// 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_