1 /*
2 * Copyright (C) 2007 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 *
8 * 1. Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * 2. Redistributions in binary form must reproduce the above copyright
11 * notice, this list of conditions and the following disclaimer in the
12 * documentation and/or other materials provided with the distribution.
13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
14 * its contributors may be used to endorse or promote products derived
15 * from this software without specific prior written permission.
16 *
17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 */
28
29 #include "config.h"
30 #include "AnimationBase.h"
31
32 #include "AnimationController.h"
33 #include "CSSMutableStyleDeclaration.h"
34 #include "CSSPropertyLonghand.h"
35 #include "CSSPropertyNames.h"
36 #include "CString.h"
37 #include "CompositeAnimation.h"
38 #include "Document.h"
39 #include "EventNames.h"
40 #include "FloatConversion.h"
41 #include "Frame.h"
42 #include "IdentityTransformOperation.h"
43 #include "ImplicitAnimation.h"
44 #include "KeyframeAnimation.h"
45 #include "MatrixTransformOperation.h"
46 #include "RenderObject.h"
47 #include "RenderStyle.h"
48 #include "UnitBezier.h"
49
50 namespace WebCore {
51
52 // The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
53 // animation, the more precision we need in the timing function result to avoid ugly discontinuities.
solveEpsilon(double duration)54 static inline double solveEpsilon(double duration)
55 {
56 return 1.0 / (200.0 * duration);
57 }
58
solveCubicBezierFunction(double p1x,double p1y,double p2x,double p2y,double t,double duration)59 static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration)
60 {
61 // Convert from input time to parametric value in curve, then from
62 // that to output time.
63 UnitBezier bezier(p1x, p1y, p2x, p2y);
64 return bezier.solve(t, solveEpsilon(duration));
65 }
66
blendFunc(const AnimationBase *,int from,int to,double progress)67 static inline int blendFunc(const AnimationBase*, int from, int to, double progress)
68 {
69 return int(from + (to - from) * progress);
70 }
71
blendFunc(const AnimationBase *,double from,double to,double progress)72 static inline double blendFunc(const AnimationBase*, double from, double to, double progress)
73 {
74 return from + (to - from) * progress;
75 }
76
blendFunc(const AnimationBase *,float from,float to,double progress)77 static inline float blendFunc(const AnimationBase*, float from, float to, double progress)
78 {
79 return narrowPrecisionToFloat(from + (to - from) * progress);
80 }
81
blendFunc(const AnimationBase * anim,const Color & from,const Color & to,double progress)82 static inline Color blendFunc(const AnimationBase* anim, const Color& from, const Color& to, double progress)
83 {
84 // We need to preserve the state of the valid flag at the end of the animation
85 if (progress == 1 && !to.isValid())
86 return Color();
87
88 return Color(blendFunc(anim, from.red(), to.red(), progress),
89 blendFunc(anim, from.green(), to.green(), progress),
90 blendFunc(anim, from.blue(), to.blue(), progress),
91 blendFunc(anim, from.alpha(), to.alpha(), progress));
92 }
93
blendFunc(const AnimationBase *,const Length & from,const Length & to,double progress)94 static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress)
95 {
96 return to.blend(from, progress);
97 }
98
blendFunc(const AnimationBase * anim,const IntSize & from,const IntSize & to,double progress)99 static inline IntSize blendFunc(const AnimationBase* anim, const IntSize& from, const IntSize& to, double progress)
100 {
101 return IntSize(blendFunc(anim, from.width(), to.width(), progress),
102 blendFunc(anim, from.height(), to.height(), progress));
103 }
104
blendFunc(const AnimationBase * anim,const ShadowData * from,const ShadowData * to,double progress)105 static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress)
106 {
107 ASSERT(from && to);
108 return new ShadowData(blendFunc(anim, from->x, to->x, progress), blendFunc(anim, from->y, to->y, progress),
109 blendFunc(anim, from->blur, to->blur, progress), blendFunc(anim, from->color, to->color, progress));
110 }
111
blendFunc(const AnimationBase * anim,const TransformOperations & from,const TransformOperations & to,double progress)112 static inline TransformOperations blendFunc(const AnimationBase* anim, const TransformOperations& from, const TransformOperations& to, double progress)
113 {
114 TransformOperations result;
115
116 // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation
117 if (anim->isTransformFunctionListValid()) {
118 unsigned fromSize = from.operations().size();
119 unsigned toSize = to.operations().size();
120 unsigned size = max(fromSize, toSize);
121 for (unsigned i = 0; i < size; i++) {
122 RefPtr<TransformOperation> fromOp = (i < fromSize) ? from.operations()[i].get() : 0;
123 RefPtr<TransformOperation> toOp = (i < toSize) ? to.operations()[i].get() : 0;
124 RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0);
125 if (blendedOp)
126 result.operations().append(blendedOp);
127 else {
128 RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create();
129 if (progress > 0.5)
130 result.operations().append(toOp ? toOp : identityOp);
131 else
132 result.operations().append(fromOp ? fromOp : identityOp);
133 }
134 }
135 } else {
136 // Convert the TransformOperations into matrices
137 IntSize size = anim->renderer()->isBox() ? toRenderBox(anim->renderer())->borderBoxRect().size() : IntSize();
138 TransformationMatrix fromT;
139 TransformationMatrix toT;
140 from.apply(size, fromT);
141 to.apply(size, toT);
142
143 toT.blend(fromT, progress);
144
145 // Append the result
146 result.operations().append(MatrixTransformOperation::create(toT.a(), toT.b(), toT.c(), toT.d(), toT.e(), toT.f()));
147 }
148 return result;
149 }
150
blendFunc(const AnimationBase * anim,EVisibility from,EVisibility to,double progress)151 static inline EVisibility blendFunc(const AnimationBase* anim, EVisibility from, EVisibility to, double progress)
152 {
153 // Any non-zero result means we consider the object to be visible. Only at 0 do we consider the object to be
154 // invisible. The invisible value we use (HIDDEN vs. COLLAPSE) depends on the specified from/to values.
155 double fromVal = from == VISIBLE ? 1. : 0.;
156 double toVal = to == VISIBLE ? 1. : 0.;
157 if (fromVal == toVal)
158 return to;
159 double result = blendFunc(anim, fromVal, toVal, progress);
160 return result > 0. ? VISIBLE : (to != VISIBLE ? to : from);
161 }
162
163 class PropertyWrapperBase;
164
165 static void addShorthandProperties();
166 static PropertyWrapperBase* wrapperForProperty(int propertyID);
167
168 class PropertyWrapperBase {
169 public:
PropertyWrapperBase(int prop)170 PropertyWrapperBase(int prop)
171 : m_prop(prop)
172 {
173 }
174
~PropertyWrapperBase()175 virtual ~PropertyWrapperBase() { }
176
isShorthandWrapper() const177 virtual bool isShorthandWrapper() const { return false; }
178 virtual bool equals(const RenderStyle* a, const RenderStyle* b) const = 0;
179 virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const = 0;
180
property() const181 int property() const { return m_prop; }
182
183 private:
184 int m_prop;
185 };
186
187 template <typename T>
188 class PropertyWrapperGetter : public PropertyWrapperBase {
189 public:
PropertyWrapperGetter(int prop,T (RenderStyle::* getter)()const)190 PropertyWrapperGetter(int prop, T (RenderStyle::*getter)() const)
191 : PropertyWrapperBase(prop)
192 , m_getter(getter)
193 {
194 }
195
equals(const RenderStyle * a,const RenderStyle * b) const196 virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
197 {
198 // If the style pointers are the same, don't bother doing the test.
199 // If either is null, return false. If both are null, return true.
200 if (!a && !b || a == b)
201 return true;
202 if (!a || !b)
203 return false;
204 return (a->*m_getter)() == (b->*m_getter)();
205 }
206
207 protected:
208 T (RenderStyle::*m_getter)() const;
209 };
210
211 template <typename T>
212 class PropertyWrapper : public PropertyWrapperGetter<T> {
213 public:
PropertyWrapper(int prop,T (RenderStyle::* getter)()const,void (RenderStyle::* setter)(T))214 PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T))
215 : PropertyWrapperGetter<T>(prop, getter)
216 , m_setter(setter)
217 {
218 }
219
blend(const AnimationBase * anim,RenderStyle * dst,const RenderStyle * a,const RenderStyle * b,double progress) const220 virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
221 {
222 (dst->*m_setter)(blendFunc(anim, (a->*PropertyWrapperGetter<T>::m_getter)(), (b->*PropertyWrapperGetter<T>::m_getter)(), progress));
223 }
224
225 protected:
226 void (RenderStyle::*m_setter)(T);
227 };
228
229 class PropertyWrapperShadow : public PropertyWrapperGetter<ShadowData*> {
230 public:
PropertyWrapperShadow(int prop,ShadowData * (RenderStyle::* getter)()const,void (RenderStyle::* setter)(ShadowData *,bool))231 PropertyWrapperShadow(int prop, ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
232 : PropertyWrapperGetter<ShadowData*>(prop, getter)
233 , m_setter(setter)
234 {
235 }
236
equals(const RenderStyle * a,const RenderStyle * b) const237 virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
238 {
239 ShadowData* shadowA = (a->*m_getter)();
240 ShadowData* shadowB = (b->*m_getter)();
241
242 if (!shadowA && shadowB || shadowA && !shadowB)
243 return false;
244 if (shadowA && shadowB && (*shadowA != *shadowB))
245 return false;
246 return true;
247 }
248
blend(const AnimationBase * anim,RenderStyle * dst,const RenderStyle * a,const RenderStyle * b,double progress) const249 virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
250 {
251 ShadowData* shadowA = (a->*m_getter)();
252 ShadowData* shadowB = (b->*m_getter)();
253 ShadowData defaultShadowData(0, 0, 0, Color::transparent);
254
255 if (!shadowA)
256 shadowA = &defaultShadowData;
257 if (!shadowB)
258 shadowB = &defaultShadowData;
259
260 (dst->*m_setter)(blendFunc(anim, shadowA, shadowB, progress), false);
261 }
262
263 private:
264 void (RenderStyle::*m_setter)(ShadowData*, bool);
265 };
266
267 class PropertyWrapperMaybeInvalidColor : public PropertyWrapperBase {
268 public:
PropertyWrapperMaybeInvalidColor(int prop,const Color & (RenderStyle::* getter)()const,void (RenderStyle::* setter)(const Color &))269 PropertyWrapperMaybeInvalidColor(int prop, const Color& (RenderStyle::*getter)() const, void (RenderStyle::*setter)(const Color&))
270 : PropertyWrapperBase(prop)
271 , m_getter(getter)
272 , m_setter(setter)
273 {
274 }
275
equals(const RenderStyle * a,const RenderStyle * b) const276 virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
277 {
278 Color fromColor = (a->*m_getter)();
279 Color toColor = (b->*m_getter)();
280 if (!fromColor.isValid())
281 fromColor = a->color();
282 if (!toColor.isValid())
283 toColor = b->color();
284
285 return fromColor == toColor;
286 }
287
blend(const AnimationBase * anim,RenderStyle * dst,const RenderStyle * a,const RenderStyle * b,double progress) const288 virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
289 {
290 Color fromColor = (a->*m_getter)();
291 Color toColor = (b->*m_getter)();
292 if (!fromColor.isValid())
293 fromColor = a->color();
294 if (!toColor.isValid())
295 toColor = b->color();
296 (dst->*m_setter)(blendFunc(anim, fromColor, toColor, progress));
297 }
298
299 private:
300 const Color& (RenderStyle::*m_getter)() const;
301 void (RenderStyle::*m_setter)(const Color&);
302 };
303
304 class ShorthandPropertyWrapper : public PropertyWrapperBase {
305 public:
ShorthandPropertyWrapper(int property,const CSSPropertyLonghand & longhand)306 ShorthandPropertyWrapper(int property, const CSSPropertyLonghand& longhand)
307 : PropertyWrapperBase(property)
308 {
309 for (unsigned i = 0; i < longhand.length(); ++i) {
310 PropertyWrapperBase* wrapper = wrapperForProperty(longhand.properties()[i]);
311 if (wrapper)
312 m_propertyWrappers.append(wrapper);
313 }
314 }
315
isShorthandWrapper() const316 virtual bool isShorthandWrapper() const { return true; }
317
equals(const RenderStyle * a,const RenderStyle * b) const318 virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
319 {
320 Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
321 for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) {
322 if (!(*it)->equals(a, b))
323 return false;
324 }
325 return true;
326 }
327
blend(const AnimationBase * anim,RenderStyle * dst,const RenderStyle * a,const RenderStyle * b,double progress) const328 virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
329 {
330 Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
331 for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it)
332 (*it)->blend(anim, dst, a, b, progress);
333 }
334
335 private:
336 Vector<PropertyWrapperBase*> m_propertyWrappers;
337 };
338
339
340 static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
341 static int gPropertyWrapperMap[numCSSProperties];
342
343 static const int cInvalidPropertyWrapperIndex = -1;
344
345
ensurePropertyMap()346 static void ensurePropertyMap()
347 {
348 // FIXME: This data is never destroyed. Maybe we should ref count it and toss it when the last AnimationController is destroyed?
349 if (gPropertyWrappers == 0) {
350 gPropertyWrappers = new Vector<PropertyWrapperBase*>();
351
352 // build the list of property wrappers to do the comparisons and blends
353 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft));
354 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight));
355 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop));
356 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom));
357 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth));
358 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
359 gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth));
360 gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth));
361 gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth));
362 gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth));
363 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft));
364 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight));
365 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop));
366 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom));
367 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft));
368 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight));
369 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop));
370 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom));
371 gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity));
372 gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor));
373 gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor));
374 gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize));
375 gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth));
376 gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap));
377 gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount));
378 gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth));
379 gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing));
380 gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing));
381 gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex));
382 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight));
383 gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset));
384 gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth));
385 gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing));
386 gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing));
387 gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform));
388 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
389 gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
390 gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
391 gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
392 gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
393 gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyWebkitBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius));
394 gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility));
395 gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom));
396 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor));
397 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor));
398 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor));
399 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderLeftColor, &RenderStyle::borderLeftColor, &RenderStyle::setBorderLeftColor));
400 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderRightColor, &RenderStyle::borderRightColor, &RenderStyle::setBorderRightColor));
401 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderTopColor, &RenderStyle::borderTopColor, &RenderStyle::setBorderTopColor));
402 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderBottomColor, &RenderStyle::borderBottomColor, &RenderStyle::setBorderBottomColor));
403 gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyOutlineColor, &RenderStyle::outlineColor, &RenderStyle::setOutlineColor));
404
405 // These are for shadows
406 gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyWebkitBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow));
407 gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyTextShadow, &RenderStyle::textShadow, &RenderStyle::setTextShadow));
408
409 #if ENABLE(SVG)
410 gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity));
411 gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity));
412 gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyStrokeOpacity, &RenderStyle::strokeOpacity, &RenderStyle::setStrokeOpacity));
413 #endif
414
415 // TODO:
416 //
417 // CSSPropertyBackground, CSSPropertyBackgroundPosition
418 // CSSPropertyMinWidth, CSSPropertyMaxWidth, CSSPropertyMinHeight, CSSPropertyMaxHeight
419 // CSSPropertyTextIndent
420 // CSSPropertyVerticalAlign
421 // CSSPropertyWebkitBackgroundOrigin
422 // CSSPropertyWebkitBackgroundSize
423 // CSSPropertyWebkitMaskPosition
424 // CSSPropertyWebkitMaskOrigin
425 // CSSPropertyWebkitMaskSize
426 //
427 // Compound properties that have components that should be animatable:
428 //
429 // CSSPropertyWebkitColumns
430 // CSSPropertyWebkitMask
431 // CSSPropertyWebkitBoxReflect
432
433 // Make sure unused slots have a value
434 for (unsigned int i = 0; i < static_cast<unsigned int>(numCSSProperties); ++i)
435 gPropertyWrapperMap[i] = cInvalidPropertyWrapperIndex;
436
437 // First we put the non-shorthand property wrappers into the map, so the shorthand-building
438 // code can find them.
439 size_t n = gPropertyWrappers->size();
440 for (unsigned int i = 0; i < n; ++i) {
441 ASSERT((*gPropertyWrappers)[i]->property() - firstCSSProperty < numCSSProperties);
442 gPropertyWrapperMap[(*gPropertyWrappers)[i]->property() - firstCSSProperty] = i;
443 }
444
445 // Now add the shorthand wrappers.
446 addShorthandProperties();
447 }
448 }
449
addPropertyWrapper(int propertyID,PropertyWrapperBase * wrapper)450 static void addPropertyWrapper(int propertyID, PropertyWrapperBase* wrapper)
451 {
452 int propIndex = propertyID - firstCSSProperty;
453
454 ASSERT(gPropertyWrapperMap[propIndex] == cInvalidPropertyWrapperIndex);
455
456 unsigned wrapperIndex = gPropertyWrappers->size();
457 gPropertyWrappers->append(wrapper);
458 gPropertyWrapperMap[propIndex] = wrapperIndex;
459 }
460
addShorthandProperties()461 static void addShorthandProperties()
462 {
463 static const int animatableShorthandProperties[] = {
464 CSSPropertyBackground, // for background-color
465 CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft,
466 CSSPropertyBorderColor,
467 CSSPropertyBorderWidth,
468 CSSPropertyBorder,
469 CSSPropertyBorderSpacing,
470 CSSPropertyMargin,
471 CSSPropertyOutline,
472 CSSPropertyPadding,
473 CSSPropertyWebkitTextStroke,
474 CSSPropertyWebkitColumnRule,
475 CSSPropertyWebkitBorderRadius,
476 CSSPropertyWebkitTransformOrigin
477 };
478
479 for (unsigned i = 0; i < sizeof(animatableShorthandProperties) / sizeof(animatableShorthandProperties[0]); ++i) {
480 int propertyID = animatableShorthandProperties[i];
481 CSSPropertyLonghand longhand = longhandForProperty(propertyID);
482 if (longhand.length() > 0)
483 addPropertyWrapper(propertyID, new ShorthandPropertyWrapper(propertyID, longhand));
484 }
485
486 // 'font' is not in the shorthand map.
487 static const int animatableFontProperties[] = {
488 CSSPropertyFontSize,
489 CSSPropertyFontWeight
490 };
491
492 CSSPropertyLonghand fontLonghand(animatableFontProperties, sizeof(animatableFontProperties) / sizeof(animatableFontProperties[0]));
493 addPropertyWrapper(CSSPropertyFont, new ShorthandPropertyWrapper(CSSPropertyFont, fontLonghand));
494 }
495
wrapperForProperty(int propertyID)496 static PropertyWrapperBase* wrapperForProperty(int propertyID)
497 {
498 int propIndex = propertyID - firstCSSProperty;
499 if (propIndex >= 0 && propIndex < numCSSProperties) {
500 int wrapperIndex = gPropertyWrapperMap[propIndex];
501 if (wrapperIndex >= 0)
502 return (*gPropertyWrappers)[wrapperIndex];
503 }
504 return 0;
505 }
506
AnimationBase(const Animation * transition,RenderObject * renderer,CompositeAnimation * compAnim)507 AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
508 : m_animState(AnimationStateNew)
509 , m_isAnimating(false)
510 , m_waitedForResponse(false)
511 , m_startTime(0)
512 , m_pauseTime(-1)
513 , m_requestedStartTime(0)
514 , m_object(renderer)
515 , m_animation(const_cast<Animation*>(transition))
516 , m_compAnim(compAnim)
517 , m_transformFunctionListValid(false)
518 , m_nextIterationDuration(-1)
519 , m_next(0)
520 {
521 // Compute the total duration
522 m_totalDuration = -1;
523 if (m_animation->iterationCount() > 0)
524 m_totalDuration = m_animation->duration() * m_animation->iterationCount();
525 }
526
~AnimationBase()527 AnimationBase::~AnimationBase()
528 {
529 if (m_animState == AnimationStateStartWaitStyleAvailable)
530 m_compAnim->removeFromStyleAvailableWaitList(this);
531 }
532
propertiesEqual(int prop,const RenderStyle * a,const RenderStyle * b)533 bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b)
534 {
535 ensurePropertyMap();
536 if (prop == cAnimateAll) {
537 size_t n = gPropertyWrappers->size();
538 for (unsigned int i = 0; i < n; ++i) {
539 PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
540 // No point comparing shorthand wrappers for 'all'.
541 if (!wrapper->isShorthandWrapper() && !wrapper->equals(a, b))
542 return false;
543 }
544 } else {
545 PropertyWrapperBase* wrapper = wrapperForProperty(prop);
546 if (wrapper)
547 return wrapper->equals(a, b);
548 }
549 return true;
550 }
551
getPropertyAtIndex(int i,bool & isShorthand)552 int AnimationBase::getPropertyAtIndex(int i, bool& isShorthand)
553 {
554 ensurePropertyMap();
555 if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size()))
556 return CSSPropertyInvalid;
557
558 PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
559 isShorthand = wrapper->isShorthandWrapper();
560 return wrapper->property();
561 }
562
getNumProperties()563 int AnimationBase::getNumProperties()
564 {
565 ensurePropertyMap();
566 return gPropertyWrappers->size();
567 }
568
569 // Returns true if we need to start animation timers
blendProperties(const AnimationBase * anim,int prop,RenderStyle * dst,const RenderStyle * a,const RenderStyle * b,double progress)570 bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress)
571 {
572 ASSERT(prop != cAnimateAll);
573
574 ensurePropertyMap();
575 PropertyWrapperBase* wrapper = wrapperForProperty(prop);
576 if (wrapper) {
577 wrapper->blend(anim, dst, a, b, progress);
578 return true;
579 }
580
581 return false;
582 }
583
setChanged(Node * node)584 void AnimationBase::setChanged(Node* node)
585 {
586 ASSERT(!node || (node->document() && !node->document()->inPageCache()));
587 if (node)
588 node->setChanged(AnimationStyleChange);
589 }
590
duration() const591 double AnimationBase::duration() const
592 {
593 return m_animation->duration();
594 }
595
playStatePlaying() const596 bool AnimationBase::playStatePlaying() const
597 {
598 return m_animation->playState() == AnimPlayStatePlaying;
599 }
600
animationsMatch(const Animation * anim) const601 bool AnimationBase::animationsMatch(const Animation* anim) const
602 {
603 return m_animation->animationsMatch(anim);
604 }
605
updateStateMachine(AnimStateInput input,double param)606 void AnimationBase::updateStateMachine(AnimStateInput input, double param)
607 {
608 // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state.
609 if (input == AnimationStateInputMakeNew) {
610 if (m_animState == AnimationStateStartWaitStyleAvailable)
611 m_compAnim->removeFromStyleAvailableWaitList(this);
612 m_animState = AnimationStateNew;
613 m_startTime = 0;
614 m_pauseTime = -1;
615 m_requestedStartTime = 0;
616 m_nextIterationDuration = -1;
617 m_waitedForResponse = false;
618 endAnimation(false);
619 return;
620 }
621
622 if (input == AnimationStateInputRestartAnimation) {
623 if (m_animState == AnimationStateStartWaitStyleAvailable)
624 m_compAnim->removeFromStyleAvailableWaitList(this);
625 m_animState = AnimationStateNew;
626 m_startTime = 0;
627 m_pauseTime = -1;
628 m_requestedStartTime = 0;
629 m_nextIterationDuration = -1;
630 endAnimation(false);
631
632 if (!paused())
633 updateStateMachine(AnimationStateInputStartAnimation, -1);
634 return;
635 }
636
637 if (input == AnimationStateInputEndAnimation) {
638 if (m_animState == AnimationStateStartWaitStyleAvailable)
639 m_compAnim->removeFromStyleAvailableWaitList(this);
640 m_animState = AnimationStateDone;
641 endAnimation(true);
642 return;
643 }
644
645 if (input == AnimationStateInputPauseOverride) {
646 if (m_animState == AnimationStateStartWaitResponse) {
647 // If we are in AnimationStateStartWaitResponse, the animation will get canceled before
648 // we get a response, so move to the next state.
649 endAnimation(false);
650 updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
651 }
652 return;
653 }
654
655 if (input == AnimationStateInputResumeOverride) {
656 if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
657 // Start the animation
658 startAnimation(m_startTime);
659 }
660 return;
661 }
662
663 // Execute state machine
664 switch(m_animState) {
665 case AnimationStateNew:
666 ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning || input == AnimationStateInputPlayStatePaused);
667 if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunnning) {
668 m_waitedForResponse = false;
669 m_requestedStartTime = beginAnimationUpdateTime();
670 m_animState = AnimationStateStartWaitTimer;
671 }
672 break;
673 case AnimationStateStartWaitTimer:
674 ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused);
675
676 if (input == AnimationStateInputStartTimerFired) {
677 ASSERT(param >= 0);
678 // Start timer has fired, tell the animation to start and wait for it to respond with start time
679 m_animState = AnimationStateStartWaitStyleAvailable;
680 m_compAnim->addToStyleAvailableWaitList(this);
681
682 // Trigger a render so we can start the animation
683 if (m_object)
684 m_object->animation()->addNodeChangeToDispatch(m_object->element());
685 } else {
686 ASSERT(!paused());
687 // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait
688 m_pauseTime = beginAnimationUpdateTime();
689 m_animState = AnimationStatePausedWaitTimer;
690 }
691 break;
692 case AnimationStateStartWaitStyleAvailable:
693 ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused);
694
695 // Start timer has fired, tell the animation to start and wait for it to respond with start time
696 m_animState = AnimationStateStartWaitResponse;
697
698 overrideAnimations();
699
700 // Send start event, if needed
701 onAnimationStart(0); // The elapsedTime is always 0 here
702
703 // Start the animation
704 if (overridden() || !startAnimation(0)) {
705 // We're not going to get a startTime callback, so fire the start time here
706 m_animState = AnimationStateStartWaitResponse;
707 updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
708 } else
709 m_waitedForResponse = true;
710 break;
711 case AnimationStateStartWaitResponse:
712 ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused);
713
714 if (input == AnimationStateInputStartTimeSet) {
715 ASSERT(param >= 0);
716 // We have a start time, set it, unless the startTime is already set
717 if (m_startTime <= 0)
718 m_startTime = param;
719
720 // Decide whether to go into looping or ending state
721 goIntoEndingOrLoopingState();
722
723 // Dispatch updateRendering so we can start the animation
724 if (m_object)
725 m_object->animation()->addNodeChangeToDispatch(m_object->element());
726 } else {
727 // We are pausing while waiting for a start response. Cancel the animation and wait. When
728 // we unpause, we will act as though the start timer just fired
729 m_pauseTime = -1;
730 endAnimation(false);
731 m_animState = AnimationStatePausedWaitResponse;
732 }
733 break;
734 case AnimationStateLooping:
735 ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused);
736
737 if (input == AnimationStateInputLoopTimerFired) {
738 ASSERT(param >= 0);
739 // Loop timer fired, loop again or end.
740 onAnimationIteration(param);
741
742 // Decide whether to go into looping or ending state
743 goIntoEndingOrLoopingState();
744 } else {
745 // We are pausing while running. Cancel the animation and wait
746 m_pauseTime = beginAnimationUpdateTime();
747 endAnimation(false);
748 m_animState = AnimationStatePausedRun;
749 }
750 break;
751 case AnimationStateEnding:
752 ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused);
753
754 if (input == AnimationStateInputEndTimerFired) {
755 ASSERT(param >= 0);
756 // End timer fired, finish up
757 onAnimationEnd(param);
758
759 m_animState = AnimationStateDone;
760
761 if (m_object) {
762 resumeOverriddenAnimations();
763
764 // Fire off another style change so we can set the final value
765 m_object->animation()->addNodeChangeToDispatch(m_object->element());
766 }
767 } else {
768 // We are pausing while running. Cancel the animation and wait
769 m_pauseTime = beginAnimationUpdateTime();
770 endAnimation(false);
771 m_animState = AnimationStatePausedRun;
772 }
773 // |this| may be deleted here
774 break;
775 case AnimationStatePausedWaitTimer:
776 ASSERT(input == AnimationStateInputPlayStateRunnning);
777 ASSERT(paused());
778 // Update the times
779 m_startTime += beginAnimationUpdateTime() - m_pauseTime;
780 m_pauseTime = -1;
781
782 // we were waiting for the start timer to fire, go back and wait again
783 m_animState = AnimationStateNew;
784 updateStateMachine(AnimationStateInputStartAnimation, 0);
785 break;
786 case AnimationStatePausedWaitResponse:
787 case AnimationStatePausedRun:
788 // We treat these two cases the same. The only difference is that, when we are in
789 // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation.
790 // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice
791 // that we have already set the startTime and will ignore it.
792 ASSERT(input == AnimationStateInputPlayStateRunnning);
793 ASSERT(paused());
794 // Update the times
795 if (m_animState == AnimationStatePausedRun)
796 m_startTime += beginAnimationUpdateTime() - m_pauseTime;
797 else
798 m_startTime = 0;
799 m_pauseTime = -1;
800
801 // We were waiting for a begin time response from the animation, go back and wait again
802 m_animState = AnimationStateStartWaitResponse;
803
804 // Start the animation
805 if (overridden() || !startAnimation(m_startTime)) {
806 // We're not going to get a startTime callback, so fire the start time here
807 updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
808 } else
809 m_waitedForResponse = true;
810 break;
811 case AnimationStateDone:
812 // We're done. Stay in this state until we are deleted
813 break;
814 }
815 }
816
fireAnimationEventsIfNeeded()817 void AnimationBase::fireAnimationEventsIfNeeded()
818 {
819 // If we are waiting for the delay time to expire and it has, go to the next state
820 if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding)
821 return;
822
823 // We have to make sure to keep a ref to the this pointer, because it could get destroyed
824 // during an animation callback that might get called. Since the owner is a CompositeAnimation
825 // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase
826 // can still access the resources of its CompositeAnimation as needed.
827 RefPtr<AnimationBase> protector(this);
828 RefPtr<CompositeAnimation> compProtector(m_compAnim);
829
830 // Check for start timeout
831 if (m_animState == AnimationStateStartWaitTimer) {
832 if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay())
833 updateStateMachine(AnimationStateInputStartTimerFired, 0);
834 return;
835 }
836
837 double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
838 ASSERT(elapsedDuration >= 0);
839
840 // Check for end timeout
841 if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) {
842 // Fire an end event
843 updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration);
844 }
845 else {
846 // Check for iteration timeout
847 if (m_nextIterationDuration < 0) {
848 // Hasn't been set yet, set it
849 double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
850 m_nextIterationDuration = elapsedDuration + durationLeft;
851 }
852
853 if (elapsedDuration >= m_nextIterationDuration) {
854 // Set to the next iteration
855 double previous = m_nextIterationDuration;
856 double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
857 m_nextIterationDuration = elapsedDuration + durationLeft;
858
859 // Send the event
860 updateStateMachine(AnimationStateInputLoopTimerFired, previous);
861 }
862 }
863 }
864
updatePlayState(bool run)865 void AnimationBase::updatePlayState(bool run)
866 {
867 if (paused() == run || isNew())
868 updateStateMachine(run ? AnimationStateInputPlayStateRunnning : AnimationStateInputPlayStatePaused, -1);
869 }
870
willNeedService() const871 double AnimationBase::willNeedService() const
872 {
873 // Returns the time at which next service is required. -1 means no service is required. 0 means
874 // service is required now, and > 0 means service is required that many seconds in the future.
875 if (paused() || isNew())
876 return -1;
877
878 if (m_animState == AnimationStateStartWaitTimer) {
879 double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime);
880 return (float) ((timeFromNow > 0) ? timeFromNow : 0);
881 }
882
883 // In all other cases, we need service right away.
884 return 0;
885 }
886
progress(double scale,double offset,const TimingFunction * tf) const887 double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const
888 {
889 if (preActive())
890 return 0;
891
892 double elapsedTime = getElapsedTime();
893
894 double dur = m_animation->duration();
895 if (m_animation->iterationCount() > 0)
896 dur *= m_animation->iterationCount();
897
898 if (postActive() || !m_animation->duration() || (m_animation->iterationCount() > 0 && elapsedTime >= dur))
899 return 1.0;
900
901 // Compute the fractional time, taking into account direction.
902 // There is no need to worry about iterations, we assume that we would have
903 // short circuited above if we were done.
904 double fractionalTime = elapsedTime / m_animation->duration();
905 int integralTime = static_cast<int>(fractionalTime);
906 fractionalTime -= integralTime;
907
908 if (m_animation->direction() && (integralTime & 1))
909 fractionalTime = 1 - fractionalTime;
910
911 if (scale != 1 || offset)
912 fractionalTime = (fractionalTime - offset) * scale;
913
914 if (!tf)
915 tf = &m_animation->timingFunction();
916
917 if (tf->type() == LinearTimingFunction)
918 return fractionalTime;
919
920 // Cubic bezier.
921 double result = solveCubicBezierFunction(tf->x1(),
922 tf->y1(),
923 tf->x2(),
924 tf->y2(),
925 fractionalTime, m_animation->duration());
926 return result;
927 }
928
goIntoEndingOrLoopingState()929 void AnimationBase::goIntoEndingOrLoopingState()
930 {
931 // Decide when the end or loop event needs to fire
932 double totalDuration = -1;
933 if (m_animation->iterationCount() > 0)
934 totalDuration = m_animation->duration() * m_animation->iterationCount();
935
936 const double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
937 ASSERT(elapsedDuration >= 0);
938 double durationLeft = 0;
939 double nextIterationTime = totalDuration;
940
941 if (totalDuration < 0 || elapsedDuration < totalDuration) {
942 durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
943 nextIterationTime = elapsedDuration + durationLeft;
944 }
945
946 if (totalDuration < 0 || nextIterationTime < totalDuration) {
947 // We are not at the end yet
948 ASSERT(nextIterationTime > 0);
949 m_animState = AnimationStateLooping;
950 } else {
951 // We are at the end
952 m_animState = AnimationStateEnding;
953 }
954 }
955
pauseAtTime(double t)956 void AnimationBase::pauseAtTime(double t)
957 {
958 updatePlayState(false);
959 m_pauseTime = m_startTime + t - m_animation->delay();
960 }
961
beginAnimationUpdateTime() const962 double AnimationBase::beginAnimationUpdateTime() const
963 {
964 return m_compAnim->animationController()->beginAnimationUpdateTime();
965 }
966
getElapsedTime() const967 double AnimationBase::getElapsedTime() const
968 {
969 if (paused())
970 return m_pauseTime - m_startTime;
971 if (m_startTime <= 0)
972 return 0;
973 if (postActive())
974 return 1;
975 return beginAnimationUpdateTime() - m_startTime;
976 }
977
978 } // namespace WebCore
979