gecko-dev/content/smil/nsSMILAnimationFunction.h

497 lines
19 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is the Mozilla SMIL module.
*
* The Initial Developer of the Original Code is Brian Birtles.
* Portions created by the Initial Developer are Copyright (C) 2005
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Brian Birtles <birtles@gmail.com>
* Daniel Holbert <dholbert@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef NS_SMILANIMATIONFUNCTION_H_
#define NS_SMILANIMATIONFUNCTION_H_
#include "nsISMILAttr.h"
#include "nsGkAtoms.h"
#include "nsString.h"
#include "nsSMILTargetIdentifier.h"
#include "nsSMILTimeValue.h"
#include "nsSMILKeySpline.h"
#include "nsSMILValue.h"
#include "nsAutoPtr.h"
#include "nsTArray.h"
#include "nsAttrValue.h"
#include "nsSMILTypes.h"
class nsISMILAnimationElement;
//----------------------------------------------------------------------
// nsSMILAnimationFunction
//
// 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 nsSMILAnimationFunction
{
public:
nsSMILAnimationFunction();
/*
* Sets the owning animation element which this class uses to query attribute
* values and compare document positions.
*/
void SetAnimationElement(nsISMILAnimationElement* 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(nsIAtom* aAttribute, const nsAString& aValue,
nsAttrValue& aResult, nsresult* aParseResult = nsnull);
/*
* Unsets the given attribute.
*
* @returns true if aAttribute is a recognized animation-related
* attribute; false otherwise.
*/
virtual bool UnsetAttr(nsIAtom* 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(nsSMILTime aSampleTime,
const nsSMILTimeValue& aSimpleDuration,
PRUint32 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(PRUint32 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(nsSMILTime 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 nsISMILAttr& aSMILAttr, nsSMILValue& 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.
*/
PRInt8 CompareTo(const nsSMILAnimationFunction* 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 nsSMILValues (by/from/to/values)
* have already been parsed.
*/
return (mIsActive || mIsFrozen);
}
/**
* 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()
{
NS_ABORT_IF_FALSE(HasChanged(),
"clearing mHasChanged flag, when it's already false");
NS_ABORT_IF_FALSE(!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 nsSMILCompositor 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 nsSMILTargetIdentifier 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 nsSMILTargetIdentifier& 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;
}
// Comparator utility class, used for sorting nsSMILAnimationFunctions
class Comparator {
public:
bool Equals(const nsSMILAnimationFunction* aElem1,
const nsSMILAnimationFunction* aElem2) const {
return (aElem1->CompareTo(aElem2) == 0);
}
bool LessThan(const nsSMILAnimationFunction* aElem1,
const nsSMILAnimationFunction* aElem2) const {
return (aElem1->CompareTo(aElem2) < 0);
}
};
protected:
// Typedefs
typedef nsTArray<nsSMILValue> nsSMILValueArray;
// Types
enum nsSMILCalcMode
{
CALC_LINEAR,
CALC_DISCRETE,
CALC_PACED,
CALC_SPLINE
};
// Used for sorting nsSMILAnimationFunctions
nsSMILTime GetBeginTime() const { return mBeginTime; }
// Property getters
bool GetAccumulate() const;
bool GetAdditive() const;
virtual nsSMILCalcMode 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 nsSMILValueArray& aValues,
nsSMILValue& aResult,
nsSMILValue& aBaseValue);
nsresult AccumulateResult(const nsSMILValueArray& aValues,
nsSMILValue& aResult);
nsresult ComputePacedPosition(const nsSMILValueArray& aValues,
double aSimpleProgress,
double& aIntervalProgress,
const nsSMILValue*& aFrom,
const nsSMILValue*& aTo);
double ComputePacedTotalDistance(const nsSMILValueArray& aValues) const;
/**
* Adjust the simple progress, that is, the point within the simple duration,
* by applying any keyTimes.
*/
double ScaleSimpleProgress(double aProgress, nsSMILCalcMode aCalcMode);
/**
* Adjust the progress within an interval, that is, between two animation
* values, by applying any keySplines.
*/
double ScaleIntervalProgress(double aProgress, PRUint32 aIntervalIndex);
// Convenience attribute getters -- use these instead of querying
// mAnimationElement as these may need to be overridden by subclasses
virtual bool HasAttr(nsIAtom* aAttName) const;
virtual const nsAttrValue* GetAttr(nsIAtom* aAttName) const;
virtual bool GetAttr(nsIAtom* aAttName,
nsAString& aResult) const;
bool ParseAttr(nsIAtom* aAttName, const nsISMILAttr& aSMILAttr,
nsSMILValue& aResult,
bool& aPreventCachingOfSandwich) const;
virtual nsresult GetValues(const nsISMILAttr& aSMILAttr,
nsSMILValueArray& aResult);
virtual void CheckValueListDependentAttrs(PRUint32 aNumValues);
void CheckKeyTimes(PRUint32 aNumValues);
void CheckKeySplines(PRUint32 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);
}
// Helper method -- based on SET_BOOLBIT in nsHTMLInputElement.cpp
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[];
nsTArray<double> mKeyTimes;
nsTArray<nsSMILKeySpline> 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.
nsSMILTime mSampleTime; // sample time within simple dur
nsSMILTimeValue mSimpleDuration;
PRUint32 mRepeatIteration;
nsSMILTime 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 nsSMILAnimationFunction can't outlive
// its owning animation element.
nsISMILAnimationElement* 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.
PRUint16 mErrorFlags;
// This is for the very specific case where we have a 'to' animation that is
// frozen part way through the simple duration and there are other active
// lower-priority animations targetting the same attribute. In this case
// SMILANIM 3.3.6 says:
//
// The value for F(t) when a to-animation is frozen (at the end of the
// simple duration) is just the to value. If a to-animation is frozen
// anywhere within the simple duration (e.g., using a repeatCount of "2.5"),
// the value for F(t) when the animation is frozen is the value computed for
// the end of the active duration. Even if other, lower priority animations
// are active while a to-animation is frozen, the value for F(t) does not
// change.
//
// To implement this properly we'd need to force a resample of all the lower
// priority animations at the active end of this animation--something which
// would introduce unwanted coupling between the timing and animation model.
// Instead we just save the value calculated when this animation is frozen (in
// which case this animation will be sampled at the active end and the lower
// priority animations should be sampled at a time pretty close to this,
// provided we have a reasonable frame rate and we aren't seeking).
//
// @see
// http://www.w3.org/TR/2001/REC-smil-animation-20010904/#FromToByAndAdditive
nsSMILValue mFrozenValue;
// 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).
nsSMILWeakTargetIdentifier mLastTarget;
// Boolean flags
bool mIsActive:1;
bool mIsFrozen:1;
bool mLastValue:1;
bool mHasChanged:1;
bool mValueNeedsReparsingEverySample:1;
bool mPrevSampleWasSingleValueAnimation:1;
bool mWasSkippedInPrevSample:1;
};
#endif // NS_SMILANIMATIONFUNCTION_H_