diff options
Diffstat (limited to 'cc/CCActiveAnimation.h')
-rw-r--r-- | cc/CCActiveAnimation.h | 159 |
1 files changed, 2 insertions, 157 deletions
diff --git a/cc/CCActiveAnimation.h b/cc/CCActiveAnimation.h index b8d3607..e5737a8 100644 --- a/cc/CCActiveAnimation.h +++ b/cc/CCActiveAnimation.h @@ -2,160 +2,5 @@ // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. -#ifndef CCActiveAnimation_h -#define CCActiveAnimation_h - -#include "base/basictypes.h" -#include "base/memory/scoped_ptr.h" - -namespace cc { - -class CCAnimationCurve; - -// A CCActiveAnimation, contains all the state required to play a CCAnimationCurve. -// Specifically, the affected property, the run state (paused, finished, etc.), -// loop count, last pause time, and the total time spent paused. -class CCActiveAnimation { -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<CCActiveAnimation> create(scoped_ptr<CCAnimationCurve>, int animationId, int groupId, TargetProperty); - - virtual ~CCActiveAnimation(); - - 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; } - - CCAnimationCurve* curve() { return m_curve.get(); } - const CCAnimationCurve* 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<CCActiveAnimation> clone(InstanceType) const; - scoped_ptr<CCActiveAnimation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const; - bool isControllingInstance() const { return m_isControllingInstance; } - - void pushPropertiesTo(CCActiveAnimation*) const; - -private: - CCActiveAnimation(scoped_ptr<CCAnimationCurve>, int animationId, int groupId, TargetProperty); - - scoped_ptr<CCAnimationCurve> 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 CCActiveAnimation 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(CCActiveAnimation); -}; - -} // namespace cc - -#endif // CCActiveAnimation_h +// Temporary forwarding header +#include "cc/active_animation.h" |