// 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/basictypes.h" #include "base/memory/scoped_ptr.h" #include "base/time/time.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 'WaitingForTargetAvailability' 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. enum RunState { WaitingForTargetAvailability = 0, WaitingForDeletion, Starting, Running, Paused, Finished, Aborted, // This sentinel must be last. RunStateEnumSize }; enum TargetProperty { Transform = 0, Opacity, Filter, ScrollOffset, BackgroundColor, // This sentinel must be last. TargetPropertyEnumSize }; enum Direction { Normal, Reverse, Alternate, AlternateReverse }; static scoped_ptr<Animation> Create(scoped_ptr<AnimationCurve> curve, int animation_id, int group_id, TargetProperty target_property); virtual ~Animation(); int id() const { return id_; } int group() const { return group_; } TargetProperty 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. int iterations() const { return iterations_; } void set_iterations(int n) { iterations_ = n; } 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; } bool IsFinishedAt(base::TimeTicks monotonic_time) const; bool is_finished() const { return run_state_ == Finished || run_state_ == Aborted || run_state_ == WaitingForDeletion; } 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. double TrimTimeToCurrentIteration(base::TimeTicks monotonic_time) const; scoped_ptr<Animation> CloneAndInitialize(RunState initial_run_state) const; 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<AnimationCurve> curve, int animation_id, int group_id, TargetProperty target_property); scoped_ptr<AnimationCurve> curve_; // IDs are not necessarily 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. Note: an active // animation's group id and target property uniquely identify that animation. int group_; TargetProperty target_property_; RunState run_state_; int iterations_; base::TimeTicks start_time_; Direction direction_; // 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_