Esempio n. 1
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);
    }
}
Esempio n. 2
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;
    
    // If we have no keyframes, don't animate.
    if (!m_keyframes.size()) {
        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);

    // FIXME: we need to be more efficient about determining which keyframes we are animating between.
    // We should cache the last pair or something.
    HashSet<CSSPropertyID>::const_iterator endProperties = m_keyframes.endProperties();
    for (HashSet<CSSPropertyID>::const_iterator it = m_keyframes.beginProperties(); it != endProperties; ++it) {
        // Get the from/to styles and progress between
        const RenderStyle* fromStyle = 0;
        const RenderStyle* toStyle = 0;
        double progress = 0.0;
        fetchIntervalEndpointsForProperty(*it, fromStyle, toStyle, progress);
    
        bool needsAnim = CSSPropertyAnimation::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
        }
    }
}
Esempio n. 3
0
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;
}
Esempio n. 4
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());

    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);

        CSSPropertyAnimation::blendProperties(this, propertyID, animatedStyle.get(), fromStyle, toStyle, progress);
    }
}