double AnimationBase::getElapsedTime() const
{
#if ENABLE(CSS_ANIMATIONS_LEVEL_2)
    if (m_animation->trigger() && m_animation->trigger()->isScrollAnimationTrigger()) {
        ScrollAnimationTrigger& scrollTrigger = downcast<ScrollAnimationTrigger>(*m_animation->trigger().get());
        if (scrollTrigger.hasEndValue() && m_object) {
            float offset = m_compositeAnimation->animationController().scrollPosition();
            float startValue = scrollTrigger.startValue().value();
            if (offset < startValue)
                return 0;
            float endValue = scrollTrigger.endValue().value();
            if (offset > endValue)
                return m_animation->duration();
            return m_animation->duration() * (offset - startValue) / (endValue - startValue);
        }
    }
#endif

    if (paused())
        return m_pauseTime - m_startTime;
    if (m_startTime <= 0)
        return 0;
    if (postActive() || fillingForwards())
        return m_totalDuration;

    return beginAnimationUpdateTime() - m_startTime;
}
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 = CSSPropertyAnimation::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();
}
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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
        }
    }
}
void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
{
    if (postActive()) {
        time = -1;
        isLooping = false;
        return;
    }

    // Decide when the end or loop event needs to fire
    const double elapsedDuration = getElapsedTime();
    double durationLeft = 0;
    double nextIterationTime = m_totalDuration;

    if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) {
        durationLeft = m_animation->duration() > 0 ? (m_animation->duration() - fmod(elapsedDuration, m_animation->duration())) : 0;
        nextIterationTime = elapsedDuration + durationLeft;
    }

    if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) {
        // We are not at the end yet
        ASSERT(nextIterationTime > 0);
        isLooping = true;
    } else {
        // We are at the end
        isLooping = false;
    }

    time = durationLeft;
}
double AnimationBase::progress(double scale, double offset, const TimingFunction* timingFunction) const
{
    if (preActive())
        return 0;

    double dur = m_animation->duration();
    if (m_animation->iterationCount() > 0)
        dur *= m_animation->iterationCount();

    if (postActive() || !m_animation->duration())
        return 1.0;

    double elapsedTime = getElapsedTime();
    if (m_animation->iterationCount() > 0 && elapsedTime >= dur) {
        const int integralIterationCount = static_cast<int>(m_animation->iterationCount());
        const bool iterationCountHasFractional = m_animation->iterationCount() - integralIterationCount;
        return (integralIterationCount % 2 || iterationCountHasFractional) ? 1.0 : 0.0;
    }

    const double fractionalTime = this->fractionalTime(scale, elapsedTime, offset);

    if (!timingFunction)
        timingFunction = m_animation->timingFunction();

    return timingFunction->evaluate(fractionalTime, accuracyForDuration(m_animation->duration()));
}
bool KeyframeAnimation::animate(CompositeAnimation* compositeAnimation, RenderElement*, 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 && !compositeAnimation->isSuspended())
        updateStateMachine(AnimationStateInput::StartAnimation, -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 false;
    }

    // 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 false;
    
    // If we have no keyframes, don't animate.
    if (!m_keyframes.size()) {
        updateStateMachine(AnimationStateInput::EndAnimation, -1);
        return false;
    }

    AnimationState oldState = state();

    // 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);

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

        bool needsAnim = CSSPropertyAnimation::blendProperties(this, propertyID, animatedStyle.get(), fromStyle, toStyle, progress);
        if (!needsAnim)
            // 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.
            // FIXME: still need this?
            animatedStyle->setIsRunningAcceleratedAnimation();
    }
    
    return state() != oldState;
}
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double AnimationBase::getElapsedTime() const
{
    if (paused())    
        return m_pauseTime - m_startTime;
    if (m_startTime <= 0)
        return 0;
    if (postActive())
        return 1;

    return beginAnimationUpdateTime() - m_startTime;
}
double AnimationBase::getElapsedTime() const
{
    ASSERT(!postActive());
    if (paused())
        return m_pauseTime - m_startTime;
    if (m_startTime <= 0)
        return 0;

    double elapsedTime = beginAnimationUpdateTime() - m_startTime;
    // It's possible for the start time to be ahead of the last update time
    // if the compositor has just sent notification for the start of an
    // accelerated animation.
    return max(elapsedTime, 0.0);
}
double AnimationBase::progress(double scale, double offset, const TimingFunction* timingFunction) const
{
    if (preActive())
        return 0;

    if (postActive())
        return 1;

    double elapsedTime = getElapsedTime();

    double duration = m_animation->duration();
    if (m_animation->iterationCount() > 0)
        duration *= m_animation->iterationCount();

    if (fillingForwards())
        elapsedTime = duration;

    double fractionalTime = this->fractionalTime(scale, elapsedTime, offset);

    if (m_animation->iterationCount() > 0 && elapsedTime >= duration) {
        if (WTF::isIntegral(fractionalTime))
            return fractionalTime;
    }

    if (!timingFunction)
        timingFunction = m_animation->timingFunction().get();

    switch (timingFunction->type()) {
    case TimingFunction::CubicBezierFunction: {
        const CubicBezierTimingFunction* function = static_cast<const CubicBezierTimingFunction*>(timingFunction);
        return solveCubicBezierFunction(function->x1(), function->y1(), function->x2(), function->y2(), fractionalTime, m_animation->duration());
    }
    case TimingFunction::StepsFunction: {
        const StepsTimingFunction* stepsTimingFunction = static_cast<const StepsTimingFunction*>(timingFunction);
        return solveStepsFunction(stepsTimingFunction->numberOfSteps(), stepsTimingFunction->stepAtStart(), fractionalTime);
    }
    case TimingFunction::LinearFunction:
        return fractionalTime;
    }

    ASSERT_NOT_REACHED();
    return 0;
}
Exemple #10
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double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const
{
    if (preActive())
        return 0;

    double elapsedTime = getElapsedTime();

    double dur = m_animation->duration();
    if (m_animation->iterationCount() > 0)
        dur *= m_animation->iterationCount();

    if (postActive() || !m_animation->duration())
        return 1.0;

    if (m_animation->iterationCount() > 0 && elapsedTime >= dur) {
        const int integralIterationCount = static_cast<int>(m_animation->iterationCount());
        const bool iterationCountHasFractional = m_animation->iterationCount() - integralIterationCount;
        return (integralIterationCount % 2 || iterationCountHasFractional) ? 1.0 : 0.0;
    }

    const double fractionalTime = this->fractionalTime(scale, elapsedTime, offset);

    if (!tf)
        tf = m_animation->timingFunction().get();

    switch (tf->type()) {
    case TimingFunction::CubicBezierFunction: {
        const CubicBezierTimingFunction* function = static_cast<const CubicBezierTimingFunction*>(tf);
        return solveCubicBezierFunction(function->x1(), function->y1(), function->x2(), function->y2(), fractionalTime, m_animation->duration());
    }
    case TimingFunction::StepsFunction: {
        const StepsTimingFunction* stepsTimingFunction = static_cast<const StepsTimingFunction*>(tf);
        return solveStepsFunction(stepsTimingFunction->numberOfSteps(), stepsTimingFunction->stepAtStart(), fractionalTime);
    }
    case TimingFunction::LinearFunction:
        return fractionalTime;
    }

    ASSERT_NOT_REACHED();
    return 0;
}
Exemple #11
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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();
}
KeyframeAnimation::~KeyframeAnimation()
{
    // Make sure to tell the renderer that we are ending. This will make sure any accelerated animations are removed.
    if (!postActive())
        endAnimation(true);
}
Exemple #13
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ImplicitAnimation::~ImplicitAnimation()
{
    // Do the cleanup here instead of in the base class so the specialized methods get called
    if (!postActive())
        updateStateMachine(AnimationStateInputEndAnimation, -1);
}
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();
    }
}