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      1 // Copyright 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 CC_ANIMATION_ANIMATION_H_
      6 #define CC_ANIMATION_ANIMATION_H_
      7 
      8 #include "base/basictypes.h"
      9 #include "base/memory/scoped_ptr.h"
     10 #include "base/time/time.h"
     11 #include "cc/base/cc_export.h"
     12 
     13 namespace cc {
     14 
     15 class AnimationCurve;
     16 
     17 // An Animation contains all the state required to play an AnimationCurve.
     18 // Specifically, the affected property, the run state (paused, finished, etc.),
     19 // loop count, last pause time, and the total time spent paused.
     20 class CC_EXPORT Animation {
     21  public:
     22   // Animations begin in the 'WaitingForTargetAvailability' state. An Animation
     23   // waiting for target availibility will run as soon as its target property
     24   // is free (and all the animations animating with it are also able to run).
     25   // When this time arrives, the controller will move the animation into the
     26   // Starting state, and then into the Running state. Running animations may
     27   // toggle between Running and Paused, and may be stopped by moving into either
     28   // the Aborted or Finished states. A Finished animation was allowed to run to
     29   // completion, but an Aborted animation was not.
     30   enum RunState {
     31     WaitingForTargetAvailability = 0,
     32     WaitingForDeletion,
     33     Starting,
     34     Running,
     35     Paused,
     36     Finished,
     37     Aborted,
     38     // This sentinel must be last.
     39     RunStateEnumSize
     40   };
     41 
     42   enum TargetProperty {
     43     Transform = 0,
     44     Opacity,
     45     Filter,
     46     ScrollOffset,
     47     BackgroundColor,
     48     // This sentinel must be last.
     49     TargetPropertyEnumSize
     50   };
     51 
     52   enum Direction { Normal, Reverse, Alternate, AlternateReverse };
     53 
     54   enum FillMode {
     55     FillModeNone,
     56     FillModeForwards,
     57     FillModeBackwards,
     58     FillModeBoth
     59   };
     60 
     61   static scoped_ptr<Animation> Create(scoped_ptr<AnimationCurve> curve,
     62                                       int animation_id,
     63                                       int group_id,
     64                                       TargetProperty target_property);
     65 
     66   virtual ~Animation();
     67 
     68   int id() const { return id_; }
     69   int group() const { return group_; }
     70   TargetProperty target_property() const { return target_property_; }
     71 
     72   RunState run_state() const { return run_state_; }
     73   void SetRunState(RunState run_state, base::TimeTicks monotonic_time);
     74 
     75   // This is the number of times that the animation will play. If this
     76   // value is zero the animation will not play. If it is negative, then
     77   // the animation will loop indefinitely.
     78   double iterations() const { return iterations_; }
     79   void set_iterations(double n) { iterations_ = n; }
     80 
     81   double iteration_start() const { return iteration_start_; }
     82   void set_iteration_start(double iteration_start) {
     83     iteration_start_ = iteration_start;
     84   }
     85 
     86   base::TimeTicks start_time() const { return start_time_; }
     87 
     88   void set_start_time(base::TimeTicks monotonic_time) {
     89     start_time_ = monotonic_time;
     90   }
     91   bool has_set_start_time() const { return !start_time_.is_null(); }
     92 
     93   base::TimeDelta time_offset() const { return time_offset_; }
     94   void set_time_offset(base::TimeDelta monotonic_time) {
     95     time_offset_ = monotonic_time;
     96   }
     97 
     98   void Suspend(base::TimeTicks monotonic_time);
     99   void Resume(base::TimeTicks monotonic_time);
    100 
    101   Direction direction() { return direction_; }
    102   void set_direction(Direction direction) { direction_ = direction; }
    103 
    104   FillMode fill_mode() { return fill_mode_; }
    105   void set_fill_mode(FillMode fill_mode) { fill_mode_ = fill_mode; }
    106 
    107   double playback_rate() { return playback_rate_; }
    108   void set_playback_rate(double playback_rate) {
    109     playback_rate_ = playback_rate;
    110   }
    111 
    112   bool IsFinishedAt(base::TimeTicks monotonic_time) const;
    113   bool is_finished() const {
    114     return run_state_ == Finished ||
    115         run_state_ == Aborted ||
    116         run_state_ == WaitingForDeletion;
    117   }
    118 
    119   bool InEffect(base::TimeTicks monotonic_time) const;
    120 
    121   AnimationCurve* curve() { return curve_.get(); }
    122   const AnimationCurve* curve() const { return curve_.get(); }
    123 
    124   // If this is true, even if the animation is running, it will not be tickable
    125   // until it is given a start time. This is true for animations running on the
    126   // main thread.
    127   bool needs_synchronized_start_time() const {
    128     return needs_synchronized_start_time_;
    129   }
    130   void set_needs_synchronized_start_time(bool needs_synchronized_start_time) {
    131     needs_synchronized_start_time_ = needs_synchronized_start_time;
    132   }
    133 
    134   // This is true for animations running on the main thread when the Finished
    135   // event sent by the corresponding impl animation has been received.
    136   bool received_finished_event() const {
    137     return received_finished_event_;
    138   }
    139   void set_received_finished_event(bool received_finished_event) {
    140     received_finished_event_ = received_finished_event;
    141   }
    142 
    143   // Takes the given absolute time, and using the start time and the number
    144   // of iterations, returns the relative time in the current iteration.
    145   double TrimTimeToCurrentIteration(base::TimeTicks monotonic_time) const;
    146 
    147   scoped_ptr<Animation> CloneAndInitialize(RunState initial_run_state) const;
    148 
    149   bool is_controlling_instance() const { return is_controlling_instance_; }
    150 
    151   void PushPropertiesTo(Animation* other) const;
    152 
    153   void set_is_impl_only(bool is_impl_only) { is_impl_only_ = is_impl_only; }
    154   bool is_impl_only() const { return is_impl_only_; }
    155 
    156   void set_affects_active_observers(bool affects_active_observers) {
    157     affects_active_observers_ = affects_active_observers;
    158   }
    159   bool affects_active_observers() const { return affects_active_observers_; }
    160 
    161   void set_affects_pending_observers(bool affects_pending_observers) {
    162     affects_pending_observers_ = affects_pending_observers;
    163   }
    164   bool affects_pending_observers() const { return affects_pending_observers_; }
    165 
    166  private:
    167   Animation(scoped_ptr<AnimationCurve> curve,
    168             int animation_id,
    169             int group_id,
    170             TargetProperty target_property);
    171 
    172   double ConvertToActiveTime(base::TimeTicks monotonic_time) const;
    173 
    174   scoped_ptr<AnimationCurve> curve_;
    175 
    176   // IDs are not necessarily unique.
    177   int id_;
    178 
    179   // Animations that must be run together are called 'grouped' and have the same
    180   // group id. Grouped animations are guaranteed to start at the same time and
    181   // no other animations may animate any of the group's target properties until
    182   // all animations in the group have finished animating. Note: an active
    183   // animation's group id and target property uniquely identify that animation.
    184   int group_;
    185 
    186   TargetProperty target_property_;
    187   RunState run_state_;
    188   double iterations_;
    189   double iteration_start_;
    190   base::TimeTicks start_time_;
    191   Direction direction_;
    192   double playback_rate_;
    193   FillMode fill_mode_;
    194 
    195   // The time offset effectively pushes the start of the animation back in time.
    196   // This is used for resuming paused animations -- an animation is added with a
    197   // non-zero time offset, causing the animation to skip ahead to the desired
    198   // point in time.
    199   base::TimeDelta time_offset_;
    200 
    201   bool needs_synchronized_start_time_;
    202   bool received_finished_event_;
    203 
    204   // When an animation is suspended, it behaves as if it is paused and it also
    205   // ignores all run state changes until it is resumed. This is used for testing
    206   // purposes.
    207   bool suspended_;
    208 
    209   // These are used in TrimTimeToCurrentIteration to account for time
    210   // spent while paused. This is not included in AnimationState since it
    211   // there is absolutely no need for clients of this controller to know
    212   // about these values.
    213   base::TimeTicks pause_time_;
    214   base::TimeDelta total_paused_time_;
    215 
    216   // Animations lead dual lives. An active animation will be conceptually owned
    217   // by two controllers, one on the impl thread and one on the main. In reality,
    218   // there will be two separate Animation instances for the same animation. They
    219   // will have the same group id and the same target property (these two values
    220   // uniquely identify an animation). The instance on the impl thread is the
    221   // instance that ultimately controls the values of the animating layer and so
    222   // we will refer to it as the 'controlling instance'.
    223   bool is_controlling_instance_;
    224 
    225   bool is_impl_only_;
    226 
    227   // When pushed from a main-thread controller to a compositor-thread
    228   // controller, an animation will initially only affect pending observers
    229   // (corresponding to layers in the pending tree). Animations that only
    230   // affect pending observers are able to reach the Starting state and tick
    231   // pending observers, but cannot proceed any further and do not tick active
    232   // observers. After activation, such animations affect both kinds of observers
    233   // and are able to proceed past the Starting state. When the removal of
    234   // an animation is pushed from a main-thread controller to a
    235   // compositor-thread controller, this initially only makes the animation
    236   // stop affecting pending observers. After activation, such animations no
    237   // longer affect any observers, and are deleted.
    238   bool affects_active_observers_;
    239   bool affects_pending_observers_;
    240 
    241   DISALLOW_COPY_AND_ASSIGN(Animation);
    242 };
    243 
    244 }  // namespace cc
    245 
    246 #endif  // CC_ANIMATION_ANIMATION_H_
    247