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/*
* Copyright (C) 2007 Eric Seidel <eric@webkit.org>
* Copyright (C) 2007 Rob Buis <buis@kde.org>
* Copyright (C) 2008 Apple Inc. All rights reserved.
*
* 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"
#include "core/svg/SVGAnimateMotionElement.h"
#include "core/SVGNames.h"
#include "core/dom/ElementTraversal.h"
#include "core/rendering/RenderObject.h"
#include "core/rendering/svg/RenderSVGResource.h"
#include "core/rendering/svg/SVGPathData.h"
#include "core/svg/SVGMPathElement.h"
#include "core/svg/SVGParserUtilities.h"
#include "core/svg/SVGPathElement.h"
#include "core/svg/SVGPathUtilities.h"
#include "platform/transforms/AffineTransform.h"
#include "wtf/MathExtras.h"
#include "wtf/StdLibExtras.h"
namespace blink {
using namespace SVGNames;
inline SVGAnimateMotionElement::SVGAnimateMotionElement(Document& document)
: SVGAnimationElement(animateMotionTag, document)
, m_hasToPointAtEndOfDuration(false)
{
setCalcMode(CalcModePaced);
ScriptWrappable::init(this);
}
DEFINE_NODE_FACTORY(SVGAnimateMotionElement)
SVGAnimateMotionElement::~SVGAnimateMotionElement()
{
}
bool SVGAnimateMotionElement::hasValidAttributeType()
{
SVGElement* targetElement = this->targetElement();
if (!targetElement)
return false;
// We don't have a special attribute name to verify the animation type. Check the element name instead.
if (!targetElement->isSVGGraphicsElement())
return false;
// Spec: SVG 1.1 section 19.2.15
// FIXME: svgTag is missing. Needs to be checked, if transforming <svg> could cause problems.
return (isSVGGElement(*targetElement)
|| isSVGDefsElement(*targetElement)
|| isSVGUseElement(*targetElement)
|| isSVGImageElement(*targetElement)
|| isSVGSwitchElement(*targetElement)
|| isSVGPathElement(*targetElement)
|| isSVGRectElement(*targetElement)
|| isSVGCircleElement(*targetElement)
|| isSVGEllipseElement(*targetElement)
|| isSVGLineElement(*targetElement)
|| isSVGPolylineElement(*targetElement)
|| isSVGPolygonElement(*targetElement)
|| isSVGTextElement(*targetElement)
|| isSVGClipPathElement(*targetElement)
|| isSVGMaskElement(*targetElement)
|| isSVGAElement(*targetElement)
|| isSVGForeignObjectElement(*targetElement)
);
}
bool SVGAnimateMotionElement::hasValidAttributeName()
{
// AnimateMotion does not use attributeName so it is always valid.
return true;
}
void SVGAnimateMotionElement::parseAttribute(const QualifiedName& name, const AtomicString& value)
{
if (name == SVGNames::pathAttr) {
m_path = Path();
buildPathFromString(value, m_path);
updateAnimationPath();
return;
}
SVGAnimationElement::parseAttribute(name, value);
}
SVGAnimateMotionElement::RotateMode SVGAnimateMotionElement::rotateMode() const
{
DEFINE_STATIC_LOCAL(const AtomicString, autoVal, ("auto", AtomicString::ConstructFromLiteral));
DEFINE_STATIC_LOCAL(const AtomicString, autoReverse, ("auto-reverse", AtomicString::ConstructFromLiteral));
const AtomicString& rotate = getAttribute(SVGNames::rotateAttr);
if (rotate == autoVal)
return RotateAuto;
if (rotate == autoReverse)
return RotateAutoReverse;
return RotateAngle;
}
void SVGAnimateMotionElement::updateAnimationPath()
{
m_animationPath = Path();
bool foundMPath = false;
for (SVGMPathElement* mpath = Traversal<SVGMPathElement>::firstChild(*this); mpath; mpath = Traversal<SVGMPathElement>::nextSibling(*mpath)) {
if (SVGPathElement* pathElement = mpath->pathElement()) {
updatePathFromGraphicsElement(pathElement, m_animationPath);
foundMPath = true;
break;
}
}
if (!foundMPath && fastHasAttribute(SVGNames::pathAttr))
m_animationPath = m_path;
updateAnimationMode();
}
template<typename CharType>
static bool parsePointInternal(const String& string, FloatPoint& point)
{
const CharType* ptr = string.getCharacters<CharType>();
const CharType* end = ptr + string.length();
if (!skipOptionalSVGSpaces(ptr, end))
return false;
float x = 0;
if (!parseNumber(ptr, end, x))
return false;
float y = 0;
if (!parseNumber(ptr, end, y))
return false;
point = FloatPoint(x, y);
// disallow anything except spaces at the end
return !skipOptionalSVGSpaces(ptr, end);
}
static bool parsePoint(const String& string, FloatPoint& point)
{
if (string.isEmpty())
return false;
if (string.is8Bit())
return parsePointInternal<LChar>(string, point);
return parsePointInternal<UChar>(string, point);
}
void SVGAnimateMotionElement::resetAnimatedType()
{
if (!hasValidAttributeType())
return;
SVGElement* targetElement = this->targetElement();
if (!targetElement)
return;
if (AffineTransform* transform = targetElement->supplementalTransform())
transform->makeIdentity();
}
void SVGAnimateMotionElement::clearAnimatedType(SVGElement* targetElement)
{
if (!targetElement)
return;
AffineTransform* transform = targetElement->supplementalTransform();
if (!transform)
return;
transform->makeIdentity();
if (RenderObject* targetRenderer = targetElement->renderer()) {
targetRenderer->setNeedsTransformUpdate();
RenderSVGResource::markForLayoutAndParentResourceInvalidation(targetRenderer);
}
}
bool SVGAnimateMotionElement::calculateToAtEndOfDurationValue(const String& toAtEndOfDurationString)
{
parsePoint(toAtEndOfDurationString, m_toPointAtEndOfDuration);
m_hasToPointAtEndOfDuration = true;
return true;
}
bool SVGAnimateMotionElement::calculateFromAndToValues(const String& fromString, const String& toString)
{
m_hasToPointAtEndOfDuration = false;
parsePoint(fromString, m_fromPoint);
parsePoint(toString, m_toPoint);
return true;
}
bool SVGAnimateMotionElement::calculateFromAndByValues(const String& fromString, const String& byString)
{
m_hasToPointAtEndOfDuration = false;
if (animationMode() == ByAnimation && !isAdditive())
return false;
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 repeatCount, SVGSMILElement*)
{
SVGElement* targetElement = this->targetElement();
if (!targetElement)
return;
AffineTransform* transform = targetElement->supplementalTransform();
if (!transform)
return;
if (RenderObject* targetRenderer = targetElement->renderer())
targetRenderer->setNeedsTransformUpdate();
if (!isAdditive())
transform->makeIdentity();
if (animationMode() != PathAnimation) {
FloatPoint toPointAtEndOfDuration = m_toPoint;
if (isAccumulated() && repeatCount && m_hasToPointAtEndOfDuration)
toPointAtEndOfDuration = m_toPointAtEndOfDuration;
float animatedX = 0;
animateAdditiveNumber(percentage, repeatCount, m_fromPoint.x(), m_toPoint.x(), toPointAtEndOfDuration.x(), animatedX);
float animatedY = 0;
animateAdditiveNumber(percentage, repeatCount, m_fromPoint.y(), m_toPoint.y(), toPointAtEndOfDuration.y(), animatedY);
transform->translate(animatedX, animatedY);
return;
}
ASSERT(!m_animationPath.isEmpty());
float positionOnPath = m_animationPath.length() * percentage;
FloatPoint position;
float angle;
bool ok = m_animationPath.pointAndNormalAtLength(positionOnPath, position, angle);
if (!ok)
return;
// Handle accumulate="sum".
if (isAccumulated() && repeatCount) {
FloatPoint positionAtEndOfDuration = m_animationPath.pointAtLength(m_animationPath.length(), ok);
if (ok)
position.move(positionAtEndOfDuration.x() * repeatCount, positionAtEndOfDuration.y() * repeatCount);
}
transform->translate(position.x(), position.y());
RotateMode rotateMode = this->rotateMode();
if (rotateMode != RotateAuto && rotateMode != RotateAutoReverse)
return;
if (rotateMode == RotateAutoReverse)
angle += 180;
transform->rotate(angle);
}
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)
return;
if (RenderObject* renderer = targetElement->renderer())
RenderSVGResource::markForLayoutAndParentResourceInvalidation(renderer);
AffineTransform* t = targetElement->supplementalTransform();
if (!t)
return;
// ...except in case where we have additional instances in <use> trees.
const WillBeHeapHashSet<RawPtrWillBeWeakMember<SVGElement> >& instances = targetElement->instancesForElement();
const WillBeHeapHashSet<RawPtrWillBeWeakMember<SVGElement> >::const_iterator end = instances.end();
for (WillBeHeapHashSet<RawPtrWillBeWeakMember<SVGElement> >::const_iterator it = instances.begin(); it != end; ++it) {
SVGElement* shadowTreeElement = *it;
ASSERT(shadowTreeElement);
AffineTransform* transform = shadowTreeElement->supplementalTransform();
if (!transform)
continue;
transform->setMatrix(t->a(), t->b(), t->c(), t->d(), t->e(), t->f());
if (RenderObject* renderer = shadowTreeElement->renderer()) {
renderer->setNeedsTransformUpdate();
RenderSVGResource::markForLayoutAndParentResourceInvalidation(renderer);
}
}
}
float SVGAnimateMotionElement::calculateDistance(const String& fromString, const String& toString)
{
FloatPoint from;
FloatPoint to;
if (!parsePoint(fromString, from))
return -1;
if (!parsePoint(toString, to))
return -1;
FloatSize diff = to - from;
return sqrtf(diff.width() * diff.width() + diff.height() * diff.height());
}
void SVGAnimateMotionElement::updateAnimationMode()
{
if (!m_animationPath.isEmpty())
setAnimationMode(PathAnimation);
else
SVGAnimationElement::updateAnimationMode();
}
}