/* * Copyright (C) 2018-2019 Apple 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: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. 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. */ #pragma once #include "SVGAnimationFunction.h" namespace WebCore { class SVGAnimationAdditiveFunction : public SVGAnimationFunction { public: SVGAnimationAdditiveFunction(AnimationMode animationMode, CalcMode calcMode, bool isAccumulated, bool isAdditive) : SVGAnimationFunction(animationMode) , m_calcMode(calcMode) , m_isAccumulated(isAccumulated) , m_isAdditive(isAdditive) { } void setFromAndByValues(SVGElement* targetElement, const String& from, const String& by) override { setFromAndToValues(targetElement, from, by); addFromAndToValues(targetElement); } void setToAtEndOfDurationValue(const String&) override { ASSERT_NOT_REACHED(); } protected: float animate(float progress, unsigned repeatCount, float from, float to, float toAtEndOfDuration, float animated) { float number; if (m_calcMode == CalcMode::Discrete) number = progress < 0.5 ? from : to; else number = (to - from) * progress + from; if (m_isAccumulated && repeatCount) number += toAtEndOfDuration * repeatCount; if (m_isAdditive && m_animationMode != AnimationMode::To) number += animated; return number; } CalcMode m_calcMode; bool m_isAccumulated; bool m_isAdditive; }; }