/* * 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 THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_ELEMENT_ANIMATIONS_H_ #define THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_ELEMENT_ANIMATIONS_H_ #include "base/macros.h" #include "base/memory/scoped_refptr.h" #include "third_party/blink/renderer/core/animation/css/css_animations.h" #include "third_party/blink/renderer/core/animation/effect_stack.h" #include "third_party/blink/renderer/core/animation/worklet_animation_base.h" #include "third_party/blink/renderer/core/css/properties/css_bitset.h" #include "third_party/blink/renderer/platform/wtf/hash_counted_set.h" #include "third_party/blink/renderer/platform/wtf/hash_map.h" namespace blink { class CSSAnimations; using AnimationCountedSet = HeapHashCountedSet>; using WorkletAnimationSet = HeapHashSet>; class CORE_EXPORT ElementAnimations final : public GarbageCollected { public: ElementAnimations(); ~ElementAnimations(); // Animations that are currently active for this element, their effects will // be applied during a style recalc. CSS Transitions are included in this // stack. EffectStack& GetEffectStack() { return effect_stack_; } const EffectStack& GetEffectStack() const { return effect_stack_; } // Tracks the state of active CSS Animations and Transitions. The individual // animations will also be part of the animation stack, but the mapping // between animation name and animation is kept here. CSSAnimations& CssAnimations() { return css_animations_; } const CSSAnimations& CssAnimations() const { return css_animations_; } // Animations which have effects targeting this element. AnimationCountedSet& Animations() { return animations_; } // Worklet Animations which have effects targeting this element. WorkletAnimationSet& GetWorkletAnimations() { return worklet_animations_; } bool IsEmpty() const { return effect_stack_.IsEmpty() && css_animations_.IsEmpty() && animations_.IsEmpty(); } void RestartAnimationOnCompositor(); void UpdateAnimationFlags(ComputedStyle&); void SetAnimationStyleChange(bool animation_style_change) { animation_style_change_ = animation_style_change; } bool IsAnimationStyleChange() const { return animation_style_change_; } const ComputedStyle* BaseComputedStyle() const; const CSSBitset* BaseImportantSet() const; void UpdateBaseComputedStyle(const ComputedStyle*, std::unique_ptr base_important_set); void ClearBaseComputedStyle(); bool AnimationsPreserveAxisAlignment() const; void Trace(Visitor*); private: EffectStack effect_stack_; CSSAnimations css_animations_; AnimationCountedSet animations_; WorkletAnimationSet worklet_animations_; // When an Element is being animated, its entire style will be dirtied every // frame by the running animation - even if the animation is only changing a // few properties. To avoid the expensive cost of recomputing the entire // style, we store a cached value of the 'base' computed style (e.g. with no // change from the running animations) and use that during style recalc, // applying only the animation changes on top of it. bool animation_style_change_; scoped_refptr base_computed_style_; // Keeps track of the !important declarations used to build the base // computed style. These declarations must not be overwritten by animation // effects, hence we have to disable the base computed style optimization when // !important declarations conflict with active animations. // // If there were no !important declarations in the base style, this field // will be nullptr. // // TODO(andruud): We should be able to simply skip applying the animation // for properties in this set instead of disabling the optimization. // However, we currently need the cascade to handle the case where // an !important declaration appears in a :visited selector. // See https://crbug.com/1062217. std::unique_ptr base_important_set_; DISALLOW_COPY_AND_ASSIGN(ElementAnimations); FRIEND_TEST_ALL_PREFIXES(StyleEngineTest, PseudoElementBaseComputedStyle); }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_ELEMENT_ANIMATIONS_H_