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(); }
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(); }
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; }
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)); } }