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1 /* | 1 /* |
2 * Copyright (C) 2013 Google Inc. All rights reserved. | 2 * Copyright (C) 2013 Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions are | 5 * modification, are permitted provided that the following conditions are |
6 * met: | 6 * met: |
7 * | 7 * |
8 * * Redistributions of source code must retain the above copyright | 8 * * Redistributions of source code must retain the above copyright |
9 * notice, this list of conditions and the following disclaimer. | 9 * notice, this list of conditions and the following disclaimer. |
10 * * Redistributions in binary form must reproduce the above | 10 * * Redistributions in binary form must reproduce the above |
(...skipping 11 matching lines...) Expand all Loading... |
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | 22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT | 23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, | 24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | 25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 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. | 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
29 */ | 29 */ |
30 | 30 |
31 #include "sky/engine/config.h" | 31 #include "sky/engine/config.h" |
32 #include "sky/engine/core/animation/CompositorPendingAnimations.h" | 32 #include "sky/engine/core/animation/PendingAnimations.h" |
33 | 33 |
34 #include "sky/engine/core/animation/Animation.h" | 34 #include "sky/engine/core/animation/Animation.h" |
35 #include "sky/engine/core/animation/AnimationTimeline.h" | 35 #include "sky/engine/core/animation/AnimationTimeline.h" |
36 #include "sky/engine/core/frame/FrameView.h" | 36 #include "sky/engine/core/frame/FrameView.h" |
37 #include "sky/engine/core/page/Page.h" | 37 #include "sky/engine/core/page/Page.h" |
38 #include "sky/engine/core/rendering/RenderLayer.h" | 38 #include "sky/engine/core/rendering/RenderLayer.h" |
39 | 39 |
40 namespace blink { | 40 namespace blink { |
41 | 41 |
42 void CompositorPendingAnimations::add(AnimationPlayer* player) | 42 void PendingAnimations::add(AnimationPlayer* player) |
43 { | 43 { |
44 ASSERT(player); | 44 ASSERT(player); |
45 ASSERT(m_pending.find(player) == kNotFound); | 45 ASSERT(m_pending.find(player) == kNotFound); |
46 m_pending.append(player); | 46 m_pending.append(player); |
47 | 47 |
48 Document* document = player->timeline()->document(); | 48 Document* document = player->timeline()->document(); |
49 if (document->view()) | 49 if (document->view()) |
50 document->view()->scheduleAnimation(); | 50 document->view()->scheduleAnimation(); |
51 | 51 |
52 bool visible = document->page() && document->page()->visibilityState() == Pa
geVisibilityStateVisible; | 52 bool visible = document->page() && document->page()->visibilityState() == Pa
geVisibilityStateVisible; |
53 if (!visible && !m_timer.isActive()) { | 53 if (!visible && !m_timer.isActive()) { |
54 m_timer.startOneShot(0, FROM_HERE); | 54 m_timer.startOneShot(0, FROM_HERE); |
55 } | 55 } |
56 } | 56 } |
57 | 57 |
58 bool CompositorPendingAnimations::update(bool startOnCompositor) | 58 bool PendingAnimations::update() |
59 { | 59 { |
60 Vector<AnimationPlayer*> waitingForStartTime; | 60 Vector<AnimationPlayer*> waitingForStartTime; |
61 bool startedSynchronizedOnCompositor = false; | |
62 | |
63 Vector<RefPtr<AnimationPlayer> > players; | 61 Vector<RefPtr<AnimationPlayer> > players; |
64 players.swap(m_pending); | 62 players.swap(m_pending); |
65 | 63 |
66 for (size_t i = 0; i < players.size(); ++i) { | 64 for (size_t i = 0; i < players.size(); ++i) { |
67 AnimationPlayer& player = *players[i].get(); | 65 AnimationPlayer& player = *players[i].get(); |
68 bool hadCompositorAnimation = player.hasActiveAnimationsOnCompositor(); | 66 player.preCommit(); |
69 player.preCommit(startOnCompositor); | |
70 if (player.hasActiveAnimationsOnCompositor() && !hadCompositorAnimation)
{ | |
71 startedSynchronizedOnCompositor = true; | |
72 } | |
73 | |
74 if (player.playing() && !player.hasStartTime()) { | 67 if (player.playing() && !player.hasStartTime()) { |
75 waitingForStartTime.append(&player); | 68 waitingForStartTime.append(&player); |
76 } | 69 } |
77 } | 70 } |
78 | 71 |
79 // If any synchronized animations were started on the compositor, all | 72 for (size_t i = 0; i < waitingForStartTime.size(); ++i) { |
80 // remaning synchronized animations need to wait for the synchronized | 73 if (!waitingForStartTime[i]->hasStartTime()) { |
81 // start time. Otherwise they may start immediately. | 74 waitingForStartTime[i]->notifyCompositorStartTime(waitingForStartTim
e[i]->timeline()->currentTimeInternal()); |
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 } | 75 } |
94 } | 76 } |
95 | 77 |
96 // FIXME: The postCommit should happen *after* the commit, not before. | 78 // FIXME: The postCommit should happen *after* the commit, not before. |
97 for (size_t i = 0; i < players.size(); ++i) { | 79 for (size_t i = 0; i < players.size(); ++i) { |
98 AnimationPlayer& player = *players[i].get(); | 80 AnimationPlayer& player = *players[i].get(); |
99 player.postCommit(player.timeline()->currentTimeInternal()); | 81 player.postCommit(player.timeline()->currentTimeInternal()); |
100 } | 82 } |
101 | 83 |
102 ASSERT(m_pending.isEmpty()); | 84 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; | 85 return false; |
121 } | 86 } |
122 | 87 |
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 | 88 } // namespace |
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