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// 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.
#ifndef UI_GFX_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
#define UI_GFX_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
#pragma once
#include <vector>
#include "base/gtest_prod_util.h"
#include "base/memory/linked_ptr.h"
#include "base/observer_list.h"
#include "base/time.h"
#include "ui/gfx/compositor/compositor_export.h"
#include "ui/gfx/compositor/layer_animation_element.h"
namespace ui {
class LayerAnimationDelegate;
class LayerAnimationObserver;
// Contains a collection of layer animation elements to be played one after
// another. Although it has a similar interface to LayerAnimationElement, it is
// not a LayerAnimationElement (i.e., it is not permitted to have a sequence in
// a sequence). Sequences own their elements, and sequences are themselves owned
// by a LayerAnimator.
//
// TODO(vollick) Create a 'blended' sequence for transitioning between
// sequences.
class COMPOSITOR_EXPORT LayerAnimationSequence {
public:
LayerAnimationSequence();
// Takes ownership of the given element and adds it to the sequence.
explicit LayerAnimationSequence(LayerAnimationElement* element);
virtual ~LayerAnimationSequence();
// Updates the delegate to the appropriate value for |elapsed|, which is in
// the range [0, Duration()]. If the animation is not aborted, it is
// guaranteed that Animate will be called with elapsed = Duration().
// Returns true if a redraw is required.
bool Progress(base::TimeDelta elapsed, LayerAnimationDelegate* delegate);
// Sets the target value to the value that would have been set had
// the sequence completed. Does nothing if the sequence is cyclic.
void GetTargetValue(LayerAnimationElement::TargetValue* target) const;
// Aborts the given animation.
void Abort();
// All properties modified by the sequence.
const LayerAnimationElement::AnimatableProperties& properties() const {
return properties_;
}
// The total, finite duration of one cycle of the sequence.
base::TimeDelta duration() const {
return duration_;
}
// Adds an element to the sequence. The sequences takes ownership of this
// element.
void AddElement(LayerAnimationElement* element);
// Sequences can be looped indefinitely.
void set_is_cyclic(bool is_cyclic) { is_cyclic_ = is_cyclic; }
bool is_cyclic() const { return is_cyclic_; }
// Returns true if this sequence has at least one element affecting a
// property in |other|.
bool HasCommonProperty(
const LayerAnimationElement::AnimatableProperties& other) const;
// These functions are used for adding or removing observers from the observer
// list. The observers are notified when animations end.
void AddObserver(LayerAnimationObserver* observer);
void RemoveObserver(LayerAnimationObserver* observer);
// Called when the animator schedules this sequence.
void OnScheduled();
// Called when the animator is destroyed.
void OnAnimatorDestroyed();
private:
typedef std::vector<linked_ptr<LayerAnimationElement> > Elements;
FRIEND_TEST_ALL_PREFIXES(LayerAnimatorTest,
ObserverReleasedBeforeAnimationSequenceEnds);
// Notifies the observers that this sequence has been scheduled.
void NotifyScheduled();
// Notifies the observers that this sequence has ended.
void NotifyEnded();
// Notifies the observers that this sequence has been aborted.
void NotifyAborted();
// The sum of the durations of all the elements in the sequence.
base::TimeDelta duration_;
// The union of all the properties modified by all elements in the sequence.
LayerAnimationElement::AnimatableProperties properties_;
// The elements in the sequence.
Elements elements_;
// True if the sequence should be looped forever.
bool is_cyclic_;
// These are used when animating to efficiently find the next element.
size_t last_element_;
base::TimeDelta last_start_;
// These parties are notified when layer animations end.
ObserverList<LayerAnimationObserver> observers_;
DISALLOW_COPY_AND_ASSIGN(LayerAnimationSequence);
};
} // namespace ui
#endif // UI_GFX_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_