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/*
Copyright (C) 2007 Eric Seidel <eric@webkit.org>
(C) 2007 Rob Buis <buis@kde.org>
Copyright (C) 2008 Apple Inc. All Rights Reserved.
This file is part of the WebKit project
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#include "config.h"
#if ENABLE(SVG) && ENABLE(SVG_ANIMATION)
#include "SVGAnimateMotionElement.h"
#include "MappedAttribute.h"
#include "RenderObject.h"
#include "SVGElementInstance.h"
#include "SVGMPathElement.h"
#include "SVGParserUtilities.h"
#include "SVGPathElement.h"
#include "SVGTransformList.h"
#include <math.h>
#include <wtf/StdLibExtras.h>
namespace WebCore {
using namespace SVGNames;
SVGAnimateMotionElement::SVGAnimateMotionElement(const QualifiedName& tagName, Document* doc)
: SVGAnimationElement(tagName, doc)
, m_baseIndexInTransformList(0)
, m_angle(0)
{
}
SVGAnimateMotionElement::~SVGAnimateMotionElement()
{
}
bool SVGAnimateMotionElement::hasValidTarget() const
{
if (!SVGAnimationElement::hasValidTarget())
return false;
SVGElement* targetElement = this->targetElement();
if (!targetElement->isStyledTransformable() && !targetElement->hasTagName(SVGNames::textTag))
return false;
// Spec: SVG 1.1 section 19.2.15
if (targetElement->hasTagName(gTag)
|| targetElement->hasTagName(defsTag)
|| targetElement->hasTagName(useTag)
|| targetElement->hasTagName(imageTag)
|| targetElement->hasTagName(switchTag)
|| targetElement->hasTagName(pathTag)
|| targetElement->hasTagName(rectTag)
|| targetElement->hasTagName(circleTag)
|| targetElement->hasTagName(ellipseTag)
|| targetElement->hasTagName(lineTag)
|| targetElement->hasTagName(polylineTag)
|| targetElement->hasTagName(polygonTag)
|| targetElement->hasTagName(textTag)
|| targetElement->hasTagName(clipPathTag)
|| targetElement->hasTagName(maskTag)
|| targetElement->hasTagName(aTag)
#if ENABLE(SVG_FOREIGN_OBJECT)
|| targetElement->hasTagName(foreignObjectTag)
#endif
)
return true;
return false;
}
void SVGAnimateMotionElement::parseMappedAttribute(MappedAttribute* attr)
{
if (attr->name() == SVGNames::pathAttr) {
m_path = Path();
pathFromSVGData(m_path, attr->value());
} else
SVGAnimationElement::parseMappedAttribute(attr);
}
SVGAnimateMotionElement::RotateMode SVGAnimateMotionElement::rotateMode() const
{
DEFINE_STATIC_LOCAL(const AtomicString, autoVal, ("auto"));
DEFINE_STATIC_LOCAL(const AtomicString, autoReverse, ("auto-reverse"));
String rotate = getAttribute(SVGNames::rotateAttr);
if (rotate == autoVal)
return RotateAuto;
if (rotate == autoReverse)
return RotateAutoReverse;
return RotateAngle;
}
Path SVGAnimateMotionElement::animationPath() const
{
for (Node* child = firstChild(); child; child = child->nextSibling()) {
if (child->hasTagName(SVGNames::mpathTag)) {
SVGMPathElement* mPath = static_cast<SVGMPathElement*>(child);
SVGPathElement* pathElement = mPath->pathElement();
if (pathElement)
return pathElement->toPathData();
return Path();
}
}
if (hasAttribute(SVGNames::pathAttr))
return m_path;
return Path();
}
static bool parsePoint(const String& s, FloatPoint& point)
{
if (s.isEmpty())
return false;
const UChar* cur = s.characters();
const UChar* end = cur + s.length();
if (!skipOptionalSpaces(cur, end))
return false;
float x = 0.0f;
if (!parseNumber(cur, end, x))
return false;
float y = 0.0f;
if (!parseNumber(cur, end, y))
return false;
point = FloatPoint(x, y);
// disallow anything except spaces at the end
return !skipOptionalSpaces(cur, end);
}
void SVGAnimateMotionElement::resetToBaseValue(const String&)
{
if (!hasValidTarget())
return;
SVGElement* target = targetElement();
TransformationMatrix* transform = target->supplementalTransform();
if (!transform)
return;
transform->makeIdentity();
}
bool SVGAnimateMotionElement::calculateFromAndToValues(const String& fromString, const String& toString)
{
parsePoint(fromString, m_fromPoint);
parsePoint(toString, m_toPoint);
return true;
}
bool SVGAnimateMotionElement::calculateFromAndByValues(const String& fromString, const String& byString)
{
parsePoint(fromString, m_fromPoint);
FloatPoint byPoint;
parsePoint(byString, byPoint);
m_toPoint = FloatPoint(m_fromPoint.x() + byPoint.x(), m_fromPoint.y() + byPoint.y());
return true;
}
void SVGAnimateMotionElement::calculateAnimatedValue(float percentage, unsigned, SVGSMILElement*)
{
SVGElement* target = targetElement();
if (!target)
return;
TransformationMatrix* transform = target->supplementalTransform();
if (!transform)
return;
if (!isAdditive())
transform->makeIdentity();
// FIXME: Implement accumulate.
if (animationMode() == PathAnimation) {
ASSERT(!animationPath().isEmpty());
Path path = animationPath();
float positionOnPath = path.length() * percentage;
bool ok;
FloatPoint position = path.pointAtLength(positionOnPath, ok);
if (ok) {
transform->translate(position.x(), position.y());
RotateMode rotateMode = this->rotateMode();
if (rotateMode == RotateAuto || rotateMode == RotateAutoReverse) {
float angle = path.normalAngleAtLength(positionOnPath, ok);
if (rotateMode == RotateAutoReverse)
angle += 180.f;
transform->rotate(angle);
}
}
return;
}
FloatSize diff = m_toPoint - m_fromPoint;
transform->translate(diff.width() * percentage + m_fromPoint.x(), diff.height() * percentage + m_fromPoint.y());
}
void SVGAnimateMotionElement::applyResultsToTarget()
{
// We accumulate to the target element transform list so there is not much to do here.
SVGElement* targetElement = this->targetElement();
if (targetElement && targetElement->renderer())
targetElement->renderer()->setNeedsLayout(true);
// ...except in case where we have additional instances in <use> trees.
HashSet<SVGElementInstance*> instances = targetElement->instancesForElement();
HashSet<SVGElementInstance*>::iterator end = instances.end();
for (HashSet<SVGElementInstance*>::iterator it = instances.begin(); it != end; ++it) {
SVGElement* shadowTreeElement = (*it)->shadowTreeElement();
ASSERT(shadowTreeElement);
TransformationMatrix* transform = shadowTreeElement->supplementalTransform();
TransformationMatrix* t = targetElement->supplementalTransform();
transform->setMatrix(t->a(), t->b(), t->c(), t->d(), t->e(), t->f());
if (shadowTreeElement->renderer())
shadowTreeElement->renderer()->setNeedsLayout(true);
}
}
float SVGAnimateMotionElement::calculateDistance(const String& fromString, const String& toString)
{
FloatPoint from;
FloatPoint to;
if (!parsePoint(fromString, from))
return -1.f;
if (!parsePoint(toString, to))
return -1.f;
FloatSize diff = to - from;
return sqrtf(diff.width() * diff.width() + diff.height() * diff.height());
}
}
#endif // ENABLE(SVG)
// vim:ts=4:noet