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/*
* Copyright (C) 2013 Google 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. 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 THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT
* OWNER 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.
*/
#ifndef DocumentTimeline_h
#define DocumentTimeline_h
#include "core/animation/AnimationEffect.h"
#include "core/animation/Player.h"
#include "core/dom/Element.h"
#include "core/events/Event.h"
#include "platform/Timer.h"
#include "wtf/RefCounted.h"
#include "wtf/RefPtr.h"
#include "wtf/Vector.h"
namespace WebCore {
class Document;
class TimedItem;
// DocumentTimeline is constructed and owned by Document, and tied to its lifecycle.
class DocumentTimeline : public RefCounted<DocumentTimeline> {
public:
class PlatformTiming {
public:
// Calls DocumentTimeline's wake() method after duration seconds.
virtual void wakeAfter(double duration) = 0;
virtual void cancelWake() = 0;
virtual void serviceOnNextFrame() = 0;
virtual ~PlatformTiming() { }
};
static PassRefPtr<DocumentTimeline> create(Document*, PassOwnPtr<PlatformTiming> = nullptr);
// Returns whether style recalc was triggered.
bool serviceAnimations();
// Creates a player attached to this timeline, but without a start time.
Player* createPlayer(TimedItem*);
Player* play(TimedItem*);
// Called from setReadyState() in Document.cpp to set m_zeroTime to
// performance.timing.domInteractive
void setZeroTime(double);
bool hasStarted() const { return !isNull(m_zeroTime); }
double zeroTime() const { return m_zeroTime; }
double currentTime();
void pauseAnimationsForTesting(double);
size_t numberOfActiveAnimationsForTesting() const;
const Vector<RefPtr<Player> >& players() const { return m_players; }
void addEventToDispatch(EventTarget* target, PassRefPtr<Event> event)
{
m_events.append(EventToDispatch(target, event));
}
void dispatchEvents();
void dispatchEventsAsync();
protected:
DocumentTimeline(Document*, PassOwnPtr<PlatformTiming>);
private:
double m_zeroTime;
Document* m_document;
Timer<DocumentTimeline> m_eventDistpachTimer;
Vector<RefPtr<Player> > m_players;
void eventDispatchTimerFired(Timer<DocumentTimeline>*);
void wake();
struct EventToDispatch {
EventToDispatch(EventTarget* target, PassRefPtr<Event> event)
: target(target)
, event(event)
{
}
RefPtr<EventTarget> target;
RefPtr<Event> event;
};
Vector<EventToDispatch> m_events;
static const double s_minimumDelay;
OwnPtr<PlatformTiming> m_timing;
class DocumentTimelineTiming : public PlatformTiming {
public:
DocumentTimelineTiming(DocumentTimeline* documentTimeline)
: m_timeline(documentTimeline)
, m_timer(this, &DocumentTimelineTiming::timerFired)
{
ASSERT(m_timeline);
}
virtual void wakeAfter(double duration) OVERRIDE;
virtual void cancelWake() OVERRIDE;
virtual void serviceOnNextFrame() OVERRIDE;
void timerFired(Timer<DocumentTimelineTiming>*) { m_timeline->wake(); }
private:
DocumentTimeline* m_timeline;
Timer<DocumentTimelineTiming> m_timer;
};
friend class AnimationDocumentTimelineTest;
};
} // namespace
#endif