| // 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 "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 one of the 'waiting' states. Animations waiting for the |
| // next tick will start the next time the controller animates. Animations |
| // waiting for target availibility will run as soon as their target property |
| // is free (and all the animations animating with it are also able to run). |
| // Animations waiting for their start time to come have be scheduled to run at |
| // a particular point in time. When this time arrives, the controller will |
| // move the animations 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 { |
| WaitingForNextTick = 0, |
| WaitingForTargetAvailability, |
| WaitingForStartTime, |
| WaitingForDeletion, |
| Starting, |
| Running, |
| Paused, |
| Finished, |
| Aborted, |
| // This sentinel must be last. |
| RunStateEnumSize |
| }; |
| |
| enum TargetProperty { |
| Transform = 0, |
| Opacity, |
| Filter, |
| // This sentinel must be last. |
| TargetPropertyEnumSize |
| }; |
| |
| 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, double 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; } |
| |
| double start_time() const { return start_time_; } |
| void set_start_time(double monotonic_time) { start_time_ = monotonic_time; } |
| bool has_set_start_time() const { return !!start_time_; } |
| |
| double time_offset() const { return time_offset_; } |
| void set_time_offset(double monotonic_time) { time_offset_ = monotonic_time; } |
| |
| void Suspend(double monotonic_time); |
| void Resume(double monotonic_time); |
| |
| // If alternates_direction is true, on odd numbered iterations we reverse the |
| // curve. |
| bool alternates_direction() const { return alternates_direction_; } |
| void set_alternates_direction(bool alternates) { |
| alternates_direction_ = alternates; |
| } |
| |
| bool IsFinishedAt(double 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(double monotonic_time) const; |
| |
| scoped_ptr<Animation> Clone() const; |
| scoped_ptr<Animation> CloneAndInitialize(RunState initial_run_state, |
| double start_time) 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_; } |
| |
| 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_; |
| double start_time_; |
| bool alternates_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. |
| double 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. |
| double pause_time_; |
| double 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_; |
| |
| DISALLOW_COPY_AND_ASSIGN(Animation); |
| }; |
| |
| } // namespace cc |
| |
| #endif // CC_ANIMATION_ANIMATION_H_ |