зеркало из https://github.com/mozilla/pjs.git
497 строки
19 KiB
C++
497 строки
19 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is the Mozilla SMIL module.
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*
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* The Initial Developer of the Original Code is Brian Birtles.
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* Portions created by the Initial Developer are Copyright (C) 2005
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Brian Birtles <birtles@gmail.com>
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* Daniel Holbert <dholbert@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either of the GNU General Public License Version 2 or later (the "GPL"),
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* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef NS_SMILANIMATIONFUNCTION_H_
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#define NS_SMILANIMATIONFUNCTION_H_
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#include "nsISMILAttr.h"
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#include "nsGkAtoms.h"
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#include "nsString.h"
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#include "nsSMILTargetIdentifier.h"
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#include "nsSMILTimeValue.h"
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#include "nsSMILKeySpline.h"
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#include "nsSMILValue.h"
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#include "nsAutoPtr.h"
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#include "nsTArray.h"
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#include "nsAttrValue.h"
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#include "nsSMILTypes.h"
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class nsISMILAnimationElement;
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//----------------------------------------------------------------------
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// nsSMILAnimationFunction
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//
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// The animation function calculates animation values. It it is provided with
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// time parameters (sample time, repeat iteration etc.) and it uses this to
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// build an appropriate animation value by performing interpolation and
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// addition operations.
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//
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// It is responsible for implementing the animation parameters of an animation
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// element (e.g. from, by, to, values, calcMode, additive, accumulate, keyTimes,
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// keySplines)
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//
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class nsSMILAnimationFunction
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{
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public:
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nsSMILAnimationFunction();
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/*
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* Sets the owning animation element which this class uses to query attribute
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* values and compare document positions.
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*/
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void SetAnimationElement(nsISMILAnimationElement* aAnimationElement);
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/*
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* Sets animation-specific attributes (or marks them dirty, in the case
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* of from/to/by/values).
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*
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* @param aAttribute The attribute being set
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* @param aValue The updated value of the attribute.
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* @param aResult The nsAttrValue object that may be used for storing the
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* parsed result.
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* @param aParseResult Outparam used for reporting parse errors. Will be set
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* to NS_OK if everything succeeds.
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* @return true if aAttribute is a recognized animation-related
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* attribute; false otherwise.
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*/
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virtual bool SetAttr(nsIAtom* aAttribute, const nsAString& aValue,
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nsAttrValue& aResult, nsresult* aParseResult = nsnull);
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/*
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* Unsets the given attribute.
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*
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* @returns true if aAttribute is a recognized animation-related
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* attribute; false otherwise.
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*/
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virtual bool UnsetAttr(nsIAtom* aAttribute);
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/**
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* Indicate a new sample has occurred.
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*
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* @param aSampleTime The sample time for this timed element expressed in
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* simple time.
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* @param aSimpleDuration The simple duration for this timed element.
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* @param aRepeatIteration The repeat iteration for this sample. The first
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* iteration has a value of 0.
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*/
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void SampleAt(nsSMILTime aSampleTime,
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const nsSMILTimeValue& aSimpleDuration,
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PRUint32 aRepeatIteration);
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/**
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* Indicate to sample using the last value defined for the animation function.
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* This value is not normally sampled due to the end-point exclusive timing
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* model but only occurs when the fill mode is "freeze" and the active
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* duration is an even multiple of the simple duration.
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*
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* @param aRepeatIteration The repeat iteration for this sample. The first
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* iteration has a value of 0.
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*/
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void SampleLastValue(PRUint32 aRepeatIteration);
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/**
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* Indicate that this animation is now active. This is used to instruct the
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* animation function that it should now add its result to the animation
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* sandwich. The begin time is also provided for proper prioritization of
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* animation functions, and for this reason, this method must be called
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* before either of the Sample methods.
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*
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* @param aBeginTime The begin time for the newly active interval.
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*/
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void Activate(nsSMILTime aBeginTime);
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/**
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* Indicate that this animation is no longer active. This is used to instruct
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* the animation function that it should no longer add its result to the
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* animation sandwich.
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*
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* @param aIsFrozen true if this animation should continue to contribute
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* to the animation sandwich using the most recent sample
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* parameters.
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*/
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void Inactivate(bool aIsFrozen);
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/**
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* Combines the result of this animation function for the last sample with the
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* specified value.
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*
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* @param aSMILAttr This animation's target attribute. Used here for
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* doing attribute-specific parsing of from/to/by/values.
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*
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* @param aResult The value to compose with.
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*/
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void ComposeResult(const nsISMILAttr& aSMILAttr, nsSMILValue& aResult);
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/**
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* Returns the relative priority of this animation to another. The priority is
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* used for determining the position of the animation in the animation
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* sandwich -- higher priority animations are applied on top of lower
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* priority animations.
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*
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* @return -1 if this animation has lower priority or 1 if this animation has
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* higher priority
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*
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* This method should never return any other value, including 0.
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*/
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PRInt8 CompareTo(const nsSMILAnimationFunction* aOther) const;
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/*
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* The following methods are provided so that the compositor can optimize its
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* operations by only composing those animation that will affect the final
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* result.
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*/
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/**
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* Indicates if the animation is currently active or frozen. Inactive
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* animations will not contribute to the composed result.
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*
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* @return true if the animation is active or frozen, false otherwise.
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*/
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bool IsActiveOrFrozen() const
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{
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/*
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* - Frozen animations should be considered active for the purposes of
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* compositing.
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* - This function does not assume that our nsSMILValues (by/from/to/values)
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* have already been parsed.
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*/
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return (mIsActive || mIsFrozen);
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}
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/**
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* Indicates if this animation will replace the passed in result rather than
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* adding to it. Animations that replace the underlying value may be called
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* without first calling lower priority animations.
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*
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* @return True if the animation will replace, false if it will add or
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* otherwise build on the passed in value.
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*/
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virtual bool WillReplace() const;
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/**
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* Indicates if the parameters for this animation have changed since the last
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* time it was composited. This allows rendering to be performed only when
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* necessary, particularly when no animations are active.
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*
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* Note that the caller is responsible for determining if the animation
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* target has changed (with help from my UpdateCachedTarget() method).
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*
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* @return true if the animation parameters have changed, false
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* otherwise.
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*/
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bool HasChanged() const;
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/**
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* This method lets us clear the 'HasChanged' flag for inactive animations
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* after we've reacted to their change to the 'inactive' state, so that we
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* won't needlessly recompose their targets in every sample.
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*
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* This should only be called on an animation function that is inactive and
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* that returns true from HasChanged().
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*/
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void ClearHasChanged()
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{
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NS_ABORT_IF_FALSE(HasChanged(),
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"clearing mHasChanged flag, when it's already false");
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NS_ABORT_IF_FALSE(!IsActiveOrFrozen(),
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"clearing mHasChanged flag for active animation");
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mHasChanged = false;
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}
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/**
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* Updates the cached record of our animation target, and returns a boolean
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* that indicates whether the target has changed since the last call to this
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* function. (This lets nsSMILCompositor check whether its animation
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* functions have changed value or target since the last sample. If none of
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* them have, then the compositor doesn't need to do anything.)
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*
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* @param aNewTarget A nsSMILTargetIdentifier representing the animation
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* target of this function for this sample.
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* @return true if |aNewTarget| is different from the old cached value;
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* otherwise, false.
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*/
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bool UpdateCachedTarget(const nsSMILTargetIdentifier& aNewTarget);
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/**
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* Returns true if this function was skipped in the previous sample (because
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* there was a higher-priority non-additive animation). If a skipped animation
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* function is later used, then the animation sandwich must be recomposited.
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*/
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bool WasSkippedInPrevSample() const {
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return mWasSkippedInPrevSample;
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}
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/**
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* Mark this animation function as having been skipped. By marking the
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* function as skipped, if it is used in a subsequent sample we'll know to
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* recomposite the sandwich.
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*/
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void SetWasSkipped() {
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mWasSkippedInPrevSample = true;
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}
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// Comparator utility class, used for sorting nsSMILAnimationFunctions
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class Comparator {
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public:
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bool Equals(const nsSMILAnimationFunction* aElem1,
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const nsSMILAnimationFunction* aElem2) const {
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return (aElem1->CompareTo(aElem2) == 0);
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}
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bool LessThan(const nsSMILAnimationFunction* aElem1,
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const nsSMILAnimationFunction* aElem2) const {
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return (aElem1->CompareTo(aElem2) < 0);
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}
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};
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protected:
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// Typedefs
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typedef nsTArray<nsSMILValue> nsSMILValueArray;
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// Types
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enum nsSMILCalcMode
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{
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CALC_LINEAR,
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CALC_DISCRETE,
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CALC_PACED,
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CALC_SPLINE
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};
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// Used for sorting nsSMILAnimationFunctions
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nsSMILTime GetBeginTime() const { return mBeginTime; }
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// Property getters
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bool GetAccumulate() const;
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bool GetAdditive() const;
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virtual nsSMILCalcMode GetCalcMode() const;
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// Property setters
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nsresult SetAccumulate(const nsAString& aAccumulate, nsAttrValue& aResult);
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nsresult SetAdditive(const nsAString& aAdditive, nsAttrValue& aResult);
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nsresult SetCalcMode(const nsAString& aCalcMode, nsAttrValue& aResult);
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nsresult SetKeyTimes(const nsAString& aKeyTimes, nsAttrValue& aResult);
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nsresult SetKeySplines(const nsAString& aKeySplines, nsAttrValue& aResult);
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// Property un-setters
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void UnsetAccumulate();
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void UnsetAdditive();
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void UnsetCalcMode();
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void UnsetKeyTimes();
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void UnsetKeySplines();
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// Helpers
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virtual nsresult InterpolateResult(const nsSMILValueArray& aValues,
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nsSMILValue& aResult,
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nsSMILValue& aBaseValue);
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nsresult AccumulateResult(const nsSMILValueArray& aValues,
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nsSMILValue& aResult);
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nsresult ComputePacedPosition(const nsSMILValueArray& aValues,
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double aSimpleProgress,
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double& aIntervalProgress,
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const nsSMILValue*& aFrom,
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const nsSMILValue*& aTo);
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double ComputePacedTotalDistance(const nsSMILValueArray& aValues) const;
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/**
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* Adjust the simple progress, that is, the point within the simple duration,
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* by applying any keyTimes.
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*/
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double ScaleSimpleProgress(double aProgress, nsSMILCalcMode aCalcMode);
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/**
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* Adjust the progress within an interval, that is, between two animation
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* values, by applying any keySplines.
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*/
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double ScaleIntervalProgress(double aProgress, PRUint32 aIntervalIndex);
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// Convenience attribute getters -- use these instead of querying
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// mAnimationElement as these may need to be overridden by subclasses
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virtual bool HasAttr(nsIAtom* aAttName) const;
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virtual const nsAttrValue* GetAttr(nsIAtom* aAttName) const;
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virtual bool GetAttr(nsIAtom* aAttName,
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nsAString& aResult) const;
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bool ParseAttr(nsIAtom* aAttName, const nsISMILAttr& aSMILAttr,
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nsSMILValue& aResult,
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bool& aPreventCachingOfSandwich) const;
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virtual nsresult GetValues(const nsISMILAttr& aSMILAttr,
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nsSMILValueArray& aResult);
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virtual void CheckValueListDependentAttrs(PRUint32 aNumValues);
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void CheckKeyTimes(PRUint32 aNumValues);
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void CheckKeySplines(PRUint32 aNumValues);
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virtual bool IsToAnimation() const {
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return !HasAttr(nsGkAtoms::values) &&
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HasAttr(nsGkAtoms::to) &&
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!HasAttr(nsGkAtoms::from);
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}
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// Returns true if we know our composited value won't change over the
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// simple duration of this animation (for a fixed base value).
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virtual bool IsValueFixedForSimpleDuration() const;
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inline bool IsAdditive() const {
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/*
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* Animation is additive if:
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*
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* (1) additive = "sum" (GetAdditive() == true), or
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* (2) it is 'by animation' (by is set, from and values are not)
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*
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* Although animation is not additive if it is 'to animation'
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*/
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bool isByAnimation = (!HasAttr(nsGkAtoms::values) &&
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HasAttr(nsGkAtoms::by) &&
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!HasAttr(nsGkAtoms::from));
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return !IsToAnimation() && (GetAdditive() || isByAnimation);
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}
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// Setters for error flags
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// These correspond to bit-indices in mErrorFlags, for tracking parse errors
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// in these attributes, when those parse errors should block us from doing
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// animation.
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enum AnimationAttributeIdx {
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BF_ACCUMULATE = 0,
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BF_ADDITIVE = 1,
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BF_CALC_MODE = 2,
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BF_KEY_TIMES = 3,
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BF_KEY_SPLINES = 4,
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BF_KEY_POINTS = 5 // <animateMotion> only
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};
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inline void SetAccumulateErrorFlag(bool aNewValue) {
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SetErrorFlag(BF_ACCUMULATE, aNewValue);
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}
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inline void SetAdditiveErrorFlag(bool aNewValue) {
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SetErrorFlag(BF_ADDITIVE, aNewValue);
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}
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inline void SetCalcModeErrorFlag(bool aNewValue) {
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SetErrorFlag(BF_CALC_MODE, aNewValue);
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}
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inline void SetKeyTimesErrorFlag(bool aNewValue) {
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SetErrorFlag(BF_KEY_TIMES, aNewValue);
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}
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inline void SetKeySplinesErrorFlag(bool aNewValue) {
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SetErrorFlag(BF_KEY_SPLINES, aNewValue);
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}
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inline void SetKeyPointsErrorFlag(bool aNewValue) {
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SetErrorFlag(BF_KEY_POINTS, aNewValue);
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}
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// Helper method -- based on SET_BOOLBIT in nsHTMLInputElement.cpp
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inline void SetErrorFlag(AnimationAttributeIdx aField, bool aValue) {
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if (aValue) {
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mErrorFlags |= (0x01 << aField);
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} else {
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mErrorFlags &= ~(0x01 << aField);
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}
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}
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// Members
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// -------
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static nsAttrValue::EnumTable sAdditiveTable[];
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static nsAttrValue::EnumTable sCalcModeTable[];
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static nsAttrValue::EnumTable sAccumulateTable[];
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nsTArray<double> mKeyTimes;
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nsTArray<nsSMILKeySpline> mKeySplines;
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// These are the parameters provided by the previous sample. Currently we
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// perform lazy calculation. That is, we only calculate the result if and when
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// instructed by the compositor. This allows us to apply the result directly
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// to the animation value and allows the compositor to filter out functions
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// that it determines will not contribute to the final result.
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nsSMILTime mSampleTime; // sample time within simple dur
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nsSMILTimeValue mSimpleDuration;
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PRUint32 mRepeatIteration;
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nsSMILTime mBeginTime; // document time
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// The owning animation element. This is used for sorting based on document
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// position and for fetching attribute values stored in the element.
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// Raw pointer is OK here, because this nsSMILAnimationFunction can't outlive
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// its owning animation element.
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nsISMILAnimationElement* mAnimationElement;
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// Which attributes have been set but have had errors. This is not used for
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// all attributes but only those which have specified error behaviour
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// associated with them.
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PRUint16 mErrorFlags;
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// This is for the very specific case where we have a 'to' animation that is
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// frozen part way through the simple duration and there are other active
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// lower-priority animations targetting the same attribute. In this case
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// SMILANIM 3.3.6 says:
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//
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// The value for F(t) when a to-animation is frozen (at the end of the
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// simple duration) is just the to value. If a to-animation is frozen
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// anywhere within the simple duration (e.g., using a repeatCount of "2.5"),
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// the value for F(t) when the animation is frozen is the value computed for
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// the end of the active duration. Even if other, lower priority animations
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// are active while a to-animation is frozen, the value for F(t) does not
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// change.
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//
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// To implement this properly we'd need to force a resample of all the lower
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// priority animations at the active end of this animation--something which
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// would introduce unwanted coupling between the timing and animation model.
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// Instead we just save the value calculated when this animation is frozen (in
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// which case this animation will be sampled at the active end and the lower
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// priority animations should be sampled at a time pretty close to this,
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// provided we have a reasonable frame rate and we aren't seeking).
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//
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// @see
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// http://www.w3.org/TR/2001/REC-smil-animation-20010904/#FromToByAndAdditive
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nsSMILValue mFrozenValue;
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// Allows us to check whether an animation function has changed target from
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// sample to sample (because if neither target nor animated value have
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// changed, we don't have to do anything).
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nsSMILWeakTargetIdentifier mLastTarget;
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// Boolean flags
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bool mIsActive:1;
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bool mIsFrozen:1;
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bool mLastValue:1;
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bool mHasChanged:1;
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bool mValueNeedsReparsingEverySample:1;
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bool mPrevSampleWasSingleValueAnimation:1;
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bool mWasSkippedInPrevSample:1;
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};
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#endif // NS_SMILANIMATIONFUNCTION_H_
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