#include "core/animation/EffectInput.h"
#include "core/animation/TimedItem.h"
#include "core/animation/TimingInput.h"
-#include "heap/Handle.h"
+#include "platform/heap/Handle.h"
#include "wtf/RefPtr.h"
namespace WebCore {
class Dictionary;
class Element;
class ExceptionState;
+class SampledEffect;
class Animation FINAL : public TimedItem {
public:
enum Priority { DefaultPriority, TransitionPriority };
- static PassRefPtr<Animation> create(PassRefPtr<Element>, PassRefPtrWillBeRawPtr<AnimationEffect>, const Timing&, Priority = DefaultPriority, PassOwnPtr<EventDelegate> = nullptr);
+ static PassRefPtr<Animation> create(Element*, PassRefPtrWillBeRawPtr<AnimationEffect>, const Timing&, Priority = DefaultPriority, PassOwnPtr<EventDelegate> = nullptr);
// Web Animations API Bindings constructors.
static PassRefPtr<Animation> create(Element*, PassRefPtrWillBeRawPtr<AnimationEffect>, const Dictionary& timingInputDictionary);
static PassRefPtr<Animation> create(Element*, PassRefPtrWillBeRawPtr<AnimationEffect>, double duration);
static PassRefPtr<Animation> create(Element*, const Vector<Dictionary>& keyframeDictionaryVector, double duration, ExceptionState&);
static PassRefPtr<Animation> create(Element*, const Vector<Dictionary>& keyframeDictionaryVector, ExceptionState&);
- // FIXME: Move all of these setter methods out of Animation,
- // possibly into a new class (TimingInput?).
- static void setStartDelay(Timing&, double startDelay);
- static void setEndDelay(Timing&, double endDelay);
- static void setFillMode(Timing&, String fillMode);
- static void setIterationStart(Timing&, double iterationStart);
- static void setIterationCount(Timing&, double iterationCount);
- static void setIterationDuration(Timing&, double iterationDuration);
- static void setPlaybackRate(Timing&, double playbackRate);
- static void setPlaybackDirection(Timing&, String direction);
- static void setTimingFunction(Timing&, String timingFunctionString);
+ virtual ~Animation();
virtual bool isAnimation() const OVERRIDE { return true; }
- const WillBeHeapVector<RefPtrWillBeMember<Interpolation> >& activeInterpolations() const
- {
- ASSERT(m_activeInterpolations);
- return *m_activeInterpolations;
- }
-
bool affects(CSSPropertyID) const;
const AnimationEffect* effect() const { return m_effect.get(); }
+ AnimationEffect* effect() { return m_effect.get(); }
Priority priority() const { return m_priority; }
- Element* target() { return m_target.get(); }
+ Element* target() { return m_target; }
+
+ void notifySampledEffectRemovedFromAnimationStack();
+ void notifyElementDestroyed();
bool isCandidateForAnimationOnCompositor() const;
- // Must only be called once and assumes to be part of a player without a start time.
- bool maybeStartAnimationOnCompositor();
+ // Must only be called once.
+ bool maybeStartAnimationOnCompositor(double startTime);
bool hasActiveAnimationsOnCompositor() const;
bool hasActiveAnimationsOnCompositor(CSSPropertyID) const;
void cancelAnimationOnCompositor();
void pauseAnimationForTestingOnCompositor(double pauseTime);
protected:
- void applyEffects(bool previouslyInEffect);
+ void applyEffects();
void clearEffects();
virtual void updateChildrenAndEffects() const OVERRIDE;
virtual void didAttach() OVERRIDE;
virtual void willDetach() OVERRIDE;
+ virtual void specifiedTimingChanged() OVERRIDE;
virtual double calculateTimeToEffectChange(bool forwards, double inheritedTime, double timeToNextIteration) const OVERRIDE;
private:
- static void populateTiming(Timing&, Dictionary);
-
- Animation(PassRefPtr<Element>, PassRefPtrWillBeRawPtr<AnimationEffect>, const Timing&, Priority, PassOwnPtr<EventDelegate>);
+ Animation(Element*, PassRefPtrWillBeRawPtr<AnimationEffect>, const Timing&, Priority, PassOwnPtr<EventDelegate>);
- RefPtr<Element> m_target;
+ Element* m_target;
RefPtrWillBePersistent<AnimationEffect> m_effect;
- bool m_activeInAnimationStack;
- OwnPtrWillBePersistent<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > m_activeInterpolations;
+ SampledEffect* m_sampledEffect;
Priority m_priority;
Vector<int> m_compositorAnimationIds;
- friend class CSSAnimations;
friend class AnimationAnimationV8Test;
};