root/Source/core/animation/Animation.h

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#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);
    // 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*, 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&);

    // 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 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;
    // Must only be called once and assumes to be part of a player without a start time.
    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());

} // namespace WebCore

#endif

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