1 // Copyright (c) 2012 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.
5 #ifndef UI_COMPOSITOR_LAYER_ANIMATOR_H_
6 #define UI_COMPOSITOR_LAYER_ANIMATOR_H_
11 #include "base/compiler_specific.h"
12 #include "base/gtest_prod_util.h"
13 #include "base/memory/linked_ptr.h"
14 #include "base/memory/ref_counted.h"
15 #include "base/observer_list.h"
16 #include "base/time/time.h"
17 #include "ui/compositor/compositor_export.h"
18 #include "ui/compositor/layer_animation_element.h"
19 #include "ui/gfx/animation/tween.h"
29 class LayerAnimationSequence
;
30 class LayerAnimationDelegate
;
31 class LayerAnimationObserver
;
32 class LayerAnimatorCollection
;
33 class ScopedLayerAnimationSettings
;
35 // When a property of layer needs to be changed it is set by way of
36 // LayerAnimator. This enables LayerAnimator to animate property changes.
37 // NB: during many tests, set_disable_animations_for_test is used and causes
38 // all animations to complete immediately. The layer animation is ref counted
39 // so that if its owning layer is deleted (and the owning layer is only other
40 // class that should ever hold a ref ptr to a LayerAnimator), the animator can
41 // ensure that it is not disposed of until it finishes executing. It does this
42 // by holding a reference to itself for the duration of methods for which it
43 // must guarantee that |this| is valid.
44 class COMPOSITOR_EXPORT LayerAnimator
: public base::RefCounted
<LayerAnimator
> {
46 enum PreemptionStrategy
{
47 IMMEDIATELY_SET_NEW_TARGET
,
48 IMMEDIATELY_ANIMATE_TO_NEW_TARGET
,
49 ENQUEUE_NEW_ANIMATION
,
50 REPLACE_QUEUED_ANIMATIONS
,
51 BLEND_WITH_CURRENT_ANIMATION
54 explicit LayerAnimator(base::TimeDelta transition_duration
);
56 // No implicit animations when properties are set.
57 static LayerAnimator
* CreateDefaultAnimator();
59 // Implicitly animates when properties are set.
60 static LayerAnimator
* CreateImplicitAnimator();
62 // Sets the transform on the delegate. May cause an implicit animation.
63 virtual void SetTransform(const gfx::Transform
& transform
);
64 gfx::Transform
GetTargetTransform() const;
66 // Sets the bounds on the delegate. May cause an implicit animation.
67 virtual void SetBounds(const gfx::Rect
& bounds
);
68 gfx::Rect
GetTargetBounds() const;
70 // Sets the opacity on the delegate. May cause an implicit animation.
71 virtual void SetOpacity(float opacity
);
72 float GetTargetOpacity() const;
74 // Sets the visibility of the delegate. May cause an implicit animation.
75 virtual void SetVisibility(bool visibility
);
76 bool GetTargetVisibility() const;
78 // Sets the brightness on the delegate. May cause an implicit animation.
79 virtual void SetBrightness(float brightness
);
80 float GetTargetBrightness() const;
82 // Sets the grayscale on the delegate. May cause an implicit animation.
83 virtual void SetGrayscale(float grayscale
);
84 float GetTargetGrayscale() const;
86 // Sets the color on the delegate. May cause an implicit animation.
87 virtual void SetColor(SkColor color
);
88 SkColor
GetTargetColor() const;
90 // Returns the default length of animations, including adjustment for slow
91 // animation mode if set.
92 base::TimeDelta
GetTransitionDuration() const;
94 // Sets the layer animation delegate the animator is associated with. The
95 // animator does not own the delegate. The layer animator expects a non-NULL
96 // delegate for most of its operations, so do not call any methods without
97 // a valid delegate installed.
98 void SetDelegate(LayerAnimationDelegate
* delegate
);
100 // Sets the animation preemption strategy. This determines the behaviour if
101 // a property is set during an animation. The default is
102 // IMMEDIATELY_SET_NEW_TARGET (see ImmediatelySetNewTarget below).
103 void set_preemption_strategy(PreemptionStrategy strategy
) {
104 preemption_strategy_
= strategy
;
107 PreemptionStrategy
preemption_strategy() const {
108 return preemption_strategy_
;
111 // Start an animation sequence. If an animation for the same property is in
112 // progress, it needs to be interrupted with the new animation. The animator
113 // takes ownership of this animation sequence.
114 void StartAnimation(LayerAnimationSequence
* animation
);
116 // Schedule an animation to be run when possible. The animator takes ownership
117 // of this animation sequence.
118 void ScheduleAnimation(LayerAnimationSequence
* animation
);
120 // Starts the animations to be run together, ensuring that the first elements
121 // in these sequences have the same effective start time even when some of
122 // them start on the compositor thread (but there is no such guarantee for
123 // the effective start time of subsequent elements). Obviously will not work
124 // if they animate any common properties. The animator takes ownership of the
125 // animation sequences. Takes PreemptionStrategy into account.
126 void StartTogether(const std::vector
<LayerAnimationSequence
*>& animations
);
128 // Schedules the animations to be run together, ensuring that the first
129 // elements in these sequences have the same effective start time even when
130 // some of them start on the compositor thread (but there is no such guarantee
131 // for the effective start time of subsequent elements). Obviously will not
132 // work if they animate any common properties. The animator takes ownership
133 // of the animation sequences.
134 void ScheduleTogether(const std::vector
<LayerAnimationSequence
*>& animations
);
136 // Schedules a pause for length |duration| of all the specified properties.
137 // End the list with -1.
138 void SchedulePauseForProperties(
139 base::TimeDelta duration
,
140 LayerAnimationElement::AnimatableProperties properties_to_pause
);
142 // Returns true if there is an animation in the queue (animations remain in
143 // the queue until they complete, so this includes running animations).
144 bool is_animating() const { return !animation_queue_
.empty(); }
146 // Returns true if there is an animation in the queue that animates the given
147 // property (animations remain in the queue until they complete, so this
148 // includes running animations).
149 bool IsAnimatingProperty(
150 LayerAnimationElement::AnimatableProperty property
) const;
152 // Stops animating the given property. No effect if there is no running
153 // animation for the given property. Skips to the final state of the
155 void StopAnimatingProperty(
156 LayerAnimationElement::AnimatableProperty property
);
158 // Stops all animation and clears any queued animations. This call progresses
159 // animations to their end points and notifies all observers.
160 void StopAnimating() { StopAnimatingInternal(false); }
162 // This is similar to StopAnimating, but aborts rather than finishes the
163 // animations and notifies all observers.
164 void AbortAllAnimations() { StopAnimatingInternal(true); }
166 // These functions are used for adding or removing observers from the observer
167 // list. The observers are notified when animations end.
168 void AddObserver(LayerAnimationObserver
* observer
);
169 void RemoveObserver(LayerAnimationObserver
* observer
);
171 // Called when a threaded animation is actually started.
172 void OnThreadedAnimationStarted(const cc::AnimationEvent
& event
);
174 // This determines how implicit animations will be tweened. This has no
175 // effect on animations that are explicitly started or scheduled. The default
177 void set_tween_type(gfx::Tween::Type tween_type
) { tween_type_
= tween_type
; }
178 gfx::Tween::Type
tween_type() const { return tween_type_
; }
180 // For testing purposes only.
181 void set_disable_timer_for_test(bool disable_timer
) {
182 disable_timer_for_test_
= disable_timer
;
185 void set_last_step_time(base::TimeTicks time
) {
186 last_step_time_
= time
;
188 base::TimeTicks
last_step_time() const { return last_step_time_
; }
190 void Step(base::TimeTicks time_now
);
192 void AddToCollection(LayerAnimatorCollection
* collection
);
193 void RemoveFromCollection(LayerAnimatorCollection
* collection
);
196 virtual ~LayerAnimator();
198 LayerAnimationDelegate
* delegate() { return delegate_
; }
199 const LayerAnimationDelegate
* delegate() const { return delegate_
; }
201 // Virtual for testing.
202 virtual void ProgressAnimation(LayerAnimationSequence
* sequence
,
203 base::TimeTicks now
);
205 void ProgressAnimationToEnd(LayerAnimationSequence
* sequence
);
207 // Returns true if the sequence is owned by this animator.
208 bool HasAnimation(LayerAnimationSequence
* sequence
) const;
211 friend class base::RefCounted
<LayerAnimator
>;
212 friend class ScopedLayerAnimationSettings
;
213 friend class LayerAnimatorTestController
;
214 FRIEND_TEST_ALL_PREFIXES(LayerAnimatorTest
, AnimatorStartedCorrectly
);
215 FRIEND_TEST_ALL_PREFIXES(LayerAnimatorTest
,
216 AnimatorRemovedFromCollectionWhenLayerIsDestroyed
);
218 class RunningAnimation
{
220 RunningAnimation(const base::WeakPtr
<LayerAnimationSequence
>& sequence
);
223 bool is_sequence_alive() const { return !!sequence_
.get(); }
224 LayerAnimationSequence
* sequence() const { return sequence_
.get(); }
227 base::WeakPtr
<LayerAnimationSequence
> sequence_
;
229 // Copy and assign are allowed.
232 typedef std::vector
<RunningAnimation
> RunningAnimations
;
233 typedef std::deque
<linked_ptr
<LayerAnimationSequence
> > AnimationQueue
;
235 // Finishes all animations by either advancing them to their final state or by
237 void StopAnimatingInternal(bool abort
);
239 // Starts or stops stepping depending on whether thare are running animations.
240 void UpdateAnimationState();
242 // Removes the sequences from both the running animations and the queue.
243 // Returns a pointer to the removed animation, if any. NOTE: the caller is
244 // responsible for deleting the returned pointer.
245 LayerAnimationSequence
* RemoveAnimation(
246 LayerAnimationSequence
* sequence
) WARN_UNUSED_RESULT
;
248 // Progresses to the end of the sequence before removing it.
249 void FinishAnimation(LayerAnimationSequence
* sequence
, bool abort
);
251 // Finishes any running animation with zero duration.
252 void FinishAnyAnimationWithZeroDuration();
254 // Clears the running animations and the queue. No sequences are progressed.
255 void ClearAnimations();
257 // Returns the running animation animating the given property, if any.
258 RunningAnimation
* GetRunningAnimation(
259 LayerAnimationElement::AnimatableProperty property
);
261 // Checks if the sequence has already been added to the queue and adds it
262 // to the front if note.
263 void AddToQueueIfNotPresent(LayerAnimationSequence
* sequence
);
265 // Any running or queued animation that affects a property in common with
266 // |sequence| is either finished or aborted depending on |abort|.
267 void RemoveAllAnimationsWithACommonProperty(LayerAnimationSequence
* sequence
,
270 // Preempts a running animation by progressing both the running animation and
271 // the given sequence to the end.
272 void ImmediatelySetNewTarget(LayerAnimationSequence
* sequence
);
274 // Preempts by aborting the running animation, and starts the given animation.
275 void ImmediatelyAnimateToNewTarget(LayerAnimationSequence
* sequence
);
277 // Preempts by adding the new animation to the queue.
278 void EnqueueNewAnimation(LayerAnimationSequence
* sequence
);
280 // Preempts by wiping out any unstarted animation in the queue and then
281 // enqueuing this animation.
282 void ReplaceQueuedAnimations(LayerAnimationSequence
* sequence
);
284 // If there's an animation in the queue that doesn't animate the same property
285 // as a running animation, or an animation schedule to run before it, start it
286 // up. Repeat until there are no such animations.
289 // Attempts to add the sequence to the list of running animations. Returns
290 // false if there is an animation running that already animates one of the
291 // properties affected by |sequence|.
292 bool StartSequenceImmediately(LayerAnimationSequence
* sequence
);
294 // Sets the value of target as if all the running and queued animations were
295 // allowed to finish.
296 void GetTargetValue(LayerAnimationElement::TargetValue
* target
) const;
298 // Called whenever an animation is added to the animation queue. Either by
299 // starting the animation or adding to the queue.
300 void OnScheduled(LayerAnimationSequence
* sequence
);
302 // Sets |transition_duration_| unless |is_transition_duration_locked_| is set.
303 void SetTransitionDuration(base::TimeDelta duration
);
305 // Clears the animation queues and notifies any running animations that they
306 // have been aborted.
307 void ClearAnimationsInternal();
309 // Cleans up any running animations that may have been deleted.
310 void PurgeDeletedAnimations();
312 LayerAnimatorCollection
* GetLayerAnimatorCollection();
314 // This is the queue of animations to run.
315 AnimationQueue animation_queue_
;
317 // The target of all layer animations.
318 LayerAnimationDelegate
* delegate_
;
320 // The currently running animations.
321 RunningAnimations running_animations_
;
323 // Determines how animations are replaced.
324 PreemptionStrategy preemption_strategy_
;
326 // Whether the length of animations is locked. While it is locked
327 // SetTransitionDuration does not set |transition_duration_|.
328 bool is_transition_duration_locked_
;
330 // The default length of animations.
331 base::TimeDelta transition_duration_
;
333 // The default tween type for implicit transitions
334 gfx::Tween::Type tween_type_
;
336 // Used for coordinating the starting of animations.
337 base::TimeTicks last_step_time_
;
339 // True if we are being stepped by our container.
342 // This prevents the animator from automatically stepping through animations
343 // and allows for manual stepping.
344 bool disable_timer_for_test_
;
346 // Prevents timer adjustments in case when we start multiple animations
347 // with preemption strategies that discard previous animations.
348 bool adding_animations_
;
350 // Observers are notified when layer animations end, are scheduled or are
352 ObserverList
<LayerAnimationObserver
> observers_
;
354 DISALLOW_COPY_AND_ASSIGN(LayerAnimator
);
359 #endif // UI_COMPOSITOR_LAYER_ANIMATOR_H_