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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #ifndef UI_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
6 #define UI_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
7 
8 #include <vector>
9 
10 #include "base/gtest_prod_util.h"
11 #include "base/memory/linked_ptr.h"
12 #include "base/memory/weak_ptr.h"
13 #include "base/observer_list.h"
14 #include "base/time/time.h"
15 #include "ui/compositor/compositor_export.h"
16 #include "ui/compositor/layer_animation_element.h"
17 
18 namespace ui {
19 
20 class LayerAnimationDelegate;
21 class LayerAnimationObserver;
22 
23 // Contains a collection of layer animation elements to be played one after
24 // another. Although it has a similar interface to LayerAnimationElement, it is
25 // not a LayerAnimationElement (i.e., it is not permitted to have a sequence in
26 // a sequence). Sequences own their elements, and sequences are themselves owned
27 // by a LayerAnimator.
28 //
29 // TODO(vollick) Create a 'blended' sequence for transitioning between
30 // sequences.
31 // TODO(vollick) Eventually, the LayerAnimator will switch to a model where new
32 // work is scheduled rather than calling methods directly. This should make it
33 // impossible for temporary pointers to running animations to go stale. When
34 // this happens, there will be no need for LayerAnimationSequences to support
35 // weak pointers.
36 class COMPOSITOR_EXPORT LayerAnimationSequence
37     : public base::SupportsWeakPtr<LayerAnimationSequence> {
38  public:
39   LayerAnimationSequence();
40   // Takes ownership of the given element and adds it to the sequence.
41   explicit LayerAnimationSequence(LayerAnimationElement* element);
42   virtual ~LayerAnimationSequence();
43 
44   // Sets the start time for the animation. This must be called before the
45   // first call to {Start, IsFinished}. Once the animation is finished, this
46   // must be called again in order to restart the animation.
set_start_time(base::TimeTicks start_time)47   void set_start_time(base::TimeTicks start_time) { start_time_ = start_time; }
start_time()48   base::TimeTicks start_time() const { return start_time_; }
49 
50   // Sets a flag indicating that this sequence will start together with other
51   // sequences, and at least one of the sequences in this group has a threaded
52   // first element.
set_waiting_for_group_start(bool waiting)53   void set_waiting_for_group_start(bool waiting) {
54     waiting_for_group_start_ = waiting;
55   }
waiting_for_group_start()56   bool waiting_for_group_start() { return waiting_for_group_start_; }
57 
58   // This must be called before the first call to Progress. If starting the
59   // animation involves dispatching to another thread, then this will proceed
60   // with that dispatch, ultimately resulting in the animation getting an
61   // effective start time (the time the animation starts on the other thread).
62   void Start(LayerAnimationDelegate* delegate);
63 
64   // Updates the delegate to the appropriate value for |now|. Requests a
65   // redraw if it is required.
66   void Progress(base::TimeTicks now, LayerAnimationDelegate* delegate);
67 
68   // Returns true if calling Progress now, with the given time, will finish
69   // the animation.
70   bool IsFinished(base::TimeTicks time);
71 
72   // Updates the delegate to the end of the animation; if this sequence is
73   // cyclic, updates the delegate to the end of one cycle of the sequence.
74   void ProgressToEnd(LayerAnimationDelegate* delegate);
75 
76   // Sets the target value to the value that would have been set had
77   // the sequence completed. Does nothing if the sequence is cyclic.
78   void GetTargetValue(LayerAnimationElement::TargetValue* target) const;
79 
80   // Aborts the given animation.
81   void Abort(LayerAnimationDelegate* delegate);
82 
83   // All properties modified by the sequence.
properties()84   const LayerAnimationElement::AnimatableProperties& properties() const {
85     return properties_;
86   }
87 
88   // Adds an element to the sequence. The sequences takes ownership of this
89   // element.
90   void AddElement(LayerAnimationElement* element);
91 
92   // Sequences can be looped indefinitely.
set_is_cyclic(bool is_cyclic)93   void set_is_cyclic(bool is_cyclic) { is_cyclic_ = is_cyclic; }
is_cyclic()94   bool is_cyclic() const { return is_cyclic_; }
95 
96   // Returns true if this sequence has at least one element conflicting with a
97   // property in |other|.
98   bool HasConflictingProperty(
99       const LayerAnimationElement::AnimatableProperties& other) const;
100 
101   // Returns true if the first element animates on the compositor thread.
102   bool IsFirstElementThreaded() const;
103 
104   // Used to identify groups of sequences that are supposed to start together.
105   // Once started, used to identify the sequence that owns a particular
106   // threaded animation.
animation_group_id()107   int animation_group_id() const { return animation_group_id_; }
set_animation_group_id(int id)108   void set_animation_group_id(int id) { animation_group_id_ = id; }
109 
110   // These functions are used for adding or removing observers from the observer
111   // list. The observers are notified when animations end.
112   void AddObserver(LayerAnimationObserver* observer);
113   void RemoveObserver(LayerAnimationObserver* observer);
114 
115   // Called when a threaded animation is actually started.
116   void OnThreadedAnimationStarted(const cc::AnimationEvent& event);
117 
118   // Called when the animator schedules this sequence.
119   void OnScheduled();
120 
121   // Called when the animator is destroyed.
122   void OnAnimatorDestroyed();
123 
124   // The last_progressed_fraction of the element most recently progressed by
125   // by this sequence. Returns 0.0 if no elements have been progressed.
last_progressed_fraction()126   double last_progressed_fraction() const { return last_progressed_fraction_; }
127 
128   size_t size() const;
129 
130   LayerAnimationElement* FirstElement() const;
131 
132  private:
133   friend class LayerAnimatorTestController;
134 
135   typedef std::vector<linked_ptr<LayerAnimationElement> > Elements;
136 
137   FRIEND_TEST_ALL_PREFIXES(LayerAnimatorTest,
138                            ObserverReleasedBeforeAnimationSequenceEnds);
139 
140   // Notifies the observers that this sequence has been scheduled.
141   void NotifyScheduled();
142 
143   // Notifies the observers that this sequence has ended.
144   void NotifyEnded();
145 
146   // Notifies the observers that this sequence has been aborted.
147   void NotifyAborted();
148 
149   // The currently animating element.
150   LayerAnimationElement* CurrentElement() const;
151 
152   // The union of all the properties modified by all elements in the sequence.
153   LayerAnimationElement::AnimatableProperties properties_;
154 
155   // The elements in the sequence.
156   Elements elements_;
157 
158   // True if the sequence should be looped forever.
159   bool is_cyclic_;
160 
161   // These are used when animating to efficiently find the next element.
162   size_t last_element_;
163   base::TimeTicks last_start_;
164 
165   // The start time of the current run of the sequence.
166   base::TimeTicks start_time_;
167 
168   // True if this sequence will start together with other sequences, and at
169   // least one of the sequences in this group has a threaded first element.
170   bool waiting_for_group_start_;
171 
172   // Identifies groups of sequences that are supposed to start together.
173   // Also used to identify the owner of a particular threaded animation; any
174   // in-progress threaded animation owned by this sequence will have this
175   // group id.
176   int animation_group_id_;
177 
178   // These parties are notified when layer animations end.
179   ObserverList<LayerAnimationObserver> observers_;
180 
181   // Tracks the last_progressed_fraction() of the most recently progressed
182   // element.
183   double last_progressed_fraction_;
184 
185   base::WeakPtrFactory<LayerAnimationSequence> weak_ptr_factory_;
186 
187   DISALLOW_COPY_AND_ASSIGN(LayerAnimationSequence);
188 };
189 
190 }  // namespace ui
191 
192 #endif  // UI_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
193