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Side by Side Diff: cc/animation/animation_host.h

Issue 947033002: CC Animations: Establish AnimationHost, AnimationTimeline and AnimationPlayer (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fix code review issues. Rebase. Created 5 years, 6 months ago
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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 #ifndef CC_ANIMATION_ANIMATION_HOST_H_
6 #define CC_ANIMATION_ANIMATION_HOST_H_
7
8 #include <vector>
9
10 #include "base/containers/hash_tables.h"
11 #include "base/containers/linked_list.h"
12 #include "base/memory/ref_counted.h"
13 #include "base/memory/scoped_ptr.h"
14 #include "cc/base/cc_export.h"
15 #include "cc/trees/layer_tree_mutators_client.h"
16
17 namespace cc {
18
19 class AnimationPlayer;
20 class AnimationRegistrar;
21 class AnimationTimeline;
22 class LayerAnimationController;
23 class LayerTreeHost;
24
25 enum class ThreadInstance { MAIN, IMPL };
Ian Vollick 2015/06/22 13:58:39 This looks much nicer. Thanks!
26
27 typedef std::vector<scoped_refptr<AnimationTimeline>> AnimationTimelineList;
28
29 // An AnimationHost contains all the state required to play animations.
30 // Specifically, it owns all the AnimationTimelines objects.
31 // There is just one AnimationHost for LayerTreeHost on main renderer thread
32 // and just one AnimationHost for LayerTreeHostImpl on impl thread.
33 // We synchronize them during the commit process in a one-way data flow process
34 // (PushPropertiesTo).
35 // An AnimationHost talks to its correspondent LayerTreeHost via
36 // LayerTreeMutatorsClient interface.
37 // AnimationHost has it's own instance of AnimationRegistrar,
38 // we want to merge AnimationRegistrar into AnimationHost.
39 class CC_EXPORT AnimationHost {
40 public:
41 static scoped_ptr<AnimationHost> Create(ThreadInstance thread_instance);
42 virtual ~AnimationHost();
43
44 void AddAnimationTimeline(scoped_refptr<AnimationTimeline> timeline);
45 void RemoveAnimationTimeline(scoped_refptr<AnimationTimeline> timeline);
46 AnimationTimeline* GetTimelineById(int timeline_id) const;
47
48 void ClearTimelines();
49
50 void RegisterLayer(int layer_id, LayerTreeType tree_type);
51 void UnregisterLayer(int layer_id, LayerTreeType tree_type);
52
53 void RegisterPlayerForLayer(int layer_id, AnimationPlayer* player);
54 void UnregisterPlayerForLayer(int layer_id, AnimationPlayer* player);
55
56 typedef base::LinkedList<AnimationPlayer> PlayersList;
57 PlayersList* GetPlayersForLayerId(int layer_id) const;
58
59 // Parent LayerTreeHost or LayerTreeHostImpl.
60 LayerTreeMutatorsClient* layer_tree_mutators_client() {
61 return layer_tree_mutators_client_;
62 }
63 const LayerTreeMutatorsClient* layer_tree_mutators_client() const {
64 return layer_tree_mutators_client_;
65 }
66 void SetLayerTreeMutatorsClient(LayerTreeMutatorsClient* client);
67
68 void SetNeedsCommit();
69
70 void PushPropertiesTo(AnimationHost* host_impl);
71
72 AnimationRegistrar* animation_registrar() const {
73 return animation_registrar_.get();
74 }
75
76 private:
77 explicit AnimationHost(ThreadInstance thread_instance);
78
79 LayerAnimationController* GetControllerForLayerId(int layer_id) const;
80
81 bool EnsureListPlayersShareController(const PlayersList& players_list) const;
82
83 void PushTimelinesToImplThread(AnimationHost* host_impl) const;
84 void RemoveTimelinesFromImplThread(AnimationHost* host_impl) const;
85 void PushPropertiesToImplThread(AnimationHost* host_impl);
86
87 void EraseTimelines(AnimationTimelineList::iterator begin,
88 AnimationTimelineList::iterator end);
89
90 // TODO(loyso): For now AnimationPlayers share LayerAnimationController object
91 // if they are attached to the same layer. Introduce LayersAnimations object
92 // to make AnimationPlayers-to-Layers relationship explicit (many-to-many).
93 // (a CC counterpart for blink::ElementAnimations. Note that Element can
94 // contain many Layers).
95 typedef base::hash_map<int, PlayersList*> LayerToPlayersMap;
Ian Vollick 2015/06/22 13:58:39 The PlayersList is a good idea -- it does make thi
96 LayerToPlayersMap layer_to_players_map_;
97
98 AnimationTimelineList timelines_;
99 scoped_ptr<AnimationRegistrar> animation_registrar_;
100 LayerTreeMutatorsClient* layer_tree_mutators_client_;
101
102 const ThreadInstance thread_instance_;
103
104 DISALLOW_COPY_AND_ASSIGN(AnimationHost);
105 };
106
107 } // namespace cc
108
109 #endif // CC_ANIMATION_ANIMATION_HOST_H_
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