Files
libreoffice/slideshow/source/engine/animationnodes/basenode.cxx
Mark Hung cacdb1ae9d tdf#77186 handle time container indefinite repetition.
Indefinite duration isn't necessary for indefinite repetition,
so simply check the number of iteration left and do not decrease
the number when the repetition is indefinite.

Note: a known issue is that the next effect starts before
"until click" or "until next slide" if the starting time of
the next slide is "after previous". A workaround is to set
the starting time of the next slide to "click".

Change-Id: Ie9c73b472dc400bc41501029ff19ecc3e3fab2df
Reviewed-on: https://gerrit.libreoffice.org/67896
Tested-by: Jenkins
Reviewed-by: Mark Hung <marklh9@gmail.com>
2019-02-19 18:25:03 +01:00

755 lines
25 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0 .
*/
#include <com/sun/star/animations/XAnimate.hpp>
#include <com/sun/star/presentation/ParagraphTarget.hpp>
#include <com/sun/star/animations/AnimationFill.hpp>
#include <com/sun/star/animations/AnimationRestart.hpp>
#include <com/sun/star/presentation/EffectNodeType.hpp>
#include <com/sun/star/beans/XPropertySet.hpp>
#include <basenode.hxx>
#include <eventmultiplexer.hxx>
#include <basecontainernode.hxx>
#include <eventqueue.hxx>
#include <delayevent.hxx>
#include <tools.hxx>
#include "nodetools.hxx"
#include "generateevent.hxx"
#include <sal/log.hxx>
#include <vector>
#include <algorithm>
#include <iterator>
using namespace ::com::sun::star;
namespace slideshow {
namespace internal {
namespace {
typedef int StateTransitionTable[17];
// State transition tables
// =========================================================================
const int* getStateTransitionTable( sal_Int16 nRestartMode,
sal_Int16 nFillMode )
{
// TODO(F2): restart issues in below tables
// transition table for restart=NEVER, fill=REMOVE
static const StateTransitionTable stateTransitionTable_Never_Remove = {
AnimationNode::INVALID,
AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
AnimationNode::INVALID,
AnimationNode::ENDED, // active successors for ACTIVE: no freeze here
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID, // active successors for FROZEN: this state is unreachable here
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED // active successors for ENDED: this state is a sink here (cannot restart)
};
// transition table for restart=WHEN_NOT_ACTIVE, fill=REMOVE
static const StateTransitionTable stateTransitionTable_NotActive_Remove = {
AnimationNode::INVALID,
AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
AnimationNode::INVALID,
AnimationNode::ENDED, // active successors for ACTIVE: no freeze here
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID, // active successors for FROZEN:
// this state is unreachable here
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE // active successors for ENDED:
// restart possible when ended
};
// transition table for restart=ALWAYS, fill=REMOVE
static const StateTransitionTable stateTransitionTable_Always_Remove = {
AnimationNode::INVALID,
AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
AnimationNode::INVALID,
AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED, // active successors for ACTIVE: restart
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID, // active successors for FROZEN:
// this state is unreachable here
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED // active successors for ENDED: restart
};
// transition table for restart=NEVER, fill=FREEZE
static const StateTransitionTable stateTransitionTable_Never_Freeze = {
AnimationNode::INVALID,
AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
AnimationNode::INVALID,
AnimationNode::FROZEN|AnimationNode::ENDED, // active successors for ACTIVE: freeze object
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED, // active successors for FROZEN: end
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED, // active successors for ENDED: this state is a sink here (cannot restart)
};
// transition table for restart=WHEN_NOT_ACTIVE, fill=FREEZE
static const StateTransitionTable stateTransitionTable_NotActive_Freeze = {
AnimationNode::INVALID,
AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
AnimationNode::INVALID,
AnimationNode::FROZEN|AnimationNode::ENDED, // active successors for ACTIVE: freeze object
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE, // active successors for FROZEN:
// restart possible when ended
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE // active successors for ENDED:
// restart possible when ended
};
// transition table for restart=ALWAYS, fill=FREEZE
static const StateTransitionTable stateTransitionTable_Always_Freeze = {
AnimationNode::INVALID,
AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
AnimationNode::INVALID,
AnimationNode::FROZEN|AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED, // active successors for ACTIVE:
// end object, restart
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE, // active successors for FROZEN: restart possible
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::INVALID,
AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED // active successors for ENDED: restart
};
static const StateTransitionTable* tableGuide[] = {
&stateTransitionTable_Never_Remove,
&stateTransitionTable_NotActive_Remove,
&stateTransitionTable_Always_Remove,
&stateTransitionTable_Never_Freeze,
&stateTransitionTable_NotActive_Freeze,
&stateTransitionTable_Always_Freeze
};
int nRestartValue;
switch( nRestartMode ) {
default:
case animations::AnimationRestart::DEFAULT:
// same value: animations::AnimationRestart::INHERIT:
OSL_FAIL(
"getStateTransitionTable(): unexpected case for restart" );
[[fallthrough]];
case animations::AnimationRestart::NEVER:
nRestartValue = 0;
break;
case animations::AnimationRestart::WHEN_NOT_ACTIVE:
nRestartValue = 1;
break;
case animations::AnimationRestart::ALWAYS:
nRestartValue = 2;
break;
}
int nFillValue;
switch( nFillMode ) {
default:
case animations::AnimationFill::AUTO:
case animations::AnimationFill::DEFAULT:
// same value: animations::AnimationFill::INHERIT:
OSL_FAIL(
"getStateTransitionTable(): unexpected case for fill" );
[[fallthrough]];
case animations::AnimationFill::REMOVE:
nFillValue = 0;
break;
case animations::AnimationFill::FREEZE:
case animations::AnimationFill::HOLD:
case animations::AnimationFill::TRANSITION:
nFillValue = 1;
break;
}
return *tableGuide[ 3*nFillValue + nRestartValue ];
}
/// Little helper predicate, to detect main sequence root node
bool isMainSequenceRootNode_(
const uno::Reference< animations::XAnimationNode >& xNode )
{
// detect main sequence root node (need that for
// end-of-mainsequence signalling below)
beans::NamedValue const aSearchKey(
"node-type",
uno::makeAny( presentation::EffectNodeType::MAIN_SEQUENCE ) );
uno::Sequence<beans::NamedValue> const userData(xNode->getUserData());
return findNamedValue( userData, aSearchKey );
}
} // anon namespace
// BaseNode implementation
//=========================================================================
/** state transition handling
*/
class BaseNode::StateTransition
{
public:
enum Options { NONE, FORCE };
explicit StateTransition( BaseNode * pNode )
: mpNode(pNode), meToState(INVALID) {}
~StateTransition() {
clear();
}
StateTransition(const StateTransition&) = delete;
StateTransition& operator=(const StateTransition&) = delete;
bool enter( NodeState eToState, int options = NONE )
{
OSL_ENSURE( meToState == INVALID,
"### commit() before enter()ing again!" );
if (meToState != INVALID)
return false;
bool const bForce = ((options & FORCE) != 0);
if (!bForce && !mpNode->isTransition( mpNode->meCurrState, eToState ))
return false;
// recursion detection:
if ((mpNode->meCurrentStateTransition & eToState) != 0)
return false; // already in wanted transition
// mark transition:
mpNode->meCurrentStateTransition |= eToState;
meToState = eToState;
return true; // in transition
}
void commit() {
OSL_ENSURE( meToState != INVALID, "### nothing to commit!" );
if (meToState != INVALID) {
mpNode->meCurrState = meToState;
clear();
}
}
void clear() {
if (meToState != INVALID) {
OSL_ASSERT( (mpNode->meCurrentStateTransition & meToState) != 0 );
mpNode->meCurrentStateTransition &= ~meToState;
meToState = INVALID;
}
}
private:
BaseNode *const mpNode;
NodeState meToState;
};
BaseNode::BaseNode( const uno::Reference< animations::XAnimationNode >& xNode,
const BaseContainerNodeSharedPtr& rParent,
const NodeContext& rContext ) :
maContext( rContext.maContext ),
maDeactivatingListeners(),
mxAnimationNode( xNode ),
mpParent( rParent ),
mpSelf(),
mpStateTransitionTable( nullptr ),
mnStartDelay( rContext.mnStartDelay ),
meCurrState( UNRESOLVED ),
meCurrentStateTransition( 0 ),
mpCurrentEvent(),
mbIsMainSequenceRootNode( isMainSequenceRootNode_( xNode ) )
{
ENSURE_OR_THROW( mxAnimationNode.is(),
"BaseNode::BaseNode(): Invalid XAnimationNode" );
// setup state transition table
mpStateTransitionTable = getStateTransitionTable( getRestartMode(),
getFillMode() );
}
void BaseNode::dispose()
{
meCurrState = INVALID;
// discharge a loaded event, if any:
if (mpCurrentEvent) {
mpCurrentEvent->dispose();
mpCurrentEvent.reset();
}
maDeactivatingListeners.clear();
mxAnimationNode.clear();
mpParent.reset();
mpSelf.reset();
maContext.dispose();
}
sal_Int16 BaseNode::getRestartMode()
{
const sal_Int16 nTmp( mxAnimationNode->getRestart() );
return nTmp != animations::AnimationRestart::DEFAULT
? nTmp : getRestartDefaultMode();
}
sal_Int16 BaseNode::getFillMode()
{
const sal_Int16 nTmp( mxAnimationNode->getFill() );
const sal_Int16 nFill(nTmp != animations::AnimationFill::DEFAULT
? nTmp : getFillDefaultMode());
// For AUTO fill mode, SMIL specifies that fill mode is FREEZE,
// if no explicit active duration is given
// (no duration, end, repeatCount or repeatDuration given),
// and REMOVE otherwise
if( nFill == animations::AnimationFill::AUTO ) {
return (isIndefiniteTiming( mxAnimationNode->getDuration() ) &&
isIndefiniteTiming( mxAnimationNode->getEnd() ) &&
!mxAnimationNode->getRepeatCount().hasValue() &&
isIndefiniteTiming( mxAnimationNode->getRepeatDuration() ))
? animations::AnimationFill::FREEZE
: animations::AnimationFill::REMOVE;
}
else {
return nFill;
}
}
sal_Int16 BaseNode::getFillDefaultMode() const
{
sal_Int16 nFillDefault = mxAnimationNode->getFillDefault();
if (nFillDefault == animations::AnimationFill::DEFAULT) {
nFillDefault = (mpParent != nullptr
? mpParent->getFillDefaultMode()
: animations::AnimationFill::AUTO);
}
return nFillDefault;
}
sal_Int16 BaseNode::getRestartDefaultMode() const
{
sal_Int16 nRestartDefaultMode = mxAnimationNode->getRestartDefault();
if (nRestartDefaultMode == animations::AnimationRestart::DEFAULT) {
nRestartDefaultMode = (mpParent != nullptr
? mpParent->getRestartDefaultMode()
: animations::AnimationRestart::ALWAYS);
}
return nRestartDefaultMode;
}
uno::Reference<animations::XAnimationNode> BaseNode::getXAnimationNode() const
{
return mxAnimationNode;
}
bool BaseNode::init()
{
if (! checkValidNode())
return false;
meCurrState = UNRESOLVED;
// discharge a loaded event, if any:
if (mpCurrentEvent) {
mpCurrentEvent->dispose();
mpCurrentEvent.reset();
}
return init_st(); // may call derived class
}
bool BaseNode::init_st()
{
return true;
}
bool BaseNode::resolve()
{
if (! checkValidNode())
return false;
OSL_ASSERT( meCurrState != RESOLVED );
if (inStateOrTransition( RESOLVED ))
return true;
StateTransition st(this);
if (st.enter( RESOLVED ) &&
isTransition( RESOLVED, ACTIVE ) &&
resolve_st() /* may call derived class */)
{
st.commit(); // changing state
// discharge a loaded event, if any:
if (mpCurrentEvent)
mpCurrentEvent->dispose();
// schedule activation event:
// This method takes the NodeContext::mnStartDelay value into account,
// to cater for iterate container time shifts. We cannot put different
// iterations of the iterate container's children into different
// subcontainer (such as a 'DelayContainer', which delays resolving its
// children by a fixed amount), since all iterations' nodes must be
// resolved at the same time (otherwise, the delayed subset creation
// will not work, i.e. deactivate the subsets too late in the master
// shape).
uno::Any const aBegin( mxAnimationNode->getBegin() );
if (aBegin.hasValue()) {
auto self(mpSelf);
mpCurrentEvent = generateEvent(
aBegin, [self] () { self->activate(); },
maContext, mnStartDelay );
}
else {
// For some leaf nodes, PPT import yields empty begin time,
// although semantically, it should be 0.0
// TODO(F3): That should really be provided by the PPT import
// schedule delayed activation event. Take iterate node
// timeout into account
auto self(mpSelf);
mpCurrentEvent = makeDelay(
[self] () { self->activate(); },
mnStartDelay,
"AnimationNode::activate with delay");
maContext.mrEventQueue.addEvent( mpCurrentEvent );
}
return true;
}
return false;
}
bool BaseNode::resolve_st()
{
return true;
}
void BaseNode::activate()
{
if (! checkValidNode())
return;
OSL_ASSERT( meCurrState != ACTIVE );
if (inStateOrTransition( ACTIVE ))
return;
StateTransition st(this);
if (st.enter( ACTIVE )) {
activate_st(); // calling derived class
st.commit(); // changing state
maContext.mrEventMultiplexer.notifyAnimationStart( mpSelf );
}
}
void BaseNode::activate_st()
{
scheduleDeactivationEvent();
}
void BaseNode::scheduleDeactivationEvent( EventSharedPtr const& pEvent )
{
if (mpCurrentEvent) {
mpCurrentEvent->dispose();
mpCurrentEvent.reset();
}
if (pEvent) {
if (maContext.mrEventQueue.addEvent( pEvent ))
mpCurrentEvent = pEvent;
}
else {
// This method need not take the
// NodeContext::mnStartDelay value into account,
// because the deactivation event is only scheduled
// when the effect is started: the timeout is then
// already respected.
// xxx todo:
// think about set node, anim base node!
// if anim base node has no activity, this is called to schedule deactivation,
// but what if it does not schedule anything?
auto self(mpSelf);
if (mxAnimationNode->getEnd().hasValue())
{
// TODO: We may need to calculate the duration if the end value is numeric.
// We expect that the end value contains EventTrigger::ON_NEXT here.
// LibreOffice does not generate numeric values, so we can leave it
// until we find a test case.
mpCurrentEvent = generateEvent(
mxAnimationNode->getEnd(),
[self] () { self->deactivate(); },
maContext, 0.0 );
}
else
{
mpCurrentEvent = generateEvent(
mxAnimationNode->getDuration(),
[self] () { self->deactivate(); },
maContext, 0.0 );
}
}
}
void BaseNode::deactivate()
{
if (inStateOrTransition( ENDED | FROZEN ) || !checkValidNode())
return;
if (isTransition( meCurrState, FROZEN, false /* no OSL_ASSERT */ )) {
// do transition to FROZEN:
StateTransition st(this);
if (st.enter( FROZEN, StateTransition::FORCE )) {
deactivate_st( FROZEN );
st.commit();
notifyEndListeners();
// discharge a loaded event, before going on:
if (mpCurrentEvent) {
mpCurrentEvent->dispose();
mpCurrentEvent.reset();
}
}
}
else {
// use end instead:
end();
}
// state has changed either to FROZEN or ENDED
}
void BaseNode::deactivate_st( NodeState )
{
}
void BaseNode::end()
{
bool const bIsFrozenOrInTransitionToFrozen = inStateOrTransition( FROZEN );
if (inStateOrTransition( ENDED ) || !checkValidNode())
return;
// END must always be reachable. If not, that's an error in the
// transition tables
OSL_ENSURE( isTransition( meCurrState, ENDED ),
"end state not reachable in transition table" );
StateTransition st(this);
if (!st.enter( ENDED, StateTransition::FORCE ))
return;
deactivate_st( ENDED );
st.commit(); // changing state
// if is FROZEN or is to be FROZEN, then
// will/already notified deactivating listeners
if (!bIsFrozenOrInTransitionToFrozen)
notifyEndListeners();
// discharge a loaded event, before going on:
if (mpCurrentEvent) {
mpCurrentEvent->dispose();
mpCurrentEvent.reset();
}
}
void BaseNode::notifyDeactivating( const AnimationNodeSharedPtr& rNotifier )
{
OSL_ASSERT( rNotifier->getState() == FROZEN ||
rNotifier->getState() == ENDED );
// TODO(F1): for end sync functionality, this might indeed be used some day
}
void BaseNode::notifyEndListeners() const
{
// notify all listeners
for( const auto& rListner : maDeactivatingListeners )
rListner->notifyDeactivating( mpSelf );
// notify state change
maContext.mrEventMultiplexer.notifyAnimationEnd( mpSelf );
// notify main sequence end (iff we're the main
// sequence root node). This is because the main
// sequence determines the active duration of the
// slide. All other sequences are secondary, in that
// they don't prevent a slide change from happening,
// even if they have not been completed. In other
// words, all sequences except the main sequence are
// optional for the slide lifetime.
if (isMainSequenceRootNode())
maContext.mrEventMultiplexer.notifySlideAnimationsEnd();
}
AnimationNode::NodeState BaseNode::getState() const
{
return meCurrState;
}
bool BaseNode::registerDeactivatingListener(
const AnimationNodeSharedPtr& rNotifee )
{
if (! checkValidNode())
return false;
ENSURE_OR_RETURN_FALSE(
rNotifee,
"BaseNode::registerDeactivatingListener(): invalid notifee" );
maDeactivatingListeners.push_back( rNotifee );
return true;
}
void BaseNode::setSelf( const BaseNodeSharedPtr& rSelf )
{
ENSURE_OR_THROW( rSelf.get() == this,
"BaseNode::setSelf(): got ptr to different object" );
ENSURE_OR_THROW( !mpSelf,
"BaseNode::setSelf(): called multiple times" );
mpSelf = rSelf;
}
// Debug
#if defined(DBG_UTIL)
void BaseNode::showState() const
{
const AnimationNode::NodeState eNodeState( getState() );
if( eNodeState == AnimationNode::INVALID )
SAL_INFO("slideshow.verbose", "Node state: n" <<
debugGetNodeName(this) <<
" [label=\"" <<
getDescription() <<
"\",style=filled, fillcolor=\"0.5,0.2,0.5\"]");
else
SAL_INFO("slideshow.verbose", "Node state: n" <<
debugGetNodeName(this) <<
" [label=\"" <<
getDescription() <<
"fillcolor=\"" <<
log(double(getState()))/4.0 <<
",1.0,1.0\"]");
// determine additional node information
uno::Reference<animations::XAnimate> const xAnimate( mxAnimationNode,
uno::UNO_QUERY );
if( !xAnimate.is() )
return;
uno::Reference< drawing::XShape > xTargetShape( xAnimate->getTarget(),
uno::UNO_QUERY );
if( !xTargetShape.is() )
{
css::presentation::ParagraphTarget aTarget;
// no shape provided. Maybe a ParagraphTarget?
if( xAnimate->getTarget() >>= aTarget )
xTargetShape = aTarget.Shape;
}
if( !xTargetShape.is() )
return;
uno::Reference< beans::XPropertySet > xPropSet( xTargetShape,
uno::UNO_QUERY );
// read shape name
OUString aName;
if( xPropSet->getPropertyValue("Name") >>= aName )
{
SAL_INFO("slideshow.verbose", "Node info: n" <<
debugGetNodeName(this) <<
", name \"" <<
aName <<
"\"");
}
}
const char* BaseNode::getDescription() const
{
return "BaseNode";
}
#endif
} // namespace internal
} // namespace slideshow
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */