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 "cc/base/cc_export.h"
16 // An Animation, contains all the state required to play an AnimationCurve.
17 // Specifically, the affected property, the run state (paused, finished, etc.),
18 // loop count, last pause time, and the total time spent paused.
19 class CC_EXPORT Animation
{
21 // Animations begin in one of the 'waiting' states. Animations waiting for the
22 // next tick will start the next time the controller animates. Animations
23 // waiting for target availibility will run as soon as their target property
24 // is free (and all the animations animating with it are also able to run).
25 // Animations waiting for their start time to come have be scheduled to run at
26 // a particular point in time. When this time arrives, the controller will
27 // move the animations into the Starting state, and then into the Running
28 // state. Running animations may toggle between Running and Paused, and may be
29 // stopped by moving into either the Aborted or Finished states. A Finished
30 // animation was allowed to run to completion, but an Aborted animation was
33 WaitingForNextTick
= 0,
34 WaitingForTargetAvailability
,
42 // This sentinel must be last.
49 // This sentinel must be last.
50 TargetPropertyEnumSize
53 static scoped_ptr
<Animation
> Create(scoped_ptr
<AnimationCurve
> curve
,
56 TargetProperty target_property
);
60 int id() const { return id_
; }
61 int group() const { return group_
; }
62 TargetProperty
target_property() const { return target_property_
; }
64 RunState
run_state() const { return run_state_
; }
65 void SetRunState(RunState run_state
, double monotonic_time
);
67 // This is the number of times that the animation will play. If this
68 // value is zero the animation will not play. If it is negative, then
69 // the animation will loop indefinitely.
70 int iterations() const { return iterations_
; }
71 void set_iterations(int n
) { iterations_
= n
; }
73 double start_time() const { return start_time_
; }
74 void set_start_time(double monotonic_time
) { start_time_
= monotonic_time
; }
75 bool has_set_start_time() const { return !!start_time_
; }
77 double time_offset() const { return time_offset_
; }
78 void set_time_offset(double monotonic_time
) { time_offset_
= monotonic_time
; }
80 void Suspend(double monotonic_time
);
81 void Resume(double monotonic_time
);
83 // If alternates_direction is true, on odd numbered iterations we reverse the
85 bool alternates_direction() const { return alternates_direction_
; }
86 void set_alternates_direction(bool alternates
) {
87 alternates_direction_
= alternates
;
90 bool IsFinishedAt(double monotonic_time
) const;
91 bool is_finished() const {
92 return run_state_
== Finished
||
93 run_state_
== Aborted
||
94 run_state_
== WaitingForDeletion
;
97 AnimationCurve
* curve() { return curve_
.get(); }
98 const AnimationCurve
* curve() const { return curve_
.get(); }
100 // If this is true, even if the animation is running, it will not be tickable
101 // until it is given a start time. This is true for animations running on the
103 bool needs_synchronized_start_time() const {
104 return needs_synchronized_start_time_
;
106 void set_needs_synchronized_start_time(bool needs_synchronized_start_time
) {
107 needs_synchronized_start_time_
= needs_synchronized_start_time
;
110 // This is true for animations running on the main thread when the Finished
111 // event sent by the corresponding impl animation has been received.
112 bool received_finished_event() const {
113 return received_finished_event_
;
115 void set_received_finished_event(bool received_finished_event
) {
116 received_finished_event_
= received_finished_event
;
119 // Takes the given absolute time, and using the start time and the number
120 // of iterations, returns the relative time in the current iteration.
121 double TrimTimeToCurrentIteration(double monotonic_time
) const;
124 ControllingInstance
= 0,
125 NonControllingInstance
128 scoped_ptr
<Animation
> Clone(InstanceType instance_type
) const;
129 scoped_ptr
<Animation
> CloneAndInitialize(InstanceType instance_type
,
130 RunState initial_run_state
,
131 double start_time
) const;
132 bool is_controlling_instance() const { return is_controlling_instance_
; }
134 void PushPropertiesTo(Animation
* other
) const;
136 void set_is_impl_only(bool is_impl_only
) { is_impl_only_
= is_impl_only
; }
137 bool is_impl_only() const { return is_impl_only_
; }
140 Animation(scoped_ptr
<AnimationCurve
> curve
,
143 TargetProperty target_property
);
145 scoped_ptr
<AnimationCurve
> curve_
;
147 // IDs are not necessarily unique.
150 // Animations that must be run together are called 'grouped' and have the same
151 // group id. Grouped animations are guaranteed to start at the same time and
152 // no other animations may animate any of the group's target properties until
153 // all animations in the group have finished animating. Note: an active
154 // animation's group id and target property uniquely identify that animation.
157 TargetProperty target_property_
;
161 bool alternates_direction_
;
163 // The time offset effectively pushes the start of the animation back in time.
164 // This is used for resuming paused animations -- an animation is added with a
165 // non-zero time offset, causing the animation to skip ahead to the desired
169 bool needs_synchronized_start_time_
;
170 bool received_finished_event_
;
172 // When an animation is suspended, it behaves as if it is paused and it also
173 // ignores all run state changes until it is resumed. This is used for testing
177 // These are used in TrimTimeToCurrentIteration to account for time
178 // spent while paused. This is not included in AnimationState since it
179 // there is absolutely no need for clients of this controller to know
180 // about these values.
182 double total_paused_time_
;
184 // Animations lead dual lives. An active animation will be conceptually owned
185 // by two controllers, one on the impl thread and one on the main. In reality,
186 // there will be two separate Animation instances for the same animation. They
187 // will have the same group id and the same target property (these two values
188 // uniquely identify an animation). The instance on the impl thread is the
189 // instance that ultimately controls the values of the animating layer and so
190 // we will refer to it as the 'controlling instance'.
191 bool is_controlling_instance_
;
195 DISALLOW_COPY_AND_ASSIGN(Animation
);
200 #endif // CC_ANIMATION_ANIMATION_H_