TextureMapperAnimation.h [plain text]
#ifndef TextureMapperAnimation_h
#define TextureMapperAnimation_h
#include "GraphicsLayer.h"
namespace WebCore {
class TransformationMatrix;
class TextureMapperAnimation {
public:
enum class AnimationState { Playing, Paused, Stopped };
class Client {
public:
virtual void setAnimatedTransform(const TransformationMatrix&) = 0;
virtual void setAnimatedOpacity(float) = 0;
virtual void setAnimatedFilters(const FilterOperations&) = 0;
};
TextureMapperAnimation()
: m_keyframes(AnimatedPropertyInvalid)
{ }
TextureMapperAnimation(const String&, const KeyframeValueList&, const FloatSize&, const Animation&, bool, double, double, AnimationState);
TextureMapperAnimation(const TextureMapperAnimation&);
void apply(Client&);
void pause(double);
void resume();
bool isActive() const;
const String& name() const { return m_name; }
const KeyframeValueList& keyframes() const { return m_keyframes; }
const FloatSize& boxSize() const { return m_boxSize; }
const RefPtr<Animation> animation() const { return m_animation; }
bool listsMatch() const { return m_listsMatch; }
double startTime() const { return m_startTime; }
double pauseTime() const { return m_pauseTime; }
AnimationState state() const { return m_state; }
private:
void applyInternal(Client&, const AnimationValue& from, const AnimationValue& to, float progress);
double computeTotalRunningTime();
String m_name;
KeyframeValueList m_keyframes;
FloatSize m_boxSize;
RefPtr<Animation> m_animation;
bool m_listsMatch;
double m_startTime;
double m_pauseTime;
double m_totalRunningTime;
double m_lastRefreshedTime;
AnimationState m_state;
};
class TextureMapperAnimations {
public:
TextureMapperAnimations() = default;
void add(const TextureMapperAnimation&);
void remove(const String& name);
void remove(const String& name, AnimatedPropertyID);
void pause(const String&, double);
void suspend(double);
void resume();
void apply(TextureMapperAnimation::Client&);
bool isEmpty() const { return m_animations.isEmpty(); }
size_t size() const { return m_animations.size(); }
const Vector<TextureMapperAnimation>& animations() const { return m_animations; }
Vector<TextureMapperAnimation>& animations() { return m_animations; }
bool hasRunningAnimations() const;
bool hasActiveAnimationsOfType(AnimatedPropertyID type) const;
TextureMapperAnimations getActiveAnimations() const;
private:
Vector<TextureMapperAnimation> m_animations;
};
}
#endif // TextureMapperAnimation_h