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authorjamesr@chromium.org <jamesr@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-03-18 07:09:09 +0000
committerjamesr@chromium.org <jamesr@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-03-18 07:09:09 +0000
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Part 3 of cc/ directory shuffles: animation
Continuation of https://src.chromium.org/viewvc/chrome?view=rev&revision=188681 BUG=190824 TBR=enne@chromium.org, vollick@chromium.org Review URL: https://codereview.chromium.org/12822004 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@188688 0039d316-1c4b-4281-b951-d872f2087c98
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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_ANIMATION_H_
+#define CC_ANIMATION_ANIMATION_H_
+
+#include "base/basictypes.h"
+#include "base/memory/scoped_ptr.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 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 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.
+ enum RunState {
+ WaitingForNextTick = 0,
+ WaitingForTargetAvailability,
+ WaitingForStartTime,
+ WaitingForDeletion,
+ Starting,
+ 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> curve,
+ int animation_id,
+ int group_id,
+ TargetProperty target_property);
+
+ virtual ~Animation();
+
+ int id() const { return id_; }
+ int group() const { return group_; }
+ TargetProperty target_property() const { return target_property_; }
+
+ RunState run_state() const { return run_state_; }
+ void SetRunState(RunState run_state, double 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.
+ int iterations() const { return iterations_; }
+ void set_iterations(int n) { iterations_ = n; }
+
+ double start_time() const { return start_time_; }
+ void set_start_time(double monotonic_time) { start_time_ = monotonic_time; }
+ bool has_set_start_time() const { return !!start_time_; }
+
+ double time_offset() const { return time_offset_; }
+ void set_time_offset(double monotonic_time) { time_offset_ = monotonic_time; }
+
+ void Suspend(double monotonic_time);
+ void Resume(double monotonic_time);
+
+ // If alternatesDirection is true, on odd numbered iterations we reverse the
+ // curve.
+ bool alternates_direction() const { return alternates_direction_; }
+ void set_alternates_direction(bool alternates) {
+ alternates_direction_ = alternates;
+ }
+
+ bool IsFinishedAt(double monotonic_time) const;
+ bool is_finished() const {
+ return run_state_ == Finished ||
+ run_state_ == Aborted ||
+ run_state_ == WaitingForDeletion;
+ }
+
+ 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;
+ }
+
+ // 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 monotonic_time) const;
+
+ enum InstanceType {
+ ControllingInstance = 0,
+ NonControllingInstance
+ };
+
+ scoped_ptr<Animation> Clone(InstanceType instance_type) const;
+ scoped_ptr<Animation> CloneAndInitialize(InstanceType instance_type,
+ RunState initial_run_state,
+ double start_time) const;
+ 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_; }
+
+ private:
+ Animation(scoped_ptr<AnimationCurve> curve,
+ int animation_id,
+ int group_id,
+ TargetProperty target_property);
+
+ scoped_ptr<AnimationCurve> curve_;
+
+ // IDs are not necessarily 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. Note: an active
+ // animation's group id and target property uniquely identify that animation.
+ int group_;
+
+ TargetProperty target_property_;
+ RunState run_state_;
+ int iterations_;
+ double start_time_;
+ bool alternates_direction_;
+
+ // 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 time_offset_;
+
+ bool needs_synchronized_start_time_;
+
+ // 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.
+ double pause_time_;
+ double 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_;
+
+ DISALLOW_COPY_AND_ASSIGN(Animation);
+};
+
+} // namespace cc
+
+#endif // CC_ANIMATION_ANIMATION_H_