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