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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "ui/gfx/compositor/layer_animator.h" | 5 #include "ui/gfx/compositor/layer_animator.h" |
6 | 6 |
| 7 #include "base/debug/trace_event.h" |
7 #include "base/logging.h" | 8 #include "base/logging.h" |
8 #include "base/stl_util.h" | 9 #include "base/memory/scoped_ptr.h" |
9 #include "ui/base/animation/animation_container.h" | 10 #include "ui/base/animation/animation_container.h" |
10 #include "ui/base/animation/animation.h" | |
11 #include "ui/base/animation/tween.h" | |
12 #include "ui/gfx/compositor/compositor.h" | 11 #include "ui/gfx/compositor/compositor.h" |
13 #include "ui/gfx/compositor/layer.h" | 12 #include "ui/gfx/compositor/layer.h" |
14 #include "ui/gfx/compositor/layer_animator_delegate.h" | 13 #include "ui/gfx/compositor/layer_animation_delegate.h" |
15 #include "ui/gfx/transform.h" | 14 #include "ui/gfx/compositor/layer_animation_sequence.h" |
16 #include "ui/gfx/rect.h" | 15 |
| 16 namespace ui { |
| 17 |
| 18 class LayerAnimator; |
17 | 19 |
18 namespace { | 20 namespace { |
19 | 21 |
20 void SetMatrixElement(SkMatrix44& matrix, int index, SkMScalar value) { | 22 static const base::TimeDelta kDefaultTransitionDuration = |
21 int row = index / 4; | 23 base::TimeDelta::FromMilliseconds(250); |
22 int col = index % 4; | 24 |
23 matrix.set(row, col, value); | 25 static const base::TimeDelta kTimerInterval = |
24 } | 26 base::TimeDelta::FromMilliseconds(10); |
25 | 27 |
26 SkMScalar GetMatrixElement(const SkMatrix44& matrix, int index) { | 28 } // namespace; |
27 int row = index / 4; | 29 |
28 int col = index % 4; | 30 // LayerAnimator public -------------------------------------------------------- |
29 return matrix.get(row, col); | 31 |
30 } | 32 LayerAnimator::LayerAnimator(base::TimeDelta transition_duration) |
31 | 33 : delegate_(NULL), |
32 } // anonymous namespace | 34 preemption_strategy_(IMMEDIATELY_SET_NEW_TARGET), |
33 | 35 transition_duration_(transition_duration), |
34 namespace ui { | 36 is_started_(false), |
35 | 37 disable_timer_for_test_(false) { |
36 LayerAnimator::LayerAnimator(Layer* layer) | |
37 : layer_(layer), | |
38 got_initial_tick_(false) { | |
39 } | 38 } |
40 | 39 |
41 LayerAnimator::~LayerAnimator() { | 40 LayerAnimator::~LayerAnimator() { |
42 } | 41 ClearAnimations(); |
43 | 42 } |
44 void LayerAnimator::SetAnimation(Animation* animation) { | 43 |
45 animation_.reset(animation); | 44 // static |
46 if (animation_.get()) { | 45 LayerAnimator* LayerAnimator::CreateDefaultAnimator() { |
47 static ui::AnimationContainer* container = NULL; | 46 return new LayerAnimator(base::TimeDelta::FromMilliseconds(0)); |
48 if (!container) { | 47 } |
49 container = new AnimationContainer; | 48 |
50 container->AddRef(); | 49 // static |
51 } | 50 LayerAnimator* LayerAnimator::CreateImplicitAnimator() { |
52 animation_->set_delegate(this); | 51 return new LayerAnimator(kDefaultTransitionDuration); |
53 animation_->SetContainer(container); | 52 } |
54 got_initial_tick_ = false; | 53 |
55 } | 54 void LayerAnimator::SetTransform(const Transform& transform) { |
56 } | 55 if (transition_duration_ == base::TimeDelta()) |
57 | 56 delegate_->SetTransformFromAnimation(transform); |
58 void LayerAnimator::AnimateToPoint(const gfx::Point& target) { | 57 else |
59 StopAnimating(LOCATION); | 58 StartAnimation(new LayerAnimationSequence( |
60 const gfx::Rect& layer_bounds = layer_->bounds(); | 59 LayerAnimationElement::CreateTransformElement(transform, |
61 if (target == layer_bounds.origin()) | 60 transition_duration_))); |
62 return; // Already there. | 61 } |
63 | 62 |
64 Params& element = elements_[LOCATION]; | 63 void LayerAnimator::SetBounds(const gfx::Rect& bounds) { |
65 element.location.target_x = target.x(); | 64 if (transition_duration_ == base::TimeDelta()) |
66 element.location.target_y = target.y(); | 65 delegate_->SetBoundsFromAnimation(bounds); |
67 element.location.start_x = layer_bounds.origin().x(); | 66 else |
68 element.location.start_y = layer_bounds.origin().y(); | 67 StartAnimation(new LayerAnimationSequence( |
69 } | 68 LayerAnimationElement::CreateBoundsElement(bounds, |
70 | 69 transition_duration_))); |
71 void LayerAnimator::AnimateTransform(const Transform& transform) { | 70 } |
72 StopAnimating(TRANSFORM); | 71 |
73 const Transform& layer_transform = layer_->transform(); | 72 void LayerAnimator::SetOpacity(float opacity) { |
74 if (transform == layer_transform) | 73 if (transition_duration_ == base::TimeDelta()) |
75 return; // Already there. | 74 delegate_->SetOpacityFromAnimation(opacity); |
76 | 75 else |
77 Params& element = elements_[TRANSFORM]; | 76 StartAnimation(new LayerAnimationSequence( |
78 for (int i = 0; i < 16; ++i) { | 77 LayerAnimationElement::CreateOpacityElement(opacity, |
79 element.transform.start[i] = | 78 transition_duration_))); |
80 GetMatrixElement(layer_transform.matrix(), i); | 79 } |
81 element.transform.target[i] = | 80 |
82 GetMatrixElement(transform.matrix(), i); | 81 void LayerAnimator::SetDelegate(LayerAnimationDelegate* delegate) { |
83 } | 82 DCHECK(delegate); |
84 } | 83 delegate_ = delegate; |
85 | 84 } |
86 void LayerAnimator::AnimateOpacity(float target_opacity) { | 85 |
87 StopAnimating(OPACITY); | 86 void LayerAnimator::StartAnimation(LayerAnimationSequence* animation) { |
88 if (layer_->opacity() == target_opacity) | 87 if (!StartSequenceImmediately(animation)) { |
| 88 // Attempt to preempt a running animation. |
| 89 switch (preemption_strategy_) { |
| 90 case IMMEDIATELY_SET_NEW_TARGET: |
| 91 ImmediatelySetNewTarget(animation); |
| 92 break; |
| 93 case IMMEDIATELY_ANIMATE_TO_NEW_TARGET: |
| 94 ImmediatelyAnimateToNewTarget(animation); |
| 95 break; |
| 96 case ENQUEUE_NEW_ANIMATION: |
| 97 EnqueueNewAnimation(animation); |
| 98 break; |
| 99 case REPLACE_QUEUED_ANIMATIONS: |
| 100 ReplaceQueuedAnimations(animation); |
| 101 break; |
| 102 case BLEND_WITH_CURRENT_ANIMATION: { |
| 103 // TODO(vollick) Add support for blended sequences and use them here. |
| 104 NOTIMPLEMENTED(); |
| 105 break; |
| 106 } |
| 107 } |
| 108 } |
| 109 FinishAnyAnimationWithZeroDuration(); |
| 110 } |
| 111 |
| 112 void LayerAnimator::ScheduleAnimation(LayerAnimationSequence* animation) { |
| 113 if (is_animating()) { |
| 114 animation_queue_.push_back(make_linked_ptr(animation)); |
| 115 ProcessQueue(); |
| 116 } else { |
| 117 StartSequenceImmediately(animation); |
| 118 } |
| 119 } |
| 120 |
| 121 void LayerAnimator::ScheduleTogether( |
| 122 const std::vector<LayerAnimationSequence*>& animations) { |
| 123 // Collect all the affected properties. |
| 124 LayerAnimationElement::AnimatableProperties animated_properties; |
| 125 std::vector<LayerAnimationSequence*>::const_iterator iter; |
| 126 for (iter = animations.begin(); iter != animations.end(); ++iter) { |
| 127 animated_properties.insert((*iter)->properties().begin(), |
| 128 (*iter)->properties().end()); |
| 129 } |
| 130 |
| 131 // Scheduling a zero duration pause that affects all the animated properties |
| 132 // will prevent any of the sequences from animating until there are no |
| 133 // running animations that affect any of these properties. |
| 134 ScheduleAnimation( |
| 135 new LayerAnimationSequence( |
| 136 LayerAnimationElement::CreatePauseElement(animated_properties, |
| 137 base::TimeDelta()))); |
| 138 |
| 139 // These animations (provided they don't animate any common properties) will |
| 140 // now animate together if trivially scheduled. |
| 141 for (iter = animations.begin(); iter != animations.end(); ++iter) { |
| 142 ScheduleAnimation(*iter); |
| 143 } |
| 144 } |
| 145 |
| 146 void LayerAnimator::StopAnimatingProperty( |
| 147 LayerAnimationElement::AnimatableProperty property) { |
| 148 while (true) { |
| 149 RunningAnimation* running = GetRunningAnimation(property); |
| 150 if (!running) |
| 151 break; |
| 152 FinishAnimation(running->sequence); |
| 153 } |
| 154 } |
| 155 |
| 156 void LayerAnimator::StopAnimating() { |
| 157 while (is_animating()) |
| 158 FinishAnimation(running_animations_[0].sequence); |
| 159 } |
| 160 |
| 161 // LayerAnimator private ------------------------------------------------------- |
| 162 |
| 163 void LayerAnimator::Step(base::TimeTicks now) { |
| 164 TRACE_EVENT0("LayerAnimator", "Step"); |
| 165 last_step_time_ = now; |
| 166 std::vector<LayerAnimationSequence*> to_finish; |
| 167 for (RunningAnimations::iterator iter = running_animations_.begin(); |
| 168 iter != running_animations_.end(); ++iter) { |
| 169 base::TimeDelta delta = now - (*iter).start_time; |
| 170 if (delta >= (*iter).sequence->duration() && |
| 171 !(*iter).sequence->is_cyclic()) { |
| 172 to_finish.push_back((*iter).sequence); |
| 173 } else { |
| 174 (*iter).sequence->Progress(delta, delegate()); |
| 175 } |
| 176 } |
| 177 for (std::vector<LayerAnimationSequence*>::iterator iter = to_finish.begin(); |
| 178 iter != to_finish.end(); ++iter) { |
| 179 FinishAnimation(*iter); |
| 180 } |
| 181 } |
| 182 |
| 183 void LayerAnimator::SetStartTime(base::TimeTicks start_time) { |
| 184 } |
| 185 |
| 186 base::TimeDelta LayerAnimator::GetTimerInterval() const { |
| 187 return kTimerInterval; |
| 188 } |
| 189 |
| 190 void LayerAnimator::UpdateAnimationState() { |
| 191 if (disable_timer_for_test_) |
89 return; | 192 return; |
90 | 193 |
91 Params& element = elements_[OPACITY]; | 194 static ui::AnimationContainer* container = NULL; |
92 element.opacity.start = layer_->opacity(); | 195 if (!container) { |
93 element.opacity.target = target_opacity; | 196 container = new AnimationContainer(); |
94 } | 197 container->AddRef(); |
95 | 198 } |
96 gfx::Point LayerAnimator::GetTargetPoint() { | 199 |
97 return IsAnimating(LOCATION) ? | 200 const bool should_start = is_animating(); |
98 gfx::Point(elements_[LOCATION].location.target_x, | 201 if (should_start && !is_started_) |
99 elements_[LOCATION].location.target_y) : | 202 container->Start(this); |
100 layer_->bounds().origin(); | 203 else if (!should_start && is_started_) |
101 } | 204 container->Stop(this); |
102 | 205 |
103 float LayerAnimator::GetTargetOpacity() { | 206 is_started_ = should_start; |
104 return IsAnimating(OPACITY) ? | 207 } |
105 elements_[OPACITY].opacity.target : layer_->opacity(); | 208 |
106 } | 209 void LayerAnimator::RemoveAnimation(LayerAnimationSequence* sequence) { |
107 | 210 // First remove from running animations |
108 ui::Transform LayerAnimator::GetTargetTransform() { | 211 for (RunningAnimations::iterator iter = running_animations_.begin(); |
109 if (IsAnimating(TRANSFORM)) { | 212 iter != running_animations_.end(); ++iter) { |
110 Transform transform; | 213 if ((*iter).sequence == sequence) { |
111 for (int i = 0; i < 16; ++i) { | 214 running_animations_.erase(iter); |
112 SetMatrixElement(transform.matrix(), i, | 215 break; |
113 elements_[TRANSFORM].transform.target[i]); | 216 } |
114 } | 217 } |
115 return transform; | 218 |
116 } | 219 // Then remove from the queue |
117 return layer_->transform(); | 220 for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
118 } | 221 queue_iter != animation_queue_.end(); ++queue_iter) { |
119 | 222 if ((*queue_iter) == sequence) { |
120 bool LayerAnimator::IsAnimating(AnimationProperty property) const { | 223 animation_queue_.erase(queue_iter); |
121 return elements_.count(property) > 0; | 224 break; |
122 } | 225 } |
123 | 226 } |
124 bool LayerAnimator::IsRunning() const { | 227 } |
125 return animation_.get() && animation_->is_animating(); | 228 |
126 } | 229 void LayerAnimator::FinishAnimation(LayerAnimationSequence* sequence) { |
127 | 230 sequence->Progress(sequence->duration(), delegate()); |
128 void LayerAnimator::AnimationProgressed(const ui::Animation* animation) { | 231 RemoveAnimation(sequence); |
129 got_initial_tick_ = true; | 232 ProcessQueue(); |
130 for (Elements::const_iterator i = elements_.begin(); i != elements_.end(); | 233 UpdateAnimationState(); |
131 ++i) { | 234 } |
132 switch (i->first) { | 235 |
133 case LOCATION: { | 236 void LayerAnimator::FinishAnyAnimationWithZeroDuration() { |
134 const gfx::Rect& current_bounds(layer_->bounds()); | 237 // Special case: if we've started a 0 duration animation, just finish it now |
135 gfx::Rect new_bounds = animation_->CurrentValueBetween( | 238 // and get rid of it. Note at each iteration of the loop, we either increment |
136 gfx::Rect(gfx::Point(i->second.location.start_x, | 239 // i or remove an element from running_animations_, so |
137 i->second.location.start_y), | 240 // running_animations_.size() - i is always decreasing and we are always |
138 current_bounds.size()), | 241 // progressing towards the termination of the loop. |
139 gfx::Rect(gfx::Point(i->second.location.target_x, | 242 for (size_t i = 0; i < running_animations_.size();) { |
140 i->second.location.target_y), | 243 if (running_animations_[i].sequence->duration() == base::TimeDelta()) { |
141 current_bounds.size())); | 244 running_animations_[i].sequence->Progress( |
142 delegate()->SetBoundsFromAnimator(new_bounds); | 245 running_animations_[i].sequence->duration(), delegate()); |
| 246 RemoveAnimation(running_animations_[i].sequence); |
| 247 } else { |
| 248 ++i; |
| 249 } |
| 250 } |
| 251 ProcessQueue(); |
| 252 UpdateAnimationState(); |
| 253 } |
| 254 |
| 255 void LayerAnimator::ClearAnimations() { |
| 256 for (RunningAnimations::iterator iter = running_animations_.begin(); |
| 257 iter != running_animations_.end(); ++iter) { |
| 258 (*iter).sequence->Abort(); |
| 259 } |
| 260 running_animations_.clear(); |
| 261 animation_queue_.clear(); |
| 262 UpdateAnimationState(); |
| 263 } |
| 264 |
| 265 LayerAnimator::RunningAnimation* LayerAnimator::GetRunningAnimation( |
| 266 LayerAnimationElement::AnimatableProperty property) { |
| 267 for (RunningAnimations::iterator iter = running_animations_.begin(); |
| 268 iter != running_animations_.end(); ++iter) { |
| 269 if ((*iter).sequence->properties().find(property) != |
| 270 (*iter).sequence->properties().end()) |
| 271 return &(*iter); |
| 272 } |
| 273 return NULL; |
| 274 } |
| 275 |
| 276 void LayerAnimator::AddToQueueIfNotPresent(LayerAnimationSequence* animation) { |
| 277 // If we don't have the animation in the queue yet, add it. |
| 278 bool found_sequence = false; |
| 279 for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| 280 queue_iter != animation_queue_.end(); ++queue_iter) { |
| 281 if ((*queue_iter) == animation) { |
| 282 found_sequence = true; |
| 283 break; |
| 284 } |
| 285 } |
| 286 |
| 287 if (!found_sequence) |
| 288 animation_queue_.push_front(make_linked_ptr(animation)); |
| 289 } |
| 290 |
| 291 void LayerAnimator::RemoveAllAnimationsWithACommonProperty( |
| 292 LayerAnimationSequence* sequence, |
| 293 bool abort) { |
| 294 // For all the running animations, if they animate the same property, |
| 295 // progress them to the end and remove them. Note: at each iteration i is |
| 296 // incremented or an element is removed from the queue, so |
| 297 // animation_queue_.size() - i is always decreasing and we are always making |
| 298 // progress towards the loop terminating. |
| 299 for (size_t i = 0; i < running_animations_.size();) { |
| 300 if (running_animations_[i].sequence->HasCommonProperty( |
| 301 sequence->properties())) { |
| 302 // Finish the animation. |
| 303 if (abort) |
| 304 running_animations_[i].sequence->Abort(); |
| 305 else |
| 306 running_animations_[i].sequence->Progress( |
| 307 running_animations_[i].sequence->duration(), delegate()); |
| 308 RemoveAnimation(running_animations_[i].sequence); |
| 309 } else { |
| 310 ++i; |
| 311 } |
| 312 } |
| 313 |
| 314 // Same for the queued animations. See comment above about loop termination. |
| 315 for (size_t i = 0; i < animation_queue_.size();) { |
| 316 if (animation_queue_[i]->HasCommonProperty(sequence->properties())) { |
| 317 // Finish the animation. |
| 318 if (abort) |
| 319 animation_queue_[i]->Abort(); |
| 320 else |
| 321 animation_queue_[i]->Progress(animation_queue_[i]->duration(), |
| 322 delegate()); |
| 323 RemoveAnimation(animation_queue_[i].get()); |
| 324 } else { |
| 325 ++i; |
| 326 } |
| 327 } |
| 328 } |
| 329 |
| 330 void LayerAnimator::ImmediatelySetNewTarget(LayerAnimationSequence* sequence) { |
| 331 const bool abort = false; |
| 332 RemoveAllAnimationsWithACommonProperty(sequence, abort); |
| 333 sequence->Progress(sequence->duration(), delegate()); |
| 334 RemoveAnimation(sequence); |
| 335 } |
| 336 |
| 337 void LayerAnimator::ImmediatelyAnimateToNewTarget( |
| 338 LayerAnimationSequence* sequence) { |
| 339 const bool abort = true; |
| 340 RemoveAllAnimationsWithACommonProperty(sequence, abort); |
| 341 AddToQueueIfNotPresent(sequence); |
| 342 StartSequenceImmediately(sequence); |
| 343 } |
| 344 |
| 345 void LayerAnimator::EnqueueNewAnimation(LayerAnimationSequence* sequence) { |
| 346 // It is assumed that if there was no conflicting animation, we would |
| 347 // not have been called. No need to check for a collision; just |
| 348 // add to the queue. |
| 349 animation_queue_.push_back(make_linked_ptr(sequence)); |
| 350 ProcessQueue(); |
| 351 } |
| 352 |
| 353 void LayerAnimator::ReplaceQueuedAnimations(LayerAnimationSequence* sequence) { |
| 354 // Remove all animations that aren't running. Note: at each iteration i is |
| 355 // incremented or an element is removed from the queue, so |
| 356 // animation_queue_.size() - i is always decreasing and we are always making |
| 357 // progress towards the loop terminating. |
| 358 for (size_t i = 0; i < animation_queue_.size();) { |
| 359 bool is_running = false; |
| 360 for (RunningAnimations::const_iterator iter = running_animations_.begin(); |
| 361 iter != running_animations_.end(); ++iter) { |
| 362 if ((*iter).sequence == animation_queue_[i]) { |
| 363 is_running = true; |
143 break; | 364 break; |
144 } | 365 } |
145 | 366 } |
146 case TRANSFORM: { | 367 if (!is_running) |
147 Transform transform; | 368 RemoveAnimation(animation_queue_[i].get()); |
148 for (int j = 0; j < 16; ++j) { | 369 else |
149 SkMScalar value = animation_->CurrentValueBetween( | 370 ++i; |
150 i->second.transform.start[j], | 371 } |
151 i->second.transform.target[j]); | 372 animation_queue_.push_back(make_linked_ptr(sequence)); |
152 SetMatrixElement(transform.matrix(), j, value); | 373 ProcessQueue(); |
153 } | 374 } |
154 delegate()->SetTransformFromAnimator(transform); | 375 |
| 376 void LayerAnimator::ProcessQueue() { |
| 377 bool started_sequence = false; |
| 378 do { |
| 379 started_sequence = false; |
| 380 |
| 381 // Build a list of all currently animated properties. |
| 382 LayerAnimationElement::AnimatableProperties animated; |
| 383 |
| 384 for (RunningAnimations::const_iterator iter = running_animations_.begin(); |
| 385 iter != running_animations_.end(); ++iter) { |
| 386 animated.insert((*iter).sequence->properties().begin(), |
| 387 (*iter).sequence->properties().end()); |
| 388 } |
| 389 |
| 390 // Try to find an animation that doesn't conflict with an animated |
| 391 // property or a property that will be animated before it. |
| 392 for (AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| 393 queue_iter != animation_queue_.end(); ++queue_iter) { |
| 394 if (!(*queue_iter)->HasCommonProperty(animated)) { |
| 395 StartSequenceImmediately((*queue_iter).get()); |
| 396 started_sequence = true; |
155 break; | 397 break; |
156 } | 398 } |
157 | 399 |
158 case OPACITY: { | 400 // Animation couldn't be started. Add its properties to the collection so |
159 delegate()->SetOpacityFromAnimator(animation_->CurrentValueBetween( | 401 // that we don't start a conflicting animation. For example, if our queue |
160 i->second.opacity.start, i->second.opacity.target)); | 402 // has the elements { {T,B}, {B} } (that is, an element that animates both |
161 break; | 403 // the transform and the bounds followed by an element that animates the |
162 } | 404 // bounds), and we're currently animating the transform, we can't start |
163 | 405 // the first element because it animates the transform, too. We cannot |
164 default: | 406 // start the second element, either, because the first element animates |
165 NOTREACHED(); | 407 // bounds too, and needs to go first. |
166 } | 408 animated.insert((*queue_iter)->properties().begin(), |
167 } | 409 (*queue_iter)->properties().end()); |
168 layer_->ScheduleDraw(); | 410 } |
169 } | 411 |
170 | 412 // If we started a sequence, try again. We may be able to start several. |
171 void LayerAnimator::AnimationEnded(const ui::Animation* animation) { | 413 } while (started_sequence); |
172 AnimationProgressed(animation); | 414 } |
173 if (layer_->delegate()) | 415 |
174 layer_->delegate()->OnLayerAnimationEnded(animation); | 416 bool LayerAnimator::StartSequenceImmediately(LayerAnimationSequence* sequence) { |
175 } | 417 // Ensure that no one is animating one of the sequence's properties already. |
176 | 418 for (RunningAnimations::const_iterator iter = running_animations_.begin(); |
177 void LayerAnimator::StopAnimating(AnimationProperty property) { | 419 iter != running_animations_.end(); ++iter) { |
178 if (!IsAnimating(property)) | 420 if ((*iter).sequence->HasCommonProperty(sequence->properties())) |
179 return; | 421 return false; |
180 | 422 } |
181 elements_.erase(property); | 423 |
182 } | 424 // All clear, actually start the sequence. Note: base::TimeTicks::Now has |
183 | 425 // a resolution that can be as bad as 15ms. If this causes glitches in the |
184 LayerAnimatorDelegate* LayerAnimator::delegate() { | 426 // animations, this can be switched to HighResNow() (animation uses Now() |
185 return static_cast<LayerAnimatorDelegate*>(layer_); | 427 // internally). |
| 428 base::TimeTicks start_time = is_animating() |
| 429 ? last_step_time_ |
| 430 : base::TimeTicks::Now(); |
| 431 |
| 432 running_animations_.push_back(RunningAnimation(sequence, start_time)); |
| 433 |
| 434 // Need to keep a reference to the animation. |
| 435 AddToQueueIfNotPresent(sequence); |
| 436 |
| 437 // Ensure that animations get stepped at their start time. |
| 438 Step(start_time); |
| 439 |
| 440 return true; |
186 } | 441 } |
187 | 442 |
188 } // namespace ui | 443 } // namespace ui |
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