Index: cc/animation/animation_player.cc |
diff --git a/cc/animation/animation_player.cc b/cc/animation/animation_player.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..8e315a5d0f83f368ef51b1b1d14e3c1b1ad84b11 |
--- /dev/null |
+++ b/cc/animation/animation_player.cc |
@@ -0,0 +1,226 @@ |
+// Copyright 2015 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "cc/animation/animation_player.h" |
+ |
+#include "base/atomic_sequence_num.h" |
+#include "cc/animation/animation_timeline.h" |
+#include "cc/layers/layer.h" |
+#include "cc/trees/layer_tree_mutators_client.h" |
+ |
+namespace cc { |
+ |
+base::StaticAtomicSequenceNumber g_next_animation_player_id; |
+ |
+scoped_refptr<AnimationPlayer> AnimationPlayer::Create(int id) { |
+ return make_scoped_refptr(new AnimationPlayer(id)); |
+} |
+ |
+AnimationPlayer::AnimationPlayer(int id) |
+ : animation_timeline_(), |
+ layer_animation_delegate_(), |
+ id_(id), |
+ layer_id_(0) { |
+ if (id_ == 0) |
+ 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.
|
+} |
+ |
+AnimationPlayer::~AnimationPlayer() { |
+ DCHECK(!animation_timeline()); |
+ if (layer_animation_controller_) |
+ DetachLayer(); |
+} |
+ |
+scoped_refptr<AnimationPlayer> AnimationPlayer::CreateImplInstance() const { |
+ scoped_refptr<AnimationPlayer> to_return = AnimationPlayer::Create(id()); |
+ to_return->pending_value_observer_ = |
+ make_scoped_ptr(new AnimationPlayerPendingValueObserver(to_return.get())); |
+ return to_return; |
+} |
+ |
+void AnimationPlayer::SetAnimationTimeline(AnimationTimeline* timeline) { |
+ animation_timeline_ = timeline; |
+ if (layer_animation_controller_) |
+ layer_animation_controller_->SetAnimationRegistrar( |
+ animation_timeline_ |
+ ? animation_timeline_->layer_tree_mutators_client() |
+ ->GetAnimationRegistrar() |
+ : nullptr); |
+} |
+ |
+void AnimationPlayer::set_layer_animation_delegate( |
+ AnimationDelegate* delegate) { |
+ layer_animation_delegate_ = delegate; |
+ if (layer_animation_controller_) |
+ layer_animation_controller_->set_layer_animation_delegate(delegate); |
+} |
+ |
+void AnimationPlayer::AttachLayer(int layer_id) { |
+ DCHECK_EQ(layer_id_, 0); |
+ DCHECK_NE(layer_id, 0); |
+ layer_id_ = layer_id; |
+ |
+ layer_animation_controller_ = LayerAnimationController::Create(layer_id_); |
+ layer_animation_controller_->AddValueObserver(this); |
+ layer_animation_controller_->set_value_provider(this); |
+ layer_animation_controller_->set_layer_animation_delegate( |
+ layer_animation_delegate_); |
+ if (animation_timeline_) |
+ layer_animation_controller_->SetAnimationRegistrar( |
+ animation_timeline_->layer_tree_mutators_client() |
+ ->GetAnimationRegistrar()); |
+ |
+ if (pending_value_observer_) |
+ layer_animation_controller_->AddValueObserver( |
+ 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.
|
+} |
+ |
+void AnimationPlayer::DetachLayer() { |
+ DCHECK_NE(layer_id_, 0); |
+ DCHECK(layer_animation_controller_); |
+ |
+ if (pending_value_observer_) |
+ layer_animation_controller_->RemoveValueObserver( |
+ pending_value_observer_.get()); |
+ |
+ layer_animation_controller_->RemoveValueObserver(this); |
+ layer_animation_controller_->remove_value_provider(this); |
+ layer_animation_controller_->set_layer_animation_delegate(nullptr); |
+ layer_animation_controller_->SetAnimationRegistrar(nullptr); |
+ layer_animation_controller_ = nullptr; |
+ |
+ layer_id_ = 0; |
+} |
+ |
+void AnimationPlayer::AddAnimation(scoped_ptr<Animation> animation) { |
+ DCHECK(layer_animation_controller_); |
+ layer_animation_controller_->AddAnimation(animation.Pass()); |
+ SetNeedsCommit(); |
+} |
+ |
+void AnimationPlayer::PauseAnimation(int animation_id, double time_offset) { |
+ DCHECK(layer_animation_controller_); |
+ layer_animation_controller_->PauseAnimation( |
+ animation_id, base::TimeDelta::FromSecondsD(time_offset)); |
+ SetNeedsCommit(); |
+} |
+ |
+void AnimationPlayer::RemoveAnimation(int animation_id) { |
+ DCHECK(layer_animation_controller_); |
+ layer_animation_controller_->RemoveAnimation(animation_id); |
+ SetNeedsCommit(); |
+} |
+ |
+void AnimationPlayer::PushPropertiesTo(AnimationPlayer* player_impl) { |
+ if (!layer_animation_controller()) { |
+ if (player_impl->layer_animation_controller()) |
+ player_impl->DetachLayer(); |
+ return; |
+ } |
+ |
+ DCHECK_NE(layer_id_, 0); |
+ if (!player_impl->layer_animation_controller()) |
+ player_impl->AttachLayer(layer_id_); |
+ |
+ DCHECK(player_impl->layer_animation_controller()); |
+ layer_animation_controller_->PushAnimationUpdatesTo( |
+ player_impl->layer_animation_controller()); |
+} |
+ |
+void AnimationPlayer::SetNeedsCommit() { |
+ DCHECK(animation_timeline_); |
+ animation_timeline_->layer_tree_mutators_client()->SetMutatorsNeedCommit(); |
+} |
+ |
+void AnimationPlayer::SetFilterMutated(bool active_tree, |
+ const FilterOperations& filters) { |
+ 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.
|
+ DCHECK(animation_timeline()->layer_tree_mutators_client()); |
+ animation_timeline()->layer_tree_mutators_client()->SetLayerFilterMutated( |
+ layer_id_, active_tree, filters); |
+ } |
+} |
+ |
+void AnimationPlayer::SetOpacityMutated(bool active_tree, float opacity) { |
+ if (animation_timeline() && layer_id_) { |
+ DCHECK(animation_timeline()->layer_tree_mutators_client()); |
+ animation_timeline()->layer_tree_mutators_client()->SetLayerOpacityMutated( |
+ layer_id_, active_tree, opacity); |
+ } |
+} |
+ |
+void AnimationPlayer::SetTransformMutated(bool active_tree, |
+ const gfx::Transform& transform) { |
+ if (animation_timeline() && layer_id_) { |
+ DCHECK(animation_timeline()->layer_tree_mutators_client()); |
+ animation_timeline() |
+ ->layer_tree_mutators_client() |
+ ->SetLayerTransformMutated(layer_id_, active_tree, transform); |
+ } |
+} |
+ |
+gfx::ScrollOffset AnimationPlayer::ScrollOffsetForAnimation() const { |
+ // TODO(loyso): implement it. |
+ return gfx::ScrollOffset(); |
+} |
+ |
+void AnimationPlayer::OnFilterAnimated(const FilterOperations& filters) { |
+ SetFilterMutated(true, filters); |
+} |
+ |
+void AnimationPlayer::OnOpacityAnimated(float opacity) { |
+ SetOpacityMutated(true, opacity); |
+} |
+ |
+void AnimationPlayer::OnTransformAnimated(const gfx::Transform& transform) { |
+ SetTransformMutated(true, transform); |
+} |
+ |
+void AnimationPlayer::OnScrollOffsetAnimated( |
+ const gfx::ScrollOffset& scroll_offset) { |
+ // TODO(loyso): implement it. |
+} |
+ |
+void AnimationPlayer::OnAnimationWaitingForDeletion() { |
+ // TODO(loyso): implement it. |
+} |
+ |
+bool AnimationPlayer::IsActive() const { |
+ return true; |
+} |
+ |
+AnimationPlayerPendingValueObserver::AnimationPlayerPendingValueObserver( |
+ AnimationPlayer* player) |
+ : player_(player) { |
+ DCHECK(player_); |
+} |
+ |
+void AnimationPlayerPendingValueObserver::OnFilterAnimated( |
+ const FilterOperations& filters) { |
+ player_->SetFilterMutated(false, filters); |
+} |
+ |
+void AnimationPlayerPendingValueObserver::OnOpacityAnimated(float opacity) { |
+ player_->SetOpacityMutated(false, opacity); |
+} |
+ |
+void AnimationPlayerPendingValueObserver::OnTransformAnimated( |
+ const gfx::Transform& transform) { |
+ player_->SetTransformMutated(false, transform); |
+} |
+ |
+void AnimationPlayerPendingValueObserver::OnScrollOffsetAnimated( |
+ const gfx::ScrollOffset& scroll_offset) { |
+ // TODO(loyso): implement it. |
+} |
+ |
+void AnimationPlayerPendingValueObserver::OnAnimationWaitingForDeletion() { |
+ // TODO(loyso): implement it. |
+} |
+ |
+bool AnimationPlayerPendingValueObserver::IsActive() const { |
+ return false; |
+} |
+ |
+} // namespace cc |