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Issue 2349643003: CC Animation: Extract PropertyAnimationState as a non-nested struct. (Closed)
Patch Set: Reparent to master to make it independent. Created 4 years, 2 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved. 1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/animation/element_animations.h" 5 #include "cc/animation/element_animations.h"
6 6
7 #include <stddef.h> 7 #include <stddef.h>
8 8
9 #include <algorithm> 9 #include <algorithm>
10 10
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531 OnScrollOffsetAnimated(ElementListType::ACTIVE, scroll_offset); 531 OnScrollOffsetAnimated(ElementListType::ACTIVE, scroll_offset);
532 if (notify_pending_elements && has_element_in_pending_list()) 532 if (notify_pending_elements && has_element_in_pending_list())
533 OnScrollOffsetAnimated(ElementListType::PENDING, scroll_offset); 533 OnScrollOffsetAnimated(ElementListType::PENDING, scroll_offset);
534 } 534 }
535 535
536 void ElementAnimations::NotifyClientAnimationChanged( 536 void ElementAnimations::NotifyClientAnimationChanged(
537 TargetProperty::Type property, 537 TargetProperty::Type property,
538 ElementListType list_type, 538 ElementListType list_type,
539 bool notify_elements_about_potential_animation, 539 bool notify_elements_about_potential_animation,
540 bool notify_elements_about_running_animation) { 540 bool notify_elements_about_running_animation) {
541 struct PropertyAnimationState* animation_state = nullptr; 541 PropertyAnimationState* animation_state = nullptr;
542 switch (property) { 542 switch (property) {
543 case TargetProperty::OPACITY: 543 case TargetProperty::OPACITY:
544 animation_state = &opacity_animation_state_; 544 animation_state = &opacity_animation_state_;
545 break; 545 break;
546 case TargetProperty::TRANSFORM: 546 case TargetProperty::TRANSFORM:
547 animation_state = &transform_animation_state_; 547 animation_state = &transform_animation_state_;
548 break; 548 break;
549 case TargetProperty::FILTER: 549 case TargetProperty::FILTER:
550 animation_state = &filter_animation_state_; 550 animation_state = &filter_animation_state_;
551 break; 551 break;
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578 bool currently_animating = 578 bool currently_animating =
579 active ? animation_state->currently_running_for_active_elements 579 active ? animation_state->currently_running_for_active_elements
580 : animation_state->currently_running_for_pending_elements; 580 : animation_state->currently_running_for_pending_elements;
581 IsAnimatingChanged(list_type, property, AnimationChangeType::RUNNING, 581 IsAnimatingChanged(list_type, property, AnimationChangeType::RUNNING,
582 currently_animating); 582 currently_animating);
583 } 583 }
584 } 584 }
585 585
586 void ElementAnimations::UpdateClientAnimationStateInternal( 586 void ElementAnimations::UpdateClientAnimationStateInternal(
587 TargetProperty::Type property) { 587 TargetProperty::Type property) {
588 struct PropertyAnimationState* animation_state = nullptr; 588 PropertyAnimationState* animation_state = nullptr;
589 switch (property) { 589 switch (property) {
590 case TargetProperty::OPACITY: 590 case TargetProperty::OPACITY:
591 animation_state = &opacity_animation_state_; 591 animation_state = &opacity_animation_state_;
592 break; 592 break;
593 case TargetProperty::TRANSFORM: 593 case TargetProperty::TRANSFORM:
594 animation_state = &transform_animation_state_; 594 animation_state = &transform_animation_state_;
595 break; 595 break;
596 case TargetProperty::FILTER: 596 case TargetProperty::FILTER:
597 animation_state = &filter_animation_state_; 597 animation_state = &filter_animation_state_;
598 break; 598 break;
599 default: 599 default:
600 NOTREACHED(); 600 NOTREACHED();
601 break; 601 break;
602 } 602 }
603 bool was_currently_running_animation_for_active_elements =
604 animation_state->currently_running_for_active_elements;
605 bool was_currently_running_animation_for_pending_elements =
606 animation_state->currently_running_for_pending_elements;
607 bool was_potentially_animating_for_active_elements =
608 animation_state->potentially_animating_for_active_elements;
609 bool was_potentially_animating_for_pending_elements =
610 animation_state->potentially_animating_for_pending_elements;
611 603
604 PropertyAnimationState previous_state = *animation_state;
612 animation_state->Clear(); 605 animation_state->Clear();
613 DCHECK(was_potentially_animating_for_active_elements || 606 DCHECK(previous_state.IsValid());
614 !was_currently_running_animation_for_active_elements);
615 DCHECK(was_potentially_animating_for_pending_elements ||
616 !was_currently_running_animation_for_pending_elements);
617 607
618 ElementAnimations::PlayersList::Iterator it(players_list_.get()); 608 ElementAnimations::PlayersList::Iterator it(players_list_.get());
619 AnimationPlayer* player; 609 AnimationPlayer* player;
620 while ((player = it.GetNext()) != nullptr) { 610 while ((player = it.GetNext()) != nullptr) {
621 for (const auto& animation : player->animations()) { 611 PropertyAnimationState player_state;
622 if (!animation->is_finished() && 612 player->GetPropertyAnimationStateFor(property, &player_state);
623 animation->target_property() == property) { 613 *animation_state |= player_state;
624 animation_state->potentially_animating_for_active_elements |=
625 animation->affects_active_elements();
626 animation_state->potentially_animating_for_pending_elements |=
627 animation->affects_pending_elements();
628 animation_state->currently_running_for_active_elements |=
629 animation->affects_active_elements() &&
630 animation->InEffect(last_tick_time_);
631 animation_state->currently_running_for_pending_elements |=
632 animation->affects_pending_elements() &&
633 animation->InEffect(last_tick_time_);
634 }
635 }
636 } 614 }
637 615
638 bool potentially_animating_changed_for_active_elements = 616 if (*animation_state == previous_state)
639 was_potentially_animating_for_active_elements !=
640 animation_state->potentially_animating_for_active_elements;
641 bool potentially_animating_changed_for_pending_elements =
642 was_potentially_animating_for_pending_elements !=
643 animation_state->potentially_animating_for_pending_elements;
644 bool currently_running_animation_changed_for_active_elements =
645 was_currently_running_animation_for_active_elements !=
646 animation_state->currently_running_for_active_elements;
647 bool currently_running_animation_changed_for_pending_elements =
648 was_currently_running_animation_for_pending_elements !=
649 animation_state->currently_running_for_pending_elements;
650 if (!potentially_animating_changed_for_active_elements &&
651 !potentially_animating_changed_for_pending_elements &&
652 !currently_running_animation_changed_for_active_elements &&
653 !currently_running_animation_changed_for_pending_elements)
654 return; 617 return;
618
619 PropertyAnimationState diff_state = previous_state ^ *animation_state;
620
655 if (has_element_in_active_list()) 621 if (has_element_in_active_list())
656 NotifyClientAnimationChanged( 622 NotifyClientAnimationChanged(
657 property, ElementListType::ACTIVE, 623 property, ElementListType::ACTIVE,
658 potentially_animating_changed_for_active_elements, 624 diff_state.potentially_animating_for_active_elements,
659 currently_running_animation_changed_for_active_elements); 625 diff_state.currently_running_for_active_elements);
660 if (has_element_in_pending_list()) 626 if (has_element_in_pending_list())
661 NotifyClientAnimationChanged( 627 NotifyClientAnimationChanged(
662 property, ElementListType::PENDING, 628 property, ElementListType::PENDING,
663 potentially_animating_changed_for_pending_elements, 629 diff_state.potentially_animating_for_pending_elements,
664 currently_running_animation_changed_for_pending_elements); 630 diff_state.currently_running_for_pending_elements);
665 } 631 }
666 632
667 bool ElementAnimations::HasActiveAnimation() const { 633 bool ElementAnimations::HasActiveAnimation() const {
668 ElementAnimations::PlayersList::Iterator it(players_list_.get()); 634 ElementAnimations::PlayersList::Iterator it(players_list_.get());
669 AnimationPlayer* player; 635 AnimationPlayer* player;
670 while ((player = it.GetNext()) != nullptr) { 636 while ((player = it.GetNext()) != nullptr) {
671 if (player->HasActiveAnimation()) 637 if (player->HasActiveAnimation())
672 return true; 638 return true;
673 } 639 }
674 640
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853 if (animation_host()) { 819 if (animation_host()) {
854 DCHECK(animation_host()->mutator_host_client()); 820 DCHECK(animation_host()->mutator_host_client());
855 return animation_host()->mutator_host_client()->GetScrollOffsetForAnimation( 821 return animation_host()->mutator_host_client()->GetScrollOffsetForAnimation(
856 element_id()); 822 element_id());
857 } 823 }
858 824
859 return gfx::ScrollOffset(); 825 return gfx::ScrollOffset();
860 } 826 }
861 827
862 } // namespace cc 828 } // namespace cc
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