Don't send touch move events within the slop region in Aura.
[chromium-blink-merge.git] / ui / compositor / layer_animator.cc
blob0454152ef4a11482a01961d1f1c8e7350902e244
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 #include "ui/compositor/layer_animator.h"
7 #include "base/debug/trace_event.h"
8 #include "base/logging.h"
9 #include "base/memory/scoped_ptr.h"
10 #include "cc/animation/animation_id_provider.h"
11 #include "cc/output/begin_frame_args.h"
12 #include "ui/compositor/compositor.h"
13 #include "ui/compositor/layer.h"
14 #include "ui/compositor/layer_animation_delegate.h"
15 #include "ui/compositor/layer_animation_observer.h"
16 #include "ui/compositor/layer_animation_sequence.h"
17 #include "ui/gfx/animation/animation_container.h"
18 #include "ui/gfx/frame_time.h"
20 #define SAFE_INVOKE_VOID(function, running_anim, ...) \
21 if (running_anim.is_sequence_alive()) \
22 function(running_anim.sequence(), ##__VA_ARGS__)
23 #define SAFE_INVOKE_BOOL(function, running_anim) \
24 ((running_anim.is_sequence_alive()) \
25 ? function(running_anim.sequence()) \
26 : false)
27 #define SAFE_INVOKE_PTR(function, running_anim) \
28 ((running_anim.is_sequence_alive()) \
29 ? function(running_anim.sequence()) \
30 : NULL)
32 namespace ui {
34 class LayerAnimator;
36 namespace {
38 const int kDefaultTransitionDurationMs = 120;
39 const int kTimerIntervalMs = 10;
41 // Returns the AnimationContainer we're added to.
42 gfx::AnimationContainer* GetAnimationContainer() {
43 static gfx::AnimationContainer* container = NULL;
44 if (!container) {
45 container = new gfx::AnimationContainer();
46 container->AddRef();
48 return container;
51 } // namespace
53 // LayerAnimator public --------------------------------------------------------
55 LayerAnimator::LayerAnimator(base::TimeDelta transition_duration)
56 : delegate_(NULL),
57 preemption_strategy_(IMMEDIATELY_SET_NEW_TARGET),
58 is_transition_duration_locked_(false),
59 transition_duration_(transition_duration),
60 tween_type_(gfx::Tween::LINEAR),
61 is_started_(false),
62 disable_timer_for_test_(false),
63 adding_animations_(false) {
66 LayerAnimator::~LayerAnimator() {
67 for (size_t i = 0; i < running_animations_.size(); ++i) {
68 if (running_animations_[i].is_sequence_alive())
69 running_animations_[i].sequence()->OnAnimatorDestroyed();
71 ClearAnimationsInternal();
72 delegate_ = NULL;
75 // static
76 LayerAnimator* LayerAnimator::CreateDefaultAnimator() {
77 return new LayerAnimator(base::TimeDelta::FromMilliseconds(0));
80 // static
81 LayerAnimator* LayerAnimator::CreateImplicitAnimator() {
82 return new LayerAnimator(
83 base::TimeDelta::FromMilliseconds(kDefaultTransitionDurationMs));
86 // This macro provides the implementation for the setter and getter (well,
87 // the getter of the target value) for an animated property. For example,
88 // it is used for the implementations of SetTransform and GetTargetTransform.
89 // It is worth noting that SetFoo avoids invoking the usual animation machinery
90 // if the transition duration is zero -- in this case we just set the property
91 // on the layer animation delegate immediately.
92 #define ANIMATED_PROPERTY(type, property, name, member_type, member) \
93 void LayerAnimator::Set##name(type value) { \
94 base::TimeDelta duration = GetTransitionDuration(); \
95 if (duration == base::TimeDelta() && delegate() && \
96 (preemption_strategy_ != ENQUEUE_NEW_ANIMATION)) { \
97 StopAnimatingProperty(LayerAnimationElement::property); \
98 delegate()->Set##name##FromAnimation(value); \
99 return; \
101 scoped_ptr<LayerAnimationElement> element( \
102 LayerAnimationElement::Create##name##Element(value, duration)); \
103 element->set_tween_type(tween_type_); \
104 StartAnimation(new LayerAnimationSequence(element.release())); \
107 member_type LayerAnimator::GetTarget##name() const { \
108 LayerAnimationElement::TargetValue target(delegate()); \
109 GetTargetValue(&target); \
110 return target.member; \
113 ANIMATED_PROPERTY(
114 const gfx::Transform&, TRANSFORM, Transform, gfx::Transform, transform);
115 ANIMATED_PROPERTY(const gfx::Rect&, BOUNDS, Bounds, gfx::Rect, bounds);
116 ANIMATED_PROPERTY(float, OPACITY, Opacity, float, opacity);
117 ANIMATED_PROPERTY(bool, VISIBILITY, Visibility, bool, visibility);
118 ANIMATED_PROPERTY(float, BRIGHTNESS, Brightness, float, brightness);
119 ANIMATED_PROPERTY(float, GRAYSCALE, Grayscale, float, grayscale);
120 ANIMATED_PROPERTY(SkColor, COLOR, Color, SkColor, color);
122 base::TimeDelta LayerAnimator::GetTransitionDuration() const {
123 return transition_duration_;
126 void LayerAnimator::SetDelegate(LayerAnimationDelegate* delegate) {
127 delegate_ = delegate;
130 void LayerAnimator::StartAnimation(LayerAnimationSequence* animation) {
131 scoped_refptr<LayerAnimator> retain(this);
132 OnScheduled(animation);
133 if (!StartSequenceImmediately(animation)) {
134 // Attempt to preempt a running animation.
135 switch (preemption_strategy_) {
136 case IMMEDIATELY_SET_NEW_TARGET:
137 ImmediatelySetNewTarget(animation);
138 break;
139 case IMMEDIATELY_ANIMATE_TO_NEW_TARGET:
140 ImmediatelyAnimateToNewTarget(animation);
141 break;
142 case ENQUEUE_NEW_ANIMATION:
143 EnqueueNewAnimation(animation);
144 break;
145 case REPLACE_QUEUED_ANIMATIONS:
146 ReplaceQueuedAnimations(animation);
147 break;
148 case BLEND_WITH_CURRENT_ANIMATION: {
149 // TODO(vollick) Add support for blended sequences and use them here.
150 NOTIMPLEMENTED();
151 break;
155 FinishAnyAnimationWithZeroDuration();
156 UpdateAnimationState();
159 void LayerAnimator::ScheduleAnimation(LayerAnimationSequence* animation) {
160 scoped_refptr<LayerAnimator> retain(this);
161 OnScheduled(animation);
162 if (is_animating()) {
163 animation_queue_.push_back(make_linked_ptr(animation));
164 ProcessQueue();
165 } else {
166 StartSequenceImmediately(animation);
168 UpdateAnimationState();
171 void LayerAnimator::StartTogether(
172 const std::vector<LayerAnimationSequence*>& animations) {
173 scoped_refptr<LayerAnimator> retain(this);
174 if (preemption_strategy_ == IMMEDIATELY_SET_NEW_TARGET) {
175 std::vector<LayerAnimationSequence*>::const_iterator iter;
176 for (iter = animations.begin(); iter != animations.end(); ++iter) {
177 StartAnimation(*iter);
179 return;
182 adding_animations_ = true;
183 if (!is_animating()) {
184 if (GetAnimationContainer()->is_running())
185 last_step_time_ = GetAnimationContainer()->last_tick_time();
186 else
187 last_step_time_ = gfx::FrameTime::Now();
190 // Collect all the affected properties.
191 LayerAnimationElement::AnimatableProperties animated_properties =
192 LayerAnimationElement::UNKNOWN;
194 std::vector<LayerAnimationSequence*>::const_iterator iter;
195 for (iter = animations.begin(); iter != animations.end(); ++iter)
196 animated_properties |= (*iter)->properties();
198 // Starting a zero duration pause that affects all the animated properties
199 // will prevent any of the sequences from animating until there are no
200 // running animations that affect any of these properties, as well as
201 // handle preemption strategy.
202 StartAnimation(new LayerAnimationSequence(
203 LayerAnimationElement::CreatePauseElement(animated_properties,
204 base::TimeDelta())));
206 bool wait_for_group_start = false;
207 for (iter = animations.begin(); iter != animations.end(); ++iter)
208 wait_for_group_start |= (*iter)->IsFirstElementThreaded();
210 int group_id = cc::AnimationIdProvider::NextGroupId();
212 // These animations (provided they don't animate any common properties) will
213 // now animate together if trivially scheduled.
214 for (iter = animations.begin(); iter != animations.end(); ++iter) {
215 (*iter)->set_animation_group_id(group_id);
216 (*iter)->set_waiting_for_group_start(wait_for_group_start);
217 ScheduleAnimation(*iter);
220 adding_animations_ = false;
221 UpdateAnimationState();
225 void LayerAnimator::ScheduleTogether(
226 const std::vector<LayerAnimationSequence*>& animations) {
227 scoped_refptr<LayerAnimator> retain(this);
229 // Collect all the affected properties.
230 LayerAnimationElement::AnimatableProperties animated_properties =
231 LayerAnimationElement::UNKNOWN;
233 std::vector<LayerAnimationSequence*>::const_iterator iter;
234 for (iter = animations.begin(); iter != animations.end(); ++iter)
235 animated_properties |= (*iter)->properties();
237 // Scheduling a zero duration pause that affects all the animated properties
238 // will prevent any of the sequences from animating until there are no
239 // running animations that affect any of these properties.
240 ScheduleAnimation(new LayerAnimationSequence(
241 LayerAnimationElement::CreatePauseElement(animated_properties,
242 base::TimeDelta())));
244 bool wait_for_group_start = false;
245 for (iter = animations.begin(); iter != animations.end(); ++iter)
246 wait_for_group_start |= (*iter)->IsFirstElementThreaded();
248 int group_id = cc::AnimationIdProvider::NextGroupId();
250 // These animations (provided they don't animate any common properties) will
251 // now animate together if trivially scheduled.
252 for (iter = animations.begin(); iter != animations.end(); ++iter) {
253 (*iter)->set_animation_group_id(group_id);
254 (*iter)->set_waiting_for_group_start(wait_for_group_start);
255 ScheduleAnimation(*iter);
258 UpdateAnimationState();
261 void LayerAnimator::SchedulePauseForProperties(
262 base::TimeDelta duration,
263 LayerAnimationElement::AnimatableProperties properties_to_pause) {
264 ScheduleAnimation(new ui::LayerAnimationSequence(
265 ui::LayerAnimationElement::CreatePauseElement(
266 properties_to_pause, duration)));
269 bool LayerAnimator::IsAnimatingProperty(
270 LayerAnimationElement::AnimatableProperty property) const {
271 for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin();
272 queue_iter != animation_queue_.end(); ++queue_iter) {
273 if ((*queue_iter)->properties() & property)
274 return true;
276 return false;
279 void LayerAnimator::StopAnimatingProperty(
280 LayerAnimationElement::AnimatableProperty property) {
281 scoped_refptr<LayerAnimator> retain(this);
282 while (true) {
283 // GetRunningAnimation purges deleted animations before searching, so we are
284 // guaranteed to find a live animation if any is returned at all.
285 RunningAnimation* running = GetRunningAnimation(property);
286 if (!running)
287 break;
288 // As was mentioned above, this sequence must be alive.
289 DCHECK(running->is_sequence_alive());
290 FinishAnimation(running->sequence(), false);
294 void LayerAnimator::AddObserver(LayerAnimationObserver* observer) {
295 if (!observers_.HasObserver(observer))
296 observers_.AddObserver(observer);
299 void LayerAnimator::RemoveObserver(LayerAnimationObserver* observer) {
300 observers_.RemoveObserver(observer);
301 // Remove the observer from all sequences as well.
302 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
303 queue_iter != animation_queue_.end(); ++queue_iter) {
304 (*queue_iter)->RemoveObserver(observer);
308 void LayerAnimator::OnThreadedAnimationStarted(
309 const cc::AnimationEvent& event) {
310 LayerAnimationElement::AnimatableProperty property =
311 LayerAnimationElement::ToAnimatableProperty(event.target_property);
313 RunningAnimation* running = GetRunningAnimation(property);
314 if (!running)
315 return;
316 DCHECK(running->is_sequence_alive());
318 if (running->sequence()->animation_group_id() != event.group_id)
319 return;
321 running->sequence()->OnThreadedAnimationStarted(event);
322 if (!running->sequence()->waiting_for_group_start())
323 return;
325 base::TimeTicks start_time = base::TimeTicks::FromInternalValue(
326 event.monotonic_time * base::Time::kMicrosecondsPerSecond);
328 running->sequence()->set_waiting_for_group_start(false);
330 // The call to GetRunningAnimation made above already purged deleted
331 // animations, so we are guaranteed that all the animations we iterate
332 // over now are alive.
333 for (RunningAnimations::iterator iter = running_animations_.begin();
334 iter != running_animations_.end(); ++iter) {
335 // Ensure that each sequence is only Started once, regardless of the
336 // number of sequences in the group that have threaded first elements.
337 if (((*iter).sequence()->animation_group_id() == event.group_id) &&
338 !(*iter).sequence()->IsFirstElementThreaded() &&
339 (*iter).sequence()->waiting_for_group_start()) {
340 (*iter).sequence()->set_start_time(start_time);
341 (*iter).sequence()->set_waiting_for_group_start(false);
342 (*iter).sequence()->Start(delegate());
347 // LayerAnimator protected -----------------------------------------------------
349 void LayerAnimator::ProgressAnimation(LayerAnimationSequence* sequence,
350 base::TimeTicks now) {
351 if (!delegate() || sequence->waiting_for_group_start())
352 return;
354 sequence->Progress(now, delegate());
357 void LayerAnimator::ProgressAnimationToEnd(LayerAnimationSequence* sequence) {
358 if (!delegate())
359 return;
361 sequence->ProgressToEnd(delegate());
364 bool LayerAnimator::HasAnimation(LayerAnimationSequence* sequence) const {
365 for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin();
366 queue_iter != animation_queue_.end(); ++queue_iter) {
367 if ((*queue_iter).get() == sequence)
368 return true;
370 return false;
373 // LayerAnimator private -------------------------------------------------------
375 void LayerAnimator::Step(base::TimeTicks now) {
376 TRACE_EVENT0("ui", "LayerAnimator::Step");
377 scoped_refptr<LayerAnimator> retain(this);
379 last_step_time_ = now;
381 PurgeDeletedAnimations();
383 // We need to make a copy of the running animations because progressing them
384 // and finishing them may indirectly affect the collection of running
385 // animations.
386 RunningAnimations running_animations_copy = running_animations_;
387 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
388 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
389 continue;
391 if (running_animations_copy[i].sequence()->IsFinished(now)) {
392 SAFE_INVOKE_VOID(FinishAnimation, running_animations_copy[i], false);
393 } else {
394 SAFE_INVOKE_VOID(ProgressAnimation, running_animations_copy[i], now);
399 void LayerAnimator::SetStartTime(base::TimeTicks start_time) {
400 // Do nothing.
403 base::TimeDelta LayerAnimator::GetTimerInterval() const {
404 return base::TimeDelta::FromMilliseconds(kTimerIntervalMs);
407 void LayerAnimator::StopAnimatingInternal(bool abort) {
408 scoped_refptr<LayerAnimator> retain(this);
409 while (is_animating()) {
410 // We're going to attempt to finish the first running animation. Let's
411 // ensure that it's valid.
412 PurgeDeletedAnimations();
414 // If we've purged all running animations, attempt to start one up.
415 if (running_animations_.empty())
416 ProcessQueue();
418 DCHECK(!running_animations_.empty());
420 // Still no luck, let's just bail and clear all animations.
421 if (running_animations_.empty()) {
422 ClearAnimationsInternal();
423 break;
426 SAFE_INVOKE_VOID(FinishAnimation, running_animations_[0], abort);
430 void LayerAnimator::UpdateAnimationState() {
431 if (disable_timer_for_test_)
432 return;
434 const bool should_start = is_animating();
435 if (should_start && !is_started_)
436 GetAnimationContainer()->Start(this);
437 else if (!should_start && is_started_)
438 GetAnimationContainer()->Stop(this);
440 is_started_ = should_start;
443 LayerAnimationSequence* LayerAnimator::RemoveAnimation(
444 LayerAnimationSequence* sequence) {
445 linked_ptr<LayerAnimationSequence> to_return;
447 bool is_running = false;
449 // First remove from running animations
450 for (RunningAnimations::iterator iter = running_animations_.begin();
451 iter != running_animations_.end(); ++iter) {
452 if ((*iter).sequence() == sequence) {
453 running_animations_.erase(iter);
454 is_running = true;
455 break;
459 // Then remove from the queue
460 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
461 queue_iter != animation_queue_.end(); ++queue_iter) {
462 if ((*queue_iter) == sequence) {
463 to_return = *queue_iter;
464 animation_queue_.erase(queue_iter);
465 break;
469 if (!to_return.get() ||
470 !to_return->waiting_for_group_start() ||
471 !to_return->IsFirstElementThreaded())
472 return to_return.release();
474 // The removed sequence may have been responsible for making other sequences
475 // wait for a group start. If no other sequences in the group have a
476 // threaded first element, the group no longer needs the additional wait.
477 bool is_wait_still_needed = false;
478 int group_id = to_return->animation_group_id();
479 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
480 queue_iter != animation_queue_.end(); ++queue_iter) {
481 if (((*queue_iter)->animation_group_id() == group_id) &&
482 (*queue_iter)->IsFirstElementThreaded()) {
483 is_wait_still_needed = true;
484 break;
488 if (is_wait_still_needed)
489 return to_return.release();
491 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
492 queue_iter != animation_queue_.end(); ++queue_iter) {
493 if ((*queue_iter)->animation_group_id() == group_id &&
494 (*queue_iter)->waiting_for_group_start()) {
495 (*queue_iter)->set_waiting_for_group_start(false);
496 if (is_running) {
497 (*queue_iter)->set_start_time(last_step_time_);
498 (*queue_iter)->Start(delegate());
502 return to_return.release();
505 void LayerAnimator::FinishAnimation(
506 LayerAnimationSequence* sequence, bool abort) {
507 scoped_refptr<LayerAnimator> retain(this);
508 scoped_ptr<LayerAnimationSequence> removed(RemoveAnimation(sequence));
509 if (abort)
510 sequence->Abort(delegate());
511 else
512 ProgressAnimationToEnd(sequence);
513 ProcessQueue();
514 UpdateAnimationState();
517 void LayerAnimator::FinishAnyAnimationWithZeroDuration() {
518 scoped_refptr<LayerAnimator> retain(this);
519 // Special case: if we've started a 0 duration animation, just finish it now
520 // and get rid of it. We need to make a copy because Progress may indirectly
521 // cause new animations to start running.
522 RunningAnimations running_animations_copy = running_animations_;
523 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
524 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
525 continue;
527 if (running_animations_copy[i].sequence()->IsFinished(
528 running_animations_copy[i].sequence()->start_time())) {
529 SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]);
530 scoped_ptr<LayerAnimationSequence> removed(
531 SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i]));
534 ProcessQueue();
535 UpdateAnimationState();
538 void LayerAnimator::ClearAnimations() {
539 scoped_refptr<LayerAnimator> retain(this);
540 ClearAnimationsInternal();
543 LayerAnimator::RunningAnimation* LayerAnimator::GetRunningAnimation(
544 LayerAnimationElement::AnimatableProperty property) {
545 PurgeDeletedAnimations();
546 for (RunningAnimations::iterator iter = running_animations_.begin();
547 iter != running_animations_.end(); ++iter) {
548 if ((*iter).sequence()->properties() & property)
549 return &(*iter);
551 return NULL;
554 void LayerAnimator::AddToQueueIfNotPresent(LayerAnimationSequence* animation) {
555 // If we don't have the animation in the queue yet, add it.
556 bool found_sequence = false;
557 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
558 queue_iter != animation_queue_.end(); ++queue_iter) {
559 if ((*queue_iter) == animation) {
560 found_sequence = true;
561 break;
565 if (!found_sequence)
566 animation_queue_.push_front(make_linked_ptr(animation));
569 void LayerAnimator::RemoveAllAnimationsWithACommonProperty(
570 LayerAnimationSequence* sequence, bool abort) {
571 // For all the running animations, if they animate the same property,
572 // progress them to the end and remove them. Note, Aborting or Progressing
573 // animations may affect the collection of running animations, so we need to
574 // operate on a copy.
575 RunningAnimations running_animations_copy = running_animations_;
576 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
577 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
578 continue;
580 if (running_animations_copy[i].sequence()->HasConflictingProperty(
581 sequence->properties())) {
582 scoped_ptr<LayerAnimationSequence> removed(
583 SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i]));
584 if (abort)
585 running_animations_copy[i].sequence()->Abort(delegate());
586 else
587 SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]);
591 // Same for the queued animations that haven't been started. Again, we'll
592 // need to operate on a copy.
593 std::vector<base::WeakPtr<LayerAnimationSequence> > sequences;
594 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
595 queue_iter != animation_queue_.end(); ++queue_iter)
596 sequences.push_back((*queue_iter)->AsWeakPtr());
598 for (size_t i = 0; i < sequences.size(); ++i) {
599 if (!sequences[i].get() || !HasAnimation(sequences[i].get()))
600 continue;
602 if (sequences[i]->HasConflictingProperty(sequence->properties())) {
603 scoped_ptr<LayerAnimationSequence> removed(
604 RemoveAnimation(sequences[i].get()));
605 if (abort)
606 sequences[i]->Abort(delegate());
607 else
608 ProgressAnimationToEnd(sequences[i].get());
613 void LayerAnimator::ImmediatelySetNewTarget(LayerAnimationSequence* sequence) {
614 // Need to detect if our sequence gets destroyed.
615 base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
616 sequence->AsWeakPtr();
618 const bool abort = false;
619 RemoveAllAnimationsWithACommonProperty(sequence, abort);
620 if (!weak_sequence_ptr.get())
621 return;
623 LayerAnimationSequence* removed = RemoveAnimation(sequence);
624 DCHECK(removed == NULL || removed == sequence);
625 if (!weak_sequence_ptr.get())
626 return;
628 ProgressAnimationToEnd(sequence);
629 if (!weak_sequence_ptr.get())
630 return;
632 delete sequence;
635 void LayerAnimator::ImmediatelyAnimateToNewTarget(
636 LayerAnimationSequence* sequence) {
637 // Need to detect if our sequence gets destroyed.
638 base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
639 sequence->AsWeakPtr();
641 const bool abort = true;
642 RemoveAllAnimationsWithACommonProperty(sequence, abort);
643 if (!weak_sequence_ptr.get())
644 return;
646 AddToQueueIfNotPresent(sequence);
647 if (!weak_sequence_ptr.get())
648 return;
650 StartSequenceImmediately(sequence);
653 void LayerAnimator::EnqueueNewAnimation(LayerAnimationSequence* sequence) {
654 // It is assumed that if there was no conflicting animation, we would
655 // not have been called. No need to check for a collision; just
656 // add to the queue.
657 animation_queue_.push_back(make_linked_ptr(sequence));
658 ProcessQueue();
661 void LayerAnimator::ReplaceQueuedAnimations(LayerAnimationSequence* sequence) {
662 // Need to detect if our sequence gets destroyed.
663 base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
664 sequence->AsWeakPtr();
666 // Remove all animations that aren't running. Note: at each iteration i is
667 // incremented or an element is removed from the queue, so
668 // animation_queue_.size() - i is always decreasing and we are always making
669 // progress towards the loop terminating.
670 for (size_t i = 0; i < animation_queue_.size();) {
671 if (!weak_sequence_ptr.get())
672 break;
674 PurgeDeletedAnimations();
676 bool is_running = false;
677 for (RunningAnimations::const_iterator iter = running_animations_.begin();
678 iter != running_animations_.end(); ++iter) {
679 if ((*iter).sequence() == animation_queue_[i].get()) {
680 is_running = true;
681 break;
685 if (!is_running)
686 delete RemoveAnimation(animation_queue_[i].get());
687 else
688 ++i;
690 animation_queue_.push_back(make_linked_ptr(sequence));
691 ProcessQueue();
694 void LayerAnimator::ProcessQueue() {
695 bool started_sequence = false;
696 do {
697 started_sequence = false;
698 // Build a list of all currently animated properties.
699 LayerAnimationElement::AnimatableProperties animated =
700 LayerAnimationElement::UNKNOWN;
701 for (RunningAnimations::const_iterator iter = running_animations_.begin();
702 iter != running_animations_.end(); ++iter) {
703 if (!(*iter).is_sequence_alive())
704 continue;
706 animated |= (*iter).sequence()->properties();
709 // Try to find an animation that doesn't conflict with an animated
710 // property or a property that will be animated before it. Note: starting
711 // the animation may indirectly cause more animations to be started, so we
712 // need to operate on a copy.
713 std::vector<base::WeakPtr<LayerAnimationSequence> > sequences;
714 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
715 queue_iter != animation_queue_.end(); ++queue_iter)
716 sequences.push_back((*queue_iter)->AsWeakPtr());
718 for (size_t i = 0; i < sequences.size(); ++i) {
719 if (!sequences[i].get() || !HasAnimation(sequences[i].get()))
720 continue;
722 if (!sequences[i]->HasConflictingProperty(animated)) {
723 StartSequenceImmediately(sequences[i].get());
724 started_sequence = true;
725 break;
728 // Animation couldn't be started. Add its properties to the collection so
729 // that we don't start a conflicting animation. For example, if our queue
730 // has the elements { {T,B}, {B} } (that is, an element that animates both
731 // the transform and the bounds followed by an element that animates the
732 // bounds), and we're currently animating the transform, we can't start
733 // the first element because it animates the transform, too. We cannot
734 // start the second element, either, because the first element animates
735 // bounds too, and needs to go first.
736 animated |= sequences[i]->properties();
739 // If we started a sequence, try again. We may be able to start several.
740 } while (started_sequence);
743 bool LayerAnimator::StartSequenceImmediately(LayerAnimationSequence* sequence) {
744 PurgeDeletedAnimations();
746 // Ensure that no one is animating one of the sequence's properties already.
747 for (RunningAnimations::const_iterator iter = running_animations_.begin();
748 iter != running_animations_.end(); ++iter) {
749 if ((*iter).sequence()->HasConflictingProperty(sequence->properties()))
750 return false;
753 // All clear, actually start the sequence. Note: base::TimeTicks::Now has
754 // a resolution that can be as bad as 15ms. If this causes glitches in the
755 // animations, this can be switched to HighResNow() (animation uses Now()
756 // internally).
757 // All LayerAnimators share the same AnimationContainer. Use the
758 // last_tick_time() from there to ensure animations started during the same
759 // event complete at the same time.
760 base::TimeTicks start_time;
761 if (is_animating() || adding_animations_)
762 start_time = last_step_time_;
763 else if (GetAnimationContainer()->is_running())
764 start_time = GetAnimationContainer()->last_tick_time();
765 else
766 start_time = gfx::FrameTime::Now();
768 if (!sequence->animation_group_id())
769 sequence->set_animation_group_id(cc::AnimationIdProvider::NextGroupId());
770 if (!sequence->waiting_for_group_start() ||
771 sequence->IsFirstElementThreaded()) {
772 sequence->set_start_time(start_time);
773 sequence->Start(delegate());
775 running_animations_.push_back(
776 RunningAnimation(sequence->AsWeakPtr()));
778 // Need to keep a reference to the animation.
779 AddToQueueIfNotPresent(sequence);
781 // Ensure that animations get stepped at their start time.
782 Step(start_time);
784 return true;
787 void LayerAnimator::GetTargetValue(
788 LayerAnimationElement::TargetValue* target) const {
789 for (AnimationQueue::const_iterator iter = animation_queue_.begin();
790 iter != animation_queue_.end(); ++iter) {
791 (*iter)->GetTargetValue(target);
795 void LayerAnimator::OnScheduled(LayerAnimationSequence* sequence) {
796 if (observers_.might_have_observers()) {
797 ObserverListBase<LayerAnimationObserver>::Iterator it(observers_);
798 LayerAnimationObserver* obs;
799 while ((obs = it.GetNext()) != NULL) {
800 sequence->AddObserver(obs);
803 sequence->OnScheduled();
806 void LayerAnimator::SetTransitionDuration(base::TimeDelta duration) {
807 if (is_transition_duration_locked_)
808 return;
809 transition_duration_ = duration;
812 void LayerAnimator::ClearAnimationsInternal() {
813 PurgeDeletedAnimations();
815 // Abort should never affect the set of running animations, but just in case
816 // clients are badly behaved, we will use a copy of the running animations.
817 RunningAnimations running_animations_copy = running_animations_;
818 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
819 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
820 continue;
822 scoped_ptr<LayerAnimationSequence> removed(
823 RemoveAnimation(running_animations_copy[i].sequence()));
824 if (removed.get())
825 removed->Abort(delegate());
827 // This *should* have cleared the list of running animations.
828 DCHECK(running_animations_.empty());
829 running_animations_.clear();
830 animation_queue_.clear();
831 UpdateAnimationState();
834 void LayerAnimator::PurgeDeletedAnimations() {
835 for (size_t i = 0; i < running_animations_.size();) {
836 if (!running_animations_[i].is_sequence_alive())
837 running_animations_.erase(running_animations_.begin() + i);
838 else
839 i++;
843 LayerAnimator::RunningAnimation::RunningAnimation(
844 const base::WeakPtr<LayerAnimationSequence>& sequence)
845 : sequence_(sequence) {
848 LayerAnimator::RunningAnimation::~RunningAnimation() { }
850 } // namespace ui