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Side by Side Diff: sky/engine/core/animation/CompositorPendingAnimations.cpp

Issue 772673002: Fix Animations, Remove Compostior Animations. (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: CompositorPendingAnimations -> PendingAnimations Created 6 years ago
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1 /*
2 * Copyright (C) 2013 Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
14 * * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30
31 #include "sky/engine/config.h"
32 #include "sky/engine/core/animation/CompositorPendingAnimations.h"
33
34 #include "sky/engine/core/animation/Animation.h"
35 #include "sky/engine/core/animation/AnimationTimeline.h"
36 #include "sky/engine/core/frame/FrameView.h"
37 #include "sky/engine/core/page/Page.h"
38 #include "sky/engine/core/rendering/RenderLayer.h"
39
40 namespace blink {
41
42 void CompositorPendingAnimations::add(AnimationPlayer* player)
43 {
44 ASSERT(player);
45 ASSERT(m_pending.find(player) == kNotFound);
46 m_pending.append(player);
47
48 Document* document = player->timeline()->document();
49 if (document->view())
50 document->view()->scheduleAnimation();
51
52 bool visible = document->page() && document->page()->visibilityState() == Pa geVisibilityStateVisible;
53 if (!visible && !m_timer.isActive()) {
54 m_timer.startOneShot(0, FROM_HERE);
55 }
56 }
57
58 bool CompositorPendingAnimations::update(bool startOnCompositor)
59 {
60 Vector<AnimationPlayer*> waitingForStartTime;
61 bool startedSynchronizedOnCompositor = false;
62
63 Vector<RefPtr<AnimationPlayer> > players;
64 players.swap(m_pending);
65
66 for (size_t i = 0; i < players.size(); ++i) {
67 AnimationPlayer& player = *players[i].get();
68 bool hadCompositorAnimation = player.hasActiveAnimationsOnCompositor();
69 player.preCommit(startOnCompositor);
70 if (player.hasActiveAnimationsOnCompositor() && !hadCompositorAnimation) {
71 startedSynchronizedOnCompositor = true;
72 }
73
74 if (player.playing() && !player.hasStartTime()) {
75 waitingForStartTime.append(&player);
76 }
77 }
78
79 // If any synchronized animations were started on the compositor, all
80 // remaning synchronized animations need to wait for the synchronized
81 // start time. Otherwise they may start immediately.
82 if (startedSynchronizedOnCompositor) {
83 for (size_t i = 0; i < waitingForStartTime.size(); ++i) {
84 if (!waitingForStartTime[i]->hasStartTime()) {
85 m_waitingForCompositorAnimationStart.append(waitingForStartTime[ i]);
86 }
87 }
88 } else {
89 for (size_t i = 0; i < waitingForStartTime.size(); ++i) {
90 if (!waitingForStartTime[i]->hasStartTime()) {
91 waitingForStartTime[i]->notifyCompositorStartTime(waitingForStar tTime[i]->timeline()->currentTimeInternal());
92 }
93 }
94 }
95
96 // FIXME: The postCommit should happen *after* the commit, not before.
97 for (size_t i = 0; i < players.size(); ++i) {
98 AnimationPlayer& player = *players[i].get();
99 player.postCommit(player.timeline()->currentTimeInternal());
100 }
101
102 ASSERT(m_pending.isEmpty());
103
104 if (startedSynchronizedOnCompositor)
105 return true;
106
107 if (m_waitingForCompositorAnimationStart.isEmpty())
108 return false;
109
110 // Check if we're still waiting for any compositor animations to start.
111 for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) {
112 if (m_waitingForCompositorAnimationStart[i].get()->hasActiveAnimationsOn Compositor())
113 return true;
114 }
115
116 // If not, go ahead and start any animations that were waiting.
117 notifyCompositorAnimationStarted(monotonicallyIncreasingTime());
118
119 ASSERT(m_pending.isEmpty());
120 return false;
121 }
122
123 void CompositorPendingAnimations::notifyCompositorAnimationStarted(double monoto nicAnimationStartTime)
124 {
125 for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) {
126 AnimationPlayer* player = m_waitingForCompositorAnimationStart[i].get();
127 if (player->hasStartTime())
128 continue;
129 player->notifyCompositorStartTime(monotonicAnimationStartTime - player-> timeline()->zeroTime());
130 }
131
132 m_waitingForCompositorAnimationStart.clear();
133 }
134
135 } // namespace
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