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📄 smiltimecontainer.cpp

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
💻 CPP
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/* * Copyright (C) 2008 Apple Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright *    notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright *    notice, this list of conditions and the following disclaimer in the *    documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  */#include "config.h"#include "SMILTimeContainer.h"#if ENABLE(SVG)#include "CSSComputedStyleDeclaration.h"#include "CSSParser.h"#include "Document.h"#include "SVGAnimationElement.h"#include "SVGSMILElement.h"#include "SVGSVGElement.h"#include <wtf/CurrentTime.h>using namespace std;namespace WebCore {    static const double animationFrameDelay = 0.025;SMILTimeContainer::SMILTimeContainer(SVGSVGElement* owner)     : m_beginTime(0)    , m_pauseTime(0)    , m_accumulatedPauseTime(0)    , m_documentOrderIndexesDirty(false)    , m_timer(this, &SMILTimeContainer::timerFired)    , m_ownerSVGElement(owner){}    #if !ENABLE(SVG_ANIMATION)void SMILTimeContainer::begin() {}void SMILTimeContainer::pause() {}void SMILTimeContainer::resume() {}SMILTime SMILTimeContainer::elapsed() const { return 0; }bool SMILTimeContainer::isPaused() const { return false; }void SMILTimeContainer::timerFired(Timer<SMILTimeContainer>*) {}#else    void SMILTimeContainer::schedule(SVGSMILElement* animation){    ASSERT(animation->timeContainer() == this);    SMILTime nextFireTime = animation->nextProgressTime();    if (!nextFireTime.isFinite())        return;    m_scheduledAnimations.add(animation);    startTimer(0);}    void SMILTimeContainer::unschedule(SVGSMILElement* animation){    ASSERT(animation->timeContainer() == this);    m_scheduledAnimations.remove(animation);}SMILTime SMILTimeContainer::elapsed() const{    if (!m_beginTime)        return 0;    return currentTime() - m_beginTime - m_accumulatedPauseTime;}    bool SMILTimeContainer::isActive() const{    return m_beginTime && !isPaused();}    bool SMILTimeContainer::isPaused() const{    return m_pauseTime;}void SMILTimeContainer::begin(){    ASSERT(!m_beginTime);    m_beginTime = currentTime();    updateAnimations(0);}void SMILTimeContainer::pause(){    if (!m_beginTime)        return;    ASSERT(!isPaused());    m_pauseTime = currentTime();    m_timer.stop();}void SMILTimeContainer::resume(){    if (!m_beginTime)        return;    ASSERT(isPaused());    m_accumulatedPauseTime += currentTime() - m_pauseTime;    m_pauseTime = 0;    startTimer(0);}void SMILTimeContainer::startTimer(SMILTime fireTime, SMILTime minimumDelay){    if (!m_beginTime || isPaused())        return;        if (!fireTime.isFinite())        return;        SMILTime delay = max(fireTime - elapsed(), minimumDelay);    m_timer.startOneShot(delay.value());}    void SMILTimeContainer::timerFired(Timer<SMILTimeContainer>*){    ASSERT(m_beginTime);    ASSERT(!m_pauseTime);    SMILTime elapsed = this->elapsed();    updateAnimations(elapsed);} void SMILTimeContainer::updateDocumentOrderIndexes(){    unsigned timingElementCount = 0;    for (Node* node = m_ownerSVGElement; node; node = node->traverseNextNode(m_ownerSVGElement)) {        if (SVGSMILElement::isSMILElement(node))            static_cast<SVGSMILElement*>(node)->setDocumentOrderIndex(timingElementCount++);    }    m_documentOrderIndexesDirty = false;}struct PriorityCompare {    PriorityCompare(SMILTime elapsed) : m_elapsed(elapsed) {}    bool operator()(SVGSMILElement* a, SVGSMILElement* b)    {        // FIXME: This should also consider possible timing relations between the elements.        SMILTime aBegin = a->intervalBegin();        SMILTime bBegin = b->intervalBegin();        // Frozen elements need to be prioritized based on their previous interval.        aBegin = a->isFrozen() && m_elapsed < aBegin ? a->previousIntervalBegin() : aBegin;        bBegin = b->isFrozen() && m_elapsed < bBegin ? b->previousIntervalBegin() : bBegin;        if (aBegin == bBegin)            return a->documentOrderIndex() < b->documentOrderIndex();        return aBegin < bBegin;    }    SMILTime m_elapsed;};void SMILTimeContainer::sortByPriority(Vector<SVGSMILElement*>& smilElements, SMILTime elapsed){    if (m_documentOrderIndexesDirty)        updateDocumentOrderIndexes();    std::sort(smilElements.begin(), smilElements.end(), PriorityCompare(elapsed));}    static bool applyOrderSortFunction(SVGSMILElement* a, SVGSMILElement* b){    if (!a->hasTagName(SVGNames::animateTransformTag) && b->hasTagName(SVGNames::animateTransformTag))        return true;    return false;}    static void sortByApplyOrder(Vector<SVGSMILElement*>& smilElements){    std::sort(smilElements.begin(), smilElements.end(), applyOrderSortFunction);}String SMILTimeContainer::baseValueFor(ElementAttributePair key){    // FIXME: We wouldn't need to do this if we were keeping base values around properly in DOM.    // Currently animation overwrites them so we need to save them somewhere.    BaseValueMap::iterator it = m_savedBaseValues.find(key);    if (it != m_savedBaseValues.end())        return it->second;        SVGElement* target = key.first;    String attributeName = key.second;    ASSERT(target);    ASSERT(!attributeName.isEmpty());    String baseValue;    if (SVGAnimationElement::attributeIsCSS(attributeName))        baseValue = computedStyle(target)->getPropertyValue(cssPropertyID(attributeName));    else        baseValue = target->getAttribute(attributeName);    m_savedBaseValues.add(key, baseValue);    return baseValue;}      void SMILTimeContainer::updateAnimations(SMILTime elapsed){    SMILTime earliersFireTime = SMILTime::unresolved();    Vector<SVGSMILElement*> toAnimate;    copyToVector(m_scheduledAnimations, toAnimate);        // Sort according to priority. Elements with later begin time have higher priority.    // In case of a tie, document order decides.     // FIXME: This should also consider timing relationships between the elements. Dependents    // have higher priority.    sortByPriority(toAnimate, elapsed);        // Calculate animation contributions.    typedef HashMap<ElementAttributePair, SVGSMILElement*> ResultElementMap;    ResultElementMap resultsElements;    for (unsigned n = 0; n < toAnimate.size(); ++n) {        SVGSMILElement* animation = toAnimate[n];        ASSERT(animation->timeContainer() == this);        SVGElement* targetElement = animation->targetElement();        if (!targetElement)            continue;        String attributeName = animation->attributeName();        if (attributeName.isEmpty()) {            if (animation->hasTagName(SVGNames::animateMotionTag))                attributeName = SVGNames::animateMotionTag.localName();            else                continue;        }                // Results are accumulated to the first animation that animates a particular element/attribute pair.        ElementAttributePair key(targetElement, attributeName);         SVGSMILElement* resultElement = resultsElements.get(key);        if (!resultElement) {            resultElement = animation;            resultElement->resetToBaseValue(baseValueFor(key));            resultsElements.add(key, resultElement);        }        // This will calculate the contribution from the animation and add it to the resultsElement.        animation->progress(elapsed, resultElement);        SMILTime nextFireTime = animation->nextProgressTime();        if (nextFireTime.isFinite())            earliersFireTime = min(nextFireTime, earliersFireTime);        else if (!animation->isContributing(elapsed)) {            m_scheduledAnimations.remove(animation);            if (m_scheduledAnimations.isEmpty())                m_savedBaseValues.clear();        }    }        Vector<SVGSMILElement*> animationsToApply;    ResultElementMap::iterator end = resultsElements.end();    for (ResultElementMap::iterator it = resultsElements.begin(); it != end; ++it)        animationsToApply.append(it->second);    // Sort <animateTranform> to be the last one to be applied. <animate> may change transform attribute as    // well (directly or indirectly by modifying <use> x/y) and this way transforms combine properly.    sortByApplyOrder(animationsToApply);        // Apply results to target elements.    for (unsigned n = 0; n < animationsToApply.size(); ++n)        animationsToApply[n]->applyResultsToTarget();    startTimer(earliersFireTime, animationFrameDelay);        Document::updateDocumentsRendering();}#endif}#endif // ENABLE(SVG)

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