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author | vollick@chromium.org <vollick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-12-20 23:07:42 +0000 |
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committer | vollick@chromium.org <vollick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2012-12-20 23:07:42 +0000 |
commit | 29738640f7606551b16abc19cf309d4c03de4c35 (patch) | |
tree | 42499ffe4d679f86f2d45d864b914568fddb6cc2 /cc/animation.h | |
parent | a81d67fa282c79bb0354043dbdc51ae49e492bed (diff) | |
download | chromium_src-29738640f7606551b16abc19cf309d4c03de4c35.zip chromium_src-29738640f7606551b16abc19cf309d4c03de4c35.tar.gz chromium_src-29738640f7606551b16abc19cf309d4c03de4c35.tar.bz2 |
Rename ActiveAnimation -> Animation
ActiveAnimation has a bad name. It used to be the case that 'active' animations were a subset of all animations, but now every animation in cc/ is 'active' and I think that's confusing.
R=enne@chromium.org
BUG=None
Review URL: https://chromiumcodereview.appspot.com/11636051
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@174267 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'cc/animation.h')
-rw-r--r-- | cc/animation.h | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/cc/animation.h b/cc/animation.h new file mode 100644 index 0000000..cd45d4e --- /dev/null +++ b/cc/animation.h @@ -0,0 +1,162 @@ +// 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_H_ +#define CC_ANIMATION_H_ + +#include "base/basictypes.h" +#include "base/memory/scoped_ptr.h" +#include "cc/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 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<Animation> create(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty); + + virtual ~Animation(); + + 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<Animation> clone(InstanceType) const; + scoped_ptr<Animation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const; + bool isControllingInstance() const { return m_isControllingInstance; } + + void pushPropertiesTo(Animation*) const; + +private: + Animation(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 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 m_isControllingInstance; + + DISALLOW_COPY_AND_ASSIGN(Animation); +}; + +} // namespace cc + +#endif // CC_ANIMATION_H_ |