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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_ACTIVE_ANIMATION_H_
#define CC_ACTIVE_ANIMATION_H_
#include "base/basictypes.h"
#include "base/memory/scoped_ptr.h"
#include "cc/cc_export.h"
namespace cc {
class AnimationCurve;
// An ActiveAnimation, contains all the state required to play an AnimationCurve.
// Specifically, the affected property, the run state (paused, finished, etc.),
// loop count, last pause time, and the total time spent paused.
class CC_EXPORT ActiveAnimation {
public:
// Animations begin in one of the 'waiting' states. Animations waiting for the next tick
// will start the next time the controller animates. Animations waiting for target
// availibility will run as soon as their target property is free (and all the animations
// animating with it are also able to run). Animations waiting for their start time to
// come have be scheduled to run at a particular point in time. When this time arrives,
// the controller will move the animations into the Running state. Running animations
// may toggle between Running and Paused, and may be stopped by moving into either the
// Aborted or Finished states. A Finished animation was allowed to run to completion, but
// an Aborted animation was not.
enum RunState {
WaitingForNextTick = 0,
WaitingForTargetAvailability,
WaitingForStartTime,
WaitingForDeletion,
Running,
Paused,
Finished,
Aborted,
// This sentinel must be last.
RunStateEnumSize
};
enum TargetProperty {
Transform = 0,
Opacity,
// This sentinel must be last.
TargetPropertyEnumSize
};
static scoped_ptr<ActiveAnimation> create(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty);
virtual ~ActiveAnimation();
int id() const { return m_id; }
int group() const { return m_group; }
TargetProperty targetProperty() const { return m_targetProperty; }
RunState runState() const { return m_runState; }
void setRunState(RunState, double monotonicTime);
// This is the number of times that the animation will play. If this
// value is zero the animation will not play. If it is negative, then
// the animation will loop indefinitely.
int iterations() const { return m_iterations; }
void setIterations(int n) { m_iterations = n; }
double startTime() const { return m_startTime; }
void setStartTime(double monotonicTime) { m_startTime = monotonicTime; }
bool hasSetStartTime() const { return !!m_startTime; }
double timeOffset() const { return m_timeOffset; }
void setTimeOffset(double monotonicTime) { m_timeOffset = monotonicTime; }
void suspend(double monotonicTime);
void resume(double monotonicTime);
// If alternatesDirection is true, on odd numbered iterations we reverse the curve.
bool alternatesDirection() const { return m_alternatesDirection; }
void setAlternatesDirection(bool alternates) { m_alternatesDirection = alternates; }
bool isFinishedAt(double monotonicTime) const;
bool isFinished() const { return m_runState == Finished
|| m_runState == Aborted
|| m_runState == WaitingForDeletion; }
AnimationCurve* curve() { return m_curve.get(); }
const AnimationCurve* curve() const { return m_curve.get(); }
// If this is true, even if the animation is running, it will not be tickable until
// it is given a start time. This is true for animations running on the main thread.
bool needsSynchronizedStartTime() const { return m_needsSynchronizedStartTime; }
void setNeedsSynchronizedStartTime(bool needsSynchronizedStartTime) { m_needsSynchronizedStartTime = needsSynchronizedStartTime; }
// Takes the given absolute time, and using the start time and the number
// of iterations, returns the relative time in the current iteration.
double trimTimeToCurrentIteration(double monotonicTime) const;
enum InstanceType {
ControllingInstance = 0,
NonControllingInstance
};
scoped_ptr<ActiveAnimation> clone(InstanceType) const;
scoped_ptr<ActiveAnimation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const;
bool isControllingInstance() const { return m_isControllingInstance; }
void pushPropertiesTo(ActiveAnimation*) const;
private:
ActiveAnimation(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty);
scoped_ptr<AnimationCurve> m_curve;
// IDs are not necessarily unique.
int m_id;
// Animations that must be run together are called 'grouped' and have the same group id
// Grouped animations are guaranteed to start at the same time and no other animations
// may animate any of the group's target properties until all animations in the
// group have finished animating. Note: an active animation's group id and target
// property uniquely identify that animation.
int m_group;
TargetProperty m_targetProperty;
RunState m_runState;
int m_iterations;
double m_startTime;
bool m_alternatesDirection;
// The time offset effectively pushes the start of the animation back in time. This is
// used for resuming paused animations -- an animation is added with a non-zero time
// offset, causing the animation to skip ahead to the desired point in time.
double m_timeOffset;
bool m_needsSynchronizedStartTime;
// When an animation is suspended, it behaves as if it is paused and it also ignores
// all run state changes until it is resumed. This is used for testing purposes.
bool m_suspended;
// These are used in trimTimeToCurrentIteration to account for time
// spent while paused. This is not included in AnimationState since it
// there is absolutely no need for clients of this controller to know
// about these values.
double m_pauseTime;
double m_totalPausedTime;
// Animations lead dual lives. An active animation will be conceptually owned by
// two controllers, one on the impl thread and one on the main. In reality, there
// will be two separate ActiveAnimation instances for the same animation. They
// will have the same group id and the same target property (these two values
// uniquely identify an animation). The instance on the impl thread is the instance
// that ultimately controls the values of the animating layer and so we will refer
// to it as the 'controlling instance'.
bool m_isControllingInstance;
DISALLOW_COPY_AND_ASSIGN(ActiveAnimation);
};
} // namespace cc
#endif // CC_ACTIVE_ANIMATION_H_