// 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, 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 clone(InstanceType) const; scoped_ptr cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const; bool isControllingInstance() const { return m_isControllingInstance; } void pushPropertiesTo(Animation*) const; private: Animation(scoped_ptr, int animationId, int groupId, TargetProperty); scoped_ptr 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_