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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: cleanup Created 6 years ago
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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 40 matching lines...) Expand 10 before | Expand all | Expand 10 after
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 CompositorPendingAnimations::update(bool startOnCompositor)
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();
69 player.preCommit(startOnCompositor); 66 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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