#ifndef Animation_h
#define Animation_h
#include "core/animation/AnimationEffect.h"
#include "core/animation/EffectInput.h"
#include "core/animation/TimedItem.h"
#include "core/animation/TimingInput.h"
#include "heap/Handle.h"
#include "wtf/RefPtr.h"
namespace WebCore {
class Dictionary;
class Element;
class ExceptionState;
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 Dictionary& timingInputDictionary);
static PassRefPtr<Animation> create(Element*, PassRefPtrWillBeRawPtr<AnimationEffect>, double duration);
static PassRefPtr<Animation> create(Element*, PassRefPtrWillBeRawPtr<AnimationEffect>);
static PassRefPtr<Animation> create(Element*, const Vector<Dictionary>& keyframeDictionaryVector, const Dictionary& timingInputDictionary, ExceptionState&);
static PassRefPtr<Animation> create(Element*, const Vector<Dictionary>& keyframeDictionaryVector, double duration, ExceptionState&);
static PassRefPtr<Animation> create(Element*, const Vector<Dictionary>& keyframeDictionaryVector, ExceptionState&);
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 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(); }
Priority priority() const { return m_priority; }
Element* target() { return m_target.get(); }
bool isCandidateForAnimationOnCompositor() const;
bool maybeStartAnimationOnCompositor();
bool hasActiveAnimationsOnCompositor() const;
bool hasActiveAnimationsOnCompositor(CSSPropertyID) const;
void cancelAnimationOnCompositor();
void pauseAnimationForTestingOnCompositor(double pauseTime);
protected:
void applyEffects(bool previouslyInEffect);
void clearEffects();
virtual void updateChildrenAndEffects() const OVERRIDE;
virtual void didAttach() OVERRIDE;
virtual void willDetach() 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>);
RefPtr<Element> m_target;
RefPtrWillBePersistent<AnimationEffect> m_effect;
bool m_activeInAnimationStack;
OwnPtrWillBePersistent<WillBeHeapVector<RefPtrWillBeMember<Interpolation> > > m_activeInterpolations;
Priority m_priority;
Vector<int> m_compositorAnimationIds;
friend class CSSAnimations;
friend class AnimationAnimationV8Test;
};
DEFINE_TYPE_CASTS(Animation, TimedItem, timedItem, timedItem->isAnimation(), timedItem.isAnimation());
}
#endif