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..683bf173ecf9f6a1f1a5c5b2ad64462ebec2b19d 100644 |
--- a/ui/gfx/compositor/layer_animator.cc |
+++ b/ui/gfx/compositor/layer_animator.cc |
@@ -4,183 +4,443 @@ |
#include "ui/gfx/compositor/layer_animator.h" |
+#include "base/debug/trace_event.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_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); |
+static const int kDefaultTransitionDurationMs = 250; |
+static const int kDefaultFramerateHz = 10; |
+ |
+class LayerAnimation : public Animation { |
+ public: |
+ // The layer animation does not own the animator. |
+ explicit LayerAnimation(LayerAnimator* animator) |
+ : Animation(base::TimeDelta::FromMilliseconds(kDefaultFramerateHz)), |
+ animator_(animator) { |
+ } |
+ virtual ~LayerAnimation() {} |
+ |
+ private: |
+ // Implementation of Animation |
+ double GetCurrentValue() const { return 0.0; } |
sky
2011/10/19 00:06:33
virtual/OVERRIDE
|
+ virtual void Step(base::TimeTicks time_now) { animator_->Step(time_now); } |
sky
2011/10/19 00:06:33
OVERRIDE
|
+ |
+ LayerAnimator* animator_; |
+}; |
sky
2011/10/19 00:06:33
DISALLOW_COPY_AND_ASSIGN
|
+ |
+} // namespace; |
+ |
+/* static */ |
sky
2011/10/19 00:06:33
/* static */ -> // static
|
+LayerAnimator* LayerAnimator::CreateDefaultAnimator() { |
+ return new LayerAnimator(base::TimeDelta::FromMilliseconds(0)); |
} |
-SkMScalar GetMatrixElement(const SkMatrix44& matrix, int index) { |
- int row = index / 4; |
- int col = index % 4; |
- return matrix.get(row, col); |
+/* static */ |
+LayerAnimator* LayerAnimator::CreateImplicitAnimator() { |
+ return new LayerAnimator( |
+ base::TimeDelta::FromMilliseconds(kDefaultTransitionDurationMs)); |
} |
-} // anonymous namespace |
+LayerAnimator::LayerAnimator(base::TimeDelta transition_duration) |
+ : delegate_(NULL), |
+ preemption_strategy_(IMMEDIATELY_SET_NEW_TARGET), |
+ transition_duration_(transition_duration), |
+ ALLOW_THIS_IN_INITIALIZER_LIST(animation_(new LayerAnimation(this))) { |
+} |
-namespace ui { |
+LayerAnimator::~LayerAnimator() { |
+ ClearAnimations(); |
+} |
-LayerAnimator::LayerAnimator(Layer* layer) |
- : layer_(layer), |
- got_initial_tick_(false) { |
+void LayerAnimator::SetTransform(const Transform& transform) { |
+ StartAnimation(new LayerAnimationSequence( |
+ LayerAnimationElement::CreateTransformElement(transform, |
+ transition_duration_))); |
} |
-LayerAnimator::~LayerAnimator() { |
+void LayerAnimator::SetBounds(const gfx::Rect& bounds) { |
+ StartAnimation(new LayerAnimationSequence( |
+ LayerAnimationElement::CreateBoundsElement(bounds, |
+ transition_duration_))); |
} |
-void LayerAnimator::SetAnimation(Animation* animation) { |
- animation_.reset(animation); |
- if (animation_.get()) { |
- static ui::AnimationContainer* container = NULL; |
- if (!container) { |
- container = new AnimationContainer; |
- container->AddRef(); |
+void LayerAnimator::SetOpacity(float opacity) { |
+ StartAnimation(new LayerAnimationSequence( |
+ LayerAnimationElement::CreateOpacityElement(opacity, |
+ transition_duration_))); |
+} |
+ |
+void LayerAnimator::SetDelegate(LayerAnimationDelegate* delegate) { |
+ delegate_ = delegate; |
+ if (!delegate_) { |
sky
2011/10/19 15:43:25
remove {} Why does no delegate imply you need to c
|
+ ClearAnimations(); |
+ } |
+} |
+ |
+void LayerAnimator::StartAnimation(LayerAnimationSequence* animation) { |
+ if (!StartSequenceImmediately(animation)) { |
+ // Attempt to preempt a running animation. |
+ switch (preemption_strategy_) { |
+ case IMMEDIATELY_SET_NEW_TARGET: |
+ ImmediatelySetNewTarget(animation); |
+ break; |
+ case IMMEDIATELY_ANIMATE_TO_NEW_TARGET: |
+ ImmediatelyAnimateToNewTarget(animation); |
+ break; |
+ case ENQUEUE_NEW_ANIMATION: |
+ EnqueueNewAnimation(animation); |
+ break; |
+ case REPLACE_QUEUED_ANIMATIONS: |
+ ReplaceQueuedAnimations(animation); |
+ break; |
+ case BLEND_WITH_CURRENT_ANIMATION: { |
+ // TODO(vollick) Add support for blended sequences and use them here. |
+ NOTIMPLEMENTED(); |
+ break; |
+ } |
} |
- animation_->set_delegate(this); |
- animation_->SetContainer(container); |
sky
2011/10/19 00:06:33
Make all animations share the same container like
|
- got_initial_tick_ = false; |
} |
+ FinishAnyAnimationWithZeroDuration(); |
} |
-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::ScheduleAnimation(LayerAnimationSequence* animation) { |
+ animation_queue_.push_back(animation); |
+ ProcessQueue(); |
+} |
- 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::ScheduleTogether( |
+ const std::vector<LayerAnimationSequence*>& animations) { |
sky
2011/10/19 15:43:25
nit: spacing
|
+ // Collect all the affected properties. |
+ LayerAnimationElement::AnimatableProperties animated_properties; |
+ std::vector<LayerAnimationSequence*>::const_iterator iter = |
sky
2011/10/19 15:43:25
move iterator into for loop.
|
+ animations.begin(); |
+ while (iter != animations.end()) { |
+ LayerAnimationElement::AnimatableProperties::const_iterator prop_iter = |
sky
2011/10/19 15:43:25
Can this be animated_properties.insert((*iter)->pr
|
+ (*iter)->properties().begin(); |
+ while (prop_iter != (*iter)->properties().end()) { |
+ animated_properties.insert(*prop_iter); |
+ ++prop_iter; |
+ } |
+ ++iter; |
+ } |
+ |
+ // Scheduling a zero duration pause that affects all the animated properties |
+ // will prevent any of the sequences from animating until all the properties |
+ // are free. |
sky
2011/10/19 15:43:25
free? Do you mean existing animations done?
|
+ ScheduleAnimation( |
+ new LayerAnimationSequence( |
+ LayerAnimationElement::CreatePauseElement(animated_properties, |
+ base::TimeDelta()))); |
+ |
+ // These animations (provided they don't animate any common properties) will |
+ // now animate together if trivially scheduled. |
+ iter = animations.begin(); |
+ while (iter != animations.end()) { |
+ ScheduleAnimation(*iter); |
+ ++iter; |
+ } |
} |
-void LayerAnimator::AnimateTransform(const Transform& transform) { |
- StopAnimating(TRANSFORM); |
- const Transform& layer_transform = layer_->transform(); |
- if (transform == layer_transform) |
- return; // Already there. |
+bool LayerAnimator::IsAnimating() const { |
+ return animation_queue_.size() > 0; |
sky
2011/10/19 15:43:25
!empty(). You can inline this if you want.
|
+} |
+ |
+void LayerAnimator::StopAnimatingProperty( |
+ LayerAnimationElement::AnimatableProperty property) { |
+ while (true) { |
+ RunningAnimation* running = GetRunningAnimation(property); |
+ if (!running) |
+ break; |
+ FinishAnimation(running->sequence); |
+ } |
+} |
+ |
+void LayerAnimator::StopAnimating() { |
+ while (IsAnimating()) |
+ FinishAnimation(running_animations_[0].sequence); |
+} |
- 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::Step(base::TimeTicks now) { |
+ TRACE_EVENT0("LayerAnimator", "Step"); |
+ last_step_time_ = now; |
+ RunningAnimations running_animations_copy = running_animations_; |
sky
2011/10/19 15:43:25
Document why you need to make a copy.
|
+ RunningAnimations::iterator iter = running_animations_copy.begin(); |
sky
2011/10/19 15:43:25
move iterator into for lop.
|
+ while (iter != running_animations_copy.end()) { |
+ base::TimeDelta delta = now - (*iter).start_time; |
+ if (delta >= (*iter).sequence->duration() && |
+ !(*iter).sequence->is_cyclic()) { |
+ FinishAnimation((*iter).sequence); |
+ } else { |
+ (*iter).sequence->Progress(delta, delegate()); |
+ } |
+ ++iter; |
} |
} |
-void LayerAnimator::AnimateOpacity(float target_opacity) { |
- StopAnimating(OPACITY); |
- if (layer_->opacity() == target_opacity) |
+void LayerAnimator::SetAnimationForTest(Animation* animation) { |
+ animation_.reset(animation); |
+} |
+ |
+void LayerAnimator::UpdateAnimationState() { |
+ if (!animation_.get()) |
return; |
- Params& element = elements_[OPACITY]; |
- element.opacity.start = layer_->opacity(); |
- element.opacity.target = target_opacity; |
+ if (IsAnimating()) |
+ animation_->Start(); |
+ else |
+ animation_->Stop(); |
} |
-gfx::Point LayerAnimator::GetTargetPoint() { |
- return IsAnimating(LOCATION) ? |
- gfx::Point(elements_[LOCATION].location.target_x, |
- elements_[LOCATION].location.target_y) : |
- layer_->bounds().origin(); |
+void LayerAnimator::RemoveAnimation(LayerAnimationSequence* sequence) { |
+ // First remove from running animations |
+ RunningAnimations::iterator iter = running_animations_.begin(); |
sky
2011/10/19 15:43:25
move into for loop.
|
+ 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) == sequence) { |
+ animation_queue_.erase(queue_iter); |
+ break; |
+ } |
+ ++queue_iter; |
+ } |
} |
-float LayerAnimator::GetTargetOpacity() { |
- return IsAnimating(OPACITY) ? |
- elements_[OPACITY].opacity.target : layer_->opacity(); |
+void LayerAnimator::FinishAnimation(LayerAnimationSequence* sequence) { |
+ sequence->Progress(sequence->duration(), delegate()); |
+ RemoveAnimation(sequence); |
+ ProcessQueue(); |
+ UpdateAnimationState(); |
} |
-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::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(), delegate()); |
+ RemoveAnimation((*iter).sequence); |
} |
- return transform; |
+ ++iter; |
} |
- return layer_->transform(); |
+ ProcessQueue(); |
+ UpdateAnimationState(); |
} |
-bool LayerAnimator::IsAnimating(AnimationProperty property) const { |
- return elements_.count(property) > 0; |
+void LayerAnimator::ClearAnimations() { |
+ RunningAnimations::iterator iter = running_animations_.begin(); |
+ while (iter != running_animations_.end()) { |
+ (*iter).sequence->Abort(); |
+ ++iter; |
+ } |
+ running_animations_.clear(); |
+ animation_queue_.reset(); |
+ UpdateAnimationState(); |
} |
-bool LayerAnimator::IsRunning() const { |
- return animation_.get() && animation_->is_animating(); |
+LayerAnimator::RunningAnimation* LayerAnimator::GetRunningAnimation( |
+ LayerAnimationElement::AnimatableProperty property) { |
+ RunningAnimations::iterator iter = running_animations_.begin(); |
sky
2011/10/19 15:43:25
move into for loop.
|
+ while (iter != running_animations_.end()) { |
+ if ((*iter).sequence->properties().find(property) != |
+ (*iter).sequence->properties().end()) |
+ return &(*iter); |
+ ++iter; |
+ } |
+ return NULL; |
} |
-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); |
+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) == animation) { |
+ found_sequence = true; |
+ break; |
+ } |
+ ++queue_iter; |
+ } |
+ |
+ if (!found_sequence) |
+ animation_queue_.insert(animation_queue_.begin(), animation); |
+} |
+ |
+void LayerAnimator::RemoveAllAnimationsWithACommonProperty( |
+ LayerAnimationSequence* sequence, |
+ bool abort) { |
+ // For all the running animations, if they animate the same property, |
+ // progress them to the end and remove them. |
+ RunningAnimations copy = running_animations_; |
+ RunningAnimations::const_iterator iter = copy.begin(); |
+ while (iter != copy.end()) { |
+ if ((*iter).sequence->HasCommonProperty(sequence->properties())) { |
+ // Finish the animation. |
+ if (abort) |
+ (*iter).sequence->Abort(); |
+ else |
+ (*iter).sequence->Progress((*iter).sequence->duration(), delegate()); |
+ RemoveAnimation((*iter).sequence); |
+ } |
+ ++iter; |
+ } |
+ // Same for the queued animations. |
+ AnimationQueue::size_type i = 0; |
+ while (i < animation_queue_.size()) { |
+ if (animation_queue_[i]->HasCommonProperty(sequence->properties())) { |
+ // Finish the animation. |
+ if (abort) |
+ animation_queue_[i]->Abort(); |
+ else |
+ animation_queue_[i]->Progress(animation_queue_[i]->duration(), |
+ delegate()); |
+ RemoveAnimation(animation_queue_[i]); |
+ } else { |
+ ++i; |
+ } |
+ } |
+} |
+ |
+void LayerAnimator::ImmediatelySetNewTarget(LayerAnimationSequence* sequence) { |
+ const bool abort = false; |
+ RemoveAllAnimationsWithACommonProperty(sequence, abort); |
+ sequence->Progress(sequence->duration(), delegate()); |
+ RemoveAnimation(sequence); |
+} |
+ |
+void LayerAnimator::ImmediatelyAnimateToNewTarget( |
+ LayerAnimationSequence* sequence) { |
+ const bool abort = true; |
+ RemoveAllAnimationsWithACommonProperty(sequence, abort); |
+ AddToQueueIfNotPresent(sequence); |
+ StartSequenceImmediately(sequence); |
+} |
+ |
+void LayerAnimator::EnqueueNewAnimation(LayerAnimationSequence* sequence) { |
+ // It is assumed that if there was no conflicting animation, we would |
+ // not have been called. No need to check for a collision; just |
+ // add to the queue. |
+ animation_queue_.push_back(sequence); |
+ ProcessQueue(); |
+} |
+ |
+void LayerAnimator::ReplaceQueuedAnimations(LayerAnimationSequence* sequence) { |
+ // Remove all animations that aren't running. |
+ AnimationQueue::size_type i = 0; |
+ while (i < animation_queue_.size()) { |
+ bool is_running = false; |
+ RunningAnimations::const_iterator iter = |
+ running_animations_.begin(); |
+ while (iter != running_animations_.end()) { |
+ if ((*iter).sequence == animation_queue_[i]) { |
+ is_running = true; |
break; |
} |
+ ++iter; |
+ } |
+ if (!is_running) |
+ RemoveAnimation(animation_queue_[i]); |
+ else |
+ ++i; |
+ } |
+ animation_queue_.push_back(sequence); |
+ ProcessQueue(); |
+} |
- 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::ProcessQueue() { |
+ bool started_sequence = false; |
+ |
+ do { |
+ started_sequence = false; |
+ |
+ // Build a list of all currently animated properties. |
+ LayerAnimationElement::AnimatableProperties animated; |
+ RunningAnimations::const_iterator iter = running_animations_.begin(); |
+ while (iter != running_animations_.end()) { |
+ LayerAnimationElement::AnimatableProperties::const_iterator prop_iter = |
+ (*iter).sequence->properties().begin(); |
+ while (prop_iter != (*iter).sequence->properties().end()) { |
+ animated.insert(*prop_iter); |
+ ++prop_iter; |
} |
+ ++iter; |
+ } |
- case OPACITY: { |
- delegate()->SetOpacityFromAnimator(animation_->CurrentValueBetween( |
- i->second.opacity.start, i->second.opacity.target)); |
+ // Try to find an animation that doesn't conflict with an animated |
+ // property or a property that will be animated before it. |
+ AnimationQueue::iterator queue_iter = animation_queue_.begin(); |
+ while (queue_iter != animation_queue_.end()) { |
+ if (!(*queue_iter)->HasCommonProperty(animated)) { |
+ StartSequenceImmediately(*queue_iter); |
+ started_sequence = true; |
break; |
} |
- |
- default: |
- NOTREACHED(); |
+ // Animation couldn't be started. Add its properties to the collection so |
+ // that we don't start a conflicting animation. For example, if our queue |
+ // has the elements { {T,B}, {B} } (that is, an element that animates both |
+ // the transform and the bounds followed by an element that animates the |
+ // bounds), and we're currently animating the transform, we can't start |
+ // the first element because it animates the transform, too. We cannot |
+ // start the second element, either, because the first element animates |
+ // bounds too, and needs to go first. |
+ LayerAnimationElement::AnimatableProperties::const_iterator prop_iter = |
+ (*queue_iter)->properties().begin(); |
+ while (prop_iter != (*queue_iter)->properties().end()) { |
+ animated.insert(*prop_iter); |
+ ++prop_iter; |
+ } |
+ ++queue_iter; |
} |
- } |
- layer_->ScheduleDraw(); |
-} |
-void LayerAnimator::AnimationEnded(const ui::Animation* animation) { |
- AnimationProgressed(animation); |
+ // If we started a sequence, try again. We may be able to start several. |
+ } while (started_sequence); |
} |
-void LayerAnimator::StopAnimating(AnimationProperty property) { |
- if (!IsAnimating(property)) |
- return; |
+bool LayerAnimator::StartSequenceImmediately(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->properties())) |
+ 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). |
+ base::TimeTicks start_time = IsAnimating() |
+ ? last_step_time_ |
+ : base::TimeTicks::Now(); |
sky
2011/10/19 15:43:25
For the animating case this effectively starts the
|
+ |
+ running_animations_.push_back(RunningAnimation(sequence, start_time)); |
+ |
+ // Need to keep a reference to the animation. |
+ AddToQueueIfNotPresent(sequence); |
+ |
+ // Ensure that animations get stepped at their start time. |
+ Step(start_time); |
-LayerAnimatorDelegate* LayerAnimator::delegate() { |
- return static_cast<LayerAnimatorDelegate*>(layer_); |
+ return true; |
} |
} // namespace ui |