| // 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_ANIMATION_ANIMATION_H_ |
| #define CC_ANIMATION_ANIMATION_H_ |
| |
| #include <memory> |
| |
| #include "base/macros.h" |
| #include "base/time/time.h" |
| #include "cc/animation/target_property.h" |
| #include "cc/base/cc_export.h" |
| |
| namespace cc { |
| |
| class AnimationCurve; |
| |
| // An Animation 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 Animation { |
| public: |
| // Animations begin in the 'WAITING_FOR_TARGET_AVAILABILITY' state. An |
| // Animation waiting for target availibility will run as soon as its target |
| // property is free (and all the animations animating with it are also able to |
| // run). When this time arrives, the controller will move the animation into |
| // the STARTING state, and then 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. An animation in the state |
| // ABORTED_BUT_NEEDS_COMPLETION is an animation that was aborted for |
| // some reason, but needs to be finished. Currently this is for impl-only |
| // scroll offset animations that need to be completed on the main thread. |
| enum RunState { |
| WAITING_FOR_TARGET_AVAILABILITY = 0, |
| WAITING_FOR_DELETION, |
| STARTING, |
| RUNNING, |
| PAUSED, |
| FINISHED, |
| ABORTED, |
| ABORTED_BUT_NEEDS_COMPLETION, |
| // This sentinel must be last. |
| LAST_RUN_STATE = ABORTED_BUT_NEEDS_COMPLETION |
| }; |
| |
| enum class Direction { NORMAL, REVERSE, ALTERNATE_NORMAL, ALTERNATE_REVERSE }; |
| |
| enum class FillMode { NONE, FORWARDS, BACKWARDS, BOTH }; |
| |
| static std::unique_ptr<Animation> Create( |
| std::unique_ptr<AnimationCurve> curve, |
| int animation_id, |
| int group_id, |
| TargetProperty::Type target_property); |
| |
| virtual ~Animation(); |
| |
| int id() const { return id_; } |
| int group() const { return group_; } |
| TargetProperty::Type target_property() const { return target_property_; } |
| |
| RunState run_state() const { return run_state_; } |
| void SetRunState(RunState run_state, base::TimeTicks monotonic_time); |
| |
| // 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. |
| double iterations() const { return iterations_; } |
| void set_iterations(double n) { iterations_ = n; } |
| |
| double iteration_start() const { return iteration_start_; } |
| void set_iteration_start(double iteration_start) { |
| iteration_start_ = iteration_start; |
| } |
| |
| base::TimeTicks start_time() const { return start_time_; } |
| |
| void set_start_time(base::TimeTicks monotonic_time) { |
| start_time_ = monotonic_time; |
| } |
| bool has_set_start_time() const { return !start_time_.is_null(); } |
| |
| base::TimeDelta time_offset() const { return time_offset_; } |
| void set_time_offset(base::TimeDelta monotonic_time) { |
| time_offset_ = monotonic_time; |
| } |
| |
| void Suspend(base::TimeTicks monotonic_time); |
| void Resume(base::TimeTicks monotonic_time); |
| |
| Direction direction() { return direction_; } |
| void set_direction(Direction direction) { direction_ = direction; } |
| |
| FillMode fill_mode() { return fill_mode_; } |
| void set_fill_mode(FillMode fill_mode) { fill_mode_ = fill_mode; } |
| |
| double playback_rate() { return playback_rate_; } |
| void set_playback_rate(double playback_rate) { |
| playback_rate_ = playback_rate; |
| } |
| |
| bool IsFinishedAt(base::TimeTicks monotonic_time) const; |
| bool is_finished() const { |
| return run_state_ == FINISHED || run_state_ == ABORTED || |
| run_state_ == WAITING_FOR_DELETION; |
| } |
| |
| bool InEffect(base::TimeTicks monotonic_time) const; |
| |
| AnimationCurve* curve() { return curve_.get(); } |
| const AnimationCurve* curve() const { return 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 needs_synchronized_start_time() const { |
| return needs_synchronized_start_time_; |
| } |
| void set_needs_synchronized_start_time(bool needs_synchronized_start_time) { |
| needs_synchronized_start_time_ = needs_synchronized_start_time; |
| } |
| |
| // This is true for animations running on the main thread when the FINISHED |
| // event sent by the corresponding impl animation has been received. |
| bool received_finished_event() const { |
| return received_finished_event_; |
| } |
| void set_received_finished_event(bool received_finished_event) { |
| received_finished_event_ = received_finished_event; |
| } |
| |
| // Takes the given absolute time, and using the start time and the number |
| // of iterations, returns the relative time in the current iteration. |
| base::TimeDelta TrimTimeToCurrentIteration( |
| base::TimeTicks monotonic_time) const; |
| |
| std::unique_ptr<Animation> CloneAndInitialize( |
| RunState initial_run_state) const; |
| |
| void set_is_controlling_instance_for_test(bool is_controlling_instance) { |
| is_controlling_instance_ = is_controlling_instance; |
| } |
| bool is_controlling_instance() const { return is_controlling_instance_; } |
| |
| void PushPropertiesTo(Animation* other) const; |
| |
| void set_is_impl_only(bool is_impl_only) { is_impl_only_ = is_impl_only; } |
| bool is_impl_only() const { return is_impl_only_; } |
| |
| void set_affects_active_elements(bool affects_active_elements) { |
| affects_active_elements_ = affects_active_elements; |
| } |
| bool affects_active_elements() const { return affects_active_elements_; } |
| |
| void set_affects_pending_elements(bool affects_pending_elements) { |
| affects_pending_elements_ = affects_pending_elements; |
| } |
| bool affects_pending_elements() const { return affects_pending_elements_; } |
| |
| private: |
| Animation(std::unique_ptr<AnimationCurve> curve, |
| int animation_id, |
| int group_id, |
| TargetProperty::Type target_property); |
| |
| base::TimeDelta ConvertToActiveTime(base::TimeTicks monotonic_time) const; |
| |
| std::unique_ptr<AnimationCurve> curve_; |
| |
| // IDs must be unique. |
| int 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. |
| int group_; |
| |
| TargetProperty::Type target_property_; |
| RunState run_state_; |
| double iterations_; |
| double iteration_start_; |
| base::TimeTicks start_time_; |
| Direction direction_; |
| double playback_rate_; |
| FillMode fill_mode_; |
| |
| // 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. |
| base::TimeDelta time_offset_; |
| |
| bool needs_synchronized_start_time_; |
| bool received_finished_event_; |
| |
| // 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 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. |
| base::TimeTicks pause_time_; |
| base::TimeDelta total_paused_time_; |
| |
| // 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 Animation 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 is_controlling_instance_; |
| |
| bool is_impl_only_; |
| |
| // When pushed from a main-thread controller to a compositor-thread |
| // controller, an animation will initially only affect pending elements |
| // (corresponding to layers in the pending tree). Animations that only |
| // affect pending elements are able to reach the STARTING state and tick |
| // pending elements, but cannot proceed any further and do not tick active |
| // elements. After activation, such animations affect both kinds of elements |
| // and are able to proceed past the STARTING state. When the removal of |
| // an animation is pushed from a main-thread controller to a |
| // compositor-thread controller, this initially only makes the animation |
| // stop affecting pending elements. After activation, such animations no |
| // longer affect any elements, and are deleted. |
| bool affects_active_elements_; |
| bool affects_pending_elements_; |
| |
| DISALLOW_COPY_AND_ASSIGN(Animation); |
| }; |
| |
| } // namespace cc |
| |
| #endif // CC_ANIMATION_ANIMATION_H_ |