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// 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.
#include "config.h"
#include "CCLayerAnimationController.h"
#include "CCActiveAnimation.h"
#include "CCKeyframedAnimationCurve.h"
#include <public/WebTransformationMatrix.h>
#include <wtf/CurrentTime.h>
#include <wtf/HashMap.h>
using WebKit::WebTransformationMatrix;
namespace cc {
CCLayerAnimationController::CCLayerAnimationController(CCLayerAnimationControllerClient* client)
: m_forceSync(false)
, m_client(client)
{
}
CCLayerAnimationController::~CCLayerAnimationController()
{
}
scoped_ptr<CCLayerAnimationController> CCLayerAnimationController::create(CCLayerAnimationControllerClient* client)
{
return make_scoped_ptr(new CCLayerAnimationController(client));
}
void CCLayerAnimationController::pauseAnimation(int animationId, double timeOffset)
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->id() == animationId)
m_activeAnimations[i]->setRunState(CCActiveAnimation::Paused, timeOffset + m_activeAnimations[i]->startTime());
}
}
void CCLayerAnimationController::removeAnimation(int animationId)
{
for (size_t i = 0; i < m_activeAnimations.size();) {
if (m_activeAnimations[i]->id() == animationId)
m_activeAnimations.remove(i);
else
i++;
}
}
void CCLayerAnimationController::removeAnimation(int animationId, CCActiveAnimation::TargetProperty targetProperty)
{
for (size_t i = 0; i < m_activeAnimations.size();) {
if (m_activeAnimations[i]->id() == animationId && m_activeAnimations[i]->targetProperty() == targetProperty)
m_activeAnimations.remove(i);
else
i++;
}
}
// According to render layer backing, these are for testing only.
void CCLayerAnimationController::suspendAnimations(double monotonicTime)
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (!m_activeAnimations[i]->isFinished())
m_activeAnimations[i]->setRunState(CCActiveAnimation::Paused, monotonicTime);
}
}
// Looking at GraphicsLayerCA, this appears to be the analog to suspendAnimations, which is for testing.
void CCLayerAnimationController::resumeAnimations(double monotonicTime)
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::Paused)
m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
}
}
// Ensures that the list of active animations on the main thread and the impl thread
// are kept in sync.
void CCLayerAnimationController::pushAnimationUpdatesTo(CCLayerAnimationController* controllerImpl)
{
if (m_forceSync) {
replaceImplThreadAnimations(controllerImpl);
m_forceSync = false;
} else {
purgeAnimationsMarkedForDeletion();
pushNewAnimationsToImplThread(controllerImpl);
// Remove finished impl side animations only after pushing,
// and only after the animations are deleted on the main thread
// this insures we will never push an animation twice.
removeAnimationsCompletedOnMainThread(controllerImpl);
pushPropertiesToImplThread(controllerImpl);
}
}
void CCLayerAnimationController::animate(double monotonicTime, CCAnimationEventsVector* events)
{
startAnimationsWaitingForNextTick(monotonicTime, events);
startAnimationsWaitingForStartTime(monotonicTime, events);
startAnimationsWaitingForTargetAvailability(monotonicTime, events);
resolveConflicts(monotonicTime);
tickAnimations(monotonicTime);
markAnimationsForDeletion(monotonicTime, events);
startAnimationsWaitingForTargetAvailability(monotonicTime, events);
}
void CCLayerAnimationController::addAnimation(scoped_ptr<CCActiveAnimation> animation)
{
m_activeAnimations.append(animation.Pass());
}
CCActiveAnimation* CCLayerAnimationController::getActiveAnimation(int groupId, CCActiveAnimation::TargetProperty targetProperty) const
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i)
if (m_activeAnimations[i]->group() == groupId && m_activeAnimations[i]->targetProperty() == targetProperty)
return m_activeAnimations[i];
return 0;
}
CCActiveAnimation* CCLayerAnimationController::getActiveAnimation(CCActiveAnimation::TargetProperty targetProperty) const
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
size_t index = m_activeAnimations.size() - i - 1;
if (m_activeAnimations[index]->targetProperty() == targetProperty)
return m_activeAnimations[index];
}
return 0;
}
bool CCLayerAnimationController::hasActiveAnimation() const
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (!m_activeAnimations[i]->isFinished())
return true;
}
return false;
}
bool CCLayerAnimationController::isAnimatingProperty(CCActiveAnimation::TargetProperty targetProperty) const
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() != CCActiveAnimation::Finished && m_activeAnimations[i]->runState() != CCActiveAnimation::Aborted && m_activeAnimations[i]->targetProperty() == targetProperty)
return true;
}
return false;
}
void CCLayerAnimationController::notifyAnimationStarted(const CCAnimationEvent& event)
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->group() == event.groupId && m_activeAnimations[i]->targetProperty() == event.targetProperty && m_activeAnimations[i]->needsSynchronizedStartTime()) {
m_activeAnimations[i]->setNeedsSynchronizedStartTime(false);
m_activeAnimations[i]->setStartTime(event.monotonicTime);
return;
}
}
}
void CCLayerAnimationController::setClient(CCLayerAnimationControllerClient* client)
{
m_client = client;
}
void CCLayerAnimationController::pushNewAnimationsToImplThread(CCLayerAnimationController* controllerImpl) const
{
// Any new animations owned by the main thread's controller are cloned and adde to the impl thread's controller.
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
// If the animation is already running on the impl thread, there is no need to copy it over.
if (controllerImpl->getActiveAnimation(m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty()))
continue;
// If the animation is not running on the impl thread, it does not necessarily mean that it needs
// to be copied over and started; it may have already finished. In this case, the impl thread animation
// will have already notified that it has started and the main thread animation will no longer need
// a synchronized start time.
if (!m_activeAnimations[i]->needsSynchronizedStartTime())
continue;
// The new animation should be set to run as soon as possible.
CCActiveAnimation::RunState initialRunState = CCActiveAnimation::WaitingForTargetAvailability;
double startTime = 0;
scoped_ptr<CCActiveAnimation> toAdd(m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime));
DCHECK(!toAdd->needsSynchronizedStartTime());
controllerImpl->addAnimation(toAdd.Pass());
}
}
void CCLayerAnimationController::removeAnimationsCompletedOnMainThread(CCLayerAnimationController* controllerImpl) const
{
// Delete all impl thread animations for which there is no corresponding main thread animation.
// Each iteration, controller->m_activeAnimations.size() is decremented or i is incremented
// guaranteeing progress towards loop termination.
for (size_t i = 0; i < controllerImpl->m_activeAnimations.size();) {
CCActiveAnimation* current = getActiveAnimation(controllerImpl->m_activeAnimations[i]->group(), controllerImpl->m_activeAnimations[i]->targetProperty());
if (!current)
controllerImpl->m_activeAnimations.remove(i);
else
i++;
}
}
void CCLayerAnimationController::pushPropertiesToImplThread(CCLayerAnimationController* controllerImpl) const
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
CCActiveAnimation* currentImpl = controllerImpl->getActiveAnimation(m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty());
if (currentImpl)
m_activeAnimations[i]->pushPropertiesTo(currentImpl);
}
}
void CCLayerAnimationController::startAnimationsWaitingForNextTick(double monotonicTime, CCAnimationEventsVector* events)
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForNextTick) {
m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
if (!m_activeAnimations[i]->hasSetStartTime())
m_activeAnimations[i]->setStartTime(monotonicTime);
if (events)
events->push_back(CCAnimationEvent(CCAnimationEvent::Started, m_client->id(), m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty(), monotonicTime));
}
}
}
void CCLayerAnimationController::startAnimationsWaitingForStartTime(double monotonicTime, CCAnimationEventsVector* events)
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForStartTime && m_activeAnimations[i]->startTime() <= monotonicTime) {
m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
if (events)
events->push_back(CCAnimationEvent(CCAnimationEvent::Started, m_client->id(), m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty(), monotonicTime));
}
}
}
void CCLayerAnimationController::startAnimationsWaitingForTargetAvailability(double monotonicTime, CCAnimationEventsVector* events)
{
// First collect running properties.
TargetProperties blockedProperties;
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::Running || m_activeAnimations[i]->runState() == CCActiveAnimation::Finished)
blockedProperties.insert(m_activeAnimations[i]->targetProperty());
}
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForTargetAvailability) {
// Collect all properties for animations with the same group id (they should all also be in the list of animations).
TargetProperties enqueuedProperties;
enqueuedProperties.insert(m_activeAnimations[i]->targetProperty());
for (size_t j = i + 1; j < m_activeAnimations.size(); ++j) {
if (m_activeAnimations[i]->group() == m_activeAnimations[j]->group())
enqueuedProperties.insert(m_activeAnimations[j]->targetProperty());
}
// Check to see if intersection of the list of properties affected by the group and the list of currently
// blocked properties is null. In any case, the group's target properties need to be added to the list
// of blocked properties.
bool nullIntersection = true;
for (TargetProperties::iterator pIter = enqueuedProperties.begin(); pIter != enqueuedProperties.end(); ++pIter) {
if (!blockedProperties.insert(*pIter).second)
nullIntersection = false;
}
// If the intersection is null, then we are free to start the animations in the group.
if (nullIntersection) {
m_activeAnimations[i]->setRunState(CCActiveAnimation::Running, monotonicTime);
if (!m_activeAnimations[i]->hasSetStartTime())
m_activeAnimations[i]->setStartTime(monotonicTime);
if (events)
events->push_back(CCAnimationEvent(CCAnimationEvent::Started, m_client->id(), m_activeAnimations[i]->group(), m_activeAnimations[i]->targetProperty(), monotonicTime));
for (size_t j = i + 1; j < m_activeAnimations.size(); ++j) {
if (m_activeAnimations[i]->group() == m_activeAnimations[j]->group()) {
m_activeAnimations[j]->setRunState(CCActiveAnimation::Running, monotonicTime);
if (!m_activeAnimations[j]->hasSetStartTime())
m_activeAnimations[j]->setStartTime(monotonicTime);
}
}
}
}
}
}
void CCLayerAnimationController::resolveConflicts(double monotonicTime)
{
// Find any animations that are animating the same property and resolve the
// confict. We could eventually blend, but for now we'll just abort the
// previous animation (where 'previous' means: (1) has a prior start time or
// (2) has an equal start time, but was added to the queue earlier, i.e.,
// has a lower index in m_activeAnimations).
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::Running) {
for (size_t j = i + 1; j < m_activeAnimations.size(); ++j) {
if (m_activeAnimations[j]->runState() == CCActiveAnimation::Running && m_activeAnimations[i]->targetProperty() == m_activeAnimations[j]->targetProperty()) {
if (m_activeAnimations[i]->startTime() > m_activeAnimations[j]->startTime())
m_activeAnimations[j]->setRunState(CCActiveAnimation::Aborted, monotonicTime);
else
m_activeAnimations[i]->setRunState(CCActiveAnimation::Aborted, monotonicTime);
}
}
}
}
}
void CCLayerAnimationController::markAnimationsForDeletion(double monotonicTime, CCAnimationEventsVector* events)
{
for (size_t i = 0; i < m_activeAnimations.size(); i++) {
int groupId = m_activeAnimations[i]->group();
bool allAnimsWithSameIdAreFinished = false;
// If an animation is finished, and not already marked for deletion,
// Find out if all other animations in the same group are also finished.
if (m_activeAnimations[i]->isFinished()) {
allAnimsWithSameIdAreFinished = true;
for (size_t j = 0; j < m_activeAnimations.size(); ++j) {
if (groupId == m_activeAnimations[j]->group() && !m_activeAnimations[j]->isFinished()) {
allAnimsWithSameIdAreFinished = false;
break;
}
}
}
if (allAnimsWithSameIdAreFinished) {
// We now need to remove all animations with the same group id as groupId
// (and send along animation finished notifications, if necessary).
for (size_t j = i; j < m_activeAnimations.size(); j++) {
if (groupId == m_activeAnimations[j]->group()) {
if (events)
events->push_back(CCAnimationEvent(CCAnimationEvent::Finished, m_client->id(), m_activeAnimations[j]->group(), m_activeAnimations[j]->targetProperty(), monotonicTime));
m_activeAnimations[j]->setRunState(CCActiveAnimation::WaitingForDeletion, monotonicTime);
}
}
}
}
}
void CCLayerAnimationController::purgeAnimationsMarkedForDeletion()
{
for (size_t i = 0; i < m_activeAnimations.size();) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::WaitingForDeletion)
m_activeAnimations.remove(i);
else
i++;
}
}
void CCLayerAnimationController::replaceImplThreadAnimations(CCLayerAnimationController* controllerImpl) const
{
controllerImpl->m_activeAnimations.clear();
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
scoped_ptr<CCActiveAnimation> toAdd;
if (m_activeAnimations[i]->needsSynchronizedStartTime()) {
// We haven't received an animation started notification yet, so it
// is important that we add it in a 'waiting' and not 'running' state.
CCActiveAnimation::RunState initialRunState = CCActiveAnimation::WaitingForTargetAvailability;
double startTime = 0;
toAdd = m_activeAnimations[i]->cloneAndInitialize(CCActiveAnimation::ControllingInstance, initialRunState, startTime).Pass();
} else
toAdd = m_activeAnimations[i]->clone(CCActiveAnimation::ControllingInstance).Pass();
controllerImpl->addAnimation(toAdd.Pass());
}
}
void CCLayerAnimationController::tickAnimations(double monotonicTime)
{
for (size_t i = 0; i < m_activeAnimations.size(); ++i) {
if (m_activeAnimations[i]->runState() == CCActiveAnimation::Running || m_activeAnimations[i]->runState() == CCActiveAnimation::Paused) {
double trimmed = m_activeAnimations[i]->trimTimeToCurrentIteration(monotonicTime);
// Animation assumes its initial value until it gets the synchronized start time
// from the impl thread and can start ticking.
if (m_activeAnimations[i]->needsSynchronizedStartTime())
trimmed = 0;
switch (m_activeAnimations[i]->targetProperty()) {
case CCActiveAnimation::Transform: {
const CCTransformAnimationCurve* transformAnimationCurve = m_activeAnimations[i]->curve()->toTransformAnimationCurve();
const WebTransformationMatrix matrix = transformAnimationCurve->getValue(trimmed);
if (m_activeAnimations[i]->isFinishedAt(monotonicTime))
m_activeAnimations[i]->setRunState(CCActiveAnimation::Finished, monotonicTime);
m_client->setTransformFromAnimation(matrix);
break;
}
case CCActiveAnimation::Opacity: {
const CCFloatAnimationCurve* floatAnimationCurve = m_activeAnimations[i]->curve()->toFloatAnimationCurve();
const float opacity = floatAnimationCurve->getValue(trimmed);
if (m_activeAnimations[i]->isFinishedAt(monotonicTime))
m_activeAnimations[i]->setRunState(CCActiveAnimation::Finished, monotonicTime);
m_client->setOpacityFromAnimation(opacity);
break;
}
// Do nothing for sentinel value.
case CCActiveAnimation::TargetPropertyEnumSize:
NOTREACHED();
}
}
}
}
} // namespace cc
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