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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 "core/svg/animation/SMILTimeContainer.h"
#include "core/dom/ElementTraversal.h"
#include "core/svg/SVGSVGElement.h"
#include "core/svg/animation/SVGSMILElement.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_resumeTime(0)
, m_accumulatedActiveTime(0)
, m_presetStartTime(0)
, m_documentOrderIndexesDirty(false)
, m_timer(this, &SMILTimeContainer::timerFired)
, m_ownerSVGElement(owner)
#ifndef NDEBUG
, m_preventScheduledAnimationsChanges(false)
#endif
{
}
SMILTimeContainer::~SMILTimeContainer()
{
#ifndef NDEBUG
ASSERT(!m_preventScheduledAnimationsChanges);
#endif
}
void SMILTimeContainer::schedule(SVGSMILElement* animation, SVGElement* target, const QualifiedName& attributeName)
{
ASSERT(animation->timeContainer() == this);
ASSERT(target);
ASSERT(animation->hasValidAttributeName());
#ifndef NDEBUG
ASSERT(!m_preventScheduledAnimationsChanges);
#endif
ElementAttributePair key(target, attributeName);
OwnPtr<AnimationsVector>& scheduled = m_scheduledAnimations.add(key, nullptr).iterator->value;
if (!scheduled)
scheduled = adoptPtr(new AnimationsVector);
ASSERT(!scheduled->contains(animation));
scheduled->append(animation);
SMILTime nextFireTime = animation->nextProgressTime();
if (nextFireTime.isFinite())
notifyIntervalsChanged();
}
void SMILTimeContainer::unschedule(SVGSMILElement* animation, SVGElement* target, const QualifiedName& attributeName)
{
ASSERT(animation->timeContainer() == this);
#ifndef NDEBUG
ASSERT(!m_preventScheduledAnimationsChanges);
#endif
ElementAttributePair key(target, attributeName);
AnimationsVector* scheduled = m_scheduledAnimations.get(key);
ASSERT(scheduled);
size_t idx = scheduled->find(animation);
ASSERT(idx != kNotFound);
scheduled->remove(idx);
}
void SMILTimeContainer::notifyIntervalsChanged()
{
// Schedule updateAnimations() to be called asynchronously so multiple intervals
// can change with updateAnimations() only called once at the end.
startTimer(0);
}
SMILTime SMILTimeContainer::elapsed() const
{
if (!m_beginTime)
return 0;
if (isPaused())
return m_accumulatedActiveTime;
return currentTime() + m_accumulatedActiveTime - lastResumeTime();
}
bool SMILTimeContainer::isActive() const
{
return m_beginTime && !isPaused();
}
bool SMILTimeContainer::isPaused() const
{
return m_pauseTime;
}
bool SMILTimeContainer::isStarted() const
{
return m_beginTime;
}
void SMILTimeContainer::begin()
{
ASSERT(!m_beginTime);
double now = currentTime();
// If 'm_presetStartTime' is set, the timeline was modified via setElapsed() before the document began.
// In this case pass on 'seekToTime=true' to updateAnimations().
m_beginTime = now - m_presetStartTime;
updateAnimations(SMILTime(m_presetStartTime), m_presetStartTime ? true : false);
m_presetStartTime = 0;
if (m_pauseTime) {
m_pauseTime = now;
m_timer.stop();
}
}
void SMILTimeContainer::pause()
{
ASSERT(!isPaused());
m_pauseTime = currentTime();
if (m_beginTime) {
m_accumulatedActiveTime += m_pauseTime - lastResumeTime();
m_timer.stop();
}
m_resumeTime = 0;
}
void SMILTimeContainer::resume()
{
ASSERT(isPaused());
m_resumeTime = currentTime();
m_pauseTime = 0;
startTimer(0);
}
void SMILTimeContainer::setElapsed(SMILTime time)
{
// If the documment didn't begin yet, record a new start time, we'll seek to once its possible.
if (!m_beginTime) {
m_presetStartTime = time.value();
return;
}
if (m_beginTime)
m_timer.stop();
double now = currentTime();
m_beginTime = now - time.value();
m_resumeTime = 0;
if (m_pauseTime) {
m_pauseTime = now;
m_accumulatedActiveTime = time.value();
} else {
m_accumulatedActiveTime = 0;
}
#ifndef NDEBUG
m_preventScheduledAnimationsChanges = true;
#endif
GroupedAnimationsMap::iterator end = m_scheduledAnimations.end();
for (GroupedAnimationsMap::iterator it = m_scheduledAnimations.begin(); it != end; ++it) {
AnimationsVector* scheduled = it->value.get();
unsigned size = scheduled->size();
for (unsigned n = 0; n < size; n++)
scheduled->at(n)->reset();
}
#ifndef NDEBUG
m_preventScheduledAnimationsChanges = false;
#endif
updateAnimations(time, true);
}
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);
updateAnimations(elapsed());
}
void SMILTimeContainer::updateDocumentOrderIndexes()
{
unsigned timingElementCount = 0;
for (Element* element = m_ownerSVGElement; element; element = ElementTraversal::next(element, m_ownerSVGElement)) {
if (SVGSMILElement::isSMILElement(element))
toSVGSMILElement(element)->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));
}
void SMILTimeContainer::updateAnimations(SMILTime elapsed, bool seekToTime)
{
SMILTime earliestFireTime = SMILTime::unresolved();
#ifndef NDEBUG
// This boolean will catch any attempts to schedule/unschedule scheduledAnimations during this critical section.
// Similarly, any elements removed will unschedule themselves, so this will catch modification of animationsToApply.
m_preventScheduledAnimationsChanges = true;
#endif
AnimationsVector animationsToApply;
GroupedAnimationsMap::iterator end = m_scheduledAnimations.end();
for (GroupedAnimationsMap::iterator it = m_scheduledAnimations.begin(); it != end; ++it) {
AnimationsVector* scheduled = it->value.get();
unsigned size = scheduled->size();
for (unsigned n = 0; n < size; n++) {
SVGSMILElement* animation = scheduled->at(n);
animation->connectConditions();
}
}
for (GroupedAnimationsMap::iterator it = m_scheduledAnimations.begin(); it != end; ++it) {
AnimationsVector* scheduled = it->value.get();
// 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(*scheduled, elapsed);
SVGSMILElement* resultElement = 0;
unsigned size = scheduled->size();
for (unsigned n = 0; n < size; n++) {
SVGSMILElement* animation = scheduled->at(n);
ASSERT(animation->timeContainer() == this);
ASSERT(animation->targetElement());
ASSERT(animation->hasValidAttributeName());
// Results are accumulated to the first animation that animates and contributes to a particular element/attribute pair.
if (!resultElement) {
if (!animation->hasValidAttributeType())
continue;
resultElement = animation;
}
// This will calculate the contribution from the animation and add it to the resultsElement.
if (!animation->progress(elapsed, resultElement, seekToTime) && resultElement == animation)
resultElement = 0;
SMILTime nextFireTime = animation->nextProgressTime();
if (nextFireTime.isFinite())
earliestFireTime = min(nextFireTime, earliestFireTime);
}
if (resultElement)
animationsToApply.append(resultElement);
}
unsigned animationsToApplySize = animationsToApply.size();
if (!animationsToApplySize) {
#ifndef NDEBUG
m_preventScheduledAnimationsChanges = false;
#endif
startTimer(earliestFireTime, animationFrameDelay);
return;
}
// Apply results to target elements.
for (unsigned i = 0; i < animationsToApplySize; ++i)
animationsToApply[i]->applyResultsToTarget();
#ifndef NDEBUG
m_preventScheduledAnimationsChanges = false;
#endif
startTimer(earliestFireTime, animationFrameDelay);
}
}