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/*
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef ElementAnimation_h
#define ElementAnimation_h
#include "bindings/core/v8/DictionarySequenceOrDictionary.h"
#include "core/animation/DocumentTimeline.h"
#include "core/animation/EffectInput.h"
#include "core/animation/ElementAnimations.h"
#include "core/animation/KeyframeEffect.h"
#include "core/animation/KeyframeEffectOptions.h"
#include "core/animation/KeyframeEffectReadOnly.h"
#include "core/animation/TimingInput.h"
#include "core/dom/Document.h"
#include "core/dom/Element.h"
#include "platform/RuntimeEnabledFeatures.h"
#include "wtf/Allocator.h"
namespace blink {
class ElementAnimation {
STATIC_ONLY(ElementAnimation);
public:
static Animation* animate(ExecutionContext* executionContext,
Element& element,
const DictionarySequenceOrDictionary& effectInput,
double duration,
ExceptionState& exceptionState) {
EffectModel* effect = EffectInput::convert(
&element, effectInput, executionContext, exceptionState);
if (exceptionState.hadException())
return nullptr;
Timing timing;
if (!TimingInput::convert(duration, timing, exceptionState))
return nullptr;
return animateInternal(element, effect, timing);
}
static Animation* animate(ExecutionContext* executionContext,
Element& element,
const DictionarySequenceOrDictionary& effectInput,
const KeyframeEffectOptions& options,
ExceptionState& exceptionState) {
EffectModel* effect = EffectInput::convert(
&element, effectInput, executionContext, exceptionState);
if (exceptionState.hadException())
return nullptr;
Timing timing;
if (!TimingInput::convert(options, timing, &element.document(),
exceptionState))
return nullptr;
Animation* animation = animateInternal(element, effect, timing);
animation->setId(options.id());
return animation;
}
static Animation* animate(ExecutionContext* executionContext,
Element& element,
const DictionarySequenceOrDictionary& effectInput,
ExceptionState& exceptionState) {
EffectModel* effect = EffectInput::convert(
&element, effectInput, executionContext, exceptionState);
if (exceptionState.hadException())
return nullptr;
return animateInternal(element, effect, Timing());
}
static HeapVector<Member<Animation>> getAnimations(Element& element) {
HeapVector<Member<Animation>> animations;
if (!element.hasAnimations())
return animations;
for (const auto& animation :
element.document().timeline().getAnimations()) {
DCHECK(animation->effect());
if (toKeyframeEffectReadOnly(animation->effect())->target() == element &&
(animation->effect()->isCurrent() ||
animation->effect()->isInEffect()))
animations.push_back(animation);
}
return animations;
}
private:
static Animation* animateInternal(Element& element,
EffectModel* effect,
const Timing& timing) {
KeyframeEffect* keyframeEffect =
KeyframeEffect::create(&element, effect, timing);
return element.document().timeline().play(keyframeEffect);
}
};
} // namespace blink
#endif // ElementAnimation_h