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| 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 | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "cc/animation/animation_player.h" | |
| 6 | |
| 7 #include "base/atomic_sequence_num.h" | |
| 8 #include "cc/animation/animation_timeline.h" | |
| 9 #include "cc/layers/layer.h" | |
| 10 #include "cc/trees/layer_tree_mutators_client.h" | |
| 11 | |
| 12 namespace cc { | |
| 13 | |
| 14 base::StaticAtomicSequenceNumber g_next_animation_player_id; | |
| 15 | |
| 16 scoped_refptr<AnimationPlayer> AnimationPlayer::Create(int id) { | |
| 17 return make_scoped_refptr(new AnimationPlayer(id)); | |
| 18 } | |
| 19 | |
| 20 AnimationPlayer::AnimationPlayer(int id) | |
| 21 : animation_timeline_(), | |
| 22 layer_animation_delegate_(), | |
| 23 id_(id), | |
| 24 layer_id_(0) { | |
| 25 if (id_ == 0) | |
| 26 id_ = g_next_animation_player_id.GetNext() + 1; | |
|
ajuma
2015/02/23 16:36:44
Having a combination of provided and automatically
loyso (OOO)
2015/02/25 04:37:03
I agree. That's trivial.
| |
| 27 } | |
| 28 | |
| 29 AnimationPlayer::~AnimationPlayer() { | |
| 30 DCHECK(!animation_timeline()); | |
| 31 if (layer_animation_controller_) | |
| 32 DetachLayer(); | |
| 33 } | |
| 34 | |
| 35 scoped_refptr<AnimationPlayer> AnimationPlayer::CreateImplInstance() const { | |
| 36 scoped_refptr<AnimationPlayer> to_return = AnimationPlayer::Create(id()); | |
| 37 to_return->pending_value_observer_ = | |
| 38 make_scoped_ptr(new AnimationPlayerPendingValueObserver(to_return.get())); | |
| 39 return to_return; | |
| 40 } | |
| 41 | |
| 42 void AnimationPlayer::SetAnimationTimeline(AnimationTimeline* timeline) { | |
| 43 animation_timeline_ = timeline; | |
| 44 if (layer_animation_controller_) | |
| 45 layer_animation_controller_->SetAnimationRegistrar( | |
| 46 animation_timeline_ | |
| 47 ? animation_timeline_->layer_tree_mutators_client() | |
| 48 ->GetAnimationRegistrar() | |
| 49 : nullptr); | |
| 50 } | |
| 51 | |
| 52 void AnimationPlayer::set_layer_animation_delegate( | |
| 53 AnimationDelegate* delegate) { | |
| 54 layer_animation_delegate_ = delegate; | |
| 55 if (layer_animation_controller_) | |
| 56 layer_animation_controller_->set_layer_animation_delegate(delegate); | |
| 57 } | |
| 58 | |
| 59 void AnimationPlayer::AttachLayer(int layer_id) { | |
| 60 DCHECK_EQ(layer_id_, 0); | |
| 61 DCHECK_NE(layer_id, 0); | |
| 62 layer_id_ = layer_id; | |
| 63 | |
| 64 layer_animation_controller_ = LayerAnimationController::Create(layer_id_); | |
| 65 layer_animation_controller_->AddValueObserver(this); | |
| 66 layer_animation_controller_->set_value_provider(this); | |
| 67 layer_animation_controller_->set_layer_animation_delegate( | |
| 68 layer_animation_delegate_); | |
| 69 if (animation_timeline_) | |
| 70 layer_animation_controller_->SetAnimationRegistrar( | |
| 71 animation_timeline_->layer_tree_mutators_client() | |
| 72 ->GetAnimationRegistrar()); | |
| 73 | |
| 74 if (pending_value_observer_) | |
| 75 layer_animation_controller_->AddValueObserver( | |
| 76 pending_value_observer_.get()); | |
|
ajuma
2015/02/23 16:36:44
The asymmetry between active and pending observers
loyso (OOO)
2015/02/25 04:37:03
This is messy intermediate solution. We get rid of
ajuma
2015/02/25 14:57:25
We should aim to keep things as clean and readable
loyso (OOO)
2015/02/26 03:04:44
No, not at all. We can spawn many nested classes.
| |
| 77 } | |
| 78 | |
| 79 void AnimationPlayer::DetachLayer() { | |
| 80 DCHECK_NE(layer_id_, 0); | |
| 81 DCHECK(layer_animation_controller_); | |
| 82 | |
| 83 if (pending_value_observer_) | |
| 84 layer_animation_controller_->RemoveValueObserver( | |
| 85 pending_value_observer_.get()); | |
| 86 | |
| 87 layer_animation_controller_->RemoveValueObserver(this); | |
| 88 layer_animation_controller_->remove_value_provider(this); | |
| 89 layer_animation_controller_->set_layer_animation_delegate(nullptr); | |
| 90 layer_animation_controller_->SetAnimationRegistrar(nullptr); | |
| 91 layer_animation_controller_ = nullptr; | |
| 92 | |
| 93 layer_id_ = 0; | |
| 94 } | |
| 95 | |
| 96 void AnimationPlayer::AddAnimation(scoped_ptr<Animation> animation) { | |
| 97 DCHECK(layer_animation_controller_); | |
| 98 layer_animation_controller_->AddAnimation(animation.Pass()); | |
| 99 SetNeedsCommit(); | |
| 100 } | |
| 101 | |
| 102 void AnimationPlayer::PauseAnimation(int animation_id, double time_offset) { | |
| 103 DCHECK(layer_animation_controller_); | |
| 104 layer_animation_controller_->PauseAnimation( | |
| 105 animation_id, base::TimeDelta::FromSecondsD(time_offset)); | |
| 106 SetNeedsCommit(); | |
| 107 } | |
| 108 | |
| 109 void AnimationPlayer::RemoveAnimation(int animation_id) { | |
| 110 DCHECK(layer_animation_controller_); | |
| 111 layer_animation_controller_->RemoveAnimation(animation_id); | |
| 112 SetNeedsCommit(); | |
| 113 } | |
| 114 | |
| 115 void AnimationPlayer::PushPropertiesTo(AnimationPlayer* player_impl) { | |
| 116 if (!layer_animation_controller()) { | |
| 117 if (player_impl->layer_animation_controller()) | |
| 118 player_impl->DetachLayer(); | |
| 119 return; | |
| 120 } | |
| 121 | |
| 122 DCHECK_NE(layer_id_, 0); | |
| 123 if (!player_impl->layer_animation_controller()) | |
| 124 player_impl->AttachLayer(layer_id_); | |
| 125 | |
| 126 DCHECK(player_impl->layer_animation_controller()); | |
| 127 layer_animation_controller_->PushAnimationUpdatesTo( | |
| 128 player_impl->layer_animation_controller()); | |
| 129 } | |
| 130 | |
| 131 void AnimationPlayer::SetNeedsCommit() { | |
| 132 DCHECK(animation_timeline_); | |
| 133 animation_timeline_->layer_tree_mutators_client()->SetMutatorsNeedCommit(); | |
| 134 } | |
| 135 | |
| 136 void AnimationPlayer::SetFilterMutated(bool active_tree, | |
| 137 const FilterOperations& filters) { | |
| 138 if (animation_timeline() && layer_id_) { | |
|
ajuma
2015/02/23 16:36:44
Should the check for layer_id_ really be a DCHECK?
loyso (OOO)
2015/02/25 04:37:03
Yes, we can go with DCHECK here.
| |
| 139 DCHECK(animation_timeline()->layer_tree_mutators_client()); | |
| 140 animation_timeline()->layer_tree_mutators_client()->SetLayerFilterMutated( | |
| 141 layer_id_, active_tree, filters); | |
| 142 } | |
| 143 } | |
| 144 | |
| 145 void AnimationPlayer::SetOpacityMutated(bool active_tree, float opacity) { | |
| 146 if (animation_timeline() && layer_id_) { | |
| 147 DCHECK(animation_timeline()->layer_tree_mutators_client()); | |
| 148 animation_timeline()->layer_tree_mutators_client()->SetLayerOpacityMutated( | |
| 149 layer_id_, active_tree, opacity); | |
| 150 } | |
| 151 } | |
| 152 | |
| 153 void AnimationPlayer::SetTransformMutated(bool active_tree, | |
| 154 const gfx::Transform& transform) { | |
| 155 if (animation_timeline() && layer_id_) { | |
| 156 DCHECK(animation_timeline()->layer_tree_mutators_client()); | |
| 157 animation_timeline() | |
| 158 ->layer_tree_mutators_client() | |
| 159 ->SetLayerTransformMutated(layer_id_, active_tree, transform); | |
| 160 } | |
| 161 } | |
| 162 | |
| 163 gfx::ScrollOffset AnimationPlayer::ScrollOffsetForAnimation() const { | |
| 164 // TODO(loyso): implement it. | |
| 165 return gfx::ScrollOffset(); | |
| 166 } | |
| 167 | |
| 168 void AnimationPlayer::OnFilterAnimated(const FilterOperations& filters) { | |
| 169 SetFilterMutated(true, filters); | |
| 170 } | |
| 171 | |
| 172 void AnimationPlayer::OnOpacityAnimated(float opacity) { | |
| 173 SetOpacityMutated(true, opacity); | |
| 174 } | |
| 175 | |
| 176 void AnimationPlayer::OnTransformAnimated(const gfx::Transform& transform) { | |
| 177 SetTransformMutated(true, transform); | |
| 178 } | |
| 179 | |
| 180 void AnimationPlayer::OnScrollOffsetAnimated( | |
| 181 const gfx::ScrollOffset& scroll_offset) { | |
| 182 // TODO(loyso): implement it. | |
| 183 } | |
| 184 | |
| 185 void AnimationPlayer::OnAnimationWaitingForDeletion() { | |
| 186 // TODO(loyso): implement it. | |
| 187 } | |
| 188 | |
| 189 bool AnimationPlayer::IsActive() const { | |
| 190 return true; | |
| 191 } | |
| 192 | |
| 193 AnimationPlayerPendingValueObserver::AnimationPlayerPendingValueObserver( | |
| 194 AnimationPlayer* player) | |
| 195 : player_(player) { | |
| 196 DCHECK(player_); | |
| 197 } | |
| 198 | |
| 199 void AnimationPlayerPendingValueObserver::OnFilterAnimated( | |
| 200 const FilterOperations& filters) { | |
| 201 player_->SetFilterMutated(false, filters); | |
| 202 } | |
| 203 | |
| 204 void AnimationPlayerPendingValueObserver::OnOpacityAnimated(float opacity) { | |
| 205 player_->SetOpacityMutated(false, opacity); | |
| 206 } | |
| 207 | |
| 208 void AnimationPlayerPendingValueObserver::OnTransformAnimated( | |
| 209 const gfx::Transform& transform) { | |
| 210 player_->SetTransformMutated(false, transform); | |
| 211 } | |
| 212 | |
| 213 void AnimationPlayerPendingValueObserver::OnScrollOffsetAnimated( | |
| 214 const gfx::ScrollOffset& scroll_offset) { | |
| 215 // TODO(loyso): implement it. | |
| 216 } | |
| 217 | |
| 218 void AnimationPlayerPendingValueObserver::OnAnimationWaitingForDeletion() { | |
| 219 // TODO(loyso): implement it. | |
| 220 } | |
| 221 | |
| 222 bool AnimationPlayerPendingValueObserver::IsActive() const { | |
| 223 return false; | |
| 224 } | |
| 225 | |
| 226 } // namespace cc | |
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