Index: cc/animation.h |
diff --git a/cc/animation.h b/cc/animation.h |
index 94cb8f243d9fcdc9fb232aa0e650343a412a8965..4c29488487879564e02e3a46a1de89d98a449018 100644 |
--- a/cc/animation.h |
+++ b/cc/animation.h |
@@ -17,152 +17,174 @@ class AnimationCurve; |
// Specifically, the affected property, the run state (paused, finished, etc.), |
// loop count, last pause time, and the total time spent paused. |
class CC_EXPORT Animation { |
-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 Starting state, and then 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, |
- Starting, |
- Running, |
- Paused, |
- Finished, |
- Aborted, |
- // This sentinel must be last. |
- RunStateEnumSize |
- }; |
- |
- enum TargetProperty { |
- Transform = 0, |
- Opacity, |
- // This sentinel must be last. |
- TargetPropertyEnumSize |
- }; |
- |
- static scoped_ptr<Animation> create(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty); |
- |
- virtual ~Animation(); |
- |
- 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; } |
- |
- AnimationCurve* curve() { return m_curve.get(); } |
- const AnimationCurve* 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<Animation> clone(InstanceType) const; |
- scoped_ptr<Animation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const; |
- bool isControllingInstance() const { return m_isControllingInstance; } |
- |
- void pushPropertiesTo(Animation*) const; |
- |
- void setIsImplOnly(bool isImplOnly) { m_isImplOnly = isImplOnly; } |
- bool isImplOnly() { return m_isImplOnly; } |
- |
-private: |
- Animation(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty); |
- |
- scoped_ptr<AnimationCurve> 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 Animation 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; |
- |
- bool m_isImplOnly; |
- |
- DISALLOW_COPY_AND_ASSIGN(Animation); |
+ 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 Starting state, and then 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, |
+ Starting, |
+ Running, |
+ Paused, |
+ Finished, |
+ Aborted, |
+ // This sentinel must be last. |
+ RunStateEnumSize |
+ }; |
+ |
+ enum TargetProperty { |
+ Transform = 0, |
+ Opacity, |
+ // This sentinel must be last. |
+ TargetPropertyEnumSize |
+ }; |
+ |
+ static scoped_ptr<Animation> Create(scoped_ptr<AnimationCurve> curve, |
+ int animation_id, |
+ int group_id, |
+ TargetProperty target_property); |
+ |
+ virtual ~Animation(); |
+ |
+ int id() const { return id_; } |
+ int group() const { return group_; } |
+ TargetProperty target_property() const { return target_property_; } |
+ |
+ RunState run_state() const { return run_state_; } |
+ void SetRunState(RunState run_state, double monotonic_time); |
+ |
+ // 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 iterations_; } |
+ void set_iterations(int n) { iterations_ = n; } |
+ |
+ double start_time() const { return start_time_; } |
+ void set_start_time(double monotonic_time) { start_time_ = monotonic_time; } |
+ bool has_set_start_time() const { return !!start_time_; } |
+ |
+ double time_offset() const { return time_offset_; } |
+ void set_time_offset(double monotonic_time) { time_offset_ = monotonic_time; } |
+ |
+ void Suspend(double monotonic_time); |
+ void Resume(double monotonic_time); |
+ |
+ // If alternatesDirection is true, on odd numbered iterations we reverse the |
+ // curve. |
+ bool alternates_direction() const { return alternates_direction_; } |
+ void set_alternates_direction(bool alternates) { |
+ alternates_direction_ = alternates; |
+ } |
+ |
+ bool IsFinishedAt(double monotonic_time) const; |
+ bool is_finished() const { |
+ return run_state_ == Finished || |
+ run_state_ == Aborted || |
+ run_state_ == WaitingForDeletion; |
+ } |
+ |
+ AnimationCurve* curve() { return curve_.get(); } |
+ const AnimationCurve* curve() const { return 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 needs_synchronized_start_time() const { |
+ return needs_synchronized_start_time_; |
+ } |
+ void set_needs_synchronized_start_time(bool needs_synchronized_start_time) { |
+ needs_synchronized_start_time_ = needs_synchronized_start_time; |
+ } |
+ |
+ // 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 monotonic_time) const; |
+ |
+ enum InstanceType { |
+ ControllingInstance = 0, |
+ NonControllingInstance |
+ }; |
+ |
+ scoped_ptr<Animation> Clone(InstanceType instance_type) const; |
+ scoped_ptr<Animation> CloneAndInitialize(InstanceType instance_type, |
+ RunState initial_run_state, |
+ double start_time) const; |
+ bool is_controlling_instance() const { return is_controlling_instance_; } |
+ |
+ void PushPropertiesTo(Animation* other) const; |
+ |
+ void set_is_impl_only(bool is_impl_only) { is_impl_only_ = is_impl_only; } |
+ bool is_impl_only() const { return is_impl_only_; } |
+ |
+ private: |
+ Animation(scoped_ptr<AnimationCurve> curve, |
+ int animation_id, |
+ int group_id, |
+ TargetProperty target_property); |
+ |
+ scoped_ptr<AnimationCurve> curve_; |
+ |
+ // IDs are not necessarily unique. |
+ int 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 group_; |
+ |
+ TargetProperty target_property_; |
+ RunState run_state_; |
+ int iterations_; |
+ double start_time_; |
+ bool alternates_direction_; |
+ |
+ // 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 time_offset_; |
+ |
+ bool needs_synchronized_start_time_; |
+ |
+ // 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 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 pause_time_; |
+ double total_paused_time_; |
+ |
+ // 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 Animation 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 is_controlling_instance_; |
+ |
+ bool is_impl_only_; |
+ |
+ DISALLOW_COPY_AND_ASSIGN(Animation); |
}; |
-} // namespace cc |
+} // namespace cc |
#endif // CC_ANIMATION_H_ |