| 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,
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| - WaitingForTargetAvailability,
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| - WaitingForStartTime,
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| - WaitingForDeletion,
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| - Starting,
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| - Running,
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| - Paused,
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| - Finished,
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| - Aborted,
|
| - // This sentinel must be last.
|
| - RunStateEnumSize
|
| - };
|
| -
|
| - 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
|
| - };
|
| -
|
| - static scoped_ptr<Animation> create(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty);
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| -
|
| - virtual ~Animation();
|
| -
|
| - int id() const { return m_id; }
|
| - int group() const { return m_group; }
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| - TargetProperty targetProperty() const { return m_targetProperty; }
|
| -
|
| - RunState runState() const { return m_runState; }
|
| - void setRunState(RunState, double monotonicTime);
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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
|
| - // the animation will loop indefinitely.
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| - 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; }
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| -
|
| - void suspend(double monotonicTime);
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| - void resume(double monotonicTime);
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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; }
|
| - void setAlternatesDirection(bool alternates) { m_alternatesDirection = alternates; }
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| -
|
| - bool isFinishedAt(double monotonicTime) const;
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| - bool isFinished() const { return m_runState == Finished
|
| - || m_runState == Aborted
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| - || 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;
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| - scoped_ptr<Animation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const;
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| - bool isControllingInstance() const { return m_isControllingInstance; }
|
| -
|
| - void pushPropertiesTo(Animation*) const;
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| -
|
| - 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_
|
|
|