mirror of
https://bitbucket.org/smil3y/kdelibs.git
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284 lines
9.4 KiB
C++
284 lines
9.4 KiB
C++
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/*
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* Copyright (C) 2008 Apple Inc. All Rights Reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "config.h"
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#include "SMILTimeContainer.h"
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#include "CSSComputedStyleDeclaration.h"
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#include "CSSParser.h"
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#include "Document.h"
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#include "SVGAnimationElement.h"
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#include "SVGSMILElement.h"
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#include "SVGSVGElement.h"
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#include "SystemTime.h"
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using namespace std;
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namespace WebCore {
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static const double animationFrameDelay = 0.025;
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SMILTimeContainer::SMILTimeContainer(SVGSVGElement* owner)
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: m_beginTime(0)
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, m_pauseTime(0)
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, m_accumulatedPauseTime(0)
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, m_documentOrderIndexesDirty(false)
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, m_timer(this, &SMILTimeContainer::timerFired)
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, m_ownerSVGElement(owner)
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{
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}
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#if !ENABLE(SVG_ANIMATION)
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void SMILTimeContainer::begin() {}
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void SMILTimeContainer::pause() {}
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void SMILTimeContainer::resume() {}
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SMILTime SMILTimeContainer::elapsed() const { return 0; }
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bool SMILTimeContainer::isPaused() const { return false; }
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void SMILTimeContainer::timerFired(Timer<SMILTimeContainer>*) {}
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#else
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void SMILTimeContainer::schedule(SVGSMILElement* animation)
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{
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ASSERT(animation->timeContainer() == this);
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SMILTime nextFireTime = animation->nextProgressTime();
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if (!nextFireTime.isFinite())
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return;
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m_scheduledAnimations.add(animation);
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startTimer(0);
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}
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void SMILTimeContainer::unschedule(SVGSMILElement* animation)
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{
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ASSERT(animation->timeContainer() == this);
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m_scheduledAnimations.remove(animation);
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}
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SMILTime SMILTimeContainer::elapsed() const
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{
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if (!m_beginTime)
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return 0;
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return currentTime() - m_beginTime - m_accumulatedPauseTime;
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}
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bool SMILTimeContainer::isActive() const
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{
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return m_beginTime && !isPaused();
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}
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bool SMILTimeContainer::isPaused() const
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{
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return m_pauseTime;
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}
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void SMILTimeContainer::begin()
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{
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ASSERT(!m_beginTime);
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m_beginTime = currentTime();
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updateAnimations(0);
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}
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void SMILTimeContainer::pause()
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{
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if (!m_beginTime)
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return;
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ASSERT(!isPaused());
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m_pauseTime = currentTime();
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m_timer.stop();
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}
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void SMILTimeContainer::resume()
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{
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if (!m_beginTime)
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return;
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ASSERT(isPaused());
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m_accumulatedPauseTime += currentTime() - m_pauseTime;
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m_pauseTime = 0;
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startTimer(0);
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}
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void SMILTimeContainer::startTimer(SMILTime fireTime, SMILTime minimumDelay)
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{
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if (!m_beginTime || isPaused())
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return;
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if (!fireTime.isFinite())
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return;
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SMILTime delay = max(fireTime - elapsed(), minimumDelay);
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m_timer.startOneShot(delay.value());
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}
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void SMILTimeContainer::timerFired(Timer<SMILTimeContainer>*)
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{
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ASSERT(m_beginTime);
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ASSERT(!m_pauseTime);
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SMILTime elapsed = this->elapsed();
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updateAnimations(elapsed);
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}
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void SMILTimeContainer::updateDocumentOrderIndexes()
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{
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unsigned timingElementCount = 0;
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for (Node* node = m_ownerSVGElement; node; node = node->traverseNextNode(m_ownerSVGElement)) {
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if (SVGSMILElement::isSMILElement(node))
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static_cast<SVGSMILElement*>(node)->setDocumentOrderIndex(timingElementCount++);
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}
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m_documentOrderIndexesDirty = false;
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}
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struct PriorityCompare {
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PriorityCompare(SMILTime elapsed) : m_elapsed(elapsed) {}
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bool operator()(SVGSMILElement* a, SVGSMILElement* b)
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{
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// FIXME: This should also consider possible timing relations between the elements.
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SMILTime aBegin = a->intervalBegin();
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SMILTime bBegin = b->intervalBegin();
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// Frozen elements need to be prioritized based on their previous interval.
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aBegin = a->isFrozen() && m_elapsed < aBegin ? a->previousIntervalBegin() : aBegin;
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bBegin = b->isFrozen() && m_elapsed < bBegin ? b->previousIntervalBegin() : bBegin;
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if (aBegin == bBegin)
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return a->documentOrderIndex() < b->documentOrderIndex();
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return aBegin < bBegin;
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}
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SMILTime m_elapsed;
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};
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void SMILTimeContainer::sortByPriority(Vector<SVGSMILElement*>& smilElements, SMILTime elapsed)
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{
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if (m_documentOrderIndexesDirty)
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updateDocumentOrderIndexes();
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std::sort(smilElements.begin(), smilElements.end(), PriorityCompare(elapsed));
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}
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static bool applyOrderSortFunction(SVGSMILElement* a, SVGSMILElement* b)
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{
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if (!a->hasTagName(SVGNames::animateTransformTag) && b->hasTagName(SVGNames::animateTransformTag))
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return true;
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return false;
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}
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static void sortByApplyOrder(Vector<SVGSMILElement*>& smilElements)
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{
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std::sort(smilElements.begin(), smilElements.end(), applyOrderSortFunction);
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}
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String SMILTimeContainer::baseValueFor(ElementAttributePair key)
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{
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// FIXME: We wouldn't need to do this if we were keeping base values around properly in DOM.
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// Currently animation overwrites them so we need to save them somewhere.
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BaseValueMap::iterator it = m_savedBaseValues.find(key);
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if (it != m_savedBaseValues.end())
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return it->second;
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SVGElement* target = key.first;
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String attributeName = key.second;
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ASSERT(target);
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ASSERT(!attributeName.isEmpty());
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String baseValue;
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if (SVGAnimationElement::attributeIsCSS(attributeName)) {
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CSSComputedStyleDeclaration computedStyle(target);
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baseValue = computedStyle.getPropertyValue(cssPropertyID(attributeName));
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} else
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baseValue = target->getAttribute(attributeName);
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m_savedBaseValues.add(key, baseValue);
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return baseValue;
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}
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void SMILTimeContainer::updateAnimations(SMILTime elapsed)
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{
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SMILTime earliersFireTime = SMILTime::unresolved();
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Vector<SVGSMILElement*> toAnimate;
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copyToVector(m_scheduledAnimations, toAnimate);
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// Sort according to priority. Elements with later begin time have higher priority.
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// In case of a tie, document order decides.
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// FIXME: This should also consider timing relationships between the elements. Dependents
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// have higher priority.
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sortByPriority(toAnimate, elapsed);
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// Calculate animation contributions.
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typedef HashMap<ElementAttributePair, SVGSMILElement*> ResultElementMap;
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ResultElementMap resultsElements;
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for (unsigned n = 0; n < toAnimate.size(); ++n) {
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SVGSMILElement* animation = toAnimate[n];
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ASSERT(animation->timeContainer() == this);
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SVGElement* targetElement = animation->targetElement();
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if (!targetElement)
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continue;
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String attributeName = animation->attributeName();
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if (attributeName.isEmpty()) {
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if (animation->hasTagName(SVGNames::animateMotionTag))
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attributeName = SVGNames::animateMotionTag.localName();
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else
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continue;
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}
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// Results are accumulated to the first animation that animates a particular element/attribute pair.
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ElementAttributePair key(targetElement, attributeName);
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SVGSMILElement* resultElement = resultsElements.get(key);
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if (!resultElement) {
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resultElement = animation;
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resultElement->resetToBaseValue(baseValueFor(key));
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resultsElements.add(key, resultElement);
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}
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// This will calculate the contribution from the animation and add it to the resultsElement.
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animation->progress(elapsed, resultElement);
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SMILTime nextFireTime = animation->nextProgressTime();
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if (nextFireTime.isFinite())
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earliersFireTime = min(nextFireTime, earliersFireTime);
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else if (!animation->isContributing(elapsed)) {
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m_scheduledAnimations.remove(animation);
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if (m_scheduledAnimations.isEmpty())
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m_savedBaseValues.clear();
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}
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}
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Vector<SVGSMILElement*> animationsToApply;
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ResultElementMap::iterator end = resultsElements.end();
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for (ResultElementMap::iterator it = resultsElements.begin(); it != end; ++it)
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animationsToApply.append(it->second);
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// Sort <animateTranform> to be the last one to be applied. <animate> may change transform attribute as
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// well (directly or indirectly by modifying <use> x/y) and this way transforms combine properly.
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sortByApplyOrder(animationsToApply);
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// Apply results to target elements.
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for (unsigned n = 0; n < animationsToApply.size(); ++n)
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animationsToApply[n]->applyResultsToTarget();
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startTimer(earliersFireTime, animationFrameDelay);
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Document::updateDocumentsRendering();
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}
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#endif
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}
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