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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_
8 #include <deque>
9 #include <vector>
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"
21 namespace gfx {
22 class Animation;
23 class Rect;
24 class Transform;
27 namespace ui {
28 class Layer;
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> {
45 public:
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
154 // animation.
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
176 // is Tween::LINEAR.
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);
195 protected:
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;
210 private:
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 {
219 public:
220 RunningAnimation(const base::WeakPtr<LayerAnimationSequence>& sequence);
221 ~RunningAnimation();
223 bool is_sequence_alive() const { return !!sequence_.get(); }
224 LayerAnimationSequence* sequence() const { return sequence_.get(); }
226 private:
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
236 // aborting them.
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,
268 bool abort);
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.
287 void ProcessQueue();
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.
340 bool is_started_;
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
351 // aborted.
352 base::ObserverList<LayerAnimationObserver> observers_;
354 DISALLOW_COPY_AND_ASSIGN(LayerAnimator);
357 } // namespace ui
359 #endif // UI_COMPOSITOR_LAYER_ANIMATOR_H_