// 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/macros.h" #include "base/memory/scoped_ptr.h" #include "base/time/time.h" #include "cc/animation/target_property.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 the 'WAITING_FOR_TARGET_AVAILABILITY' state. An // Animation waiting for target availibility will run as soon as its target // property is free (and all the animations animating with it are also able to // run). When this time arrives, the controller will move the animation 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. An animation in the state // ABORTED_BUT_NEEDS_COMPLETION is an animation that was aborted for // some reason, but needs to be finished. Currently this is for impl-only // scroll offset animations that need to be completed on the main thread. enum RunState { WAITING_FOR_TARGET_AVAILABILITY = 0, WAITING_FOR_DELETION, STARTING, RUNNING, PAUSED, FINISHED, ABORTED, ABORTED_BUT_NEEDS_COMPLETION, // This sentinel must be last. LAST_RUN_STATE = ABORTED_BUT_NEEDS_COMPLETION }; enum Direction { DIRECTION_NORMAL, DIRECTION_REVERSE, DIRECTION_ALTERNATE, DIRECTION_ALTERNATE_REVERSE }; enum FillMode { FILL_MODE_NONE, FILL_MODE_FORWARDS, FILL_MODE_BACKWARDS, FILL_MODE_BOTH }; static scoped_ptr Create(scoped_ptr curve, int animation_id, int group_id, TargetProperty::Type target_property); virtual ~Animation(); int id() const { return id_; } int group() const { return group_; } TargetProperty::Type target_property() const { return target_property_; } RunState run_state() const { return run_state_; } void SetRunState(RunState run_state, base::TimeTicks 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. double iterations() const { return iterations_; } void set_iterations(double n) { iterations_ = n; } double iteration_start() const { return iteration_start_; } void set_iteration_start(double iteration_start) { iteration_start_ = iteration_start; } base::TimeTicks start_time() const { return start_time_; } void set_start_time(base::TimeTicks monotonic_time) { start_time_ = monotonic_time; } bool has_set_start_time() const { return !start_time_.is_null(); } base::TimeDelta time_offset() const { return time_offset_; } void set_time_offset(base::TimeDelta monotonic_time) { time_offset_ = monotonic_time; } void Suspend(base::TimeTicks monotonic_time); void Resume(base::TimeTicks monotonic_time); Direction direction() { return direction_; } void set_direction(Direction direction) { direction_ = direction; } FillMode fill_mode() { return fill_mode_; } void set_fill_mode(FillMode fill_mode) { fill_mode_ = fill_mode; } double playback_rate() { return playback_rate_; } void set_playback_rate(double playback_rate) { playback_rate_ = playback_rate; } bool IsFinishedAt(base::TimeTicks monotonic_time) const; bool is_finished() const { return run_state_ == FINISHED || run_state_ == ABORTED || run_state_ == WAITING_FOR_DELETION; } bool InEffect(base::TimeTicks monotonic_time) const; 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; } // This is true for animations running on the main thread when the FINISHED // event sent by the corresponding impl animation has been received. bool received_finished_event() const { return received_finished_event_; } void set_received_finished_event(bool received_finished_event) { received_finished_event_ = received_finished_event; } // Takes the given absolute time, and using the start time and the number // of iterations, returns the relative time in the current iteration. base::TimeDelta TrimTimeToCurrentIteration( base::TimeTicks monotonic_time) const; scoped_ptr CloneAndInitialize(RunState initial_run_state) const; void set_is_controlling_instance_for_test(bool is_controlling_instance) { is_controlling_instance_ = is_controlling_instance; } 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_; } void set_affects_active_observers(bool affects_active_observers) { affects_active_observers_ = affects_active_observers; } bool affects_active_observers() const { return affects_active_observers_; } void set_affects_pending_observers(bool affects_pending_observers) { affects_pending_observers_ = affects_pending_observers; } bool affects_pending_observers() const { return affects_pending_observers_; } private: Animation(scoped_ptr curve, int animation_id, int group_id, TargetProperty::Type target_property); base::TimeDelta ConvertToActiveTime(base::TimeTicks monotonic_time) const; scoped_ptr curve_; // IDs must be 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. int group_; TargetProperty::Type target_property_; RunState run_state_; double iterations_; double iteration_start_; base::TimeTicks start_time_; Direction direction_; double playback_rate_; FillMode fill_mode_; // 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. base::TimeDelta time_offset_; bool needs_synchronized_start_time_; bool received_finished_event_; // 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. base::TimeTicks pause_time_; base::TimeDelta 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_; // When pushed from a main-thread controller to a compositor-thread // controller, an animation will initially only affect pending observers // (corresponding to layers in the pending tree). Animations that only // affect pending observers are able to reach the STARTING state and tick // pending observers, but cannot proceed any further and do not tick active // observers. After activation, such animations affect both kinds of observers // and are able to proceed past the STARTING state. When the removal of // an animation is pushed from a main-thread controller to a // compositor-thread controller, this initially only makes the animation // stop affecting pending observers. After activation, such animations no // longer affect any observers, and are deleted. bool affects_active_observers_; bool affects_pending_observers_; DISALLOW_COPY_AND_ASSIGN(Animation); }; } // namespace cc #endif // CC_ANIMATION_ANIMATION_H_