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-rw-r--r--cc/CCActiveAnimation.h159
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"