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// Copyright (c) 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 UI_COMPOSITOR_LAYER_ANIMATION_ELEMENT_H_
#define UI_COMPOSITOR_LAYER_ANIMATION_ELEMENT_H_
#include <set>
#include "base/memory/weak_ptr.h"
#include "base/time/time.h"
#include "cc/animation/animation.h"
#include "cc/animation/animation_events.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/compositor/compositor_export.h"
#include "ui/gfx/animation/tween.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/transform.h"
namespace ui {
class InterpolatedTransform;
class LayerAnimationDelegate;
// LayerAnimationElements represent one segment of an animation between two
// keyframes. They know how to update a LayerAnimationDelegate given a value
// between 0 and 1 (0 for initial, and 1 for final).
class COMPOSITOR_EXPORT LayerAnimationElement {
public:
enum AnimatableProperty {
UNKNOWN = 0,
TRANSFORM = (1 << 0),
BOUNDS = (1 << 1),
OPACITY = (1 << 2),
VISIBILITY = (1 << 3),
BRIGHTNESS = (1 << 4),
GRAYSCALE = (1 << 5),
COLOR = (1 << 6),
// Used when iterating over properties.
FIRST_PROPERTY = TRANSFORM,
SENTINEL = (1 << 7)
};
static AnimatableProperty ToAnimatableProperty(
cc::Animation::TargetProperty property);
struct COMPOSITOR_EXPORT TargetValue {
TargetValue();
// Initializes the target value to match the delegate. NULL may be supplied.
explicit TargetValue(const LayerAnimationDelegate* delegate);
gfx::Rect bounds;
gfx::Transform transform;
float opacity;
bool visibility;
float brightness;
float grayscale;
SkColor color;
};
typedef uint32 AnimatableProperties;
LayerAnimationElement(AnimatableProperties properties,
base::TimeDelta duration);
virtual ~LayerAnimationElement();
// Creates an element that transitions to the given transform. The caller owns
// the return value.
static LayerAnimationElement* CreateTransformElement(
const gfx::Transform& transform,
base::TimeDelta duration);
// Creates an element that counters a transition to the given transform.
// This element maintains the invariant uninverted_transition->at(t) *
// this->at(t) == base_transform * this->at(t_start) for any t. The caller
// owns the return value.
static LayerAnimationElement* CreateInverseTransformElement(
const gfx::Transform& base_transform,
const LayerAnimationElement* uninverted_transition);
// Duplicates elements as created by CreateInverseTransformElement.
static LayerAnimationElement* CloneInverseTransformElement(
const LayerAnimationElement* other);
// Creates an element that transitions to another in a way determined by an
// interpolated transform. The element accepts ownership of the interpolated
// transform. NB: at every step, the interpolated transform clobbers the
// existing transform. That is, it does not interpolate between the existing
// transform and the last value the interpolated transform will assume. It is
// therefore important that the value of the interpolated at time 0 matches
// the current transform.
static LayerAnimationElement* CreateInterpolatedTransformElement(
InterpolatedTransform* interpolated_transform,
base::TimeDelta duration);
// Creates an element that transitions to the given bounds. The caller owns
// the return value.
static LayerAnimationElement* CreateBoundsElement(
const gfx::Rect& bounds,
base::TimeDelta duration);
// Creates an element that transitions to the given opacity. The caller owns
// the return value.
static LayerAnimationElement* CreateOpacityElement(
float opacity,
base::TimeDelta duration);
// Creates an element that sets visibily following a delay. The caller owns
// the return value.
static LayerAnimationElement* CreateVisibilityElement(
bool visibility,
base::TimeDelta duration);
// Creates an element that transitions to the given brightness.
// The caller owns the return value.
static LayerAnimationElement* CreateBrightnessElement(
float brightness,
base::TimeDelta duration);
// Creates an element that transitions to the given grayscale value.
// The caller owns the return value.
static LayerAnimationElement* CreateGrayscaleElement(
float grayscale,
base::TimeDelta duration);
// Creates an element that pauses the given properties. The caller owns the
// return value.
static LayerAnimationElement* CreatePauseElement(
AnimatableProperties properties,
base::TimeDelta duration);
// Creates an element that transitions to the given color. The caller owns the
// return value.
static LayerAnimationElement* CreateColorElement(
SkColor color,
base::TimeDelta duration);
// Sets the start time for the animation. This must be called before the first
// call to {Start, IsFinished}. Once the animation is finished, this must
// be called again in order to restart the animation.
void set_requested_start_time(base::TimeTicks start_time) {
requested_start_time_ = start_time;
}
base::TimeTicks requested_start_time() const { return requested_start_time_; }
// Sets the actual start time for the animation, taking into account any
// queueing delays.
void set_effective_start_time(base::TimeTicks start_time) {
effective_start_time_ = start_time;
}
base::TimeTicks effective_start_time() const { return effective_start_time_; }
// This must be called before the first call to Progress. If starting the
// animation involves dispatching to another thread, then this will proceed
// with that dispatch, ultimately resulting in the animation getting an
// effective start time (the time the animation starts on the other thread).
void Start(LayerAnimationDelegate* delegate, int animation_group_id);
// Returns true if the animation has started but hasn't finished.
bool Started() { return !first_frame_; }
// Updates the delegate to the appropriate value for |now|. Returns true
// if a redraw is required.
bool Progress(base::TimeTicks now, LayerAnimationDelegate* delegate);
// If calling Progress now, with the given time, will finish the animation,
// returns true and sets |end_duration| to the actual duration for this
// animation, incuding any queueing delays.
bool IsFinished(base::TimeTicks time, base::TimeDelta* total_duration);
// Updates the delegate to the end of the animation. Returns true if a
// redraw is required.
bool ProgressToEnd(LayerAnimationDelegate* delegate);
// Called if the animation is not allowed to complete. This may be called
// before OnStarted or Progress.
void Abort(LayerAnimationDelegate* delegate);
// Assigns the target value to |target|.
void GetTargetValue(TargetValue* target) const;
// The properties that the element modifies.
AnimatableProperties properties() const { return properties_; }
// Whether this element animates on the compositor thread.
virtual bool IsThreaded() const;
gfx::Tween::Type tween_type() const { return tween_type_; }
void set_tween_type(gfx::Tween::Type tween_type) { tween_type_ = tween_type; }
// Each LayerAnimationElement has a unique animation_id. Elements belonging
// to sequences that are supposed to start together have the same
// animation_group_id.
int animation_id() const { return animation_id_; }
int animation_group_id() const { return animation_group_id_; }
void set_animation_group_id(int id) { animation_group_id_ = id; }
base::TimeDelta duration() const { return duration_; }
// The fraction of the animation that has been completed after the last
// call made to {Progress, ProgressToEnd}.
double last_progressed_fraction() const { return last_progressed_fraction_; }
protected:
// Called once each time the animation element is run before any call to
// OnProgress.
virtual void OnStart(LayerAnimationDelegate* delegate) = 0;
virtual bool OnProgress(double t, LayerAnimationDelegate* delegate) = 0;
virtual void OnGetTarget(TargetValue* target) const = 0;
virtual void OnAbort(LayerAnimationDelegate* delegate) = 0;
// Actually start the animation, dispatching to another thread if needed.
virtual void RequestEffectiveStart(LayerAnimationDelegate* delegate);
LayerAnimationElement(const LayerAnimationElement& element);
private:
// For debugging purposes, we sometimes alter the duration we actually use.
// For example, during tests we often set duration = 0, and it is sometimes
// useful to slow animations down to see them more clearly.
base::TimeDelta GetEffectiveDuration(const base::TimeDelta& delta);
bool first_frame_;
const AnimatableProperties properties_;
base::TimeTicks requested_start_time_;
// When the animation actually started, taking into account queueing delays.
base::TimeTicks effective_start_time_;
const base::TimeDelta duration_;
gfx::Tween::Type tween_type_;
const int animation_id_;
int animation_group_id_;
double last_progressed_fraction_;
base::WeakPtrFactory<LayerAnimationElement> weak_ptr_factory_;
DISALLOW_ASSIGN(LayerAnimationElement);
};
} // namespace ui
#endif // UI_COMPOSITOR_LAYER_ANIMATION_ELEMENT_H_
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