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/* -*- 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<SMILValue>;
// 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 bool IsDisallowedAttribute(const nsAtom* aAttribute) const {
return false;
}
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
bool HasAttr(nsAtom* aAttName) const;
const nsAttrValue* GetAttr(nsAtom* aAttName) const;
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 // <animateMotion> 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<double> mKeyTimes;
FallibleTArray<SMILKeySpline> 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_