| Index: cc/active_animation.h
|
| diff --git a/cc/active_animation.h b/cc/active_animation.h
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| index 638cbb270ce9b24689d5095baf174ade4f4d1a13..b8d3607d9b1e7d942c6c53831e01733c363e6d8a 100644
|
| --- a/cc/active_animation.h
|
| +++ b/cc/active_animation.h
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| @@ -1,3 +1,161 @@
|
| // Copyright 2012 The Chromium Authors. All rights reserved.
|
| // Use of this source code is governed by a BSD-style license that can be
|
| // found in the LICENSE file.
|
| +
|
| +#ifndef CCActiveAnimation_h
|
| +#define CCActiveAnimation_h
|
| +
|
| +#include "base/basictypes.h"
|
| +#include "base/memory/scoped_ptr.h"
|
| +
|
| +namespace cc {
|
| +
|
| +class CCAnimationCurve;
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| +
|
| +// A CCActiveAnimation, contains all the state required to play a CCAnimationCurve.
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| +// Specifically, the affected property, the run state (paused, finished, etc.),
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| +// loop count, last pause time, and the total time spent paused.
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| +class CCActiveAnimation {
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| +public:
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| + // Animations begin in one of the 'waiting' states. Animations waiting for the next tick
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| + // will start the next time the controller animates. Animations waiting for target
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| + // availibility will run as soon as their target property is free (and all the animations
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| + // animating with it are also able to run). Animations waiting for their start time to
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| + // come have be scheduled to run at a particular point in time. When this time arrives,
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| + // the controller will move the animations into the Running state. Running animations
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| + // may toggle between Running and Paused, and may be stopped by moving into either the
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| + // Aborted or Finished states. A Finished animation was allowed to run to completion, but
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| + // an Aborted animation was not.
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| + enum RunState {
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| + WaitingForNextTick = 0,
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| + WaitingForTargetAvailability,
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| + WaitingForStartTime,
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| + WaitingForDeletion,
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| + Running,
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| + Paused,
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| + Finished,
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| + Aborted,
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| + // This sentinel must be last.
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| + RunStateEnumSize
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| + };
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| +
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| + enum TargetProperty {
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| + Transform = 0,
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| + Opacity,
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| + // This sentinel must be last.
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| + TargetPropertyEnumSize
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| + };
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| +
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| + static scoped_ptr<CCActiveAnimation> create(scoped_ptr<CCAnimationCurve>, int animationId, int groupId, TargetProperty);
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| +
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| + virtual ~CCActiveAnimation();
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| +
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| + int id() const { return m_id; }
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| + int group() const { return m_group; }
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| + TargetProperty targetProperty() const { return m_targetProperty; }
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| +
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| + RunState runState() const { return m_runState; }
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| + void setRunState(RunState, double monotonicTime);
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| +
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| + // This is the number of times that the animation will play. If this
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| + // value is zero the animation will not play. If it is negative, then
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| + // the animation will loop indefinitely.
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| + int iterations() const { return m_iterations; }
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| + void setIterations(int n) { m_iterations = n; }
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| +
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| + double startTime() const { return m_startTime; }
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| + void setStartTime(double monotonicTime) { m_startTime = monotonicTime; }
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| + bool hasSetStartTime() const { return m_startTime; }
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| +
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| + double timeOffset() const { return m_timeOffset; }
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| + void setTimeOffset(double monotonicTime) { m_timeOffset = monotonicTime; }
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| +
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| + void suspend(double monotonicTime);
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| + void resume(double monotonicTime);
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| +
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| + // If alternatesDirection is true, on odd numbered iterations we reverse the curve.
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| + bool alternatesDirection() const { return m_alternatesDirection; }
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| + void setAlternatesDirection(bool alternates) { m_alternatesDirection = alternates; }
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| +
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| + bool isFinishedAt(double monotonicTime) const;
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| + bool isFinished() const { return m_runState == Finished
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| + || m_runState == Aborted
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| + || m_runState == WaitingForDeletion; }
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| +
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| + CCAnimationCurve* curve() { return m_curve.get(); }
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| + const CCAnimationCurve* curve() const { return m_curve.get(); }
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| +
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| + // If this is true, even if the animation is running, it will not be tickable until
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| + // it is given a start time. This is true for animations running on the main thread.
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| + bool needsSynchronizedStartTime() const { return m_needsSynchronizedStartTime; }
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| + void setNeedsSynchronizedStartTime(bool needsSynchronizedStartTime) { m_needsSynchronizedStartTime = needsSynchronizedStartTime; }
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| +
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| + // Takes the given absolute time, and using the start time and the number
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| + // of iterations, returns the relative time in the current iteration.
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| + double trimTimeToCurrentIteration(double monotonicTime) const;
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| +
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| + enum InstanceType {
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| + ControllingInstance = 0,
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| + NonControllingInstance
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| + };
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| +
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| + scoped_ptr<CCActiveAnimation> clone(InstanceType) const;
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| + scoped_ptr<CCActiveAnimation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const;
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| + bool isControllingInstance() const { return m_isControllingInstance; }
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| +
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| + void pushPropertiesTo(CCActiveAnimation*) const;
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| +
|
| +private:
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| + CCActiveAnimation(scoped_ptr<CCAnimationCurve>, int animationId, int groupId, TargetProperty);
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| +
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| + scoped_ptr<CCAnimationCurve> m_curve;
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| +
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| + // IDs are not necessarily unique.
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| + int m_id;
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| +
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| + // Animations that must be run together are called 'grouped' and have the same group id
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| + // Grouped animations are guaranteed to start at the same time and no other animations
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| + // may animate any of the group's target properties until all animations in the
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| + // group have finished animating. Note: an active animation's group id and target
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| + // property uniquely identify that animation.
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| + int m_group;
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| +
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| + TargetProperty m_targetProperty;
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| + RunState m_runState;
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| + int m_iterations;
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| + double m_startTime;
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| + bool m_alternatesDirection;
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| +
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| + // The time offset effectively pushes the start of the animation back in time. This is
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| + // used for resuming paused animations -- an animation is added with a non-zero time
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| + // offset, causing the animation to skip ahead to the desired point in time.
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| + double m_timeOffset;
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| +
|
| + bool m_needsSynchronizedStartTime;
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| +
|
| + // When an animation is suspended, it behaves as if it is paused and it also ignores
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| + // all run state changes until it is resumed. This is used for testing purposes.
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| + bool m_suspended;
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| +
|
| + // These are used in trimTimeToCurrentIteration to account for time
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| + // spent while paused. This is not included in AnimationState since it
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| + // there is absolutely no need for clients of this controller to know
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| + // about these values.
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| + double m_pauseTime;
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| + double m_totalPausedTime;
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| +
|
| + // Animations lead dual lives. An active animation will be conceptually owned by
|
| + // two controllers, one on the impl thread and one on the main. In reality, there
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| + // will be two separate CCActiveAnimation instances for the same animation. They
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| + // will have the same group id and the same target property (these two values
|
| + // uniquely identify an animation). The instance on the impl thread is the instance
|
| + // that ultimately controls the values of the animating layer and so we will refer
|
| + // to it as the 'controlling instance'.
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| + bool m_isControllingInstance;
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| +
|
| + DISALLOW_COPY_AND_ASSIGN(CCActiveAnimation);
|
| +};
|
| +
|
| +} // namespace cc
|
| +
|
| +#endif // CCActiveAnimation_h
|
|
|