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// Copyright 2021 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef ASH_UTILITY_LAYER_COPY_ANIMATOR_H_
#define ASH_UTILITY_LAYER_COPY_ANIMATOR_H_
#include <memory>
#include "ash/ash_export.h"
#include "base/functional/callback.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/scoped_observation.h"
#include "ui/aura/window.h"
#include "ui/aura/window_observer.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_animation_observer.h"
namespace ash {
// A utility class that first creates a copy of the layer tree, then runs
// animation. This is more performant if you want to apply animation to a
// window/layer tree, as it only apply animation to one layer.
class ASH_EXPORT LayerCopyAnimator : public aura::WindowObserver,
public ui::LayerAnimationObserver {
public:
// Returns an associated LayerCopyAnimator, if any.
static LayerCopyAnimator* Get(aura::Window* window);
using AnimationCallback =
base::OnceCallback<void(ui::Layer*, ui::LayerAnimationObserver*)>;
// Creates a LayerCopyAnimator for 'window'. The instance created for this
// window can later be obtained by 'LayerCopyAnimator::Get()'. Creating an
// instance will start copying the layer, but animation won't start until
// 'Start' is called. This will also destroy the current LayerCopyAnimator if
// any.
explicit LayerCopyAnimator(aura::Window* window);
LayerCopyAnimator(const LayerCopyAnimator& animator) = delete;
LayerCopyAnimator& operator=(const LayerCopyAnimator& animator) = delete;
~LayerCopyAnimator() override;
// Request to start an animation. It'll start animation of the layer's copy is
// is already available, or wait until the copy is made.
void MaybeStartAnimation(ui::LayerAnimationObserver* observer,
AnimationCallback callback);
// Called when a layer is copied. This is public to deal with the shutdown
// scenario. This is virtual for testing purpose.
virtual void OnLayerCopied(std::unique_ptr<ui::Layer> new_layer);
// ui::LayerAnimationObserver:
void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override;
void OnLayerAnimationAborted(ui::LayerAnimationSequence* sequence) override;
void OnLayerAnimationScheduled(ui::LayerAnimationSequence* seq) override {}
// aura::WindowObserver:
void OnWindowBoundsChanged(aura::Window* window,
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds,
ui::PropertyChangeReason reason) override;
bool animation_requested() const { return animation_requested_; }
ui::Layer* copied_layer_for_test() { return copied_layer_.get(); }
private:
void RunAnimation();
void FinishAndDelete(bool abort);
void EnsureFakeSequence();
void NotifyWithFakeSequence(bool abort);
raw_ptr<aura::Window> window_;
raw_ptr<ui::LayerAnimationObserver, DanglingUntriaged> observer_ = nullptr;
AnimationCallback animation_callback_;
std::unique_ptr<ui::Layer> copied_layer_;
// A dummy sequence to keep AnimationSequence alive during copy.
std::unique_ptr<ui::LayerAnimationSequence> fake_sequence_;
ui::Layer full_layer_{ui::LAYER_SOLID_COLOR};
bool fail_ = false;
bool animation_requested_ = false;
raw_ptr<ui::LayerAnimationSequence> last_sequence_ = nullptr;
base::ScopedObservation<aura::Window, aura::WindowObserver> observation_{
this};
base::WeakPtrFactory<LayerCopyAnimator> weak_ptr_factory_{this};
};
} // namespace ash
#endif // ASH_UTILITY_LAYER_COPY_ANIMATOR_H_