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authorvollick@chromium.org <vollick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-12-20 23:07:42 +0000
committervollick@chromium.org <vollick@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2012-12-20 23:07:42 +0000
commit29738640f7606551b16abc19cf309d4c03de4c35 (patch)
tree42499ffe4d679f86f2d45d864b914568fddb6cc2 /cc/animation.h
parenta81d67fa282c79bb0354043dbdc51ae49e492bed (diff)
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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')
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diff --git a/cc/animation.h b/cc/animation.h
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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_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_