Don't send touch move events within the slop region in Aura.
[chromium-blink-merge.git] / ui / compositor / layer_animation_sequence.h
blob19635adfc971b68f08c146abe481354524e9c952
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_ANIMATION_SEQUENCE_H_
6 #define UI_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
8 #include <vector>
10 #include "base/gtest_prod_util.h"
11 #include "base/memory/linked_ptr.h"
12 #include "base/memory/weak_ptr.h"
13 #include "base/observer_list.h"
14 #include "base/time/time.h"
15 #include "ui/compositor/compositor_export.h"
16 #include "ui/compositor/layer_animation_element.h"
18 namespace ui {
20 class LayerAnimationDelegate;
21 class LayerAnimationObserver;
23 // Contains a collection of layer animation elements to be played one after
24 // another. Although it has a similar interface to LayerAnimationElement, it is
25 // not a LayerAnimationElement (i.e., it is not permitted to have a sequence in
26 // a sequence). Sequences own their elements, and sequences are themselves owned
27 // by a LayerAnimator.
29 // TODO(vollick) Create a 'blended' sequence for transitioning between
30 // sequences.
31 // TODO(vollick) Eventually, the LayerAnimator will switch to a model where new
32 // work is scheduled rather than calling methods directly. This should make it
33 // impossible for temporary pointers to running animations to go stale. When
34 // this happens, there will be no need for LayerAnimationSequences to support
35 // weak pointers.
36 class COMPOSITOR_EXPORT LayerAnimationSequence
37 : public base::SupportsWeakPtr<LayerAnimationSequence> {
38 public:
39 LayerAnimationSequence();
40 // Takes ownership of the given element and adds it to the sequence.
41 explicit LayerAnimationSequence(LayerAnimationElement* element);
42 virtual ~LayerAnimationSequence();
44 // Sets the start time for the animation. This must be called before the
45 // first call to {Start, IsFinished}. Once the animation is finished, this
46 // must be called again in order to restart the animation.
47 void set_start_time(base::TimeTicks start_time) { start_time_ = start_time; }
48 base::TimeTicks start_time() const { return start_time_; }
50 // Sets a flag indicating that this sequence will start together with other
51 // sequences, and at least one of the sequences in this group has a threaded
52 // first element.
53 void set_waiting_for_group_start(bool waiting) {
54 waiting_for_group_start_ = waiting;
56 bool waiting_for_group_start() { return waiting_for_group_start_; }
58 // This must be called before the first call to Progress. If starting the
59 // animation involves dispatching to another thread, then this will proceed
60 // with that dispatch, ultimately resulting in the animation getting an
61 // effective start time (the time the animation starts on the other thread).
62 void Start(LayerAnimationDelegate* delegate);
64 // Updates the delegate to the appropriate value for |now|. Requests a
65 // redraw if it is required.
66 void Progress(base::TimeTicks now, LayerAnimationDelegate* delegate);
68 // Returns true if calling Progress now, with the given time, will finish
69 // the animation.
70 bool IsFinished(base::TimeTicks time);
72 // Updates the delegate to the end of the animation; if this sequence is
73 // cyclic, updates the delegate to the end of one cycle of the sequence.
74 void ProgressToEnd(LayerAnimationDelegate* delegate);
76 // Sets the target value to the value that would have been set had
77 // the sequence completed. Does nothing if the sequence is cyclic.
78 void GetTargetValue(LayerAnimationElement::TargetValue* target) const;
80 // Aborts the given animation.
81 void Abort(LayerAnimationDelegate* delegate);
83 // All properties modified by the sequence.
84 LayerAnimationElement::AnimatableProperties properties() const {
85 return properties_;
88 // Adds an element to the sequence. The sequences takes ownership of this
89 // element.
90 void AddElement(LayerAnimationElement* element);
92 // Sequences can be looped indefinitely.
93 void set_is_cyclic(bool is_cyclic) { is_cyclic_ = is_cyclic; }
94 bool is_cyclic() const { return is_cyclic_; }
96 // Returns true if this sequence has at least one element conflicting with a
97 // property in |other|.
98 bool HasConflictingProperty(
99 LayerAnimationElement::AnimatableProperties other) const;
101 // Returns true if the first element animates on the compositor thread.
102 bool IsFirstElementThreaded() const;
104 // Used to identify groups of sequences that are supposed to start together.
105 // Once started, used to identify the sequence that owns a particular
106 // threaded animation.
107 int animation_group_id() const { return animation_group_id_; }
108 void set_animation_group_id(int id) { animation_group_id_ = id; }
110 // These functions are used for adding or removing observers from the observer
111 // list. The observers are notified when animations end.
112 void AddObserver(LayerAnimationObserver* observer);
113 void RemoveObserver(LayerAnimationObserver* observer);
115 // Called when a threaded animation is actually started.
116 void OnThreadedAnimationStarted(const cc::AnimationEvent& event);
118 // Called when the animator schedules this sequence.
119 void OnScheduled();
121 // Called when the animator is destroyed.
122 void OnAnimatorDestroyed();
124 // The last_progressed_fraction of the element most recently progressed by
125 // by this sequence. Returns 0.0 if no elements have been progressed.
126 double last_progressed_fraction() const { return last_progressed_fraction_; }
128 size_t size() const;
130 LayerAnimationElement* FirstElement() const;
132 private:
133 friend class LayerAnimatorTestController;
135 typedef std::vector<linked_ptr<LayerAnimationElement> > Elements;
137 FRIEND_TEST_ALL_PREFIXES(LayerAnimatorTest,
138 ObserverReleasedBeforeAnimationSequenceEnds);
140 // Notifies the observers that this sequence has been scheduled.
141 void NotifyScheduled();
143 // Notifies the observers that this sequence has ended.
144 void NotifyEnded();
146 // Notifies the observers that this sequence has been aborted.
147 void NotifyAborted();
149 // The currently animating element.
150 LayerAnimationElement* CurrentElement() const;
152 // The union of all the properties modified by all elements in the sequence.
153 LayerAnimationElement::AnimatableProperties properties_;
155 // The elements in the sequence.
156 Elements elements_;
158 // True if the sequence should be looped forever.
159 bool is_cyclic_;
161 // These are used when animating to efficiently find the next element.
162 size_t last_element_;
163 base::TimeTicks last_start_;
165 // The start time of the current run of the sequence.
166 base::TimeTicks start_time_;
168 // True if this sequence will start together with other sequences, and at
169 // least one of the sequences in this group has a threaded first element.
170 bool waiting_for_group_start_;
172 // Identifies groups of sequences that are supposed to start together.
173 // Also used to identify the owner of a particular threaded animation; any
174 // in-progress threaded animation owned by this sequence will have this
175 // group id.
176 int animation_group_id_;
178 // These parties are notified when layer animations end.
179 ObserverList<LayerAnimationObserver> observers_;
181 // Tracks the last_progressed_fraction() of the most recently progressed
182 // element.
183 double last_progressed_fraction_;
185 base::WeakPtrFactory<LayerAnimationSequence> weak_ptr_factory_;
187 DISALLOW_COPY_AND_ASSIGN(LayerAnimationSequence);
190 } // namespace ui
192 #endif // UI_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_