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      1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
      2 // Use of this source code is governed by a BSD-style license that can be
      3 // found in the LICENSE file.
      4 
      5 #ifndef UI_COMPOSITOR_LAYER_ANIMATOR_H_
      6 #define UI_COMPOSITOR_LAYER_ANIMATOR_H_
      7 
      8 #include <deque>
      9 #include <vector>
     10 
     11 #include "base/compiler_specific.h"
     12 #include "base/memory/linked_ptr.h"
     13 #include "base/memory/ref_counted.h"
     14 #include "base/observer_list.h"
     15 #include "base/time/time.h"
     16 #include "ui/compositor/compositor_export.h"
     17 #include "ui/compositor/layer_animation_element.h"
     18 #include "ui/gfx/animation/animation_container_element.h"
     19 #include "ui/gfx/animation/tween.h"
     20 
     21 namespace gfx {
     22 class Animation;
     23 class Rect;
     24 class Transform;
     25 }
     26 
     27 namespace ui {
     28 class Layer;
     29 class LayerAnimationSequence;
     30 class LayerAnimationDelegate;
     31 class LayerAnimationObserver;
     32 class ScopedLayerAnimationSettings;
     33 
     34 // When a property of layer needs to be changed it is set by way of
     35 // LayerAnimator. This enables LayerAnimator to animate property changes.
     36 // NB: during many tests, set_disable_animations_for_test is used and causes
     37 // all animations to complete immediately. The layer animation is ref counted
     38 // so that if its owning layer is deleted (and the owning layer is only other
     39 // class that should ever hold a ref ptr to a LayerAnimator), the animator can
     40 // ensure that it is not disposed of until it finishes executing. It does this
     41 // by holding a reference to itself for the duration of methods for which it
     42 // must guarantee that |this| is valid.
     43 class COMPOSITOR_EXPORT LayerAnimator
     44     : public gfx::AnimationContainerElement,
     45       public base::RefCounted<LayerAnimator> {
     46  public:
     47   enum PreemptionStrategy {
     48     IMMEDIATELY_SET_NEW_TARGET,
     49     IMMEDIATELY_ANIMATE_TO_NEW_TARGET,
     50     ENQUEUE_NEW_ANIMATION,
     51     REPLACE_QUEUED_ANIMATIONS,
     52     BLEND_WITH_CURRENT_ANIMATION
     53   };
     54 
     55   explicit LayerAnimator(base::TimeDelta transition_duration);
     56 
     57   // No implicit animations when properties are set.
     58   static LayerAnimator* CreateDefaultAnimator();
     59 
     60   // Implicitly animates when properties are set.
     61   static LayerAnimator* CreateImplicitAnimator();
     62 
     63   // Sets the transform on the delegate. May cause an implicit animation.
     64   virtual void SetTransform(const gfx::Transform& transform);
     65   gfx::Transform GetTargetTransform() const;
     66 
     67   // Sets the bounds on the delegate. May cause an implicit animation.
     68   virtual void SetBounds(const gfx::Rect& bounds);
     69   gfx::Rect GetTargetBounds() const;
     70 
     71   // Sets the opacity on the delegate. May cause an implicit animation.
     72   virtual void SetOpacity(float opacity);
     73   float GetTargetOpacity() const;
     74 
     75   // Sets the visibility of the delegate. May cause an implicit animation.
     76   virtual void SetVisibility(bool visibility);
     77   bool GetTargetVisibility() const;
     78 
     79   // Sets the brightness on the delegate. May cause an implicit animation.
     80   virtual void SetBrightness(float brightness);
     81   float GetTargetBrightness() const;
     82 
     83   // Sets the grayscale on the delegate. May cause an implicit animation.
     84   virtual void SetGrayscale(float grayscale);
     85   float GetTargetGrayscale() const;
     86 
     87   // Sets the color on the delegate. May cause an implicit animation.
     88   virtual void SetColor(SkColor color);
     89   SkColor GetTargetColor() const;
     90 
     91   // Returns the default length of animations, including adjustment for slow
     92   // animation mode if set.
     93   base::TimeDelta GetTransitionDuration() const;
     94 
     95   // Sets the layer animation delegate the animator is associated with. The
     96   // animator does not own the delegate. The layer animator expects a non-NULL
     97   // delegate for most of its operations, so do not call any methods without
     98   // a valid delegate installed.
     99   void SetDelegate(LayerAnimationDelegate* delegate);
    100 
    101   // Sets the animation preemption strategy. This determines the behaviour if
    102   // a property is set during an animation. The default is
    103   // IMMEDIATELY_SET_NEW_TARGET (see ImmediatelySetNewTarget below).
    104   void set_preemption_strategy(PreemptionStrategy strategy) {
    105     preemption_strategy_ = strategy;
    106   }
    107 
    108   PreemptionStrategy preemption_strategy() const {
    109     return preemption_strategy_;
    110   }
    111 
    112   // Start an animation sequence. If an animation for the same property is in
    113   // progress, it needs to be interrupted with the new animation. The animator
    114   // takes ownership of this animation sequence.
    115   void StartAnimation(LayerAnimationSequence* animation);
    116 
    117   // Schedule an animation to be run when possible. The animator takes ownership
    118   // of this animation sequence.
    119   void ScheduleAnimation(LayerAnimationSequence* animation);
    120 
    121   // Starts the animations to be run together, ensuring that the first elements
    122   // in these sequences have the same effective start time even when some of
    123   // them start on the compositor thread (but there is no such guarantee for
    124   // the effective start time of subsequent elements). Obviously will not work
    125   // if they animate any common properties. The animator takes ownership of the
    126   // animation sequences. Takes PreemptionStrategy into account.
    127   void StartTogether(const std::vector<LayerAnimationSequence*>& animations);
    128 
    129   // Schedules the animations to be run together, ensuring that the first
    130   // elements in these sequences have the same effective start time even when
    131   // some of them start on the compositor thread (but there is no such guarantee
    132   // for the effective start time of subsequent elements). Obviously will not
    133   // work if they animate any common properties. The animator takes ownership
    134   // of the animation sequences.
    135   void ScheduleTogether(const std::vector<LayerAnimationSequence*>& animations);
    136 
    137   // Schedules a pause for length |duration| of all the specified properties.
    138   // End the list with -1.
    139   void SchedulePauseForProperties(
    140       base::TimeDelta duration,
    141       LayerAnimationElement::AnimatableProperty property,
    142       ...);
    143 
    144   // Returns true if there is an animation in the queue (animations remain in
    145   // the queue until they complete, so this includes running animations).
    146   bool is_animating() const { return !animation_queue_.empty(); }
    147 
    148   // Returns true if there is an animation in the queue that animates the given
    149   // property (animations remain in the queue until they complete, so this
    150   // includes running animations).
    151   bool IsAnimatingProperty(
    152       LayerAnimationElement::AnimatableProperty property) const;
    153 
    154   // Stops animating the given property. No effect if there is no running
    155   // animation for the given property. Skips to the final state of the
    156   // animation.
    157   void StopAnimatingProperty(
    158       LayerAnimationElement::AnimatableProperty property);
    159 
    160   // Stops all animation and clears any queued animations. This call progresses
    161   // animations to their end points and notifies all observers.
    162   void StopAnimating() { StopAnimatingInternal(false); }
    163 
    164   // This is similar to StopAnimating, but aborts rather than finishes the
    165   // animations and notifies all observers.
    166   void AbortAllAnimations() { StopAnimatingInternal(true); }
    167 
    168   // These functions are used for adding or removing observers from the observer
    169   // list. The observers are notified when animations end.
    170   void AddObserver(LayerAnimationObserver* observer);
    171   void RemoveObserver(LayerAnimationObserver* observer);
    172 
    173   // Called when a threaded animation is actually started.
    174   void OnThreadedAnimationStarted(const cc::AnimationEvent& event);
    175 
    176   // This determines how implicit animations will be tweened. This has no
    177   // effect on animations that are explicitly started or scheduled. The default
    178   // is Tween::LINEAR.
    179   void set_tween_type(gfx::Tween::Type tween_type) { tween_type_ = tween_type; }
    180   gfx::Tween::Type tween_type() const { return tween_type_; }
    181 
    182   // For testing purposes only.
    183   void set_disable_timer_for_test(bool disable_timer) {
    184     disable_timer_for_test_ = disable_timer;
    185   }
    186 
    187   void set_last_step_time(base::TimeTicks time) {
    188     last_step_time_ = time;
    189   }
    190   base::TimeTicks last_step_time() const { return last_step_time_; }
    191 
    192  protected:
    193   virtual ~LayerAnimator();
    194 
    195   LayerAnimationDelegate* delegate() { return delegate_; }
    196   const LayerAnimationDelegate* delegate() const { return delegate_; }
    197 
    198   // Virtual for testing.
    199   virtual void ProgressAnimation(LayerAnimationSequence* sequence,
    200                                  base::TimeTicks now);
    201 
    202   void ProgressAnimationToEnd(LayerAnimationSequence* sequence);
    203 
    204   // Returns true if the sequence is owned by this animator.
    205   bool HasAnimation(LayerAnimationSequence* sequence) const;
    206 
    207  private:
    208   friend class base::RefCounted<LayerAnimator>;
    209   friend class ScopedLayerAnimationSettings;
    210   friend class LayerAnimatorTestController;
    211 
    212   class RunningAnimation {
    213    public:
    214     RunningAnimation(const base::WeakPtr<LayerAnimationSequence>& sequence);
    215     ~RunningAnimation();
    216 
    217     bool is_sequence_alive() const { return !!sequence_.get(); }
    218     LayerAnimationSequence* sequence() const { return sequence_.get(); }
    219 
    220    private:
    221     base::WeakPtr<LayerAnimationSequence> sequence_;
    222 
    223     // Copy and assign are allowed.
    224   };
    225 
    226   typedef std::vector<RunningAnimation> RunningAnimations;
    227   typedef std::deque<linked_ptr<LayerAnimationSequence> > AnimationQueue;
    228 
    229   // Implementation of AnimationContainerElement
    230   virtual void SetStartTime(base::TimeTicks start_time) OVERRIDE;
    231   virtual void Step(base::TimeTicks time_now) OVERRIDE;
    232   virtual base::TimeDelta GetTimerInterval() const OVERRIDE;
    233 
    234   // Finishes all animations by either advancing them to their final state or by
    235   // aborting them.
    236   void StopAnimatingInternal(bool abort);
    237 
    238   // Starts or stops stepping depending on whether thare are running animations.
    239   void UpdateAnimationState();
    240 
    241   // Removes the sequences from both the running animations and the queue.
    242   // Returns a pointer to the removed animation, if any. NOTE: the caller is
    243   // responsible for deleting the returned pointer.
    244   LayerAnimationSequence* RemoveAnimation(
    245       LayerAnimationSequence* sequence) WARN_UNUSED_RESULT;
    246 
    247   // Progresses to the end of the sequence before removing it.
    248   void FinishAnimation(LayerAnimationSequence* sequence, bool abort);
    249 
    250   // Finishes any running animation with zero duration.
    251   void FinishAnyAnimationWithZeroDuration();
    252 
    253   // Clears the running animations and the queue. No sequences are progressed.
    254   void ClearAnimations();
    255 
    256   // Returns the running animation animating the given property, if any.
    257   RunningAnimation* GetRunningAnimation(
    258       LayerAnimationElement::AnimatableProperty property);
    259 
    260   // Checks if the sequence has already been added to the queue and adds it
    261   // to the front if note.
    262   void AddToQueueIfNotPresent(LayerAnimationSequence* sequence);
    263 
    264   // Any running or queued animation that affects a property in common with
    265   // |sequence| is either finished or aborted depending on |abort|.
    266   void RemoveAllAnimationsWithACommonProperty(LayerAnimationSequence* sequence,
    267                                               bool abort);
    268 
    269   // Preempts a running animation by progressing both the running animation and
    270   // the given sequence to the end.
    271   void ImmediatelySetNewTarget(LayerAnimationSequence* sequence);
    272 
    273   // Preempts by aborting the running animation, and starts the given animation.
    274   void ImmediatelyAnimateToNewTarget(LayerAnimationSequence* sequence);
    275 
    276   // Preempts by adding the new animation to the queue.
    277   void EnqueueNewAnimation(LayerAnimationSequence* sequence);
    278 
    279   // Preempts by wiping out any unstarted animation in the queue and then
    280   // enqueuing this animation.
    281   void ReplaceQueuedAnimations(LayerAnimationSequence* sequence);
    282 
    283   // If there's an animation in the queue that doesn't animate the same property
    284   // as a running animation, or an animation schedule to run before it, start it
    285   // up. Repeat until there are no such animations.
    286   void ProcessQueue();
    287 
    288   // Attempts to add the sequence to the list of running animations. Returns
    289   // false if there is an animation running that already animates one of the
    290   // properties affected by |sequence|.
    291   bool StartSequenceImmediately(LayerAnimationSequence* sequence);
    292 
    293   // Sets the value of target as if all the running and queued animations were
    294   // allowed to finish.
    295   void GetTargetValue(LayerAnimationElement::TargetValue* target) const;
    296 
    297   // Called whenever an animation is added to the animation queue. Either by
    298   // starting the animation or adding to the queue.
    299   void OnScheduled(LayerAnimationSequence* sequence);
    300 
    301   // Sets |transition_duration_| unless |is_transition_duration_locked_| is set.
    302   void SetTransitionDuration(base::TimeDelta duration);
    303 
    304   // Clears the animation queues and notifies any running animations that they
    305   // have been aborted.
    306   void ClearAnimationsInternal();
    307 
    308   // Cleans up any running animations that may have been deleted.
    309   void PurgeDeletedAnimations();
    310 
    311   // This is the queue of animations to run.
    312   AnimationQueue animation_queue_;
    313 
    314   // The target of all layer animations.
    315   LayerAnimationDelegate* delegate_;
    316 
    317   // The currently running animations.
    318   RunningAnimations running_animations_;
    319 
    320   // Determines how animations are replaced.
    321   PreemptionStrategy preemption_strategy_;
    322 
    323   // Whether the length of animations is locked. While it is locked
    324   // SetTransitionDuration does not set |transition_duration_|.
    325   bool is_transition_duration_locked_;
    326 
    327   // The default length of animations.
    328   base::TimeDelta transition_duration_;
    329 
    330   // The default tween type for implicit transitions
    331   gfx::Tween::Type tween_type_;
    332 
    333   // Used for coordinating the starting of animations.
    334   base::TimeTicks last_step_time_;
    335 
    336   // True if we are being stepped by our container.
    337   bool is_started_;
    338 
    339   // This prevents the animator from automatically stepping through animations
    340   // and allows for manual stepping.
    341   bool disable_timer_for_test_;
    342 
    343   // Prevents timer adjustments in case when we start multiple animations
    344   // with preemption strategies that discard previous animations.
    345   bool adding_animations_;
    346 
    347   // Observers are notified when layer animations end, are scheduled or are
    348   // aborted.
    349   ObserverList<LayerAnimationObserver> observers_;
    350 
    351   DISALLOW_COPY_AND_ASSIGN(LayerAnimator);
    352 };
    353 
    354 }  // namespace ui
    355 
    356 #endif  // UI_COMPOSITOR_LAYER_ANIMATOR_H_
    357