animationbase.h

来自「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Web」· C头文件 代码 · 共 227 行

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/* * Copyright (C) 2007 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.  * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of *     its contributors may be used to endorse or promote products derived *     from this software without specific prior written permission.  * * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "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 OR ITS 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. */#ifndef AnimationBase_h#define AnimationBase_h#include "AtomicString.h"#include <wtf/HashMap.h>namespace WebCore {class Animation;class AnimationBase;class AnimationController;class CompositeAnimation;class Element;class Node;class RenderObject;class RenderStyle;class TimingFunction;class AnimationBase : public RefCounted<AnimationBase> {    friend class CompositeAnimationPrivate;public:    AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim);    virtual ~AnimationBase();    RenderObject* renderer() const { return m_object; }    void clearRenderer() { m_object = 0; }        double duration() const;    // Animations and Transitions go through the states below. When entering the STARTED state    // the animation is started. This may or may not require deferred response from the animator.    // If so, we stay in this state until that response is received (and it returns the start time).    // Otherwise, we use the current time as the start time and go immediately to AnimationStateLooping    // or AnimationStateEnding.    enum AnimState {         AnimationStateNew,                  // animation just created, animation not running yet        AnimationStateStartWaitTimer,       // start timer running, waiting for fire        AnimationStateStartWaitStyleAvailable,   // waiting for style setup so we can start animations        AnimationStateStartWaitResponse,    // animation started, waiting for response        AnimationStateLooping,              // response received, animation running, loop timer running, waiting for fire        AnimationStateEnding,               // received, animation running, end timer running, waiting for fire        AnimationStatePausedWaitTimer,      // in pause mode when animation started        AnimationStatePausedWaitResponse,   // animation paused when in STARTING state        AnimationStatePausedRun,            // animation paused when in LOOPING or ENDING state        AnimationStateDone                  // end timer fired, animation finished and removed    };    enum AnimStateInput {        AnimationStateInputMakeNew,           // reset back to new from any state        AnimationStateInputStartAnimation,    // animation requests a start        AnimationStateInputRestartAnimation,  // force a restart from any state        AnimationStateInputStartTimerFired,   // start timer fired        AnimationStateInputStyleAvailable,    // style is setup, ready to start animating        AnimationStateInputStartTimeSet,      // m_startTime was set        AnimationStateInputLoopTimerFired,    // loop timer fired        AnimationStateInputEndTimerFired,     // end timer fired        AnimationStateInputPauseOverride,     // pause an animation due to override        AnimationStateInputResumeOverride,    // resume an overridden animation        AnimationStateInputPlayStateRunnning, // play state paused -> running        AnimationStateInputPlayStatePaused,   // play state running -> paused        AnimationStateInputEndAnimation       // force an end from any state    };    // Called when animation is in AnimationStateNew to start animation    void updateStateMachine(AnimStateInput, double param);    // Animation has actually started, at passed time    void onAnimationStartResponse(double startTime)    {        updateStateMachine(AnimationBase::AnimationStateInputStartTimeSet, startTime);    }    // Called to change to or from paused state    void updatePlayState(bool running);    bool playStatePlaying() const;    bool waitingToStart() const { return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer; }    bool preActive() const    {        return m_animState == AnimationStateNew || m_animState == AnimationStateStartWaitTimer || m_animState == AnimationStateStartWaitStyleAvailable || m_animState == AnimationStateStartWaitResponse;    }    bool postActive() const { return m_animState == AnimationStateDone; }    bool active() const { return !postActive() && !preActive(); }    bool running() const { return !isNew() && !postActive(); }    bool paused() const { return m_pauseTime >= 0; }    bool isNew() const { return m_animState == AnimationStateNew; }    bool waitingForStartTime() const { return m_animState == AnimationStateStartWaitResponse; }    bool waitingForStyleAvailable() const { return m_animState == AnimationStateStartWaitStyleAvailable; }    // "animating" means that something is running that requires a timer to keep firing    // (e.g. a software animation)    void setAnimating(bool inAnimating = true) { m_isAnimating = inAnimating; }    virtual double willNeedService();    double progress(double scale, double offset, const TimingFunction*) const;    virtual void animate(CompositeAnimation*, RenderObject*, const RenderStyle* /*currentStyle*/,         const RenderStyle* /*targetStyle*/, RefPtr<RenderStyle>& /*animatedStyle*/) { }    virtual void getAnimatedStyle(RefPtr<RenderStyle>& /*animatedStyle*/) { }    virtual bool shouldFireEvents() const { return false; }    void fireAnimationEventsIfNeeded();    bool animationsMatch(const Animation*) const;    void setAnimation(const Animation* anim) { m_animation = const_cast<Animation*>(anim); }    // Return true if this animation is overridden. This will only be the case for    // ImplicitAnimations and is used to determine whether or not we should force    // set the start time. If an animation is overridden, it will probably not get    // back the AnimationStateInputStartTimeSet input.    virtual bool overridden() const { return false; }    // Does this animation/transition involve the given property?    virtual bool affectsProperty(int /*property*/) const { return false; }    bool isAnimatingProperty(int property, bool isRunningNow) const    {        if (m_fallbackAnimating)            return false;                    if (isRunningNow)            return (!waitingToStart() && !postActive()) && affectsProperty(property);        return !postActive() && affectsProperty(property);    }    bool isTransformFunctionListValid() const { return m_transformFunctionListValid; }        void pauseAtTime(double t);        double beginAnimationUpdateTime() const;        double getElapsedTime() const;        AnimationBase* next() const { return m_next; }    void setNext(AnimationBase* animation) { m_next = animation; }        void styleAvailable()     {        ASSERT(waitingForStyleAvailable());        updateStateMachine(AnimationBase::AnimationStateInputStyleAvailable, -1);    }#if USE(ACCELERATED_COMPOSITING)    static bool animationOfPropertyIsAccelerated(int prop);#endifprotected:    virtual void overrideAnimations() { }    virtual void resumeOverriddenAnimations() { }    CompositeAnimation* compositeAnimation() { return m_compAnim; }    // These are called when the corresponding timer fires so subclasses can do any extra work    virtual void onAnimationStart(double /*elapsedTime*/) { }    virtual void onAnimationIteration(double /*elapsedTime*/) { }    virtual void onAnimationEnd(double /*elapsedTime*/) { }    virtual bool startAnimation(double /*beginTime*/) { return false; }    virtual void endAnimation(bool /*reset*/, double /*forcePauseTime*/ = -1) { }    void goIntoEndingOrLoopingState();    bool isFallbackAnimating() const { return m_fallbackAnimating; }    static bool propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b);    static int getPropertyAtIndex(int, bool& isShorthand);    static int getNumProperties();    // Return true if we need to start software animation timers    static bool blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress);    static void setChanged(Node*);        void getTimeToNextEvent(double& time, bool& isLooping) const;    AnimState m_animState;    bool m_isAnimating;       // transition/animation requires continual timer firing    double m_startTime;    double m_pauseTime;    double m_requestedStartTime;    RenderObject* m_object;    RefPtr<Animation> m_animation;    CompositeAnimation* m_compAnim;    bool m_fallbackAnimating;       // true when animating an accelerated property but have to fall back to software    bool m_transformFunctionListValid;    double m_totalDuration, m_nextIterationDuration;        AnimationBase* m_next;};} // namespace WebCore#endif // AnimationBase_h

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