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// Copyright 2016 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.
#ifndef THIRD_PARTY_BLINK_RENDERER_PLATFORM_GRAPHICS_ANIMATION_WORKLET_MUTATOR_DISPATCHER_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_GRAPHICS_ANIMATION_WORKLET_MUTATOR_DISPATCHER_H_
#include "base/bind.h"
#include "third_party/blink/renderer/platform/graphics/animation_worklet_mutators_state.h"
#include "third_party/blink/renderer/platform/platform_export.h"
namespace blink {
class PLATFORM_EXPORT AnimationWorkletMutatorDispatcher {
public:
virtual ~AnimationWorkletMutatorDispatcher() = default;
using AsyncMutationCompleteCallback = base::OnceCallback<void(MutateStatus)>;
// Run the animation frame callbacks from all connected AnimationWorklets.
virtual void MutateSynchronously(
std::unique_ptr<AnimationWorkletDispatcherInput>) = 0;
// Queues the animation frame callbacks from all connected AnimationWorklets.
// The queuing strategy determines what action to take when busy servicing
// another request. The callback is triggered on completion or canceling of
// the mutation cycle. Returns true if mutations results are expected.
virtual bool MutateAsynchronously(
std::unique_ptr<AnimationWorkletDispatcherInput>,
MutateQueuingStrategy,
AsyncMutationCompleteCallback) = 0;
// Returns true if Mutate may do something if called 'now'.
virtual bool HasMutators() = 0;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_GRAPHICS_ANIMATION_WORKLET_MUTATOR_DISPATCHER_H_