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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.

#include "ui/compositor/layer_animation_sequence.h"

#include <algorithm>
#include <iterator>

#include "base/debug/trace_event.h"
#include "ui/compositor/layer_animation_delegate.h"
#include "ui/compositor/layer_animation_element.h"
#include "ui/compositor/layer_animation_observer.h"

namespace ui {

LayerAnimationSequence::LayerAnimationSequence()
    : is_cyclic_(false),
      last_element_(0) {
}

LayerAnimationSequence::LayerAnimationSequence(LayerAnimationElement* element)
    : is_cyclic_(false),
      last_element_(0) {
  AddElement(element);
}

LayerAnimationSequence::~LayerAnimationSequence() {
  FOR_EACH_OBSERVER(LayerAnimationObserver,
                    observers_,
                    DetachedFromSequence(this, true));
}

void LayerAnimationSequence::Progress(base::TimeDelta elapsed,
                                      LayerAnimationDelegate* delegate) {
  bool redraw_required = false;

  if (elements_.empty())
    return;

  if (is_cyclic_ && duration_ > base::TimeDelta()) {
    // If delta = elapsed - last_start_ is huge, we can skip ahead by complete
    // loops to save time.
    base::TimeDelta delta = elapsed - last_start_;
    int64 k = delta.ToInternalValue() / duration_.ToInternalValue() - 1;

    last_start_ += base::TimeDelta::FromInternalValue(
      k * duration_.ToInternalValue());
  }

  size_t current_index = last_element_ % elements_.size();
  while ((is_cyclic_ || last_element_ < elements_.size()) &&
         (last_start_ + elements_[current_index]->duration() < elapsed)) {
    // Let the element we're passing finish.
    if (elements_[current_index]->Progress(1.0, delegate))
      redraw_required = true;
    last_start_ += elements_[current_index]->duration();
    ++last_element_;
    current_index = last_element_ % elements_.size();
  }

  if (is_cyclic_ || last_element_ < elements_.size()) {
    double t = 1.0;
    if (elements_[current_index]->duration() > base::TimeDelta()) {
      t = (elapsed - last_start_).InMillisecondsF() /
          elements_[current_index]->duration().InMillisecondsF();
    }
    if (elements_[current_index]->Progress(t, delegate))
      redraw_required = true;
  }

  // Since the delegate may be deleted due to the notifications below, it is
  // important that we schedule a draw before sending them.
  if (redraw_required)
    delegate->ScheduleDrawForAnimation();

  if (!is_cyclic_ && elapsed == duration_) {
    last_element_ = 0;
    last_start_ = base::TimeDelta::FromMilliseconds(0);
    NotifyEnded();
  }
}

void LayerAnimationSequence::GetTargetValue(
    LayerAnimationElement::TargetValue* target) const {
  if (is_cyclic_)
    return;

  for (size_t i = last_element_; i < elements_.size(); ++i)
    elements_[i]->GetTargetValue(target);
}

void LayerAnimationSequence::Abort() {
  size_t current_index = last_element_ % elements_.size();
  while (current_index < elements_.size()) {
    elements_[current_index]->Abort();
    ++current_index;
  }
  last_element_ = 0;
  last_start_ = base::TimeDelta::FromMilliseconds(0);
  NotifyAborted();
}

void LayerAnimationSequence::AddElement(LayerAnimationElement* element) {
  // Update duration and properties.
  duration_ += element->duration();
  properties_.insert(element->properties().begin(),
                     element->properties().end());
  elements_.push_back(make_linked_ptr(element));
}

bool LayerAnimationSequence::HasCommonProperty(
    const LayerAnimationElement::AnimatableProperties& other) const {
  LayerAnimationElement::AnimatableProperties intersection;
  std::insert_iterator<LayerAnimationElement::AnimatableProperties> ii(
      intersection, intersection.begin());
  std::set_intersection(properties_.begin(), properties_.end(),
                        other.begin(), other.end(),
                        ii);
  return intersection.size() > 0;
}

void LayerAnimationSequence::AddObserver(LayerAnimationObserver* observer) {
  if (!observers_.HasObserver(observer)) {
    observers_.AddObserver(observer);
    observer->AttachedToSequence(this);
  }
}

void LayerAnimationSequence::RemoveObserver(LayerAnimationObserver* observer) {
  observers_.RemoveObserver(observer);
  observer->DetachedFromSequence(this, true);
}

void LayerAnimationSequence::OnScheduled() {
  NotifyScheduled();
}

void LayerAnimationSequence::OnAnimatorDestroyed() {
  if (observers_.might_have_observers()) {
    ObserverListBase<LayerAnimationObserver>::Iterator it(observers_);
    LayerAnimationObserver* obs;
    while ((obs = it.GetNext()) != NULL) {
      if (!obs->RequiresNotificationWhenAnimatorDestroyed()) {
        // Remove the observer, but do not allow notifications to be sent.
        observers_.RemoveObserver(obs);
        obs->DetachedFromSequence(this, false);
      }
    }
  }
}

void LayerAnimationSequence::NotifyScheduled() {
  FOR_EACH_OBSERVER(LayerAnimationObserver,
                    observers_,
                    OnLayerAnimationScheduled(this));
}

void LayerAnimationSequence::NotifyEnded() {
  FOR_EACH_OBSERVER(LayerAnimationObserver,
                    observers_,
                    OnLayerAnimationEnded(this));
}

void LayerAnimationSequence::NotifyAborted() {
  FOR_EACH_OBSERVER(LayerAnimationObserver,
                    observers_,
                    OnLayerAnimationAborted(this));
}

}  // namespace ui