// 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_LAYER_ANIMATION_CONTROLLER_H_ #define CC_LAYER_ANIMATION_CONTROLLER_H_ #include "base/basictypes.h" #include "base/hash_tables.h" #include "base/memory/scoped_ptr.h" #include "cc/animation_events.h" #include "cc/cc_export.h" #include "cc/layer_animation_observer.h" #include "cc/scoped_ptr_vector.h" namespace gfx { class Transform; } namespace cc { class Animation; class KeyframeValueList; class CC_EXPORT LayerAnimationControllerClient { public: virtual ~LayerAnimationControllerClient() { } virtual int id() const = 0; virtual void setOpacityFromAnimation(float) = 0; virtual float opacity() const = 0; virtual void setTransformFromAnimation(const gfx::Transform&) = 0; virtual const gfx::Transform& transform() const = 0; }; class CC_EXPORT LayerAnimationController : public LayerAnimationObserver { public: static scoped_ptr create(LayerAnimationControllerClient*); virtual ~LayerAnimationController(); // These methods are virtual for testing. virtual void addAnimation(scoped_ptr); virtual void pauseAnimation(int animationId, double timeOffset); virtual void removeAnimation(int animationId); virtual void removeAnimation(int animationId, ActiveAnimation::TargetProperty); virtual void suspendAnimations(double monotonicTime); virtual void resumeAnimations(double monotonicTime); // Ensures that the list of active animations on the main thread and the impl thread // are kept in sync. This function does not take ownership of the impl thread controller. virtual void pushAnimationUpdatesTo(LayerAnimationController*); void animate(double monotonicTime, AnimationEventsVector*); // Returns the active animation in the given group, animating the given property, if such an // animation exists. ActiveAnimation* getActiveAnimation(int groupId, ActiveAnimation::TargetProperty) const; // Returns the active animation animating the given property that is either running, or is // next to run, if such an animation exists. ActiveAnimation* getActiveAnimation(ActiveAnimation::TargetProperty) const; // Returns true if there are any animations that have neither finished nor aborted. bool hasActiveAnimation() const; // Returns true if there is an animation currently animating the given property, or // if there is an animation scheduled to animate this property in the future. bool isAnimatingProperty(ActiveAnimation::TargetProperty) const; // This is called in response to an animation being started on the impl thread. This // function updates the corresponding main thread animation's start time. virtual void OnAnimationStarted(const AnimationEvent&) OVERRIDE; // If a sync is forced, then the next time animation updates are pushed to the impl // thread, all animations will be transferred. void setForceSync() { m_forceSync = true; } void setClient(LayerAnimationControllerClient*); protected: explicit LayerAnimationController(LayerAnimationControllerClient*); private: typedef base::hash_set TargetProperties; void pushNewAnimationsToImplThread(LayerAnimationController*) const; void removeAnimationsCompletedOnMainThread(LayerAnimationController*) const; void pushPropertiesToImplThread(LayerAnimationController*) const; void replaceImplThreadAnimations(LayerAnimationController*) const; void startAnimationsWaitingForNextTick(double monotonicTime, AnimationEventsVector*); void startAnimationsWaitingForStartTime(double monotonicTime, AnimationEventsVector*); void startAnimationsWaitingForTargetAvailability(double monotonicTime, AnimationEventsVector*); void resolveConflicts(double monotonicTime); void markAnimationsForDeletion(double monotonicTime, AnimationEventsVector*); void purgeAnimationsMarkedForDeletion(); void tickAnimations(double monotonicTime); // If this is true, we force a sync to the impl thread. bool m_forceSync; LayerAnimationControllerClient* m_client; ScopedPtrVector m_activeAnimations; DISALLOW_COPY_AND_ASSIGN(LayerAnimationController); }; } // namespace cc #endif // CC_LAYER_ANIMATION_CONTROLLER_H_