animation.iterationCount());
                    if (m_suspended) {
                        keyframeAnim->updatePlayState(AnimPlayStatePaused);
                        LOG(Animations, "  (created in suspended/paused state)");
                    }
#if !LOG_DISABLED
                    for (auto it = keyframeAnim->keyframes().beginProperties(), end = keyframeAnim->keyframes().endProperties(); it != end; ++it)
                        LOG(Animations, "  property %s", getPropertyName(*it));
#endif
                    m_keyframeAnimations.set(keyframeAnim->name().impl(), keyframeAnim);
                }
                
                // Add this to the animation order map.
                if (keyframeAnim)
                    m_keyframeAnimationOrderMap.append(keyframeAnim->name().impl());
            }
        }
    }
    
    // Make a list of animations to be removed.
    Vector<AtomicStringImpl*> animsToBeRemoved;
    kfend = m_keyframeAnimations.end();
    for (AnimationNameMap::const_iterator it = m_keyframeAnimations.begin(); it != kfend; ++it) {
        KeyframeAnimation* keyframeAnim = it->value.get();
        if (keyframeAnim->index() < 0) {
            animsToBeRemoved.append(keyframeAnim->name().impl());
            animationController()->animationWillBeRemoved(keyframeAnim);
            keyframeAnim->clear();
            LOG(Animations, "Removing KeyframeAnimation %p", keyframeAnim);
        }
    }
    
    // Now remove the animations from the list.
    for (size_t j = 0; j < animsToBeRemoved.size(); ++j)
        m_keyframeAnimations.remove(animsToBeRemoved[j]);
}