/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef DOM_SMIL_SMILANIMATIONFUNCTION_H_ #define DOM_SMIL_SMILANIMATIONFUNCTION_H_ #include "mozilla/SMILAttr.h" #include "mozilla/SMILKeySpline.h" #include "mozilla/SMILTargetIdentifier.h" #include "mozilla/SMILTimeValue.h" #include "mozilla/SMILTypes.h" #include "mozilla/SMILValue.h" #include "nsAttrValue.h" #include "nsGkAtoms.h" #include "nsString.h" #include "nsTArray.h" namespace mozilla { namespace dom { class SVGAnimationElement; } // namespace dom //---------------------------------------------------------------------- // SMILAnimationFunction // // The animation function calculates animation values. It it is provided with // time parameters (sample time, repeat iteration etc.) and it uses this to // build an appropriate animation value by performing interpolation and // addition operations. // // It is responsible for implementing the animation parameters of an animation // element (e.g. from, by, to, values, calcMode, additive, accumulate, keyTimes, // keySplines) // class SMILAnimationFunction { public: SMILAnimationFunction(); /* * Sets the owning animation element which this class uses to query attribute * values and compare document positions. */ void SetAnimationElement( mozilla::dom::SVGAnimationElement* aAnimationElement); /* * Sets animation-specific attributes (or marks them dirty, in the case * of from/to/by/values). * * @param aAttribute The attribute being set * @param aValue The updated value of the attribute. * @param aResult The nsAttrValue object that may be used for storing the * parsed result. * @param aParseResult Outparam used for reporting parse errors. Will be set * to NS_OK if everything succeeds. * @return true if aAttribute is a recognized animation-related * attribute; false otherwise. */ virtual bool SetAttr(nsAtom* aAttribute, const nsAString& aValue, nsAttrValue& aResult, nsresult* aParseResult = nullptr); /* * Unsets the given attribute. * * @returns true if aAttribute is a recognized animation-related * attribute; false otherwise. */ virtual bool UnsetAttr(nsAtom* aAttribute); /** * Indicate a new sample has occurred. * * @param aSampleTime The sample time for this timed element expressed in * simple time. * @param aSimpleDuration The simple duration for this timed element. * @param aRepeatIteration The repeat iteration for this sample. The first * iteration has a value of 0. */ void SampleAt(SMILTime aSampleTime, const SMILTimeValue& aSimpleDuration, uint32_t aRepeatIteration); /** * Indicate to sample using the last value defined for the animation function. * This value is not normally sampled due to the end-point exclusive timing * model but only occurs when the fill mode is "freeze" and the active * duration is an even multiple of the simple duration. * * @param aRepeatIteration The repeat iteration for this sample. The first * iteration has a value of 0. */ void SampleLastValue(uint32_t aRepeatIteration); /** * Indicate that this animation is now active. This is used to instruct the * animation function that it should now add its result to the animation * sandwich. The begin time is also provided for proper prioritization of * animation functions, and for this reason, this method must be called * before either of the Sample methods. * * @param aBeginTime The begin time for the newly active interval. */ void Activate(SMILTime aBeginTime); /** * Indicate that this animation is no longer active. This is used to instruct * the animation function that it should no longer add its result to the * animation sandwich. * * @param aIsFrozen true if this animation should continue to contribute * to the animation sandwich using the most recent sample * parameters. */ void Inactivate(bool aIsFrozen); /** * Combines the result of this animation function for the last sample with the * specified value. * * @param aSMILAttr This animation's target attribute. Used here for * doing attribute-specific parsing of from/to/by/values. * * @param aResult The value to compose with. */ void ComposeResult(const SMILAttr& aSMILAttr, SMILValue& aResult); /** * Returns the relative priority of this animation to another. The priority is * used for determining the position of the animation in the animation * sandwich -- higher priority animations are applied on top of lower * priority animations. * * @return -1 if this animation has lower priority or 1 if this animation has * higher priority * * This method should never return any other value, including 0. */ int8_t CompareTo(const SMILAnimationFunction* aOther) const; /* * The following methods are provided so that the compositor can optimize its * operations by only composing those animation that will affect the final * result. */ /** * Indicates if the animation is currently active or frozen. Inactive * animations will not contribute to the composed result. * * @return true if the animation is active or frozen, false otherwise. */ bool IsActiveOrFrozen() const { /* * - Frozen animations should be considered active for the purposes of * compositing. * - This function does not assume that our SMILValues (by/from/to/values) * have already been parsed. */ return (mIsActive || mIsFrozen); } /** * Indicates if the animation is active. * * @return true if the animation is active, false otherwise. */ bool IsActive() const { return mIsActive; } /** * Indicates if this animation will replace the passed in result rather than * adding to it. Animations that replace the underlying value may be called * without first calling lower priority animations. * * @return True if the animation will replace, false if it will add or * otherwise build on the passed in value. */ virtual bool WillReplace() const; /** * Indicates if the parameters for this animation have changed since the last * time it was composited. This allows rendering to be performed only when * necessary, particularly when no animations are active. * * Note that the caller is responsible for determining if the animation * target has changed (with help from my UpdateCachedTarget() method). * * @return true if the animation parameters have changed, false * otherwise. */ bool HasChanged() const; /** * This method lets us clear the 'HasChanged' flag for inactive animations * after we've reacted to their change to the 'inactive' state, so that we * won't needlessly recompose their targets in every sample. * * This should only be called on an animation function that is inactive and * that returns true from HasChanged(). */ void ClearHasChanged() { MOZ_ASSERT(HasChanged(), "clearing mHasChanged flag, when it's already false"); MOZ_ASSERT(!IsActiveOrFrozen(), "clearing mHasChanged flag for active animation"); mHasChanged = false; } /** * Updates the cached record of our animation target, and returns a boolean * that indicates whether the target has changed since the last call to this * function. (This lets SMILCompositor check whether its animation * functions have changed value or target since the last sample. If none of * them have, then the compositor doesn't need to do anything.) * * @param aNewTarget A SMILTargetIdentifier representing the animation * target of this function for this sample. * @return true if |aNewTarget| is different from the old cached value; * otherwise, false. */ bool UpdateCachedTarget(const SMILTargetIdentifier& aNewTarget); /** * Returns true if this function was skipped in the previous sample (because * there was a higher-priority non-additive animation). If a skipped animation * function is later used, then the animation sandwich must be recomposited. */ bool WasSkippedInPrevSample() const { return mWasSkippedInPrevSample; } /** * Mark this animation function as having been skipped. By marking the * function as skipped, if it is used in a subsequent sample we'll know to * recomposite the sandwich. */ void SetWasSkipped() { mWasSkippedInPrevSample = true; } /** * Returns true if we need to recalculate the animation value on every sample. * (e.g. because it depends on context like the font-size) */ bool ValueNeedsReparsingEverySample() const { return mValueNeedsReparsingEverySample; } // Comparator utility class, used for sorting SMILAnimationFunctions class Comparator { public: bool Equals(const SMILAnimationFunction* aElem1, const SMILAnimationFunction* aElem2) const { return (aElem1->CompareTo(aElem2) == 0); } bool LessThan(const SMILAnimationFunction* aElem1, const SMILAnimationFunction* aElem2) const { return (aElem1->CompareTo(aElem2) < 0); } }; protected: // alias declarations using SMILValueArray = FallibleTArray; // Types enum SMILCalcMode : uint8_t { CALC_LINEAR, CALC_DISCRETE, CALC_PACED, CALC_SPLINE }; // Used for sorting SMILAnimationFunctions SMILTime GetBeginTime() const { return mBeginTime; } // Property getters bool GetAccumulate() const; bool GetAdditive() const; virtual SMILCalcMode GetCalcMode() const; // Property setters nsresult SetAccumulate(const nsAString& aAccumulate, nsAttrValue& aResult); nsresult SetAdditive(const nsAString& aAdditive, nsAttrValue& aResult); nsresult SetCalcMode(const nsAString& aCalcMode, nsAttrValue& aResult); nsresult SetKeyTimes(const nsAString& aKeyTimes, nsAttrValue& aResult); nsresult SetKeySplines(const nsAString& aKeySplines, nsAttrValue& aResult); // Property un-setters void UnsetAccumulate(); void UnsetAdditive(); void UnsetCalcMode(); void UnsetKeyTimes(); void UnsetKeySplines(); // Helpers virtual nsresult InterpolateResult(const SMILValueArray& aValues, SMILValue& aResult, SMILValue& aBaseValue); nsresult AccumulateResult(const SMILValueArray& aValues, SMILValue& aResult); nsresult ComputePacedPosition(const SMILValueArray& aValues, double aSimpleProgress, double& aIntervalProgress, const SMILValue*& aFrom, const SMILValue*& aTo); double ComputePacedTotalDistance(const SMILValueArray& aValues) const; /** * Adjust the simple progress, that is, the point within the simple duration, * by applying any keyTimes. */ double ScaleSimpleProgress(double aProgress, SMILCalcMode aCalcMode); /** * Adjust the progress within an interval, that is, between two animation * values, by applying any keySplines. */ double ScaleIntervalProgress(double aProgress, uint32_t aIntervalIndex); // Convenience attribute getters -- use these instead of querying // mAnimationElement as these may need to be overridden by subclasses virtual bool HasAttr(nsAtom* aAttName) const; virtual const nsAttrValue* GetAttr(nsAtom* aAttName) const; virtual bool GetAttr(nsAtom* aAttName, nsAString& aResult) const; bool ParseAttr(nsAtom* aAttName, const SMILAttr& aSMILAttr, SMILValue& aResult, bool& aPreventCachingOfSandwich) const; virtual nsresult GetValues(const SMILAttr& aSMILAttr, SMILValueArray& aResult); virtual void CheckValueListDependentAttrs(uint32_t aNumValues); void CheckKeyTimes(uint32_t aNumValues); void CheckKeySplines(uint32_t aNumValues); virtual bool IsToAnimation() const { return !HasAttr(nsGkAtoms::values) && HasAttr(nsGkAtoms::to) && !HasAttr(nsGkAtoms::from); } // Returns true if we know our composited value won't change over the // simple duration of this animation (for a fixed base value). virtual bool IsValueFixedForSimpleDuration() const; inline bool IsAdditive() const { /* * Animation is additive if: * * (1) additive = "sum" (GetAdditive() == true), or * (2) it is 'by animation' (by is set, from and values are not) * * Although animation is not additive if it is 'to animation' */ bool isByAnimation = (!HasAttr(nsGkAtoms::values) && HasAttr(nsGkAtoms::by) && !HasAttr(nsGkAtoms::from)); return !IsToAnimation() && (GetAdditive() || isByAnimation); } // Setters for error flags // These correspond to bit-indices in mErrorFlags, for tracking parse errors // in these attributes, when those parse errors should block us from doing // animation. enum AnimationAttributeIdx { BF_ACCUMULATE = 0, BF_ADDITIVE = 1, BF_CALC_MODE = 2, BF_KEY_TIMES = 3, BF_KEY_SPLINES = 4, BF_KEY_POINTS = 5 // only }; inline void SetAccumulateErrorFlag(bool aNewValue) { SetErrorFlag(BF_ACCUMULATE, aNewValue); } inline void SetAdditiveErrorFlag(bool aNewValue) { SetErrorFlag(BF_ADDITIVE, aNewValue); } inline void SetCalcModeErrorFlag(bool aNewValue) { SetErrorFlag(BF_CALC_MODE, aNewValue); } inline void SetKeyTimesErrorFlag(bool aNewValue) { SetErrorFlag(BF_KEY_TIMES, aNewValue); } inline void SetKeySplinesErrorFlag(bool aNewValue) { SetErrorFlag(BF_KEY_SPLINES, aNewValue); } inline void SetKeyPointsErrorFlag(bool aNewValue) { SetErrorFlag(BF_KEY_POINTS, aNewValue); } inline void SetErrorFlag(AnimationAttributeIdx aField, bool aValue) { if (aValue) { mErrorFlags |= (0x01 << aField); } else { mErrorFlags &= ~(0x01 << aField); } } // Members // ------- static nsAttrValue::EnumTable sAdditiveTable[]; static nsAttrValue::EnumTable sCalcModeTable[]; static nsAttrValue::EnumTable sAccumulateTable[]; FallibleTArray mKeyTimes; FallibleTArray mKeySplines; // These are the parameters provided by the previous sample. Currently we // perform lazy calculation. That is, we only calculate the result if and when // instructed by the compositor. This allows us to apply the result directly // to the animation value and allows the compositor to filter out functions // that it determines will not contribute to the final result. SMILTime mSampleTime; // sample time within simple dur SMILTimeValue mSimpleDuration; uint32_t mRepeatIteration; SMILTime mBeginTime; // document time // The owning animation element. This is used for sorting based on document // position and for fetching attribute values stored in the element. // Raw pointer is OK here, because this SMILAnimationFunction can't outlive // its owning animation element. mozilla::dom::SVGAnimationElement* mAnimationElement; // Which attributes have been set but have had errors. This is not used for // all attributes but only those which have specified error behaviour // associated with them. uint16_t mErrorFlags; // Allows us to check whether an animation function has changed target from // sample to sample (because if neither target nor animated value have // changed, we don't have to do anything). SMILWeakTargetIdentifier mLastTarget; // Boolean flags bool mIsActive : 1; bool mIsFrozen : 1; bool mLastValue : 1; bool mHasChanged : 1; bool mValueNeedsReparsingEverySample : 1; bool mPrevSampleWasSingleValueAnimation : 1; bool mWasSkippedInPrevSample : 1; }; } // namespace mozilla #endif // DOM_SMIL_SMILANIMATIONFUNCTION_H_