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Unified Diff: cc/animation/animation_player.h

Issue 947033002: CC Animations: Establish AnimationHost, AnimationTimeline and AnimationPlayer (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fix MSVC warning. Created 5 years, 6 months ago
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Index: cc/animation/animation_player.h
diff --git a/cc/animation/animation_player.h b/cc/animation/animation_player.h
new file mode 100644
index 0000000000000000000000000000000000000000..afb819d5c5e1816b664f56740d4475a49958b300
--- /dev/null
+++ b/cc/animation/animation_player.h
@@ -0,0 +1,114 @@
+// 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.
+
+#ifndef CC_ANIMATION_ANIMATION_PLAYER_H_
+#define CC_ANIMATION_ANIMATION_PLAYER_H_
+
+#include "base/containers/linked_list.h"
+#include "base/memory/ref_counted.h"
+#include "base/time/time.h"
+#include "cc/animation/animation.h"
+#include "cc/base/cc_export.h"
+#include "cc/base/scoped_ptr_vector.h"
+
+namespace cc {
+
+class AnimationDelegate;
+class AnimationHost;
+class AnimationTimeline;
+class ElementAnimations;
+class LayerAnimationController;
+enum class LayerTreeType;
+
+// An AnimationPlayer owns all animations to be run on particular CC Layer.
+// Multiple AnimationPlayers can be attached to one layer. In this case,
+// they share common LayerAnimationController (temp solution) so the
+// LayerAnimationController-to-Layer relationship stays the same (1:1, LACs
+// have same IDs as their respective Layers).
+// For now, the blink logic is responsible for handling of conflicting
+// same-property animations.
+// Each AnimationPlayer has its copy on the impl thread.
+// This is a CC counterpart for blink::AnimationPlayer (in 1:1 relationship).
+class CC_EXPORT AnimationPlayer : public base::RefCounted<AnimationPlayer>,
+ public base::LinkNode<AnimationPlayer> {
+ public:
+ static scoped_refptr<AnimationPlayer> Create(int id);
+ scoped_refptr<AnimationPlayer> CreateImplInstance() const;
+
+ int id() const { return id_; }
+ int layer_id() const { return layer_id_; }
+
+ // Parent AnimationHost. AnimationPlayer can be detached from
+ // AnimationTimeline.
+ AnimationHost* animation_host() { return animation_host_; }
+ const AnimationHost* animation_host() const { return animation_host_; }
+ void SetAnimationHost(AnimationHost* animation_host);
+
+ // Parent AnimationTimeline.
+ AnimationTimeline* animation_timeline() { return animation_timeline_; }
+ const AnimationTimeline* animation_timeline() const {
+ return animation_timeline_;
+ }
+ void SetAnimationTimeline(AnimationTimeline* timeline);
+
+ // ElementAnimations object where this player is listed.
+ // ElementAnimations has a reference to shared LayerAnimationController.
+ ElementAnimations* element_animations() const { return element_animations_; }
+
+ void set_layer_animation_delegate(AnimationDelegate* delegate) {
+ layer_animation_delegate_ = delegate;
+ }
+
+ void AttachLayer(int layer_id);
+ void DetachLayer();
+
+ void AddAnimation(scoped_ptr<Animation> animation);
+ void PauseAnimation(int animation_id, double time_offset);
+ void RemoveAnimation(int animation_id);
+
+ void PushPropertiesTo(AnimationPlayer* player_impl);
+
+ // AnimationDelegate routing.
+ void NotifyAnimationStarted(base::TimeTicks monotonic_time,
+ Animation::TargetProperty target_property,
+ int group);
+ void NotifyAnimationFinished(base::TimeTicks monotonic_time,
+ Animation::TargetProperty target_property,
+ int group);
+
+ private:
+ friend class base::RefCounted<AnimationPlayer>;
+
+ explicit AnimationPlayer(int id);
+ ~AnimationPlayer();
+
+ void SetNeedsCommit();
+
+ void RegisterPlayer();
+ void UnregisterPlayer();
+
+ void BindElementAnimations();
+ void UnbindElementAnimations();
+
+ // We accumulate added animations in animations_ container
+ // if element_animations_ is a nullptr. It allows us to add/remove animations
+ // to non-attached AnimationPlayers.
+ typedef ScopedPtrVector<Animation> AnimationList;
+ AnimationList animations_;
+
+ AnimationHost* animation_host_;
+ AnimationTimeline* animation_timeline_;
+ // element_animations isn't null if player attached to an element (layer).
+ ElementAnimations* element_animations_;
+ AnimationDelegate* layer_animation_delegate_;
+
+ int id_;
+ int layer_id_;
+
+ DISALLOW_COPY_AND_ASSIGN(AnimationPlayer);
+};
+
+} // namespace cc
+
+#endif // CC_ANIMATION_ANIMATION_PLAYER_H_
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