Chromium Code Reviews| Index: ui/gfx/compositor/layer_animator.cc |
| diff --git a/ui/gfx/compositor/layer_animator.cc b/ui/gfx/compositor/layer_animator.cc |
| index 5f2c63cebe3e75700e6aa514066550aa6456bc99..77a9d51eb8bbea2620b812464234f4cd959494f7 100644 |
| --- a/ui/gfx/compositor/layer_animator.cc |
| +++ b/ui/gfx/compositor/layer_animator.cc |
| @@ -5,182 +5,265 @@ |
| #include "ui/gfx/compositor/layer_animator.h" |
| #include "base/logging.h" |
| -#include "base/stl_util.h" |
| -#include "ui/base/animation/animation_container.h" |
| +#include "base/memory/scoped_ptr.h" |
| #include "ui/base/animation/animation.h" |
| -#include "ui/base/animation/tween.h" |
| #include "ui/gfx/compositor/compositor.h" |
| #include "ui/gfx/compositor/layer.h" |
| -#include "ui/gfx/compositor/layer_animator_delegate.h" |
| -#include "ui/gfx/transform.h" |
| -#include "ui/gfx/rect.h" |
| +#include "ui/gfx/compositor/layer_animation_preemption_strategy.h" |
| +#include "ui/gfx/compositor/layer_animation_sequence.h" |
| + |
| +namespace ui { |
| + |
| +class LayerAnimator; |
| namespace { |
| -void SetMatrixElement(SkMatrix44& matrix, int index, SkMScalar value) { |
| - int row = index / 4; |
| - int col = index % 4; |
| - matrix.set(row, col, value); |
| -} |
| +// TODO(vollick) match kennedy theme. |
|
sky
2011/10/14 16:39:52
?
|
| +static const int kDefaultTransitionDurationMs = 250; |
| +static const int kDefaultFramerateHz = 50; |
| -SkMScalar GetMatrixElement(const SkMatrix44& matrix, int index) { |
| - int row = index / 4; |
| - int col = index % 4; |
| - return matrix.get(row, col); |
| -} |
| +class LayerAnimation : public Animation { |
|
sky
2011/10/14 16:39:52
I think you'll be better off implementating Animat
|
| + public: |
| + // The layer animation does not own the animator. |
| + explicit LayerAnimation(LayerAnimator* animator) |
| + : Animation(base::TimeDelta::FromMilliseconds(kDefaultFramerateHz)), |
| + animator_(animator) { |
| + } |
| + virtual ~LayerAnimation() {} |
| -} // anonymous namespace |
| + private: |
| + // Implementation of Animation |
| + double GetCurrentValue() const { return 0.0; } |
| + virtual void Step(base::TimeTicks time_now) { animator_->Step(time_now); } |
| -namespace ui { |
| + LayerAnimator* animator_; |
| +}; |
| + |
| +} // namespace; |
| + |
| +/* static */ |
| +LayerAnimator* LayerAnimator::CreateDefaultAnimator() { |
| + return new LayerAnimator(base::TimeDelta::FromMilliseconds(0)); |
| +} |
| + |
| +/* static */ |
| +LayerAnimator* LayerAnimator::CreateImplicitAnimator() { |
| + return new LayerAnimator( |
| + base::TimeDelta::FromMilliseconds(kDefaultTransitionDurationMs)); |
| +} |
| -LayerAnimator::LayerAnimator(Layer* layer) |
| - : layer_(layer), |
| - got_initial_tick_(false) { |
| +LayerAnimator::LayerAnimator(base::TimeDelta transition_duration) |
| + : layer_(NULL), |
| + preemption_strategy_( |
| + LayerAnimationPreemptionStrategy::GetImmediatelySetNewTarget()), |
| + transition_duration_(transition_duration), |
| + ALLOW_THIS_IN_INITIALIZER_LIST(animation_(new LayerAnimation(this))) { |
| } |
| LayerAnimator::~LayerAnimator() { |
| + ClearAnimations(); |
| } |
| -void LayerAnimator::SetAnimation(Animation* animation) { |
| - animation_.reset(animation); |
| - if (animation_.get()) { |
| - static ui::AnimationContainer* container = NULL; |
| - if (!container) { |
| - container = new AnimationContainer; |
| - container->AddRef(); |
| - } |
| - animation_->set_delegate(this); |
| - animation_->SetContainer(container); |
| - got_initial_tick_ = false; |
| - } |
| +void LayerAnimator::SetTransform(const Transform& transform) { |
| + SetAnimation(new LayerAnimationSequence( |
| + LayerAnimationElement::CreateTransformElement(transform, |
| + transition_duration_))); |
| } |
| -void LayerAnimator::AnimateToPoint(const gfx::Point& target) { |
| - StopAnimating(LOCATION); |
| - const gfx::Rect& layer_bounds = layer_->bounds(); |
| - if (target == layer_bounds.origin()) |
| - return; // Already there. |
| +void LayerAnimator::SetBounds(const gfx::Rect& bounds) { |
| + SetAnimation(new LayerAnimationSequence( |
| + LayerAnimationElement::CreateBoundsElement(bounds, |
| + transition_duration_))); |
| +} |
| - Params& element = elements_[LOCATION]; |
| - element.location.target_x = target.x(); |
| - element.location.target_y = target.y(); |
| - element.location.start_x = layer_bounds.origin().x(); |
| - element.location.start_y = layer_bounds.origin().y(); |
| +void LayerAnimator::SetOpacity(float opacity) { |
| + SetAnimation(new LayerAnimationSequence( |
| + LayerAnimationElement::CreateOpacityElement(opacity, |
| + transition_duration_))); |
| } |
| -void LayerAnimator::AnimateTransform(const Transform& transform) { |
| - StopAnimating(TRANSFORM); |
| - const Transform& layer_transform = layer_->transform(); |
| - if (transform == layer_transform) |
| - return; // Already there. |
| +void LayerAnimator::SetLayer(Layer* layer) { |
| + layer_ = layer; |
| + if (!layer_) { |
| + ClearAnimations(); |
| + } |
| +} |
| - Params& element = elements_[TRANSFORM]; |
| - for (int i = 0; i < 16; ++i) { |
| - element.transform.start[i] = |
| - GetMatrixElement(layer_transform.matrix(), i); |
| - element.transform.target[i] = |
| - GetMatrixElement(transform.matrix(), i); |
| +void LayerAnimator::SetAnimation(LayerAnimationSequence* animation) { |
| + if (!StartSequence(animation)) { |
| + preemption_strategy_->Preempt(layer(), |
| + animation, |
| + &running_animations_, |
| + &animation_queue_); |
| } |
| + FinishAnyAnimationWithZeroDuration(); |
| } |
| -void LayerAnimator::AnimateOpacity(float target_opacity) { |
| - StopAnimating(OPACITY); |
| - if (layer_->opacity() == target_opacity) |
| - return; |
| +void LayerAnimator::EnqueueAnimation(LayerAnimationSequence* animation) { |
| + animation_queue_.push_back(make_scoped_refptr(animation)); |
| + if (animation_queue_.size() == 1) { |
| + SetAnimation(animation); |
| + } |
| +} |
| - Params& element = elements_[OPACITY]; |
| - element.opacity.start = layer_->opacity(); |
| - element.opacity.target = target_opacity; |
| +bool LayerAnimator::IsAnimating() const { |
| + return running_animations_.size() > 0; |
| } |
| -gfx::Point LayerAnimator::GetTargetPoint() { |
| - return IsAnimating(LOCATION) ? |
| - gfx::Point(elements_[LOCATION].location.target_x, |
| - elements_[LOCATION].location.target_y) : |
| - layer_->bounds().origin(); |
| +void LayerAnimator::StopAnimatingProperty( |
| + LayerAnimationElement::AnimatableProperty property) { |
| + while (true) { |
| + RunningAnimation* running = GetRunningAnimation(property); |
| + if (!running) |
| + break; |
| + FinishAnimation(running->sequence); |
| + } |
| } |
| -float LayerAnimator::GetTargetOpacity() { |
| - return IsAnimating(OPACITY) ? |
| - elements_[OPACITY].opacity.target : layer_->opacity(); |
| +void LayerAnimator::StopAnimating() { |
| + while (IsAnimating()) |
| + FinishAnimation(running_animations_[0].sequence); |
| } |
| -ui::Transform LayerAnimator::GetTargetTransform() { |
| - if (IsAnimating(TRANSFORM)) { |
| - Transform transform; |
| - for (int i = 0; i < 16; ++i) { |
| - SetMatrixElement(transform.matrix(), i, |
| - elements_[TRANSFORM].transform.target[i]); |
| +void LayerAnimator::Step(base::TimeTicks now) { |
| + RunningAnimations running_animations_copy = running_animations_; |
| + RunningAnimations::iterator iter = running_animations_copy.begin(); |
| + while (iter != running_animations_copy.end()) { |
| + base::TimeDelta delta = now - (*iter).start_time; |
| + if (delta > (*iter).sequence->duration()) { |
| + FinishAnimation((*iter).sequence); |
| + } else { |
| + (*iter).sequence->Progress(delta, layer()); |
| } |
| - return transform; |
| + ++iter; |
| } |
| - return layer_->transform(); |
| } |
| -bool LayerAnimator::IsAnimating(AnimationProperty property) const { |
| - return elements_.count(property) > 0; |
| +void LayerAnimator::UpdateAnimationState() { |
| + if (IsAnimating()) |
| + animation_->Start(); |
| + else |
| + animation_->Stop(); |
| +} |
| + |
| +void LayerAnimator::RemoveAnimation(LayerAnimationSequence* sequence) { |
| + // First remove from running animations |
| + RunningAnimations::iterator iter = running_animations_.begin(); |
| + while (iter != running_animations_.end()) { |
| + if ((*iter).sequence == sequence) { |
| + running_animations_.erase(iter); |
| + break; |
| + } |
| + ++iter; |
| + } |
| + |
| + // Then remove from the queue |
| + AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| + while (queue_iter != animation_queue_.end()) { |
| + if ((*queue_iter).get() == sequence) { |
| + animation_queue_.erase(queue_iter); |
| + break; |
| + } |
| + ++queue_iter; |
| + } |
| } |
| -bool LayerAnimator::IsRunning() const { |
| - return animation_.get() && animation_->is_animating(); |
| +void LayerAnimator::FinishAnimation(LayerAnimationSequence* sequence) { |
| + sequence->Progress(sequence->duration(), layer()); |
| + RemoveAnimation(sequence); |
| + ProcessQueue(); |
| + UpdateAnimationState(); |
| } |
| -void LayerAnimator::AnimationProgressed(const ui::Animation* animation) { |
| - got_initial_tick_ = true; |
| - for (Elements::const_iterator i = elements_.begin(); i != elements_.end(); |
| - ++i) { |
| - switch (i->first) { |
| - case LOCATION: { |
| - const gfx::Rect& current_bounds(layer_->bounds()); |
| - gfx::Rect new_bounds = animation_->CurrentValueBetween( |
| - gfx::Rect(gfx::Point(i->second.location.start_x, |
| - i->second.location.start_y), |
| - current_bounds.size()), |
| - gfx::Rect(gfx::Point(i->second.location.target_x, |
| - i->second.location.target_y), |
| - current_bounds.size())); |
| - delegate()->SetBoundsFromAnimator(new_bounds); |
| - break; |
| - } |
| +void LayerAnimator::FinishAnyAnimationWithZeroDuration() { |
| + // Special case: if we've started a 0 duration animation, just finish it now |
| + // and get rid of it. |
| + RunningAnimations copy = running_animations_; |
| + RunningAnimations::iterator iter = copy.begin(); |
| + while (iter != copy.end()) { |
| + if ((*iter).sequence->duration() == base::TimeDelta()) { |
| + (*iter).sequence->Progress((*iter).sequence->duration(), layer()); |
| + RemoveAnimation((*iter).sequence); |
| + } |
| + ++iter; |
| + } |
| + ProcessQueue(); |
| + UpdateAnimationState(); |
| +} |
| - case TRANSFORM: { |
| - Transform transform; |
| - for (int j = 0; j < 16; ++j) { |
| - SkMScalar value = animation_->CurrentValueBetween( |
| - i->second.transform.start[j], |
| - i->second.transform.target[j]); |
| - SetMatrixElement(transform.matrix(), j, value); |
| - } |
| - delegate()->SetTransformFromAnimator(transform); |
| - break; |
| - } |
| +void LayerAnimator::ClearAnimations() { |
| + RunningAnimations::iterator iter = running_animations_.begin(); |
| + while (iter != running_animations_.end()) { |
| + (*iter).sequence->Abort(); |
| + ++iter; |
| + } |
| + running_animations_.clear(); |
| + animation_queue_.clear(); |
| + UpdateAnimationState(); |
| +} |
| - case OPACITY: { |
| - delegate()->SetOpacityFromAnimator(animation_->CurrentValueBetween( |
| - i->second.opacity.start, i->second.opacity.target)); |
| - break; |
| - } |
| +LayerAnimator::RunningAnimation* LayerAnimator::GetRunningAnimation( |
| + LayerAnimationElement::AnimatableProperty property) { |
| + RunningAnimations::iterator iter = running_animations_.begin(); |
| + while (iter != running_animations_.end()) { |
| + if ((*iter).sequence->properties().find(property) != |
| + (*iter).sequence->properties().end()) |
| + return &(*iter); |
| + ++iter; |
| + } |
| + return NULL; |
| +} |
| - default: |
| - NOTREACHED(); |
| +void LayerAnimator::AddToQueueIfNotPresent(LayerAnimationSequence* animation) { |
| + // If we don't have the animation in the queue yet, add it. |
| + bool found_sequence = false; |
| + AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
| + while (queue_iter != animation_queue_.end()) { |
| + if ((*queue_iter).get() == animation) { |
| + found_sequence = true; |
| + break; |
| } |
| + ++queue_iter; |
| } |
| - layer_->ScheduleDraw(); |
| + |
| + if (!found_sequence) |
| + animation_queue_.push_front(make_scoped_refptr(animation)); |
| } |
| -void LayerAnimator::AnimationEnded(const ui::Animation* animation) { |
| - AnimationProgressed(animation); |
| +void LayerAnimator::ProcessQueue() { |
| + bool started_sequence = false; |
| + do { |
| + started_sequence = false; |
| + LayerAnimator::AnimationQueue::iterator iter = animation_queue_.begin(); |
| + while (iter != animation_queue_.end()) { |
| + if (StartSequence((*iter).get())) { |
| + started_sequence = true; |
| + break; |
| + } |
| + ++iter; |
| + } |
| + } while (started_sequence); |
| } |
| -void LayerAnimator::StopAnimating(AnimationProperty property) { |
| - if (!IsAnimating(property)) |
| - return; |
| +bool LayerAnimator::StartSequence(LayerAnimationSequence* sequence) { |
| + // Ensure that no one is animating one of the sequence's properties already. |
| + RunningAnimations::const_iterator iter = running_animations_.begin(); |
| + while (iter != running_animations_.end()) { |
| + if ((*iter).sequence->HasCommonProperty(*sequence)) |
| + return false; |
| + ++iter; |
| + } |
| - elements_.erase(property); |
| -} |
| + // All clear, actually start the sequence. Note: base::TimeTicks::Now has |
| + // a resolution that can be as bad as 15ms. If this causes glitches in the |
| + // animations, this can be switched to HighResNow() (animation uses Now() |
| + // internally). |
| + running_animations_.push_back( |
| + RunningAnimation(sequence, base::TimeTicks::Now())); |
|
sky
2011/10/14 16:39:52
The expectations of multiple calls to start an ani
|
| -LayerAnimatorDelegate* LayerAnimator::delegate() { |
| - return static_cast<LayerAnimatorDelegate*>(layer_); |
| + // Need to keep a reference to the animation. |
| + AddToQueueIfNotPresent(sequence); |
| + return true; |
| } |
| } // namespace ui |