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// Copyright 2015 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 <memory>
#include <vector>
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/observer_list.h"
#include "base/time/time.h"
#include "cc/animation/element_id.h"
#include "cc/animation/property_animation_state.h"
#include "cc/animation/target_property.h"
#include "cc/base/cc_export.h"
#include "ui/gfx/geometry/scroll_offset.h"
#include "ui/gfx/transform.h"
namespace gfx {
class BoxF;
namespace cc {
class AnimationDelegate;
class AnimationEvents;
class AnimationHost;
class AnimationPlayer;
class FilterOperations;
enum class ElementListType;
struct AnimationEvent;
// An ElementAnimations owns a list of all AnimationPlayers, attached to
// the element.
// This is a CC counterpart for blink::ElementAnimations (in 1:1 relationship).
// No pointer to/from respective blink::ElementAnimations object for now.
class CC_EXPORT ElementAnimations : public base::RefCounted<ElementAnimations> {
static scoped_refptr<ElementAnimations> Create();
ElementId element_id() const { return element_id_; }
void SetElementId(ElementId element_id);
// Parent AnimationHost.
AnimationHost* animation_host() { return animation_host_; }
const AnimationHost* animation_host() const { return animation_host_; }
void SetAnimationHost(AnimationHost* host);
void InitAffectedElementTypes();
void ClearAffectedElementTypes();
void ElementRegistered(ElementId element_id, ElementListType list_type);
void ElementUnregistered(ElementId element_id, ElementListType list_type);
void AddPlayer(AnimationPlayer* player);
void RemovePlayer(AnimationPlayer* player);
bool IsEmpty() const;
typedef base::ObserverList<AnimationPlayer> PlayersList;
const PlayersList& players_list() const { return players_list_; }
// 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 ElementAnimations.
void PushPropertiesTo(
scoped_refptr<ElementAnimations> element_animations_impl);
void Animate(base::TimeTicks monotonic_time);
void UpdateState(bool start_ready_animations, AnimationEvents* events);
// Make animations affect active elements if and only if they affect
// pending elements. Any animations that no longer affect any elements
// are deleted.
void ActivateAnimations();
// Returns true if there are any animations that have neither finished nor
// aborted.
bool HasActiveAnimation() const;
// Returns true if there are any animations at all to process.
bool HasAnyAnimation() const;
bool HasAnyAnimationTargetingProperty(TargetProperty::Type property) const;
// Returns true if there is an animation that is either currently animating
// the given property or scheduled to animate this property in the future, and
// that affects the given tree type.
bool IsPotentiallyAnimatingProperty(TargetProperty::Type target_property,
ElementListType list_type) const;
// Returns true if there is an animation that is currently animating the given
// property and that affects the given tree type.
bool IsCurrentlyAnimatingProperty(TargetProperty::Type target_property,
ElementListType list_type) const;
void NotifyAnimationStarted(const AnimationEvent& event);
void NotifyAnimationFinished(const AnimationEvent& event);
void NotifyAnimationAborted(const AnimationEvent& event);
void NotifyAnimationPropertyUpdate(const AnimationEvent& event);
void NotifyAnimationTakeover(const AnimationEvent& event);
bool has_element_in_active_list() const {
return has_element_in_active_list_;
bool has_element_in_pending_list() const {
return has_element_in_pending_list_;
bool has_element_in_any_list() const {
return has_element_in_active_list_ || has_element_in_pending_list_;
void set_has_element_in_active_list(bool has_element_in_active_list) {
has_element_in_active_list_ = has_element_in_active_list;
void set_has_element_in_pending_list(bool has_element_in_pending_list) {
has_element_in_pending_list_ = has_element_in_pending_list;
bool HasFilterAnimationThatInflatesBounds() const;
bool HasTransformAnimationThatInflatesBounds() const;
bool HasAnimationThatInflatesBounds() const {
return HasTransformAnimationThatInflatesBounds() ||
bool FilterAnimationBoundsForBox(const gfx::BoxF& box,
gfx::BoxF* bounds) const;
bool TransformAnimationBoundsForBox(const gfx::BoxF& box,
gfx::BoxF* bounds) const;
bool HasOnlyTranslationTransforms(ElementListType list_type) const;
bool AnimationsPreserveAxisAlignment() const;
// Sets |start_scale| to the maximum of starting animation scale along any
// dimension at any destination in active animations. Returns false if the
// starting scale cannot be computed.
bool AnimationStartScale(ElementListType list_type, float* start_scale) const;
// Sets |max_scale| to the maximum scale along any dimension at any
// destination in active animations. Returns false if the maximum scale cannot
// be computed.
bool MaximumTargetScale(ElementListType list_type, float* max_scale) const;
// When a scroll animation is removed on the main thread, its compositor
// thread counterpart continues producing scroll deltas until activation.
// These scroll deltas need to be cleared at activation, so that the active
// element's scroll offset matches the offset provided by the main thread
// rather than a combination of this offset and scroll deltas produced by
// the removed animation. This is to provide the illusion of synchronicity to
// JS that simultaneously removes an animation and sets the scroll offset.
bool scroll_offset_animation_was_interrupted() const {
return scroll_offset_animation_was_interrupted_;
void SetScrollOffsetAnimationWasInterrupted();
void SetNeedsPushProperties();
bool needs_push_properties() const { return needs_push_properties_; }
void UpdateClientAnimationState();
void SetNeedsUpdateImplClientState();
void UpdateActivationNormal();
void NotifyClientOpacityAnimated(float opacity,
bool notify_active_elements,
bool notify_pending_elements);
void NotifyClientTransformAnimated(const gfx::Transform& transform,
bool notify_active_elements,
bool notify_pending_elements);
void NotifyClientFilterAnimated(const FilterOperations& filter,
bool notify_active_elements,
bool notify_pending_elements);
void NotifyClientScrollOffsetAnimated(const gfx::ScrollOffset& scroll_offset,
bool notify_active_elements,
bool notify_pending_elements);
gfx::ScrollOffset ScrollOffsetForAnimation() const;
friend class base::RefCounted<ElementAnimations>;
enum class ActivationType { NORMAL, FORCE };
void UpdateActivation(ActivationType type);
void OnFilterAnimated(ElementListType list_type,
const FilterOperations& filters);
void OnOpacityAnimated(ElementListType list_type, float opacity);
void OnTransformAnimated(ElementListType list_type,
const gfx::Transform& transform);
void OnScrollOffsetAnimated(ElementListType list_type,
const gfx::ScrollOffset& scroll_offset);
static TargetProperties GetPropertiesMaskForAnimationState();
PlayersList players_list_;
AnimationHost* animation_host_;
ElementId element_id_;
// This is used to ensure that we don't spam the animation host.
bool is_active_;
base::TimeTicks last_tick_time_;
bool has_element_in_active_list_;
bool has_element_in_pending_list_;
bool scroll_offset_animation_was_interrupted_;
bool needs_push_properties_;
PropertyAnimationState active_state_;
PropertyAnimationState pending_state_;
bool needs_update_impl_client_state_;
} // namespace cc