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// Copyright 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.
#ifndef CC_LAYER_ANIMATION_CONTROLLER_H_
#define CC_LAYER_ANIMATION_CONTROLLER_H_
#include "base/basictypes.h"
#include "base/hash_tables.h"
#include "base/memory/scoped_ptr.h"
#include "cc/animation_events.h"
#include "cc/cc_export.h"
#include "cc/scoped_ptr_vector.h"
namespace gfx {
class Transform;
}
namespace cc {
class Animation;
class KeyframeValueList;
class CC_EXPORT LayerAnimationControllerClient {
public:
virtual ~LayerAnimationControllerClient() { }
virtual int id() const = 0;
virtual void setOpacityFromAnimation(float) = 0;
virtual float opacity() const = 0;
virtual void setTransformFromAnimation(const gfx::Transform&) = 0;
virtual const gfx::Transform& transform() const = 0;
};
class CC_EXPORT LayerAnimationController {
public:
static scoped_ptr<LayerAnimationController> create(LayerAnimationControllerClient*);
virtual ~LayerAnimationController();
// These methods are virtual for testing.
virtual void addAnimation(scoped_ptr<ActiveAnimation>);
virtual void pauseAnimation(int animationId, double timeOffset);
virtual void removeAnimation(int animationId);
virtual void removeAnimation(int animationId, ActiveAnimation::TargetProperty);
virtual void suspendAnimations(double monotonicTime);
virtual void resumeAnimations(double monotonicTime);
// Ensures that the list of active animations on the main thread and the impl thread
// are kept in sync. This function does not take ownership of the impl thread controller.
virtual void pushAnimationUpdatesTo(LayerAnimationController*);
void animate(double monotonicTime, AnimationEventsVector*);
// Returns the active animation in the given group, animating the given property, if such an
// animation exists.
ActiveAnimation* getActiveAnimation(int groupId, ActiveAnimation::TargetProperty) const;
// Returns the active animation animating the given property that is either running, or is
// next to run, if such an animation exists.
ActiveAnimation* getActiveAnimation(ActiveAnimation::TargetProperty) const;
// Returns true if there are any animations that have neither finished nor aborted.
bool hasActiveAnimation() const;
// Returns true if there is an animation currently animating the given property, or
// if there is an animation scheduled to animate this property in the future.
bool isAnimatingProperty(ActiveAnimation::TargetProperty) const;
// This is called in response to an animation being started on the impl thread. This
// function updates the corresponding main thread animation's start time.
void notifyAnimationStarted(const AnimationEvent&);
// If a sync is forced, then the next time animation updates are pushed to the impl
// thread, all animations will be transferred.
void setForceSync() { m_forceSync = true; }
void setClient(LayerAnimationControllerClient*);
protected:
explicit LayerAnimationController(LayerAnimationControllerClient*);
private:
typedef base::hash_set<int> TargetProperties;
void pushNewAnimationsToImplThread(LayerAnimationController*) const;
void removeAnimationsCompletedOnMainThread(LayerAnimationController*) const;
void pushPropertiesToImplThread(LayerAnimationController*) const;
void replaceImplThreadAnimations(LayerAnimationController*) const;
void startAnimationsWaitingForNextTick(double monotonicTime, AnimationEventsVector*);
void startAnimationsWaitingForStartTime(double monotonicTime, AnimationEventsVector*);
void startAnimationsWaitingForTargetAvailability(double monotonicTime, AnimationEventsVector*);
void resolveConflicts(double monotonicTime);
void markAnimationsForDeletion(double monotonicTime, AnimationEventsVector*);
void purgeAnimationsMarkedForDeletion();
void tickAnimations(double monotonicTime);
// If this is true, we force a sync to the impl thread.
bool m_forceSync;
LayerAnimationControllerClient* m_client;
ScopedPtrVector<ActiveAnimation> m_activeAnimations;
DISALLOW_COPY_AND_ASSIGN(LayerAnimationController);
};
} // namespace cc
#endif // CC_LAYER_ANIMATION_CONTROLLER_H_