1 // Copyright 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 CC_ANIMATION_ANIMATION_H_
6 #define CC_ANIMATION_ANIMATION_H_
8 #include "base/basictypes.h"
9 #include "base/memory/scoped_ptr.h"
10 #include "base/time/time.h"
11 #include "cc/base/cc_export.h"
17 // An Animation contains all the state required to play an AnimationCurve.
18 // Specifically, the affected property, the run state (paused, finished, etc.),
19 // loop count, last pause time, and the total time spent paused.
20 class CC_EXPORT Animation
{
22 // Animations begin in the 'WaitingForTargetAvailability' state. An Animation
23 // waiting for target availibility will run as soon as its target property
24 // is free (and all the animations animating with it are also able to run).
25 // When this time arrives, the controller will move the animation into the
26 // Starting state, and then into the Running state. Running animations may
27 // toggle between Running and Paused, and may be stopped by moving into either
28 // the Aborted or Finished states. A Finished animation was allowed to run to
29 // completion, but an Aborted animation was not.
31 WaitingForTargetAvailability
= 0,
38 // This sentinel must be last.
48 // This sentinel must be last.
49 TargetPropertyEnumSize
52 enum Direction
{ Normal
, Reverse
, Alternate
, AlternateReverse
};
54 static scoped_ptr
<Animation
> Create(scoped_ptr
<AnimationCurve
> curve
,
57 TargetProperty target_property
);
61 int id() const { return id_
; }
62 int group() const { return group_
; }
63 TargetProperty
target_property() const { return target_property_
; }
65 RunState
run_state() const { return run_state_
; }
66 void SetRunState(RunState run_state
, base::TimeTicks monotonic_time
);
68 // This is the number of times that the animation will play. If this
69 // value is zero the animation will not play. If it is negative, then
70 // the animation will loop indefinitely.
71 int iterations() const { return iterations_
; }
72 void set_iterations(int n
) { iterations_
= n
; }
74 base::TimeTicks
start_time() const { return start_time_
; }
76 void set_start_time(base::TimeTicks monotonic_time
) {
77 start_time_
= monotonic_time
;
79 bool has_set_start_time() const { return !start_time_
.is_null(); }
81 base::TimeDelta
time_offset() const { return time_offset_
; }
82 void set_time_offset(base::TimeDelta monotonic_time
) {
83 time_offset_
= monotonic_time
;
86 void Suspend(base::TimeTicks monotonic_time
);
87 void Resume(base::TimeTicks monotonic_time
);
89 Direction
direction() { return direction_
; }
90 void set_direction(Direction direction
) { direction_
= direction
; }
92 bool IsFinishedAt(base::TimeTicks monotonic_time
) const;
93 bool is_finished() const {
94 return run_state_
== Finished
||
95 run_state_
== Aborted
||
96 run_state_
== WaitingForDeletion
;
99 AnimationCurve
* curve() { return curve_
.get(); }
100 const AnimationCurve
* curve() const { return curve_
.get(); }
102 // If this is true, even if the animation is running, it will not be tickable
103 // until it is given a start time. This is true for animations running on the
105 bool needs_synchronized_start_time() const {
106 return needs_synchronized_start_time_
;
108 void set_needs_synchronized_start_time(bool needs_synchronized_start_time
) {
109 needs_synchronized_start_time_
= needs_synchronized_start_time
;
112 // This is true for animations running on the main thread when the Finished
113 // event sent by the corresponding impl animation has been received.
114 bool received_finished_event() const {
115 return received_finished_event_
;
117 void set_received_finished_event(bool received_finished_event
) {
118 received_finished_event_
= received_finished_event
;
121 // Takes the given absolute time, and using the start time and the number
122 // of iterations, returns the relative time in the current iteration.
123 double TrimTimeToCurrentIteration(base::TimeTicks monotonic_time
) const;
125 scoped_ptr
<Animation
> CloneAndInitialize(RunState initial_run_state
) const;
127 bool is_controlling_instance() const { return is_controlling_instance_
; }
129 void PushPropertiesTo(Animation
* other
) const;
131 void set_is_impl_only(bool is_impl_only
) { is_impl_only_
= is_impl_only
; }
132 bool is_impl_only() const { return is_impl_only_
; }
134 void set_affects_active_observers(bool affects_active_observers
) {
135 affects_active_observers_
= affects_active_observers
;
137 bool affects_active_observers() const { return affects_active_observers_
; }
139 void set_affects_pending_observers(bool affects_pending_observers
) {
140 affects_pending_observers_
= affects_pending_observers
;
142 bool affects_pending_observers() const { return affects_pending_observers_
; }
145 Animation(scoped_ptr
<AnimationCurve
> curve
,
148 TargetProperty target_property
);
150 scoped_ptr
<AnimationCurve
> curve_
;
152 // IDs are not necessarily unique.
155 // Animations that must be run together are called 'grouped' and have the same
156 // group id. Grouped animations are guaranteed to start at the same time and
157 // no other animations may animate any of the group's target properties until
158 // all animations in the group have finished animating. Note: an active
159 // animation's group id and target property uniquely identify that animation.
162 TargetProperty target_property_
;
165 base::TimeTicks start_time_
;
166 Direction direction_
;
168 // The time offset effectively pushes the start of the animation back in time.
169 // This is used for resuming paused animations -- an animation is added with a
170 // non-zero time offset, causing the animation to skip ahead to the desired
172 base::TimeDelta time_offset_
;
174 bool needs_synchronized_start_time_
;
175 bool received_finished_event_
;
177 // When an animation is suspended, it behaves as if it is paused and it also
178 // ignores all run state changes until it is resumed. This is used for testing
182 // These are used in TrimTimeToCurrentIteration to account for time
183 // spent while paused. This is not included in AnimationState since it
184 // there is absolutely no need for clients of this controller to know
185 // about these values.
186 base::TimeTicks pause_time_
;
187 base::TimeDelta total_paused_time_
;
189 // Animations lead dual lives. An active animation will be conceptually owned
190 // by two controllers, one on the impl thread and one on the main. In reality,
191 // there will be two separate Animation instances for the same animation. They
192 // will have the same group id and the same target property (these two values
193 // uniquely identify an animation). The instance on the impl thread is the
194 // instance that ultimately controls the values of the animating layer and so
195 // we will refer to it as the 'controlling instance'.
196 bool is_controlling_instance_
;
200 // When pushed from a main-thread controller to a compositor-thread
201 // controller, an animation will initially only affect pending observers
202 // (corresponding to layers in the pending tree). Animations that only
203 // affect pending observers are able to reach the Starting state and tick
204 // pending observers, but cannot proceed any further and do not tick active
205 // observers. After activation, such animations affect both kinds of observers
206 // and are able to proceed past the Starting state. When the removal of
207 // an animation is pushed from a main-thread controller to a
208 // compositor-thread controller, this initially only makes the animation
209 // stop affecting pending observers. After activation, such animations no
210 // longer affect any observers, and are deleted.
211 bool affects_active_observers_
;
212 bool affects_pending_observers_
;
214 DISALLOW_COPY_AND_ASSIGN(Animation
);
219 #endif // CC_ANIMATION_ANIMATION_H_