WebCore/page/animation/AnimationBase.cpp
changeset 0 4f2f89ce4247
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/page/animation/AnimationBase.cpp	Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,1328 @@
+/*
+ * Copyright (C) 2007, 2008, 2009 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. 
+ * 3.  Neither the name of Apple Computer, Inc. ("Apple") 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 APPLE AND ITS 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 APPLE OR ITS 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.
+ */
+
+#include "config.h"
+#include "AnimationBase.h"
+
+#include "AnimationControllerPrivate.h"
+#include "CSSMutableStyleDeclaration.h"
+#include "CSSPropertyLonghand.h"
+#include "CSSPropertyNames.h"
+#include "CompositeAnimation.h"
+#include "Document.h"
+#include "EventNames.h"
+#include "FloatConversion.h"
+#include "Frame.h"
+#include "IdentityTransformOperation.h"
+#include "ImplicitAnimation.h"
+#include "KeyframeAnimation.h"
+#include "MatrixTransformOperation.h"
+#include "Matrix3DTransformOperation.h"
+#include "RenderBox.h"
+#include "RenderLayer.h"
+#include "RenderLayerBacking.h"
+#include "RenderStyle.h"
+#include "UnitBezier.h"
+
+#include <algorithm>
+
+using namespace std;
+
+namespace WebCore {
+
+// The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
+// animation, the more precision we need in the timing function result to avoid ugly discontinuities.
+static inline double solveEpsilon(double duration)
+{
+    return 1.0 / (200.0 * duration);
+}
+
+static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration)
+{
+    // Convert from input time to parametric value in curve, then from
+    // that to output time.
+    UnitBezier bezier(p1x, p1y, p2x, p2y);
+    return bezier.solve(t, solveEpsilon(duration));
+}
+
+static inline int blendFunc(const AnimationBase*, int from, int to, double progress)
+{  
+    return int(from + (to - from) * progress);
+}
+
+static inline double blendFunc(const AnimationBase*, double from, double to, double progress)
+{  
+    return from + (to - from) * progress;
+}
+
+static inline float blendFunc(const AnimationBase*, float from, float to, double progress)
+{  
+    return narrowPrecisionToFloat(from + (to - from) * progress);
+}
+
+static inline Color blendFunc(const AnimationBase* anim, const Color& from, const Color& to, double progress)
+{
+    // We need to preserve the state of the valid flag at the end of the animation
+    if (progress == 1 && !to.isValid())
+        return Color();
+
+    // Contrary to the name, RGBA32 actually stores ARGB, so we can initialize Color directly from premultipliedARGBFromColor().
+    // Also, premultipliedARGBFromColor() bails on zero alpha, so special-case that.
+    Color premultFrom = from.alpha() ? premultipliedARGBFromColor(from) : 0;
+    Color premultTo = to.alpha() ? premultipliedARGBFromColor(to) : 0;
+
+    Color premultBlended(blendFunc(anim, premultFrom.red(), premultTo.red(), progress),
+                 blendFunc(anim, premultFrom.green(), premultTo.green(), progress),
+                 blendFunc(anim, premultFrom.blue(), premultTo.blue(), progress),
+                 blendFunc(anim, premultFrom.alpha(), premultTo.alpha(), progress));
+
+    return Color(colorFromPremultipliedARGB(premultBlended.rgb()));
+}
+
+static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress)
+{  
+    return to.blend(from, progress);
+}
+
+static inline LengthSize blendFunc(const AnimationBase* anim, const LengthSize& from, const LengthSize& to, double progress)
+{  
+    return LengthSize(blendFunc(anim, from.width(), to.width(), progress),
+                      blendFunc(anim, from.height(), to.height(), progress));
+}
+
+static inline IntSize blendFunc(const AnimationBase* anim, const IntSize& from, const IntSize& to, double progress)
+{  
+    return IntSize(blendFunc(anim, from.width(), to.width(), progress),
+                   blendFunc(anim, from.height(), to.height(), progress));
+}
+
+static inline ShadowStyle blendFunc(const AnimationBase* anim, ShadowStyle from, ShadowStyle to, double progress)
+{
+    if (from == to)
+        return to;
+
+    double fromVal = from == Normal ? 1 : 0;
+    double toVal = to == Normal ? 1 : 0;
+    double result = blendFunc(anim, fromVal, toVal, progress);
+    return result > 0 ? Normal : Inset;
+}
+
+static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress)
+{  
+    ASSERT(from && to);
+    return new ShadowData(blendFunc(anim, from->x(), to->x(), progress), blendFunc(anim, from->y(), to->y(), progress), 
+                          blendFunc(anim, from->blur(), to->blur(), progress), blendFunc(anim, from->spread(), to->spread(), progress),
+                          blendFunc(anim, from->style(), to->style(), progress), blendFunc(anim, from->color(), to->color(), progress));
+}
+
+static inline TransformOperations blendFunc(const AnimationBase* anim, const TransformOperations& from, const TransformOperations& to, double progress)
+{    
+    TransformOperations result;
+
+    // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation
+    if (anim->isTransformFunctionListValid()) {
+        unsigned fromSize = from.operations().size();
+        unsigned toSize = to.operations().size();
+        unsigned size = max(fromSize, toSize);
+        for (unsigned i = 0; i < size; i++) {
+            RefPtr<TransformOperation> fromOp = (i < fromSize) ? from.operations()[i].get() : 0;
+            RefPtr<TransformOperation> toOp = (i < toSize) ? to.operations()[i].get() : 0;
+            RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0);
+            if (blendedOp)
+                result.operations().append(blendedOp);
+            else {
+                RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create();
+                if (progress > 0.5)
+                    result.operations().append(toOp ? toOp : identityOp);
+                else
+                    result.operations().append(fromOp ? fromOp : identityOp);
+            }
+        }
+    } else {
+        // Convert the TransformOperations into matrices
+        IntSize size = anim->renderer()->isBox() ? toRenderBox(anim->renderer())->borderBoxRect().size() : IntSize();
+        TransformationMatrix fromT;
+        TransformationMatrix toT;
+        from.apply(size, fromT);
+        to.apply(size, toT);
+        
+        toT.blend(fromT, progress);
+        
+        // Append the result
+        result.operations().append(Matrix3DTransformOperation::create(toT));
+    }
+    return result;
+}
+
+static inline EVisibility blendFunc(const AnimationBase* anim, EVisibility from, EVisibility to, double progress)
+{
+    // Any non-zero result means we consider the object to be visible.  Only at 0 do we consider the object to be
+    // invisible.   The invisible value we use (HIDDEN vs. COLLAPSE) depends on the specified from/to values.
+    double fromVal = from == VISIBLE ? 1. : 0.;
+    double toVal = to == VISIBLE ? 1. : 0.;
+    if (fromVal == toVal)
+        return to;
+    double result = blendFunc(anim, fromVal, toVal, progress);
+    return result > 0. ? VISIBLE : (to != VISIBLE ? to : from);
+}
+
+static inline LengthBox blendFunc(const AnimationBase* anim, const LengthBox& from, const LengthBox& to, double progress)
+{
+    // Length types have to match to animate
+    if (from.top().type() != to.top().type()
+        || from.right().type() != to.right().type()
+        || from.bottom().type() != to.bottom().type()
+        || from.left().type() != to.left().type())
+        return to;
+    
+    LengthBox result(blendFunc(anim, from.top(), to.top(), progress),
+                     blendFunc(anim, from.right(), to.right(), progress),
+                     blendFunc(anim, from.bottom(), to.bottom(), progress),
+                     blendFunc(anim, from.left(), to.left(), progress));
+    return result;
+}
+
+class PropertyWrapperBase;
+
+static void addShorthandProperties();
+static PropertyWrapperBase* wrapperForProperty(int propertyID);
+
+class PropertyWrapperBase : public Noncopyable {
+public:
+    PropertyWrapperBase(int prop)
+        : m_prop(prop)
+    {
+    }
+
+    virtual ~PropertyWrapperBase() { }
+    
+    virtual bool isShorthandWrapper() const { return false; }
+    virtual bool equals(const RenderStyle* a, const RenderStyle* b) const = 0;
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const = 0;
+
+    int property() const { return m_prop; }
+
+#if USE(ACCELERATED_COMPOSITING)
+    virtual bool animationIsAccelerated() const { return false; }
+#endif
+
+private:
+    int m_prop;
+};
+
+template <typename T>
+class PropertyWrapperGetter : public PropertyWrapperBase {
+public:
+    PropertyWrapperGetter(int prop, T (RenderStyle::*getter)() const)
+        : PropertyWrapperBase(prop)
+        , m_getter(getter)
+    {
+    }
+
+    virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+    {
+       // If the style pointers are the same, don't bother doing the test.
+       // If either is null, return false. If both are null, return true.
+       if ((!a && !b) || a == b)
+           return true;
+       if (!a || !b)
+            return false;
+        return (a->*m_getter)() == (b->*m_getter)();
+    }
+
+protected:
+    T (RenderStyle::*m_getter)() const;
+};
+
+template <typename T>
+class PropertyWrapper : public PropertyWrapperGetter<T> {
+public:
+    PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T))
+        : PropertyWrapperGetter<T>(prop, getter)
+        , m_setter(setter)
+    {
+    }
+    
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+    {
+        (dst->*m_setter)(blendFunc(anim, (a->*PropertyWrapperGetter<T>::m_getter)(), (b->*PropertyWrapperGetter<T>::m_getter)(), progress));
+    }
+
+protected:
+    void (RenderStyle::*m_setter)(T);
+};
+
+#if USE(ACCELERATED_COMPOSITING)
+class PropertyWrapperAcceleratedOpacity : public PropertyWrapper<float> {
+public:
+    PropertyWrapperAcceleratedOpacity()
+        : PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)
+    {
+    }
+
+    virtual bool animationIsAccelerated() const { return true; }
+
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+    {
+        float fromOpacity = a->opacity();
+        
+        // This makes sure we put the object being animated into a RenderLayer during the animation
+        dst->setOpacity(blendFunc(anim, (fromOpacity == 1) ? 0.999999f : fromOpacity, b->opacity(), progress));
+    }
+};
+
+class PropertyWrapperAcceleratedTransform : public PropertyWrapper<const TransformOperations&> {
+public:
+    PropertyWrapperAcceleratedTransform()
+        : PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)
+    {
+    }
+    
+    virtual bool animationIsAccelerated() const { return true; }
+
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+    {
+        dst->setTransform(blendFunc(anim, a->transform(), b->transform(), progress));
+    }
+};
+#endif // USE(ACCELERATED_COMPOSITING)
+
+class PropertyWrapperShadow : public PropertyWrapperBase {
+public:
+    PropertyWrapperShadow(int prop, const ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
+        : PropertyWrapperBase(prop)
+        , m_getter(getter)
+        , m_setter(setter)
+    {
+    }
+
+    virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+    {
+        const ShadowData* shadowA = (a->*m_getter)();
+        const ShadowData* shadowB = (b->*m_getter)();
+        
+        while (true) {
+            if (!shadowA && !shadowB)   // end of both lists
+                return true;
+
+            if (!shadowA || !shadowB)   // end of just one of the lists
+                return false;
+
+            if (*shadowA != *shadowB)
+                return false;
+        
+            shadowA = shadowA->next();
+            shadowB = shadowB->next();
+        }
+
+        return true;
+    }
+
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+    {
+        const ShadowData* shadowA = (a->*m_getter)();
+        const ShadowData* shadowB = (b->*m_getter)();
+        ShadowData defaultShadowData(0, 0, 0, 0, Normal, Color::transparent);
+
+        ShadowData* newShadowData = 0;
+        
+        while (shadowA || shadowB) {
+            const ShadowData* srcShadow = shadowA ? shadowA : &defaultShadowData;
+            const ShadowData* dstShadow = shadowB ? shadowB : &defaultShadowData;
+            
+            if (!newShadowData)
+                newShadowData = blendFunc(anim, srcShadow, dstShadow, progress);
+            else
+                newShadowData->setNext(blendFunc(anim, srcShadow, dstShadow, progress));
+
+            shadowA = shadowA ? shadowA->next() : 0;
+            shadowB = shadowB ? shadowB->next() : 0;
+        }
+        
+        (dst->*m_setter)(newShadowData, false);
+    }
+
+private:
+    const ShadowData* (RenderStyle::*m_getter)() const;
+    void (RenderStyle::*m_setter)(ShadowData*, bool);
+};
+
+class PropertyWrapperMaybeInvalidColor : public PropertyWrapperBase {
+public:
+    PropertyWrapperMaybeInvalidColor(int prop, const Color& (RenderStyle::*getter)() const, void (RenderStyle::*setter)(const Color&))
+        : PropertyWrapperBase(prop)
+        , m_getter(getter)
+        , m_setter(setter)
+    {
+    }
+
+    virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+    {
+        Color fromColor = (a->*m_getter)();
+        Color toColor = (b->*m_getter)();
+
+        if (!fromColor.isValid() && !toColor.isValid())
+            return true;
+
+        if (!fromColor.isValid())
+            fromColor = a->color();
+        if (!toColor.isValid())
+            toColor = b->color();
+
+        return fromColor == toColor;
+    }
+
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+    {
+        Color fromColor = (a->*m_getter)();
+        Color toColor = (b->*m_getter)();
+
+        if (!fromColor.isValid() && !toColor.isValid())
+            return;
+
+        if (!fromColor.isValid())
+            fromColor = a->color();
+        if (!toColor.isValid())
+            toColor = b->color();
+        (dst->*m_setter)(blendFunc(anim, fromColor, toColor, progress));
+    }
+
+private:
+    const Color& (RenderStyle::*m_getter)() const;
+    void (RenderStyle::*m_setter)(const Color&);
+};
+
+// Wrapper base class for an animatable property in a FillLayer
+class FillLayerPropertyWrapperBase {
+public:
+    FillLayerPropertyWrapperBase()
+    {
+    }
+
+    virtual ~FillLayerPropertyWrapperBase() { }
+    
+    virtual bool equals(const FillLayer* a, const FillLayer* b) const = 0;
+    virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const = 0;
+};
+
+template <typename T>
+class FillLayerPropertyWrapperGetter : public FillLayerPropertyWrapperBase, public Noncopyable {
+public:
+    FillLayerPropertyWrapperGetter(T (FillLayer::*getter)() const)
+        : m_getter(getter)
+    {
+    }
+
+    virtual bool equals(const FillLayer* a, const FillLayer* b) const
+    {
+       // If the style pointers are the same, don't bother doing the test.
+       // If either is null, return false. If both are null, return true.
+       if ((!a && !b) || a == b)
+           return true;
+       if (!a || !b)
+            return false;
+        return (a->*m_getter)() == (b->*m_getter)();
+    }
+
+protected:
+    T (FillLayer::*m_getter)() const;
+};
+
+template <typename T>
+class FillLayerPropertyWrapper : public FillLayerPropertyWrapperGetter<T> {
+public:
+    FillLayerPropertyWrapper(T (FillLayer::*getter)() const, void (FillLayer::*setter)(T))
+        : FillLayerPropertyWrapperGetter<T>(getter)
+        , m_setter(setter)
+    {
+    }
+    
+    virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const
+    {
+        (dst->*m_setter)(blendFunc(anim, (a->*FillLayerPropertyWrapperGetter<T>::m_getter)(), (b->*FillLayerPropertyWrapperGetter<T>::m_getter)(), progress));
+    }
+
+protected:
+    void (FillLayer::*m_setter)(T);
+};
+
+
+class FillLayersPropertyWrapper : public PropertyWrapperBase {
+public:
+    typedef const FillLayer* (RenderStyle::*LayersGetter)() const;
+    typedef FillLayer* (RenderStyle::*LayersAccessor)();
+    
+    FillLayersPropertyWrapper(int prop, LayersGetter getter, LayersAccessor accessor)
+        : PropertyWrapperBase(prop)
+        , m_layersGetter(getter)
+        , m_layersAccessor(accessor)
+    {
+        switch (prop) {
+            case CSSPropertyBackgroundPositionX:
+            case CSSPropertyWebkitMaskPositionX:
+                m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::xPosition, &FillLayer::setXPosition);
+                break;
+            case CSSPropertyBackgroundPositionY:
+            case CSSPropertyWebkitMaskPositionY:
+                m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::yPosition, &FillLayer::setYPosition);
+                break;
+            case CSSPropertyBackgroundSize:
+            case CSSPropertyWebkitBackgroundSize:
+            case CSSPropertyWebkitMaskSize:
+                m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<LengthSize>(&FillLayer::sizeLength, &FillLayer::setSizeLength);
+                break;
+        }
+    }
+
+    virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+    {
+        const FillLayer* fromLayer = (a->*m_layersGetter)();
+        const FillLayer* toLayer = (b->*m_layersGetter)();
+
+        while (fromLayer && toLayer) {
+            if (!m_fillLayerPropertyWrapper->equals(fromLayer, toLayer))
+                return false;
+            
+            fromLayer = fromLayer->next();
+            toLayer = toLayer->next();
+        }
+
+        return true;
+    }
+
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+    {
+        const FillLayer* aLayer = (a->*m_layersGetter)();
+        const FillLayer* bLayer = (b->*m_layersGetter)();
+        FillLayer* dstLayer = (dst->*m_layersAccessor)();
+
+        while (aLayer && bLayer && dstLayer) {
+            m_fillLayerPropertyWrapper->blend(anim, dstLayer, aLayer, bLayer, progress);
+            aLayer = aLayer->next();
+            bLayer = bLayer->next();
+            dstLayer = dstLayer->next();
+        }
+    }
+
+private:
+    FillLayerPropertyWrapperBase* m_fillLayerPropertyWrapper;
+    
+    LayersGetter m_layersGetter;
+    LayersAccessor m_layersAccessor;
+};
+
+class ShorthandPropertyWrapper : public PropertyWrapperBase {
+public:
+    ShorthandPropertyWrapper(int property, const CSSPropertyLonghand& longhand)
+        : PropertyWrapperBase(property)
+    {
+        for (unsigned i = 0; i < longhand.length(); ++i) {
+            PropertyWrapperBase* wrapper = wrapperForProperty(longhand.properties()[i]);
+            if (wrapper)
+                m_propertyWrappers.append(wrapper);
+        }
+    }
+
+    virtual bool isShorthandWrapper() const { return true; }
+
+    virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+    {
+        Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
+        for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) {
+            if (!(*it)->equals(a, b))
+                return false;
+        }
+        return true;
+    }
+
+    virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+    {
+        Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
+        for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it)
+            (*it)->blend(anim, dst, a, b, progress);
+    }
+
+private:
+    Vector<PropertyWrapperBase*> m_propertyWrappers;
+};
+
+
+static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
+static int gPropertyWrapperMap[numCSSProperties];
+
+static const int cInvalidPropertyWrapperIndex = -1;
+
+
+void AnimationBase::ensurePropertyMap()
+{
+    // FIXME: This data is never destroyed. Maybe we should ref count it and toss it when the last AnimationController is destroyed?
+    if (gPropertyWrappers == 0) {
+        gPropertyWrappers = new Vector<PropertyWrapperBase*>();
+
+        // build the list of property wrappers to do the comparisons and blends
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom));
+
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinWidth, &RenderStyle::minWidth, &RenderStyle::setMinWidth));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxWidth, &RenderStyle::maxWidth, &RenderStyle::setMaxWidth));
+
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinHeight, &RenderStyle::minHeight, &RenderStyle::setMinHeight));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxHeight, &RenderStyle::maxHeight, &RenderStyle::setMaxHeight));
+
+        gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth));
+        gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth));
+        gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth));
+        gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom));
+        gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor));
+
+        gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor));
+
+        gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionX, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+        gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionY, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+        gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+        gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+
+        gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionX, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
+        gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionY, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
+        gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskSize, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
+
+        gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize));
+        gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth));
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap));
+        gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount));
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth));
+        gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing));
+        gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing));
+        gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight));
+        gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset));
+        gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth));
+        gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing));
+        gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTextIndent, &RenderStyle::textIndent, &RenderStyle::setTextIndent));
+
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitPerspective, &RenderStyle::perspective, &RenderStyle::setPerspective));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginX, &RenderStyle::perspectiveOriginX, &RenderStyle::setPerspectiveOriginX));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginY, &RenderStyle::perspectiveOriginY, &RenderStyle::setPerspectiveOriginY));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
+        gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitTransformOriginZ, &RenderStyle::transformOriginZ, &RenderStyle::setTransformOriginZ));
+        gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
+        gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
+        gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
+        gPropertyWrappers->append(new PropertyWrapper<const IntSize&>(CSSPropertyBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius));
+        gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility));
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom));
+
+        gPropertyWrappers->append(new PropertyWrapper<LengthBox>(CSSPropertyClip, &RenderStyle::clip, &RenderStyle::setClip));
+        
+#if USE(ACCELERATED_COMPOSITING)
+        gPropertyWrappers->append(new PropertyWrapperAcceleratedOpacity());
+        gPropertyWrappers->append(new PropertyWrapperAcceleratedTransform());
+#else
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity));
+        gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform));
+#endif
+
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor));
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor));
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor));
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderLeftColor, &RenderStyle::borderLeftColor, &RenderStyle::setBorderLeftColor));
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderRightColor, &RenderStyle::borderRightColor, &RenderStyle::setBorderRightColor));
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderTopColor, &RenderStyle::borderTopColor, &RenderStyle::setBorderTopColor));
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderBottomColor, &RenderStyle::borderBottomColor, &RenderStyle::setBorderBottomColor));
+        gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyOutlineColor, &RenderStyle::outlineColor, &RenderStyle::setOutlineColor));
+
+        gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyWebkitBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow));
+        gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyTextShadow, &RenderStyle::textShadow, &RenderStyle::setTextShadow));
+
+#if ENABLE(SVG)
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity));
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity));
+        gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyStrokeOpacity, &RenderStyle::strokeOpacity, &RenderStyle::setStrokeOpacity));
+#endif
+
+        // TODO:
+        // 
+        //  CSSPropertyVerticalAlign
+        // 
+        // Compound properties that have components that should be animatable:
+        // 
+        //  CSSPropertyWebkitColumns
+        //  CSSPropertyWebkitBoxReflect
+
+        // Make sure unused slots have a value
+        for (unsigned int i = 0; i < static_cast<unsigned int>(numCSSProperties); ++i)
+            gPropertyWrapperMap[i] = cInvalidPropertyWrapperIndex;
+
+        // First we put the non-shorthand property wrappers into the map, so the shorthand-building
+        // code can find them.
+        size_t n = gPropertyWrappers->size();
+        for (unsigned int i = 0; i < n; ++i) {
+            ASSERT((*gPropertyWrappers)[i]->property() - firstCSSProperty < numCSSProperties);
+            gPropertyWrapperMap[(*gPropertyWrappers)[i]->property() - firstCSSProperty] = i;
+        }
+        
+        // Now add the shorthand wrappers.
+        addShorthandProperties();
+    }
+}
+
+static void addPropertyWrapper(int propertyID, PropertyWrapperBase* wrapper)
+{
+    int propIndex = propertyID - firstCSSProperty;
+
+    ASSERT(gPropertyWrapperMap[propIndex] == cInvalidPropertyWrapperIndex);
+
+    unsigned wrapperIndex = gPropertyWrappers->size();
+    gPropertyWrappers->append(wrapper);
+    gPropertyWrapperMap[propIndex] = wrapperIndex;
+}
+
+static void addShorthandProperties()
+{
+    static const int animatableShorthandProperties[] = {
+        CSSPropertyBackground,      // for background-color, background-position
+        CSSPropertyBackgroundPosition,
+        CSSPropertyWebkitMask,      // for mask-position
+        CSSPropertyWebkitMaskPosition,
+        CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft,
+        CSSPropertyBorderColor, 
+        CSSPropertyBorderWidth,
+        CSSPropertyBorder,
+        CSSPropertyBorderSpacing,
+        CSSPropertyMargin,
+        CSSPropertyOutline,
+        CSSPropertyPadding,
+        CSSPropertyWebkitTextStroke,
+        CSSPropertyWebkitColumnRule,
+        CSSPropertyWebkitBorderRadius,
+        CSSPropertyWebkitTransformOrigin
+    };
+
+    for (unsigned i = 0; i < sizeof(animatableShorthandProperties) / sizeof(animatableShorthandProperties[0]); ++i) {
+        int propertyID = animatableShorthandProperties[i];
+        CSSPropertyLonghand longhand = longhandForProperty(propertyID);
+        if (longhand.length() > 0)
+            addPropertyWrapper(propertyID, new ShorthandPropertyWrapper(propertyID, longhand));
+    }
+
+    // 'font' is not in the shorthand map.
+    static const int animatableFontProperties[] = {
+        CSSPropertyFontSize,
+        CSSPropertyFontWeight
+    };
+
+    CSSPropertyLonghand fontLonghand(animatableFontProperties, sizeof(animatableFontProperties) / sizeof(animatableFontProperties[0]));
+    addPropertyWrapper(CSSPropertyFont, new ShorthandPropertyWrapper(CSSPropertyFont, fontLonghand));
+}
+
+static PropertyWrapperBase* wrapperForProperty(int propertyID)
+{
+    int propIndex = propertyID - firstCSSProperty;
+    if (propIndex >= 0 && propIndex < numCSSProperties) {
+        int wrapperIndex = gPropertyWrapperMap[propIndex];
+        if (wrapperIndex >= 0)
+            return (*gPropertyWrappers)[wrapperIndex];
+    }
+    return 0;
+}
+
+AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
+    : m_animState(AnimationStateNew)
+    , m_isAnimating(false)
+    , m_startTime(0)
+    , m_pauseTime(-1)
+    , m_requestedStartTime(0)
+    , m_object(renderer)
+    , m_animation(const_cast<Animation*>(transition))
+    , m_compAnim(compAnim)
+    , m_isAccelerated(false)
+    , m_transformFunctionListValid(false)
+    , m_nextIterationDuration(-1)
+    , m_next(0)
+{
+    // Compute the total duration
+    m_totalDuration = -1;
+    if (m_animation->iterationCount() > 0)
+        m_totalDuration = m_animation->duration() * m_animation->iterationCount();
+}
+
+AnimationBase::~AnimationBase()
+{
+    m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+    m_compAnim->animationController()->removeFromStartTimeResponseWaitList(this);
+}
+
+bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b)
+{
+    ensurePropertyMap();
+    if (prop == cAnimateAll) {
+        size_t n = gPropertyWrappers->size();
+        for (unsigned int i = 0; i < n; ++i) {
+            PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
+            // No point comparing shorthand wrappers for 'all'.
+            if (!wrapper->isShorthandWrapper() && !wrapper->equals(a, b))
+                return false;
+        }
+    } else {
+        PropertyWrapperBase* wrapper = wrapperForProperty(prop);
+        if (wrapper)
+            return wrapper->equals(a, b);
+    }
+    return true;
+}
+
+int AnimationBase::getPropertyAtIndex(int i, bool& isShorthand)
+{
+    ensurePropertyMap();
+    if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size()))
+        return CSSPropertyInvalid;
+
+    PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
+    isShorthand = wrapper->isShorthandWrapper();
+    return wrapper->property();
+}
+
+int AnimationBase::getNumProperties()
+{
+    ensurePropertyMap();
+    return gPropertyWrappers->size();
+}
+
+// Returns true if we need to start animation timers
+bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress)
+{
+    ASSERT(prop != cAnimateAll);
+
+    ensurePropertyMap();
+    PropertyWrapperBase* wrapper = wrapperForProperty(prop);
+    if (wrapper) {
+        wrapper->blend(anim, dst, a, b, progress);
+#if USE(ACCELERATED_COMPOSITING)
+        return !wrapper->animationIsAccelerated() || !anim->isAccelerated();
+#else
+        return true;
+#endif
+    }
+
+    return false;
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+bool AnimationBase::animationOfPropertyIsAccelerated(int prop)
+{
+    ensurePropertyMap();
+    PropertyWrapperBase* wrapper = wrapperForProperty(prop);
+    return wrapper ? wrapper->animationIsAccelerated() : false;
+}
+#endif
+
+void AnimationBase::setNeedsStyleRecalc(Node* node)
+{
+    ASSERT(!node || (node->document() && !node->document()->inPageCache()));
+    if (node)
+        node->setNeedsStyleRecalc(SyntheticStyleChange);
+}
+
+double AnimationBase::duration() const
+{
+    return m_animation->duration();
+}
+
+bool AnimationBase::playStatePlaying() const
+{
+    return m_animation->playState() == AnimPlayStatePlaying;
+}
+
+bool AnimationBase::animationsMatch(const Animation* anim) const
+{
+    return m_animation->animationsMatch(anim);
+}
+
+void AnimationBase::updateStateMachine(AnimStateInput input, double param)
+{
+    // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state.
+    if (input == AnimationStateInputMakeNew) {
+        if (m_animState == AnimationStateStartWaitStyleAvailable)
+            m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+        m_animState = AnimationStateNew;
+        m_startTime = 0;
+        m_pauseTime = -1;
+        m_requestedStartTime = 0;
+        m_nextIterationDuration = -1;
+        endAnimation();
+        return;
+    }
+
+    if (input == AnimationStateInputRestartAnimation) {
+        if (m_animState == AnimationStateStartWaitStyleAvailable)
+            m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+        m_animState = AnimationStateNew;
+        m_startTime = 0;
+        m_pauseTime = -1;
+        m_requestedStartTime = 0;
+        m_nextIterationDuration = -1;
+        endAnimation();
+
+        if (!paused())
+            updateStateMachine(AnimationStateInputStartAnimation, -1);
+        return;
+    }
+
+    if (input == AnimationStateInputEndAnimation) {
+        if (m_animState == AnimationStateStartWaitStyleAvailable)
+            m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+        m_animState = AnimationStateDone;
+        endAnimation();
+        return;
+    }
+
+    if (input == AnimationStateInputPauseOverride) {
+        if (m_animState == AnimationStateStartWaitResponse) {
+            // If we are in AnimationStateStartWaitResponse, the animation will get canceled before 
+            // we get a response, so move to the next state.
+            endAnimation();
+            updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
+        }
+        return;
+    }
+
+    if (input == AnimationStateInputResumeOverride) {
+        if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
+            // Start the animation
+            startAnimation(beginAnimationUpdateTime() - m_startTime);
+        }
+        return;
+    }
+
+    // Execute state machine
+    switch (m_animState) {
+        case AnimationStateNew:
+            ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning || input == AnimationStateInputPlayStatePaused);
+            if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning) {
+                m_requestedStartTime = beginAnimationUpdateTime();
+                m_animState = AnimationStateStartWaitTimer;
+            }
+            break;
+        case AnimationStateStartWaitTimer:
+            ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused);
+
+            if (input == AnimationStateInputStartTimerFired) {
+                ASSERT(param >= 0);
+                // Start timer has fired, tell the animation to start and wait for it to respond with start time
+                m_animState = AnimationStateStartWaitStyleAvailable;
+                m_compAnim->animationController()->addToStyleAvailableWaitList(this);
+
+                // Trigger a render so we can start the animation
+                if (m_object)
+                    m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
+            } else {
+                ASSERT(!paused());
+                // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait
+                m_pauseTime = beginAnimationUpdateTime();
+                m_animState = AnimationStatePausedWaitTimer;
+            }
+            break;
+        case AnimationStateStartWaitStyleAvailable:
+            ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused);
+
+            if (input == AnimationStateInputStyleAvailable) {
+                // Start timer has fired, tell the animation to start and wait for it to respond with start time
+                m_animState = AnimationStateStartWaitResponse;
+
+                overrideAnimations();
+
+                // Start the animation
+                if (overridden()) {
+                    // We won't try to start accelerated animations if we are overridden and
+                    // just move on to the next state.
+                    m_animState = AnimationStateStartWaitResponse;
+                    m_isAccelerated = false;
+                    updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
+                } else {
+                    double timeOffset = 0;
+                    // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
+                    if (m_animation->delay() < 0)
+                        timeOffset = -m_animation->delay();
+                    bool started = startAnimation(timeOffset);
+
+                    m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
+                    m_isAccelerated = started;
+                }
+            } else {
+                // We're waiting for the style to be available and we got a pause. Pause and wait
+                m_pauseTime = beginAnimationUpdateTime();
+                m_animState = AnimationStatePausedWaitStyleAvailable;
+            }
+            break;
+        case AnimationStateStartWaitResponse:
+            ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused);
+
+            if (input == AnimationStateInputStartTimeSet) {
+                ASSERT(param >= 0);
+                // We have a start time, set it, unless the startTime is already set
+                if (m_startTime <= 0) {
+                    m_startTime = param;
+                    // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
+                    if (m_animation->delay() < 0)
+                        m_startTime += m_animation->delay();
+                }
+
+                // Now that we know the start time, fire the start event.
+                onAnimationStart(0); // The elapsedTime is 0.
+
+                // Decide whether to go into looping or ending state
+                goIntoEndingOrLoopingState();
+
+                // Dispatch updateStyleIfNeeded so we can start the animation
+                if (m_object)
+                    m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
+            } else {
+                // We are pausing while waiting for a start response. Cancel the animation and wait. When 
+                // we unpause, we will act as though the start timer just fired
+                m_pauseTime = -1;
+                pauseAnimation(beginAnimationUpdateTime() - m_startTime);
+                m_animState = AnimationStatePausedWaitResponse;
+            }
+            break;
+        case AnimationStateLooping:
+            ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused);
+
+            if (input == AnimationStateInputLoopTimerFired) {
+                ASSERT(param >= 0);
+                // Loop timer fired, loop again or end.
+                onAnimationIteration(param);
+
+                // Decide whether to go into looping or ending state
+                goIntoEndingOrLoopingState();
+            } else {
+                // We are pausing while running. Cancel the animation and wait
+                m_pauseTime = beginAnimationUpdateTime();
+                pauseAnimation(beginAnimationUpdateTime() - m_startTime);
+                m_animState = AnimationStatePausedRun;
+            }
+            break;
+        case AnimationStateEnding:
+            ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused);
+
+            if (input == AnimationStateInputEndTimerFired) {
+
+                ASSERT(param >= 0);
+                // End timer fired, finish up
+                onAnimationEnd(param);
+
+                m_animState = AnimationStateDone;
+                
+                if (m_object) {
+                    if (m_animation->fillsForwards())
+                        m_animState = AnimationStateFillingForwards;
+                    else
+                        resumeOverriddenAnimations();
+
+                    // Fire off another style change so we can set the final value
+                    m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
+                }
+            } else {
+                // We are pausing while running. Cancel the animation and wait
+                m_pauseTime = beginAnimationUpdateTime();
+                pauseAnimation(beginAnimationUpdateTime() - m_startTime);
+                m_animState = AnimationStatePausedRun;
+            }
+            // |this| may be deleted here
+            break;
+        case AnimationStatePausedWaitTimer:
+            ASSERT(input == AnimationStateInputPlayStateRunning);
+            ASSERT(paused());
+            // Update the times
+            m_startTime += beginAnimationUpdateTime() - m_pauseTime;
+            m_pauseTime = -1;
+
+            // we were waiting for the start timer to fire, go back and wait again
+            m_animState = AnimationStateNew;
+            updateStateMachine(AnimationStateInputStartAnimation, 0);
+            break;
+        case AnimationStatePausedWaitResponse:
+        case AnimationStatePausedWaitStyleAvailable:
+        case AnimationStatePausedRun:
+            // We treat these two cases the same. The only difference is that, when we are in
+            // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation.
+            // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice
+            // that we have already set the startTime and will ignore it.
+            ASSERT(input == AnimationStateInputPlayStateRunning || input == AnimationStateInputStartTimeSet || input == AnimationStateInputStyleAvailable);
+            ASSERT(paused());
+            
+            if (input == AnimationStateInputPlayStateRunning) {
+                // Update the times
+                if (m_animState == AnimationStatePausedRun)
+                    m_startTime += beginAnimationUpdateTime() - m_pauseTime;
+                else
+                    m_startTime = 0;
+                m_pauseTime = -1;
+
+                if (m_animState == AnimationStatePausedWaitStyleAvailable)
+                    m_animState = AnimationStateStartWaitStyleAvailable;
+                else {
+                    // We were either running or waiting for a begin time response from the animation.
+                    // Either way we need to restart the animation (possibly with an offset if we
+                    // had already been running) and wait for it to start.
+                    m_animState = AnimationStateStartWaitResponse;
+
+                    // Start the animation
+                    if (overridden()) {
+                        // We won't try to start accelerated animations if we are overridden and
+                        // just move on to the next state.
+                        updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
+                        m_isAccelerated = true;
+                    } else {
+                        bool started = startAnimation(beginAnimationUpdateTime() - m_startTime);
+                        m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
+                        m_isAccelerated = !started;
+                    }
+                }
+                break;
+            }
+            
+            if (input == AnimationStateInputStartTimeSet) {
+                ASSERT(m_animState == AnimationStatePausedWaitResponse);
+                
+                // We are paused but we got the callback that notifies us that an accelerated animation started.
+                // We ignore the start time and just move into the paused-run state.
+                m_animState = AnimationStatePausedRun;
+                ASSERT(m_startTime == 0);
+                m_startTime = param;
+                m_pauseTime += m_startTime;
+                break;
+            }
+            
+            ASSERT(m_animState == AnimationStatePausedWaitStyleAvailable);
+            // We are paused but we got the callback that notifies us that style has been updated.
+            // We move to the AnimationStatePausedWaitResponse state
+            m_animState = AnimationStatePausedWaitResponse;
+            overrideAnimations();
+            break;
+        case AnimationStateFillingForwards:
+        case AnimationStateDone:
+            // We're done. Stay in this state until we are deleted
+            break;
+    }
+}
+    
+void AnimationBase::fireAnimationEventsIfNeeded()
+{
+    // If we are waiting for the delay time to expire and it has, go to the next state
+    if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding)
+        return;
+
+    // We have to make sure to keep a ref to the this pointer, because it could get destroyed
+    // during an animation callback that might get called. Since the owner is a CompositeAnimation
+    // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase
+    // can still access the resources of its CompositeAnimation as needed.
+    RefPtr<AnimationBase> protector(this);
+    RefPtr<CompositeAnimation> compProtector(m_compAnim);
+    
+    // Check for start timeout
+    if (m_animState == AnimationStateStartWaitTimer) {
+        if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay())
+            updateStateMachine(AnimationStateInputStartTimerFired, 0);
+        return;
+    }
+    
+    double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
+    // FIXME: we need to ensure that elapsedDuration is never < 0. If it is, this suggests that
+    // we had a recalcStyle() outside of beginAnimationUpdate()/endAnimationUpdate().
+    // Also check in getTimeToNextEvent().
+    elapsedDuration = max(elapsedDuration, 0.0);
+    
+    // Check for end timeout
+    if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) {
+        // Fire an end event
+        updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration);
+    } else {
+        // Check for iteration timeout
+        if (m_nextIterationDuration < 0) {
+            // Hasn't been set yet, set it
+            double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
+            m_nextIterationDuration = elapsedDuration + durationLeft;
+        }
+        
+        if (elapsedDuration >= m_nextIterationDuration) {
+            // Set to the next iteration
+            double previous = m_nextIterationDuration;
+            double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
+            m_nextIterationDuration = elapsedDuration + durationLeft;
+            
+            // Send the event
+            updateStateMachine(AnimationStateInputLoopTimerFired, previous);
+        }
+    }
+}
+
+void AnimationBase::updatePlayState(bool run)
+{
+    if (paused() == run || isNew())
+        updateStateMachine(run ? AnimationStateInputPlayStateRunning : AnimationStateInputPlayStatePaused, -1);
+}
+
+double AnimationBase::timeToNextService()
+{
+    // Returns the time at which next service is required. -1 means no service is required. 0 means 
+    // service is required now, and > 0 means service is required that many seconds in the future.
+    if (paused() || isNew() || m_animState == AnimationStateFillingForwards)
+        return -1;
+    
+    if (m_animState == AnimationStateStartWaitTimer) {
+        double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime);
+        return max(timeFromNow, 0.0);
+    }
+    
+    fireAnimationEventsIfNeeded();
+        
+    // In all other cases, we need service right away.
+    return 0;
+}
+
+double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const
+{
+    if (preActive())
+        return 0;
+
+    double elapsedTime = getElapsedTime();
+
+    double dur = m_animation->duration();
+    if (m_animation->iterationCount() > 0)
+        dur *= m_animation->iterationCount();
+
+    if (postActive() || !m_animation->duration())
+        return 1.0;
+    if (m_animation->iterationCount() > 0 && elapsedTime >= dur)
+        return (m_animation->iterationCount() % 2) ? 1.0 : 0.0;
+
+    // Compute the fractional time, taking into account direction.
+    // There is no need to worry about iterations, we assume that we would have
+    // short circuited above if we were done.
+    double fractionalTime = elapsedTime / m_animation->duration();
+    int integralTime = static_cast<int>(fractionalTime);
+    fractionalTime -= integralTime;
+
+    if (m_animation->direction() && (integralTime & 1))
+        fractionalTime = 1 - fractionalTime;
+
+    if (scale != 1 || offset)
+        fractionalTime = (fractionalTime - offset) * scale;
+        
+    if (!tf)
+        tf = &m_animation->timingFunction();
+
+    if (tf->type() == LinearTimingFunction)
+        return fractionalTime;
+
+    // Cubic bezier.
+    double result = solveCubicBezierFunction(tf->x1(),
+                                            tf->y1(),
+                                            tf->x2(),
+                                            tf->y2(),
+                                            fractionalTime, m_animation->duration());
+    return result;
+}
+
+void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
+{
+    // Decide when the end or loop event needs to fire
+    const double elapsedDuration = max(beginAnimationUpdateTime() - m_startTime, 0.0);
+    double durationLeft = 0;
+    double nextIterationTime = m_totalDuration;
+
+    if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) {
+        durationLeft = m_animation->duration() > 0 ? (m_animation->duration() - fmod(elapsedDuration, m_animation->duration())) : 0;
+        nextIterationTime = elapsedDuration + durationLeft;
+    }
+    
+    if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) {
+        // We are not at the end yet
+        ASSERT(nextIterationTime > 0);
+        isLooping = true;
+    } else {
+        // We are at the end
+        isLooping = false;
+    }
+    
+    time = durationLeft;
+}
+
+void AnimationBase::goIntoEndingOrLoopingState()
+{
+    double t;
+    bool isLooping;
+    getTimeToNextEvent(t, isLooping);
+    m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding;
+}
+  
+void AnimationBase::freezeAtTime(double t)
+{
+    ASSERT(m_startTime);        // if m_startTime is zero, we haven't started yet, so we'll get a bad pause time.
+    m_pauseTime = m_startTime + t - m_animation->delay();
+
+#if USE(ACCELERATED_COMPOSITING)
+    if (m_object && m_object->hasLayer()) {
+        RenderLayer* layer = toRenderBoxModelObject(m_object)->layer();
+        if (layer->isComposited())
+            layer->backing()->suspendAnimations(m_pauseTime);
+    }
+#endif
+}
+
+double AnimationBase::beginAnimationUpdateTime() const
+{
+    return m_compAnim->animationController()->beginAnimationUpdateTime();
+}
+
+double AnimationBase::getElapsedTime() const
+{
+    if (paused())    
+        return m_pauseTime - m_startTime;
+    if (m_startTime <= 0)
+        return 0;
+    if (postActive())
+        return 1;
+    return beginAnimationUpdateTime() - m_startTime;
+}
+    
+} // namespace WebCore