| // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "ui/compositor/layer_animator.h" |
| |
| #include "base/logging.h" |
| #include "base/memory/scoped_ptr.h" |
| #include "base/trace_event/trace_event.h" |
| #include "cc/animation/animation_id_provider.h" |
| #include "cc/output/begin_frame_args.h" |
| #include "ui/compositor/compositor.h" |
| #include "ui/compositor/layer.h" |
| #include "ui/compositor/layer_animation_delegate.h" |
| #include "ui/compositor/layer_animation_observer.h" |
| #include "ui/compositor/layer_animation_sequence.h" |
| #include "ui/compositor/layer_animator_collection.h" |
| #include "ui/gfx/frame_time.h" |
| |
| #define SAFE_INVOKE_VOID(function, running_anim, ...) \ |
| if (running_anim.is_sequence_alive()) \ |
| function(running_anim.sequence(), ##__VA_ARGS__) |
| #define SAFE_INVOKE_BOOL(function, running_anim) \ |
| ((running_anim.is_sequence_alive()) \ |
| ? function(running_anim.sequence()) \ |
| : false) |
| #define SAFE_INVOKE_PTR(function, running_anim) \ |
| ((running_anim.is_sequence_alive()) \ |
| ? function(running_anim.sequence()) \ |
| : NULL) |
| |
| namespace ui { |
| |
| namespace { |
| |
| const int kDefaultTransitionDurationMs = 120; |
| |
| } // namespace |
| |
| // LayerAnimator public -------------------------------------------------------- |
| |
| LayerAnimator::LayerAnimator(base::TimeDelta transition_duration) |
| : delegate_(NULL), |
| preemption_strategy_(IMMEDIATELY_SET_NEW_TARGET), |
| is_transition_duration_locked_(false), |
| transition_duration_(transition_duration), |
| tween_type_(gfx::Tween::LINEAR), |
| is_started_(false), |
| disable_timer_for_test_(false), |
| adding_animations_(false) { |
| } |
| |
| LayerAnimator::~LayerAnimator() { |
| for (size_t i = 0; i < running_animations_.size(); ++i) { |
| if (running_animations_[i].is_sequence_alive()) |
| running_animations_[i].sequence()->OnAnimatorDestroyed(); |
| } |
| ClearAnimationsInternal(); |
| delegate_ = NULL; |
| } |
| |
| // static |
| LayerAnimator* LayerAnimator::CreateDefaultAnimator() { |
| return new LayerAnimator(base::TimeDelta::FromMilliseconds(0)); |
| } |
| |
| // static |
| LayerAnimator* LayerAnimator::CreateImplicitAnimator() { |
| return new LayerAnimator( |
| base::TimeDelta::FromMilliseconds(kDefaultTransitionDurationMs)); |
| } |
| |
| // This macro provides the implementation for the setter and getter (well, |
| // the getter of the target value) for an animated property. For example, |
| // it is used for the implementations of SetTransform and GetTargetTransform. |
| // It is worth noting that SetFoo avoids invoking the usual animation machinery |
| // if the transition duration is zero -- in this case we just set the property |
| // on the layer animation delegate immediately. |
| #define ANIMATED_PROPERTY(type, property, name, member_type, member) \ |
| void LayerAnimator::Set##name(type value) { \ |
| base::TimeDelta duration = GetTransitionDuration(); \ |
| if (duration == base::TimeDelta() && delegate() && \ |
| (preemption_strategy_ != ENQUEUE_NEW_ANIMATION)) { \ |
| StopAnimatingProperty(LayerAnimationElement::property); \ |
| delegate()->Set##name##FromAnimation(value); \ |
| return; \ |
| } \ |
| scoped_ptr<LayerAnimationElement> element( \ |
| LayerAnimationElement::Create##name##Element(value, duration)); \ |
| element->set_tween_type(tween_type_); \ |
| StartAnimation(new LayerAnimationSequence(element.release())); \ |
| } \ |
| \ |
| member_type LayerAnimator::GetTarget##name() const { \ |
| LayerAnimationElement::TargetValue target(delegate()); \ |
| GetTargetValue(&target); \ |
| return target.member; \ |
| } |
| |
| ANIMATED_PROPERTY( |
| const gfx::Transform&, TRANSFORM, Transform, gfx::Transform, transform); |
| ANIMATED_PROPERTY(const gfx::Rect&, BOUNDS, Bounds, gfx::Rect, bounds); |
| ANIMATED_PROPERTY(float, OPACITY, Opacity, float, opacity); |
| ANIMATED_PROPERTY(bool, VISIBILITY, Visibility, bool, visibility); |
| ANIMATED_PROPERTY(float, BRIGHTNESS, Brightness, float, brightness); |
| ANIMATED_PROPERTY(float, GRAYSCALE, Grayscale, float, grayscale); |
| ANIMATED_PROPERTY(SkColor, COLOR, Color, SkColor, color); |
| |
| base::TimeDelta LayerAnimator::GetTransitionDuration() const { |
| return transition_duration_; |
| } |
| |
| void LayerAnimator::SetDelegate(LayerAnimationDelegate* delegate) { |
| if (delegate_ && is_started_) { |
| LayerAnimatorCollection* collection = GetLayerAnimatorCollection(); |
| if (collection) |
| collection->StopAnimator(this); |
| } |
| delegate_ = delegate; |
| if (delegate_ && is_started_) { |
| LayerAnimatorCollection* collection = GetLayerAnimatorCollection(); |
| if (collection) |
| collection->StartAnimator(this); |
| } |
| } |
| |
| void LayerAnimator::StartAnimation(LayerAnimationSequence* animation) { |
| scoped_refptr<LayerAnimator> retain(this); |
| OnScheduled(animation); |
| if (!StartSequenceImmediately(animation)) { |
| // Attempt to preempt a running animation. |
| switch (preemption_strategy_) { |
| case IMMEDIATELY_SET_NEW_TARGET: |
| ImmediatelySetNewTarget(animation); |
| break; |
| case IMMEDIATELY_ANIMATE_TO_NEW_TARGET: |
| ImmediatelyAnimateToNewTarget(animation); |
| break; |
| case ENQUEUE_NEW_ANIMATION: |
| EnqueueNewAnimation(animation); |
| break; |
| case REPLACE_QUEUED_ANIMATIONS: |
| ReplaceQueuedAnimations(animation); |
| break; |
| case BLEND_WITH_CURRENT_ANIMATION: { |
| // TODO(vollick) Add support for blended sequences and use them here. |
| NOTIMPLEMENTED(); |
| break; |
| } |
| } |
| } |
| FinishAnyAnimationWithZeroDuration(); |
| UpdateAnimationState(); |
| } |
| |
| void LayerAnimator::ScheduleAnimation(LayerAnimationSequence* animation) { |
| scoped_refptr<LayerAnimator> retain(this); |
| OnScheduled(animation); |
| if (is_animating()) { |
| animation_queue_.push_back(make_linked_ptr(animation)); |
| ProcessQueue(); |
| } else { |
| StartSequenceImmediately(animation); |
| } |
| UpdateAnimationState(); |
| } |
| |
| void LayerAnimator::StartTogether( |
| const std::vector<LayerAnimationSequence*>& animations) { |
| scoped_refptr<LayerAnimator> retain(this); |
| if (preemption_strategy_ == IMMEDIATELY_SET_NEW_TARGET) { |
| std::vector<LayerAnimationSequence*>::const_iterator iter; |
| for (iter = animations.begin(); iter != animations.end(); ++iter) { |
| StartAnimation(*iter); |
| } |
| return; |
| } |
| |
| adding_animations_ = true; |
| if (!is_animating()) { |
| LayerAnimatorCollection* collection = GetLayerAnimatorCollection(); |
| if (collection && collection->HasActiveAnimators()) |
| last_step_time_ = collection->last_tick_time(); |
| else |
| last_step_time_ = gfx::FrameTime::Now(); |
| } |
| |
| // Collect all the affected properties. |
| LayerAnimationElement::AnimatableProperties animated_properties = |
| LayerAnimationElement::UNKNOWN; |
| |
| std::vector<LayerAnimationSequence*>::const_iterator iter; |
| for (iter = animations.begin(); iter != animations.end(); ++iter) |
| animated_properties |= (*iter)->properties(); |
| |
| // Starting a zero duration pause that affects all the animated properties |
| // will prevent any of the sequences from animating until there are no |
| // running animations that affect any of these properties, as well as |
| // handle preemption strategy. |
| StartAnimation(new LayerAnimationSequence( |
| LayerAnimationElement::CreatePauseElement(animated_properties, |
| base::TimeDelta()))); |
| |
| bool wait_for_group_start = false; |
| for (iter = animations.begin(); iter != animations.end(); ++iter) |
| wait_for_group_start |= (*iter)->IsFirstElementThreaded(); |
| |
| int group_id = cc::AnimationIdProvider::NextGroupId(); |
| |
| // These animations (provided they don't animate any common properties) will |
| // now animate together if trivially scheduled. |
| for (iter = animations.begin(); iter != animations.end(); ++iter) { |
| (*iter)->set_animation_group_id(group_id); |
| (*iter)->set_waiting_for_group_start(wait_for_group_start); |
| ScheduleAnimation(*iter); |
| } |
| |
| adding_animations_ = false; |
| UpdateAnimationState(); |
| } |
| |
| |
| void LayerAnimator::ScheduleTogether( |
| const std::vector<LayerAnimationSequence*>& animations) { |
| scoped_refptr<LayerAnimator> retain(this); |
| |
| // Collect all the affected properties. |
| LayerAnimationElement::AnimatableProperties animated_properties = |
| LayerAnimationElement::UNKNOWN; |
| |
| std::vector<LayerAnimationSequence*>::const_iterator iter; |
| for (iter = animations.begin(); iter != animations.end(); ++iter) |
| animated_properties |= (*iter)->properties(); |
| |
| // Scheduling a zero duration pause that affects all the animated properties |
| // will prevent any of the sequences from animating until there are no |
| // running animations that affect any of these properties. |
| ScheduleAnimation(new LayerAnimationSequence( |
| LayerAnimationElement::CreatePauseElement(animated_properties, |
| base::TimeDelta()))); |
| |
| bool wait_for_group_start = false; |
| for (iter = animations.begin(); iter != animations.end(); ++iter) |
| wait_for_group_start |= (*iter)->IsFirstElementThreaded(); |
| |
| int group_id = cc::AnimationIdProvider::NextGroupId(); |
| |
| // These animations (provided they don't animate any common properties) will |
| // now animate together if trivially scheduled. |
| for (iter = animations.begin(); iter != animations.end(); ++iter) { |
| (*iter)->set_animation_group_id(group_id); |
| (*iter)->set_waiting_for_group_start(wait_for_group_start); |
| ScheduleAnimation(*iter); |
| } |
| |
| UpdateAnimationState(); |
| } |
| |
| void LayerAnimator::SchedulePauseForProperties( |
| base::TimeDelta duration, |
| LayerAnimationElement::AnimatableProperties properties_to_pause) { |
| ScheduleAnimation(new ui::LayerAnimationSequence( |
| ui::LayerAnimationElement::CreatePauseElement( |
| properties_to_pause, duration))); |
| } |
| |
| bool LayerAnimator::IsAnimatingProperty( |
| LayerAnimationElement::AnimatableProperty property) const { |
| for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) { |
| if ((*queue_iter)->properties() & property) |
| return true; |
| } |
| return false; |
| } |
| |
| void LayerAnimator::StopAnimatingProperty( |
| LayerAnimationElement::AnimatableProperty property) { |
| scoped_refptr<LayerAnimator> retain(this); |
| while (true) { |
| // GetRunningAnimation purges deleted animations before searching, so we are |
| // guaranteed to find a live animation if any is returned at all. |
| RunningAnimation* running = GetRunningAnimation(property); |
| if (!running) |
| break; |
| // As was mentioned above, this sequence must be alive. |
| DCHECK(running->is_sequence_alive()); |
| FinishAnimation(running->sequence(), false); |
| } |
| } |
| |
| void LayerAnimator::AddObserver(LayerAnimationObserver* observer) { |
| if (!observers_.HasObserver(observer)) |
| observers_.AddObserver(observer); |
| } |
| |
| void LayerAnimator::RemoveObserver(LayerAnimationObserver* observer) { |
| observers_.RemoveObserver(observer); |
| // Remove the observer from all sequences as well. |
| for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) { |
| (*queue_iter)->RemoveObserver(observer); |
| } |
| } |
| |
| void LayerAnimator::OnThreadedAnimationStarted( |
| const cc::AnimationEvent& event) { |
| LayerAnimationElement::AnimatableProperty property = |
| LayerAnimationElement::ToAnimatableProperty(event.target_property); |
| |
| RunningAnimation* running = GetRunningAnimation(property); |
| if (!running) |
| return; |
| DCHECK(running->is_sequence_alive()); |
| |
| if (running->sequence()->animation_group_id() != event.group_id) |
| return; |
| |
| running->sequence()->OnThreadedAnimationStarted(event); |
| if (!running->sequence()->waiting_for_group_start()) |
| return; |
| |
| base::TimeTicks start_time = event.monotonic_time; |
| |
| running->sequence()->set_waiting_for_group_start(false); |
| |
| // The call to GetRunningAnimation made above already purged deleted |
| // animations, so we are guaranteed that all the animations we iterate |
| // over now are alive. |
| for (RunningAnimations::iterator iter = running_animations_.begin(); |
| iter != running_animations_.end(); ++iter) { |
| // Ensure that each sequence is only Started once, regardless of the |
| // number of sequences in the group that have threaded first elements. |
| if (((*iter).sequence()->animation_group_id() == event.group_id) && |
| !(*iter).sequence()->IsFirstElementThreaded() && |
| (*iter).sequence()->waiting_for_group_start()) { |
| (*iter).sequence()->set_start_time(start_time); |
| (*iter).sequence()->set_waiting_for_group_start(false); |
| (*iter).sequence()->Start(delegate()); |
| } |
| } |
| } |
| |
| void LayerAnimator::AddToCollection(LayerAnimatorCollection* collection) { |
| if (is_animating() && !is_started_) { |
| collection->StartAnimator(this); |
| is_started_ = true; |
| } |
| } |
| |
| void LayerAnimator::RemoveFromCollection(LayerAnimatorCollection* collection) { |
| if (is_animating() && is_started_) { |
| collection->StopAnimator(this); |
| is_started_ = false; |
| } |
| } |
| |
| // LayerAnimator protected ----------------------------------------------------- |
| |
| void LayerAnimator::ProgressAnimation(LayerAnimationSequence* sequence, |
| base::TimeTicks now) { |
| if (!delegate() || sequence->waiting_for_group_start()) |
| return; |
| |
| sequence->Progress(now, delegate()); |
| } |
| |
| void LayerAnimator::ProgressAnimationToEnd(LayerAnimationSequence* sequence) { |
| if (!delegate()) |
| return; |
| |
| sequence->ProgressToEnd(delegate()); |
| } |
| |
| bool LayerAnimator::HasAnimation(LayerAnimationSequence* sequence) const { |
| for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) { |
| if ((*queue_iter).get() == sequence) |
| return true; |
| } |
| return false; |
| } |
| |
| // LayerAnimator private ------------------------------------------------------- |
| |
| void LayerAnimator::Step(base::TimeTicks now) { |
| TRACE_EVENT0("ui", "LayerAnimator::Step"); |
| scoped_refptr<LayerAnimator> retain(this); |
| |
| last_step_time_ = now; |
| |
| PurgeDeletedAnimations(); |
| |
| // We need to make a copy of the running animations because progressing them |
| // and finishing them may indirectly affect the collection of running |
| // animations. |
| RunningAnimations running_animations_copy = running_animations_; |
| for (size_t i = 0; i < running_animations_copy.size(); ++i) { |
| if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i])) |
| continue; |
| |
| if (running_animations_copy[i].sequence()->IsFinished(now)) { |
| SAFE_INVOKE_VOID(FinishAnimation, running_animations_copy[i], false); |
| } else { |
| SAFE_INVOKE_VOID(ProgressAnimation, running_animations_copy[i], now); |
| } |
| } |
| } |
| |
| void LayerAnimator::StopAnimatingInternal(bool abort) { |
| scoped_refptr<LayerAnimator> retain(this); |
| while (is_animating() && delegate()) { |
| // We're going to attempt to finish the first running animation. Let's |
| // ensure that it's valid. |
| PurgeDeletedAnimations(); |
| |
| // If we've purged all running animations, attempt to start one up. |
| if (running_animations_.empty()) |
| ProcessQueue(); |
| |
| DCHECK(!running_animations_.empty()); |
| |
| // Still no luck, let's just bail and clear all animations. |
| if (running_animations_.empty()) { |
| ClearAnimationsInternal(); |
| break; |
| } |
| |
| SAFE_INVOKE_VOID(FinishAnimation, running_animations_[0], abort); |
| } |
| } |
| |
| void LayerAnimator::UpdateAnimationState() { |
| if (disable_timer_for_test_) |
| return; |
| |
| const bool should_start = is_animating(); |
| LayerAnimatorCollection* collection = GetLayerAnimatorCollection(); |
| if (collection) { |
| if (should_start && !is_started_) |
| collection->StartAnimator(this); |
| else if (!should_start && is_started_) |
| collection->StopAnimator(this); |
| is_started_ = should_start; |
| } else { |
| is_started_ = false; |
| } |
| } |
| |
| LayerAnimationSequence* LayerAnimator::RemoveAnimation( |
| LayerAnimationSequence* sequence) { |
| linked_ptr<LayerAnimationSequence> to_return; |
| |
| bool is_running = false; |
| |
| // First remove from running animations |
| for (RunningAnimations::iterator iter = running_animations_.begin(); |
| iter != running_animations_.end(); ++iter) { |
| if ((*iter).sequence() == sequence) { |
| running_animations_.erase(iter); |
| is_running = true; |
| break; |
| } |
| } |
| |
| // Then remove from the queue |
| for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) { |
| if ((*queue_iter) == sequence) { |
| to_return = *queue_iter; |
| animation_queue_.erase(queue_iter); |
| break; |
| } |
| } |
| |
| if (!to_return.get() || |
| !to_return->waiting_for_group_start() || |
| !to_return->IsFirstElementThreaded()) |
| return to_return.release(); |
| |
| // The removed sequence may have been responsible for making other sequences |
| // wait for a group start. If no other sequences in the group have a |
| // threaded first element, the group no longer needs the additional wait. |
| bool is_wait_still_needed = false; |
| int group_id = to_return->animation_group_id(); |
| for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) { |
| if (((*queue_iter)->animation_group_id() == group_id) && |
| (*queue_iter)->IsFirstElementThreaded()) { |
| is_wait_still_needed = true; |
| break; |
| } |
| } |
| |
| if (is_wait_still_needed) |
| return to_return.release(); |
| |
| for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) { |
| if ((*queue_iter)->animation_group_id() == group_id && |
| (*queue_iter)->waiting_for_group_start()) { |
| (*queue_iter)->set_waiting_for_group_start(false); |
| if (is_running) { |
| (*queue_iter)->set_start_time(last_step_time_); |
| (*queue_iter)->Start(delegate()); |
| } |
| } |
| } |
| return to_return.release(); |
| } |
| |
| void LayerAnimator::FinishAnimation( |
| LayerAnimationSequence* sequence, bool abort) { |
| scoped_refptr<LayerAnimator> retain(this); |
| scoped_ptr<LayerAnimationSequence> removed(RemoveAnimation(sequence)); |
| if (abort) |
| sequence->Abort(delegate()); |
| else |
| ProgressAnimationToEnd(sequence); |
| if (!delegate()) |
| return; |
| ProcessQueue(); |
| UpdateAnimationState(); |
| } |
| |
| void LayerAnimator::FinishAnyAnimationWithZeroDuration() { |
| scoped_refptr<LayerAnimator> retain(this); |
| // Special case: if we've started a 0 duration animation, just finish it now |
| // and get rid of it. We need to make a copy because Progress may indirectly |
| // cause new animations to start running. |
| RunningAnimations running_animations_copy = running_animations_; |
| for (size_t i = 0; i < running_animations_copy.size(); ++i) { |
| if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i])) |
| continue; |
| |
| if (running_animations_copy[i].sequence()->IsFinished( |
| running_animations_copy[i].sequence()->start_time())) { |
| SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]); |
| scoped_ptr<LayerAnimationSequence> removed( |
| SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i])); |
| } |
| } |
| ProcessQueue(); |
| UpdateAnimationState(); |
| } |
| |
| void LayerAnimator::ClearAnimations() { |
| scoped_refptr<LayerAnimator> retain(this); |
| ClearAnimationsInternal(); |
| } |
| |
| LayerAnimator::RunningAnimation* LayerAnimator::GetRunningAnimation( |
| LayerAnimationElement::AnimatableProperty property) { |
| PurgeDeletedAnimations(); |
| for (RunningAnimations::iterator iter = running_animations_.begin(); |
| iter != running_animations_.end(); ++iter) { |
| if ((*iter).sequence()->properties() & property) |
| return &(*iter); |
| } |
| return NULL; |
| } |
| |
| void LayerAnimator::AddToQueueIfNotPresent(LayerAnimationSequence* animation) { |
| // If we don't have the animation in the queue yet, add it. |
| bool found_sequence = false; |
| for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) { |
| if ((*queue_iter) == animation) { |
| found_sequence = true; |
| break; |
| } |
| } |
| |
| if (!found_sequence) |
| animation_queue_.push_front(make_linked_ptr(animation)); |
| } |
| |
| void LayerAnimator::RemoveAllAnimationsWithACommonProperty( |
| LayerAnimationSequence* sequence, bool abort) { |
| // For all the running animations, if they animate the same property, |
| // progress them to the end and remove them. Note, Aborting or Progressing |
| // animations may affect the collection of running animations, so we need to |
| // operate on a copy. |
| RunningAnimations running_animations_copy = running_animations_; |
| for (size_t i = 0; i < running_animations_copy.size(); ++i) { |
| if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i])) |
| continue; |
| |
| if (running_animations_copy[i].sequence()->HasConflictingProperty( |
| sequence->properties())) { |
| scoped_ptr<LayerAnimationSequence> removed( |
| SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i])); |
| if (abort) |
| running_animations_copy[i].sequence()->Abort(delegate()); |
| else |
| SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]); |
| } |
| } |
| |
| // Same for the queued animations that haven't been started. Again, we'll |
| // need to operate on a copy. |
| std::vector<base::WeakPtr<LayerAnimationSequence> > sequences; |
| for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) |
| sequences.push_back((*queue_iter)->AsWeakPtr()); |
| |
| for (size_t i = 0; i < sequences.size(); ++i) { |
| if (!sequences[i].get() || !HasAnimation(sequences[i].get())) |
| continue; |
| |
| if (sequences[i]->HasConflictingProperty(sequence->properties())) { |
| scoped_ptr<LayerAnimationSequence> removed( |
| RemoveAnimation(sequences[i].get())); |
| if (abort) |
| sequences[i]->Abort(delegate()); |
| else |
| ProgressAnimationToEnd(sequences[i].get()); |
| } |
| } |
| } |
| |
| void LayerAnimator::ImmediatelySetNewTarget(LayerAnimationSequence* sequence) { |
| // Need to detect if our sequence gets destroyed. |
| base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr = |
| sequence->AsWeakPtr(); |
| |
| const bool abort = false; |
| RemoveAllAnimationsWithACommonProperty(sequence, abort); |
| if (!weak_sequence_ptr.get()) |
| return; |
| |
| LayerAnimationSequence* removed = RemoveAnimation(sequence); |
| DCHECK(removed == NULL || removed == sequence); |
| if (!weak_sequence_ptr.get()) |
| return; |
| |
| ProgressAnimationToEnd(sequence); |
| if (!weak_sequence_ptr.get()) |
| return; |
| |
| delete sequence; |
| } |
| |
| void LayerAnimator::ImmediatelyAnimateToNewTarget( |
| LayerAnimationSequence* sequence) { |
| // Need to detect if our sequence gets destroyed. |
| base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr = |
| sequence->AsWeakPtr(); |
| |
| const bool abort = true; |
| RemoveAllAnimationsWithACommonProperty(sequence, abort); |
| if (!weak_sequence_ptr.get()) |
| return; |
| |
| AddToQueueIfNotPresent(sequence); |
| if (!weak_sequence_ptr.get()) |
| return; |
| |
| StartSequenceImmediately(sequence); |
| } |
| |
| void LayerAnimator::EnqueueNewAnimation(LayerAnimationSequence* sequence) { |
| // It is assumed that if there was no conflicting animation, we would |
| // not have been called. No need to check for a collision; just |
| // add to the queue. |
| animation_queue_.push_back(make_linked_ptr(sequence)); |
| ProcessQueue(); |
| } |
| |
| void LayerAnimator::ReplaceQueuedAnimations(LayerAnimationSequence* sequence) { |
| // Need to detect if our sequence gets destroyed. |
| base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr = |
| sequence->AsWeakPtr(); |
| |
| // Remove all animations that aren't running. Note: at each iteration i is |
| // incremented or an element is removed from the queue, so |
| // animation_queue_.size() - i is always decreasing and we are always making |
| // progress towards the loop terminating. |
| for (size_t i = 0; i < animation_queue_.size();) { |
| if (!weak_sequence_ptr.get()) |
| break; |
| |
| PurgeDeletedAnimations(); |
| |
| bool is_running = false; |
| for (RunningAnimations::const_iterator iter = running_animations_.begin(); |
| iter != running_animations_.end(); ++iter) { |
| if ((*iter).sequence() == animation_queue_[i].get()) { |
| is_running = true; |
| break; |
| } |
| } |
| |
| if (!is_running) |
| delete RemoveAnimation(animation_queue_[i].get()); |
| else |
| ++i; |
| } |
| animation_queue_.push_back(make_linked_ptr(sequence)); |
| ProcessQueue(); |
| } |
| |
| void LayerAnimator::ProcessQueue() { |
| bool started_sequence = false; |
| do { |
| started_sequence = false; |
| // Build a list of all currently animated properties. |
| LayerAnimationElement::AnimatableProperties animated = |
| LayerAnimationElement::UNKNOWN; |
| for (RunningAnimations::const_iterator iter = running_animations_.begin(); |
| iter != running_animations_.end(); ++iter) { |
| if (!(*iter).is_sequence_alive()) |
| continue; |
| |
| animated |= (*iter).sequence()->properties(); |
| } |
| |
| // Try to find an animation that doesn't conflict with an animated |
| // property or a property that will be animated before it. Note: starting |
| // the animation may indirectly cause more animations to be started, so we |
| // need to operate on a copy. |
| std::vector<base::WeakPtr<LayerAnimationSequence> > sequences; |
| for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| queue_iter != animation_queue_.end(); ++queue_iter) |
| sequences.push_back((*queue_iter)->AsWeakPtr()); |
| |
| for (size_t i = 0; i < sequences.size(); ++i) { |
| if (!sequences[i].get() || !HasAnimation(sequences[i].get())) |
| continue; |
| |
| if (!sequences[i]->HasConflictingProperty(animated)) { |
| StartSequenceImmediately(sequences[i].get()); |
| started_sequence = true; |
| break; |
| } |
| |
| // Animation couldn't be started. Add its properties to the collection so |
| // that we don't start a conflicting animation. For example, if our queue |
| // has the elements { {T,B}, {B} } (that is, an element that animates both |
| // the transform and the bounds followed by an element that animates the |
| // bounds), and we're currently animating the transform, we can't start |
| // the first element because it animates the transform, too. We cannot |
| // start the second element, either, because the first element animates |
| // bounds too, and needs to go first. |
| animated |= sequences[i]->properties(); |
| } |
| |
| // If we started a sequence, try again. We may be able to start several. |
| } while (started_sequence); |
| } |
| |
| bool LayerAnimator::StartSequenceImmediately(LayerAnimationSequence* sequence) { |
| PurgeDeletedAnimations(); |
| |
| // Ensure that no one is animating one of the sequence's properties already. |
| for (RunningAnimations::const_iterator iter = running_animations_.begin(); |
| iter != running_animations_.end(); ++iter) { |
| if ((*iter).sequence()->HasConflictingProperty(sequence->properties())) |
| return false; |
| } |
| |
| // All clear, actually start the sequence. |
| // All LayerAnimators share the same LayerAnimatorCollection. Use the |
| // last_tick_time() from there to ensure animations started during the same |
| // event complete at the same time. |
| base::TimeTicks start_time; |
| LayerAnimatorCollection* collection = GetLayerAnimatorCollection(); |
| if (is_animating() || adding_animations_) |
| start_time = last_step_time_; |
| else if (collection && collection->HasActiveAnimators()) |
| start_time = collection->last_tick_time(); |
| else |
| start_time = gfx::FrameTime::Now(); |
| |
| if (!sequence->animation_group_id()) |
| sequence->set_animation_group_id(cc::AnimationIdProvider::NextGroupId()); |
| if (!sequence->waiting_for_group_start() || |
| sequence->IsFirstElementThreaded()) { |
| sequence->set_start_time(start_time); |
| sequence->Start(delegate()); |
| } |
| running_animations_.push_back( |
| RunningAnimation(sequence->AsWeakPtr())); |
| |
| // Need to keep a reference to the animation. |
| AddToQueueIfNotPresent(sequence); |
| |
| // Ensure that animations get stepped at their start time. |
| Step(start_time); |
| |
| return true; |
| } |
| |
| void LayerAnimator::GetTargetValue( |
| LayerAnimationElement::TargetValue* target) const { |
| for (AnimationQueue::const_iterator iter = animation_queue_.begin(); |
| iter != animation_queue_.end(); ++iter) { |
| (*iter)->GetTargetValue(target); |
| } |
| } |
| |
| void LayerAnimator::OnScheduled(LayerAnimationSequence* sequence) { |
| if (observers_.might_have_observers()) { |
| ObserverListBase<LayerAnimationObserver>::Iterator it(observers_); |
| LayerAnimationObserver* obs; |
| while ((obs = it.GetNext()) != NULL) { |
| sequence->AddObserver(obs); |
| } |
| } |
| sequence->OnScheduled(); |
| } |
| |
| void LayerAnimator::SetTransitionDuration(base::TimeDelta duration) { |
| if (is_transition_duration_locked_) |
| return; |
| transition_duration_ = duration; |
| } |
| |
| void LayerAnimator::ClearAnimationsInternal() { |
| PurgeDeletedAnimations(); |
| |
| // Abort should never affect the set of running animations, but just in case |
| // clients are badly behaved, we will use a copy of the running animations. |
| RunningAnimations running_animations_copy = running_animations_; |
| for (size_t i = 0; i < running_animations_copy.size(); ++i) { |
| if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i])) |
| continue; |
| |
| scoped_ptr<LayerAnimationSequence> removed( |
| RemoveAnimation(running_animations_copy[i].sequence())); |
| if (removed.get()) |
| removed->Abort(delegate()); |
| } |
| // This *should* have cleared the list of running animations. |
| DCHECK(running_animations_.empty()); |
| running_animations_.clear(); |
| animation_queue_.clear(); |
| UpdateAnimationState(); |
| } |
| |
| void LayerAnimator::PurgeDeletedAnimations() { |
| for (size_t i = 0; i < running_animations_.size();) { |
| if (!running_animations_[i].is_sequence_alive()) |
| running_animations_.erase(running_animations_.begin() + i); |
| else |
| i++; |
| } |
| } |
| |
| LayerAnimatorCollection* LayerAnimator::GetLayerAnimatorCollection() { |
| return delegate_ ? delegate_->GetLayerAnimatorCollection() : NULL; |
| } |
| |
| LayerAnimator::RunningAnimation::RunningAnimation( |
| const base::WeakPtr<LayerAnimationSequence>& sequence) |
| : sequence_(sequence) { |
| } |
| |
| LayerAnimator::RunningAnimation::~RunningAnimation() { } |
| |
| } // namespace ui |