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/*
* Copyright (C) 2011, 2012 Research In Motion Limited. All rights reserved.
* Copyright (C) 2007, 2008, 2009 Apple Inc. All rights reserved.
*
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*
* 1. Redistributions of source code must retain the above copyright
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*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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*/
#include "config.h"
#include "LayerAnimation.h"
#include "IdentityTransformOperation.h"
#include "LayerCompositingThread.h"
#include "TransformationMatrix.h"
#include "UnitBezier.h"
#include <algorithm>
namespace WebCore {
using namespace std;
// FIXME: Some functions below are copied from AnimationBase and KeyframeAnimation.
// We need to refactor these code to increase code reuse.
// https://bugs.webkit.org/show_bug.cgi?id=82293
// The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
// animation, the more precision we need in the timing function result to avoid ugly discontinuities.
static inline double solveEpsilon(double duration)
{
return 1.0 / (200.0 * duration);
}
static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration)
{
// Convert from input time to parametric value in curve, then from
// that to output time.
UnitBezier bezier(p1x, p1y, p2x, p2y);
return bezier.solve(t, solveEpsilon(duration));
}
static inline double solveStepsFunction(int numSteps, bool stepAtStart, double t)
{
if (stepAtStart)
return min(1.0, (floor(numSteps * t) + 1) / numSteps);
return floor(numSteps * t) / numSteps;
}
static const TimingFunction* timingFunctionForAnimationValue(const AnimationValue* animValue, const LayerAnimation* anim)
{
if (animValue->timingFunction())
return animValue->timingFunction();
if (anim->timingFunction())
return anim->timingFunction();
return CubicBezierTimingFunction::defaultTimingFunction();
}
static double progress(double elapsedTime, const LayerAnimation* layerAnimation, double scale, double offset, const TimingFunction* tf, bool& animationFinished)
{
double dur = layerAnimation->duration();
if (layerAnimation->iterationCount() > 0)
dur *= layerAnimation->iterationCount();
if (!layerAnimation->duration())
return 1.0;
if (layerAnimation->iterationCount() > 0 && elapsedTime >= dur) {
animationFinished = true;
return (layerAnimation->iterationCount() % 2) ? 1.0 : 0.0;
}
// Compute the fractional time, taking into account direction.
// There is no need to worry about iterations, we assume that we would have
// short circuited above if we were done.
double fractionalTime = elapsedTime / layerAnimation->duration();
int integralTime = static_cast<int>(fractionalTime);
fractionalTime -= integralTime;
if ((layerAnimation->direction() == Animation::AnimationDirectionAlternate) && (integralTime & 1))
fractionalTime = 1 - fractionalTime;
if (scale != 1 || offset)
fractionalTime = (fractionalTime - offset) * scale;
if (!tf)
tf = layerAnimation->timingFunction();
if (tf->isCubicBezierTimingFunction()) {
const CubicBezierTimingFunction* ctf = static_cast<const CubicBezierTimingFunction*>(tf);
return solveCubicBezierFunction(ctf->x1(), ctf->y1(), ctf->x2(), ctf->y2(), fractionalTime, layerAnimation->duration());
}
if (tf->isStepsTimingFunction()) {
const StepsTimingFunction* stf = static_cast<const StepsTimingFunction*>(tf);
return solveStepsFunction(stf->numberOfSteps(), stf->stepAtStart(), fractionalTime);
}
return fractionalTime;
}
static void fetchIntervalEndpoints(double elapsedTime, const LayerAnimation* layerAnimation, const AnimationValue*& fromValue, const AnimationValue*& toValue, double& prog, bool& animationFinished)
{
// Find the first key.
if (layerAnimation->duration() && layerAnimation->iterationCount() != Animation::IterationCountInfinite)
elapsedTime = min(elapsedTime, layerAnimation->duration() * layerAnimation->iterationCount());
double fractionalTime = layerAnimation->duration() ? (elapsedTime / layerAnimation->duration()) : 1;
// FIXME: startTime can be before the current animation "frame" time. This is to sync with the frame time
// concept in AnimationTimeController. So we need to somehow sync the two. Until then, the possible
// error is small and will probably not be noticeable. Until we fix this, remove the assert.
// https://bugs.webkit.org/show_bug.cgi?id=52037
// ASSERT(fractionalTime >= 0);
if (fractionalTime < 0)
fractionalTime = 0;
// FIXME: share this code with AnimationBase::progress().
int iteration = static_cast<int>(fractionalTime);
if (layerAnimation->iterationCount() != Animation::IterationCountInfinite)
iteration = min(iteration, layerAnimation->iterationCount() - 1);
fractionalTime -= iteration;
bool reversing = (layerAnimation->direction() == Animation::AnimationDirectionAlternate) && (iteration & 1);
if (reversing)
fractionalTime = 1 - fractionalTime;
size_t numKeyframes = layerAnimation->valueCount();
if (!numKeyframes)
return;
ASSERT(!layerAnimation->valueAt(0)->keyTime());
ASSERT(layerAnimation->valueAt(layerAnimation->valueCount() - 1)->keyTime() == 1);
int prevIndex = -1;
int nextIndex = -1;
// FIXME: with a lot of keys, this linear search will be slow. We could binary search.
for (size_t i = 0; i < numKeyframes; ++i) {
const AnimationValue* currKeyframe = layerAnimation->valueAt(i);
if (fractionalTime < currKeyframe->keyTime()) {
nextIndex = i;
break;
}
prevIndex = i;
}
double scale = 1;
double offset = 0;
if (prevIndex == -1)
prevIndex = 0;
if (nextIndex == -1)
nextIndex = layerAnimation->valueCount() - 1;
const AnimationValue* prevKeyframe = layerAnimation->valueAt(prevIndex);
const AnimationValue* nextKeyframe = layerAnimation->valueAt(nextIndex);
fromValue = prevKeyframe;
toValue = nextKeyframe;
offset = prevKeyframe->keyTime();
scale = 1.0 / (nextKeyframe->keyTime() - prevKeyframe->keyTime());
const TimingFunction* timingFunction = timingFunctionForAnimationValue(prevKeyframe, layerAnimation);
prog = progress(elapsedTime, layerAnimation, scale, offset, timingFunction, animationFinished);
}
void LayerAnimation::apply(LayerCompositingThread* layer, double elapsedTime)
{
const AnimationValue* from = 0;
const AnimationValue* to = 0;
double progress = 0.0;
bool animationFinished = false;
fetchIntervalEndpoints(elapsedTime, this, from, to, progress, animationFinished);
switch (property()) {
case AnimatedPropertyWebkitTransform:
layer->setTransform(blendTransform(static_cast<const TransformAnimationValue*>(from)->value(), static_cast<const TransformAnimationValue*>(to)->value(), progress));
break;
case AnimatedPropertyOpacity:
layer->setOpacity(blendOpacity(static_cast<const FloatAnimationValue*>(from)->value(), static_cast<const FloatAnimationValue*>(to)->value(), progress));
break;
case AnimatedPropertyBackgroundColor:
case AnimatedPropertyWebkitFilter:
case AnimatedPropertyInvalid:
ASSERT_NOT_REACHED();
break;
}
m_finished = animationFinished;
}
TransformationMatrix LayerAnimation::blendTransform(const TransformOperations* from, const TransformOperations* to, double progress) const
{
TransformationMatrix t;
if (m_transformFunctionListValid) {
// A trick to avoid touching the refcount of shared TransformOperations on the wrong thread.
// Since TransforOperation is not ThreadSafeRefCounted, we are only allowed to touch the ref
// count of shared operations when the WebKit thread and compositing thread are in sync.
Vector<TransformOperation*> result;
Vector<RefPtr<TransformOperation> > owned;
unsigned fromSize = from->operations().size();
unsigned toSize = to->operations().size();
unsigned size = max(fromSize, toSize);
for (unsigned i = 0; i < size; i++) {
TransformOperation* fromOp = (i < fromSize) ? from->operations()[i].get() : 0;
TransformOperation* toOp = (i < toSize) ? to->operations()[i].get() : 0;
RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp, progress) : (fromOp ? fromOp->blend(0, progress, true) : PassRefPtr<TransformOperation>(0));
if (blendedOp) {
result.append(blendedOp.get());
owned.append(blendedOp);
} else {
RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create();
owned.append(identityOp);
if (progress > 0.5)
result.append(toOp ? toOp : identityOp.get());
else
result.append(fromOp ? fromOp : identityOp.get());
}
}
IntSize sz = boxSize();
for (unsigned i = 0; i < result.size(); ++i)
result[i]->apply(t, sz);
} else {
// Convert the TransformOperations into matrices.
TransformationMatrix fromT;
from->apply(boxSize(), fromT);
to->apply(boxSize(), t);
t.blend(fromT, progress);
}
return t;
}
float LayerAnimation::blendOpacity(float from, float to, double progress) const
{
float opacity = from + (to - from) * progress;
return max(0.0f, min(opacity, 1.0f));
}
void LayerAnimation::validateTransformLists()
{
m_transformFunctionListValid = false;
if (m_values.size() < 2 || property() != AnimatedPropertyWebkitTransform)
return;
// Empty transforms match anything, so find the first non-empty entry as the reference.
size_t numKeyframes = m_values.size();
size_t firstNonEmptyTransformKeyframeIndex = numKeyframes;
for (size_t i = 0; i < numKeyframes; ++i) {
const TransformAnimationValue* currentKeyframe = static_cast<const TransformAnimationValue*>(m_values.at(i));
if (currentKeyframe->value()->size()) {
firstNonEmptyTransformKeyframeIndex = i;
break;
}
}
if (firstNonEmptyTransformKeyframeIndex == numKeyframes)
return;
const TransformOperations* firstVal = static_cast<const TransformAnimationValue*>(m_values.at(firstNonEmptyTransformKeyframeIndex))->value();
// See if the keyframes are valid.
for (size_t i = firstNonEmptyTransformKeyframeIndex + 1; i < numKeyframes; ++i) {
const TransformAnimationValue* currentKeyframe = static_cast<const TransformAnimationValue*>(m_values.at(i));
const TransformOperations* val = currentKeyframe->value();
// A null transform matches anything.
if (val->operations().isEmpty())
continue;
// If the sizes of the function lists don't match, the lists don't match.
if (firstVal->operations().size() != val->operations().size())
return;
// If the types of each function are not the same, the lists don't match.
for (size_t j = 0; j < firstVal->operations().size(); ++j) {
if (!firstVal->operations()[j]->isSameType(*val->operations()[j]))
return;
}
}
// Keyframes are valid.
m_transformFunctionListValid = true;
}
}