// 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 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 Create(scoped_ptr 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 Clone(InstanceType instance_type) const; scoped_ptr 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 curve, int animation_id, int group_id, TargetProperty target_property); scoped_ptr 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_H_