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1 // Copyright 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 CC_ANIMATION_ANIMATION_H_
6 #define CC_ANIMATION_ANIMATION_H_
7 
8 #include "base/basictypes.h"
9 #include "base/memory/scoped_ptr.h"
10 #include "base/time/time.h"
11 #include "cc/base/cc_export.h"
12 
13 namespace cc {
14 
15 class AnimationCurve;
16 
17 // An Animation contains all the state required to play an AnimationCurve.
18 // Specifically, the affected property, the run state (paused, finished, etc.),
19 // loop count, last pause time, and the total time spent paused.
20 class CC_EXPORT Animation {
21  public:
22   // Animations begin in the 'WaitingForTargetAvailability' state. An Animation
23   // waiting for target availibility will run as soon as its target property
24   // is free (and all the animations animating with it are also able to run).
25   // When this time arrives, the controller will move the animation into the
26   // Starting state, and then into the Running state. Running animations may
27   // toggle between Running and Paused, and may be stopped by moving into either
28   // the Aborted or Finished states. A Finished animation was allowed to run to
29   // completion, but an Aborted animation was not.
30   enum RunState {
31     WaitingForTargetAvailability = 0,
32     WaitingForDeletion,
33     Starting,
34     Running,
35     Paused,
36     Finished,
37     Aborted,
38     // This sentinel must be last.
39     RunStateEnumSize
40   };
41 
42   enum TargetProperty {
43     Transform = 0,
44     Opacity,
45     Filter,
46     ScrollOffset,
47     BackgroundColor,
48     // This sentinel must be last.
49     TargetPropertyEnumSize
50   };
51 
52   enum Direction { Normal, Reverse, Alternate, AlternateReverse };
53 
54   enum FillMode {
55     FillModeNone,
56     FillModeForwards,
57     FillModeBackwards,
58     FillModeBoth
59   };
60 
61   static scoped_ptr<Animation> Create(scoped_ptr<AnimationCurve> curve,
62                                       int animation_id,
63                                       int group_id,
64                                       TargetProperty target_property);
65 
66   virtual ~Animation();
67 
id()68   int id() const { return id_; }
group()69   int group() const { return group_; }
target_property()70   TargetProperty target_property() const { return target_property_; }
71 
run_state()72   RunState run_state() const { return run_state_; }
73   void SetRunState(RunState run_state, base::TimeTicks monotonic_time);
74 
75   // This is the number of times that the animation will play. If this
76   // value is zero the animation will not play. If it is negative, then
77   // the animation will loop indefinitely.
iterations()78   double iterations() const { return iterations_; }
set_iterations(double n)79   void set_iterations(double n) { iterations_ = n; }
80 
iteration_start()81   double iteration_start() const { return iteration_start_; }
set_iteration_start(double iteration_start)82   void set_iteration_start(double iteration_start) {
83     iteration_start_ = iteration_start;
84   }
85 
start_time()86   base::TimeTicks start_time() const { return start_time_; }
87 
set_start_time(base::TimeTicks monotonic_time)88   void set_start_time(base::TimeTicks monotonic_time) {
89     start_time_ = monotonic_time;
90   }
has_set_start_time()91   bool has_set_start_time() const { return !start_time_.is_null(); }
92 
time_offset()93   base::TimeDelta time_offset() const { return time_offset_; }
set_time_offset(base::TimeDelta monotonic_time)94   void set_time_offset(base::TimeDelta monotonic_time) {
95     time_offset_ = monotonic_time;
96   }
97 
98   void Suspend(base::TimeTicks monotonic_time);
99   void Resume(base::TimeTicks monotonic_time);
100 
direction()101   Direction direction() { return direction_; }
set_direction(Direction direction)102   void set_direction(Direction direction) { direction_ = direction; }
103 
fill_mode()104   FillMode fill_mode() { return fill_mode_; }
set_fill_mode(FillMode fill_mode)105   void set_fill_mode(FillMode fill_mode) { fill_mode_ = fill_mode; }
106 
playback_rate()107   double playback_rate() { return playback_rate_; }
set_playback_rate(double playback_rate)108   void set_playback_rate(double playback_rate) {
109     playback_rate_ = playback_rate;
110   }
111 
112   bool IsFinishedAt(base::TimeTicks monotonic_time) const;
is_finished()113   bool is_finished() const {
114     return run_state_ == Finished ||
115         run_state_ == Aborted ||
116         run_state_ == WaitingForDeletion;
117   }
118 
119   bool InEffect(base::TimeTicks monotonic_time) const;
120 
curve()121   AnimationCurve* curve() { return curve_.get(); }
curve()122   const AnimationCurve* curve() const { return curve_.get(); }
123 
124   // If this is true, even if the animation is running, it will not be tickable
125   // until it is given a start time. This is true for animations running on the
126   // main thread.
needs_synchronized_start_time()127   bool needs_synchronized_start_time() const {
128     return needs_synchronized_start_time_;
129   }
set_needs_synchronized_start_time(bool needs_synchronized_start_time)130   void set_needs_synchronized_start_time(bool needs_synchronized_start_time) {
131     needs_synchronized_start_time_ = needs_synchronized_start_time;
132   }
133 
134   // This is true for animations running on the main thread when the Finished
135   // event sent by the corresponding impl animation has been received.
received_finished_event()136   bool received_finished_event() const {
137     return received_finished_event_;
138   }
set_received_finished_event(bool received_finished_event)139   void set_received_finished_event(bool received_finished_event) {
140     received_finished_event_ = received_finished_event;
141   }
142 
143   // Takes the given absolute time, and using the start time and the number
144   // of iterations, returns the relative time in the current iteration.
145   double TrimTimeToCurrentIteration(base::TimeTicks monotonic_time) const;
146 
147   scoped_ptr<Animation> CloneAndInitialize(RunState initial_run_state) const;
148 
is_controlling_instance()149   bool is_controlling_instance() const { return is_controlling_instance_; }
150 
151   void PushPropertiesTo(Animation* other) const;
152 
set_is_impl_only(bool is_impl_only)153   void set_is_impl_only(bool is_impl_only) { is_impl_only_ = is_impl_only; }
is_impl_only()154   bool is_impl_only() const { return is_impl_only_; }
155 
set_affects_active_observers(bool affects_active_observers)156   void set_affects_active_observers(bool affects_active_observers) {
157     affects_active_observers_ = affects_active_observers;
158   }
affects_active_observers()159   bool affects_active_observers() const { return affects_active_observers_; }
160 
set_affects_pending_observers(bool affects_pending_observers)161   void set_affects_pending_observers(bool affects_pending_observers) {
162     affects_pending_observers_ = affects_pending_observers;
163   }
affects_pending_observers()164   bool affects_pending_observers() const { return affects_pending_observers_; }
165 
166  private:
167   Animation(scoped_ptr<AnimationCurve> curve,
168             int animation_id,
169             int group_id,
170             TargetProperty target_property);
171 
172   double ConvertToActiveTime(base::TimeTicks monotonic_time) const;
173 
174   scoped_ptr<AnimationCurve> curve_;
175 
176   // IDs are not necessarily unique.
177   int id_;
178 
179   // Animations that must be run together are called 'grouped' and have the same
180   // group id. Grouped animations are guaranteed to start at the same time and
181   // no other animations may animate any of the group's target properties until
182   // all animations in the group have finished animating. Note: an active
183   // animation's group id and target property uniquely identify that animation.
184   int group_;
185 
186   TargetProperty target_property_;
187   RunState run_state_;
188   double iterations_;
189   double iteration_start_;
190   base::TimeTicks start_time_;
191   Direction direction_;
192   double playback_rate_;
193   FillMode fill_mode_;
194 
195   // The time offset effectively pushes the start of the animation back in time.
196   // This is used for resuming paused animations -- an animation is added with a
197   // non-zero time offset, causing the animation to skip ahead to the desired
198   // point in time.
199   base::TimeDelta time_offset_;
200 
201   bool needs_synchronized_start_time_;
202   bool received_finished_event_;
203 
204   // When an animation is suspended, it behaves as if it is paused and it also
205   // ignores all run state changes until it is resumed. This is used for testing
206   // purposes.
207   bool suspended_;
208 
209   // These are used in TrimTimeToCurrentIteration to account for time
210   // spent while paused. This is not included in AnimationState since it
211   // there is absolutely no need for clients of this controller to know
212   // about these values.
213   base::TimeTicks pause_time_;
214   base::TimeDelta total_paused_time_;
215 
216   // Animations lead dual lives. An active animation will be conceptually owned
217   // by two controllers, one on the impl thread and one on the main. In reality,
218   // there will be two separate Animation instances for the same animation. They
219   // will have the same group id and the same target property (these two values
220   // uniquely identify an animation). The instance on the impl thread is the
221   // instance that ultimately controls the values of the animating layer and so
222   // we will refer to it as the 'controlling instance'.
223   bool is_controlling_instance_;
224 
225   bool is_impl_only_;
226 
227   // When pushed from a main-thread controller to a compositor-thread
228   // controller, an animation will initially only affect pending observers
229   // (corresponding to layers in the pending tree). Animations that only
230   // affect pending observers are able to reach the Starting state and tick
231   // pending observers, but cannot proceed any further and do not tick active
232   // observers. After activation, such animations affect both kinds of observers
233   // and are able to proceed past the Starting state. When the removal of
234   // an animation is pushed from a main-thread controller to a
235   // compositor-thread controller, this initially only makes the animation
236   // stop affecting pending observers. After activation, such animations no
237   // longer affect any observers, and are deleted.
238   bool affects_active_observers_;
239   bool affects_pending_observers_;
240 
241   DISALLOW_COPY_AND_ASSIGN(Animation);
242 };
243 
244 }  // namespace cc
245 
246 #endif  // CC_ANIMATION_ANIMATION_H_
247