Remove WebKitTestRunner::setClientWindowRect.
[chromium-blink-merge.git] / ui / compositor / layer_animator.cc
blobdd727a6c549458e3e9abbc326ec85aa7de2b0d98
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 transition_duration_(transition_duration),
59 tween_type_(gfx::Tween::LINEAR),
60 is_started_(false),
61 disable_timer_for_test_(false),
62 adding_animations_(false) {
65 LayerAnimator::~LayerAnimator() {
66 for (size_t i = 0; i < running_animations_.size(); ++i) {
67 if (running_animations_[i].is_sequence_alive())
68 running_animations_[i].sequence()->OnAnimatorDestroyed();
70 ClearAnimationsInternal();
71 delegate_ = NULL;
74 // static
75 LayerAnimator* LayerAnimator::CreateDefaultAnimator() {
76 return new LayerAnimator(base::TimeDelta::FromMilliseconds(0));
79 // static
80 LayerAnimator* LayerAnimator::CreateImplicitAnimator() {
81 return new LayerAnimator(
82 base::TimeDelta::FromMilliseconds(kDefaultTransitionDurationMs));
85 // This macro provides the implementation for the setter and getter (well,
86 // the getter of the target value) for an animated property. For example,
87 // it is used for the implementations of SetTransform and GetTargetTransform.
88 // It is worth noting that SetFoo avoids invoking the usual animation machinery
89 // if the transition duration is zero -- in this case we just set the property
90 // on the layer animation delegate immediately.
91 #define ANIMATED_PROPERTY(type, property, name, member_type, member) \
92 void LayerAnimator::Set##name(type value) { \
93 base::TimeDelta duration = GetTransitionDuration(); \
94 if (duration == base::TimeDelta() && delegate() && \
95 (preemption_strategy_ != ENQUEUE_NEW_ANIMATION)) { \
96 StopAnimatingProperty(LayerAnimationElement::property); \
97 delegate()->Set##name##FromAnimation(value); \
98 return; \
99 } \
100 scoped_ptr<LayerAnimationElement> element( \
101 LayerAnimationElement::Create##name##Element(value, duration)); \
102 element->set_tween_type(tween_type_); \
103 StartAnimation(new LayerAnimationSequence(element.release())); \
106 member_type LayerAnimator::GetTarget##name() const { \
107 LayerAnimationElement::TargetValue target(delegate()); \
108 GetTargetValue(&target); \
109 return target.member; \
112 ANIMATED_PROPERTY(
113 const gfx::Transform&, TRANSFORM, Transform, gfx::Transform, transform);
114 ANIMATED_PROPERTY(const gfx::Rect&, BOUNDS, Bounds, gfx::Rect, bounds);
115 ANIMATED_PROPERTY(float, OPACITY, Opacity, float, opacity);
116 ANIMATED_PROPERTY(bool, VISIBILITY, Visibility, bool, visibility);
117 ANIMATED_PROPERTY(float, BRIGHTNESS, Brightness, float, brightness);
118 ANIMATED_PROPERTY(float, GRAYSCALE, Grayscale, float, grayscale);
119 ANIMATED_PROPERTY(SkColor, COLOR, Color, SkColor, color);
121 void LayerAnimator::SetDelegate(LayerAnimationDelegate* delegate) {
122 delegate_ = delegate;
125 void LayerAnimator::StartAnimation(LayerAnimationSequence* animation) {
126 scoped_refptr<LayerAnimator> retain(this);
127 OnScheduled(animation);
128 if (!StartSequenceImmediately(animation)) {
129 // Attempt to preempt a running animation.
130 switch (preemption_strategy_) {
131 case IMMEDIATELY_SET_NEW_TARGET:
132 ImmediatelySetNewTarget(animation);
133 break;
134 case IMMEDIATELY_ANIMATE_TO_NEW_TARGET:
135 ImmediatelyAnimateToNewTarget(animation);
136 break;
137 case ENQUEUE_NEW_ANIMATION:
138 EnqueueNewAnimation(animation);
139 break;
140 case REPLACE_QUEUED_ANIMATIONS:
141 ReplaceQueuedAnimations(animation);
142 break;
143 case BLEND_WITH_CURRENT_ANIMATION: {
144 // TODO(vollick) Add support for blended sequences and use them here.
145 NOTIMPLEMENTED();
146 break;
150 FinishAnyAnimationWithZeroDuration();
151 UpdateAnimationState();
154 void LayerAnimator::ScheduleAnimation(LayerAnimationSequence* animation) {
155 scoped_refptr<LayerAnimator> retain(this);
156 OnScheduled(animation);
157 if (is_animating()) {
158 animation_queue_.push_back(make_linked_ptr(animation));
159 ProcessQueue();
160 } else {
161 StartSequenceImmediately(animation);
163 UpdateAnimationState();
166 void LayerAnimator::StartTogether(
167 const std::vector<LayerAnimationSequence*>& animations) {
168 scoped_refptr<LayerAnimator> retain(this);
169 if (preemption_strategy_ == IMMEDIATELY_SET_NEW_TARGET) {
170 std::vector<LayerAnimationSequence*>::const_iterator iter;
171 for (iter = animations.begin(); iter != animations.end(); ++iter) {
172 StartAnimation(*iter);
174 return;
177 adding_animations_ = true;
178 if (!is_animating()) {
179 if (GetAnimationContainer()->is_running())
180 last_step_time_ = GetAnimationContainer()->last_tick_time();
181 else
182 last_step_time_ = gfx::FrameTime::Now();
185 // Collect all the affected properties.
186 LayerAnimationElement::AnimatableProperties animated_properties;
187 std::vector<LayerAnimationSequence*>::const_iterator iter;
188 for (iter = animations.begin(); iter != animations.end(); ++iter) {
189 animated_properties.insert((*iter)->properties().begin(),
190 (*iter)->properties().end());
193 // Starting a zero duration pause that affects all the animated properties
194 // will prevent any of the sequences from animating until there are no
195 // running animations that affect any of these properties, as well as
196 // handle preemption strategy.
197 StartAnimation(new LayerAnimationSequence(
198 LayerAnimationElement::CreatePauseElement(animated_properties,
199 base::TimeDelta())));
201 bool wait_for_group_start = false;
202 for (iter = animations.begin(); iter != animations.end(); ++iter)
203 wait_for_group_start |= (*iter)->IsFirstElementThreaded();
205 int group_id = cc::AnimationIdProvider::NextGroupId();
207 // These animations (provided they don't animate any common properties) will
208 // now animate together if trivially scheduled.
209 for (iter = animations.begin(); iter != animations.end(); ++iter) {
210 (*iter)->set_animation_group_id(group_id);
211 (*iter)->set_waiting_for_group_start(wait_for_group_start);
212 ScheduleAnimation(*iter);
215 adding_animations_ = false;
216 UpdateAnimationState();
220 void LayerAnimator::ScheduleTogether(
221 const std::vector<LayerAnimationSequence*>& animations) {
222 scoped_refptr<LayerAnimator> retain(this);
224 // Collect all the affected properties.
225 LayerAnimationElement::AnimatableProperties animated_properties;
226 std::vector<LayerAnimationSequence*>::const_iterator iter;
227 for (iter = animations.begin(); iter != animations.end(); ++iter) {
228 animated_properties.insert((*iter)->properties().begin(),
229 (*iter)->properties().end());
232 // Scheduling a zero duration pause that affects all the animated properties
233 // will prevent any of the sequences from animating until there are no
234 // running animations that affect any of these properties.
235 ScheduleAnimation(new LayerAnimationSequence(
236 LayerAnimationElement::CreatePauseElement(animated_properties,
237 base::TimeDelta())));
239 bool wait_for_group_start = false;
240 for (iter = animations.begin(); iter != animations.end(); ++iter)
241 wait_for_group_start |= (*iter)->IsFirstElementThreaded();
243 int group_id = cc::AnimationIdProvider::NextGroupId();
245 // These animations (provided they don't animate any common properties) will
246 // now animate together if trivially scheduled.
247 for (iter = animations.begin(); iter != animations.end(); ++iter) {
248 (*iter)->set_animation_group_id(group_id);
249 (*iter)->set_waiting_for_group_start(wait_for_group_start);
250 ScheduleAnimation(*iter);
253 UpdateAnimationState();
256 void LayerAnimator::SchedulePauseForProperties(
257 base::TimeDelta duration,
258 LayerAnimationElement::AnimatableProperty property,
259 ...) {
260 ui::LayerAnimationElement::AnimatableProperties properties_to_pause;
261 va_list marker;
262 va_start(marker, property);
263 for (int p = static_cast<int>(property); p != -1; p = va_arg(marker, int)) {
264 properties_to_pause.insert(
265 static_cast<LayerAnimationElement::AnimatableProperty>(p));
267 va_end(marker);
268 ScheduleAnimation(new ui::LayerAnimationSequence(
269 ui::LayerAnimationElement::CreatePauseElement(
270 properties_to_pause, duration)));
273 bool LayerAnimator::IsAnimatingProperty(
274 LayerAnimationElement::AnimatableProperty property) const {
275 for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin();
276 queue_iter != animation_queue_.end(); ++queue_iter) {
277 if ((*queue_iter)->properties().find(property) !=
278 (*queue_iter)->properties().end()) {
279 return true;
282 return false;
285 void LayerAnimator::StopAnimatingProperty(
286 LayerAnimationElement::AnimatableProperty property) {
287 scoped_refptr<LayerAnimator> retain(this);
288 while (true) {
289 // GetRunningAnimation purges deleted animations before searching, so we are
290 // guaranteed to find a live animation if any is returned at all.
291 RunningAnimation* running = GetRunningAnimation(property);
292 if (!running)
293 break;
294 // As was mentioned above, this sequence must be alive.
295 DCHECK(running->is_sequence_alive());
296 FinishAnimation(running->sequence(), false);
300 void LayerAnimator::AddObserver(LayerAnimationObserver* observer) {
301 if (!observers_.HasObserver(observer))
302 observers_.AddObserver(observer);
305 void LayerAnimator::RemoveObserver(LayerAnimationObserver* observer) {
306 observers_.RemoveObserver(observer);
307 // Remove the observer from all sequences as well.
308 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
309 queue_iter != animation_queue_.end(); ++queue_iter) {
310 (*queue_iter)->RemoveObserver(observer);
314 void LayerAnimator::OnThreadedAnimationStarted(
315 const cc::AnimationEvent& event) {
316 LayerAnimationElement::AnimatableProperty property =
317 LayerAnimationElement::ToAnimatableProperty(event.target_property);
319 RunningAnimation* running = GetRunningAnimation(property);
320 if (!running)
321 return;
322 DCHECK(running->is_sequence_alive());
324 if (running->sequence()->animation_group_id() != event.group_id)
325 return;
327 running->sequence()->OnThreadedAnimationStarted(event);
328 if (!running->sequence()->waiting_for_group_start())
329 return;
331 base::TimeTicks start_time = base::TimeTicks::FromInternalValue(
332 event.monotonic_time * base::Time::kMicrosecondsPerSecond);
334 running->sequence()->set_waiting_for_group_start(false);
336 // The call to GetRunningAnimation made above already purged deleted
337 // animations, so we are guaranteed that all the animations we iterate
338 // over now are alive.
339 for (RunningAnimations::iterator iter = running_animations_.begin();
340 iter != running_animations_.end(); ++iter) {
341 // Ensure that each sequence is only Started once, regardless of the
342 // number of sequences in the group that have threaded first elements.
343 if (((*iter).sequence()->animation_group_id() == event.group_id) &&
344 !(*iter).sequence()->IsFirstElementThreaded() &&
345 (*iter).sequence()->waiting_for_group_start()) {
346 (*iter).sequence()->set_start_time(start_time);
347 (*iter).sequence()->set_waiting_for_group_start(false);
348 (*iter).sequence()->Start(delegate());
353 // LayerAnimator protected -----------------------------------------------------
355 void LayerAnimator::ProgressAnimation(LayerAnimationSequence* sequence,
356 base::TimeTicks now) {
357 if (!delegate() || sequence->waiting_for_group_start())
358 return;
360 sequence->Progress(now, delegate());
363 void LayerAnimator::ProgressAnimationToEnd(LayerAnimationSequence* sequence) {
364 if (!delegate())
365 return;
367 sequence->ProgressToEnd(delegate());
370 bool LayerAnimator::HasAnimation(LayerAnimationSequence* sequence) const {
371 for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin();
372 queue_iter != animation_queue_.end(); ++queue_iter) {
373 if ((*queue_iter).get() == sequence)
374 return true;
376 return false;
379 // LayerAnimator private -------------------------------------------------------
381 void LayerAnimator::Step(base::TimeTicks now) {
382 TRACE_EVENT0("ui", "LayerAnimator::Step");
383 scoped_refptr<LayerAnimator> retain(this);
385 last_step_time_ = now;
387 PurgeDeletedAnimations();
389 // We need to make a copy of the running animations because progressing them
390 // and finishing them may indirectly affect the collection of running
391 // animations.
392 RunningAnimations running_animations_copy = running_animations_;
393 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
394 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
395 continue;
397 if (running_animations_copy[i].sequence()->IsFinished(now)) {
398 SAFE_INVOKE_VOID(FinishAnimation, running_animations_copy[i], false);
399 } else {
400 SAFE_INVOKE_VOID(ProgressAnimation, running_animations_copy[i], now);
405 void LayerAnimator::SetStartTime(base::TimeTicks start_time) {
406 // Do nothing.
409 base::TimeDelta LayerAnimator::GetTimerInterval() const {
410 return base::TimeDelta::FromMilliseconds(kTimerIntervalMs);
413 void LayerAnimator::StopAnimatingInternal(bool abort) {
414 scoped_refptr<LayerAnimator> retain(this);
415 while (is_animating()) {
416 // We're going to attempt to finish the first running animation. Let's
417 // ensure that it's valid.
418 PurgeDeletedAnimations();
420 // If we've purged all running animations, attempt to start one up.
421 if (running_animations_.empty())
422 ProcessQueue();
424 DCHECK(!running_animations_.empty());
426 // Still no luck, let's just bail and clear all animations.
427 if (running_animations_.empty()) {
428 ClearAnimationsInternal();
429 break;
432 SAFE_INVOKE_VOID(FinishAnimation, running_animations_[0], abort);
436 void LayerAnimator::UpdateAnimationState() {
437 if (disable_timer_for_test_)
438 return;
440 const bool should_start = is_animating();
441 if (should_start && !is_started_)
442 GetAnimationContainer()->Start(this);
443 else if (!should_start && is_started_)
444 GetAnimationContainer()->Stop(this);
446 is_started_ = should_start;
449 LayerAnimationSequence* LayerAnimator::RemoveAnimation(
450 LayerAnimationSequence* sequence) {
451 linked_ptr<LayerAnimationSequence> to_return;
453 bool is_running = false;
455 // First remove from running animations
456 for (RunningAnimations::iterator iter = running_animations_.begin();
457 iter != running_animations_.end(); ++iter) {
458 if ((*iter).sequence() == sequence) {
459 running_animations_.erase(iter);
460 is_running = true;
461 break;
465 // Then remove from the queue
466 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
467 queue_iter != animation_queue_.end(); ++queue_iter) {
468 if ((*queue_iter) == sequence) {
469 to_return = *queue_iter;
470 animation_queue_.erase(queue_iter);
471 break;
475 if (!to_return.get() ||
476 !to_return->waiting_for_group_start() ||
477 !to_return->IsFirstElementThreaded())
478 return to_return.release();
480 // The removed sequence may have been responsible for making other sequences
481 // wait for a group start. If no other sequences in the group have a
482 // threaded first element, the group no longer needs the additional wait.
483 bool is_wait_still_needed = false;
484 int group_id = to_return->animation_group_id();
485 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
486 queue_iter != animation_queue_.end(); ++queue_iter) {
487 if (((*queue_iter)->animation_group_id() == group_id) &&
488 (*queue_iter)->IsFirstElementThreaded()) {
489 is_wait_still_needed = true;
490 break;
494 if (is_wait_still_needed)
495 return to_return.release();
497 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
498 queue_iter != animation_queue_.end(); ++queue_iter) {
499 if ((*queue_iter)->animation_group_id() == group_id &&
500 (*queue_iter)->waiting_for_group_start()) {
501 (*queue_iter)->set_waiting_for_group_start(false);
502 if (is_running) {
503 (*queue_iter)->set_start_time(last_step_time_);
504 (*queue_iter)->Start(delegate());
508 return to_return.release();
511 void LayerAnimator::FinishAnimation(
512 LayerAnimationSequence* sequence, bool abort) {
513 scoped_refptr<LayerAnimator> retain(this);
514 scoped_ptr<LayerAnimationSequence> removed(RemoveAnimation(sequence));
515 if (abort)
516 sequence->Abort(delegate());
517 else
518 ProgressAnimationToEnd(sequence);
519 ProcessQueue();
520 UpdateAnimationState();
523 void LayerAnimator::FinishAnyAnimationWithZeroDuration() {
524 scoped_refptr<LayerAnimator> retain(this);
525 // Special case: if we've started a 0 duration animation, just finish it now
526 // and get rid of it. We need to make a copy because Progress may indirectly
527 // cause new animations to start running.
528 RunningAnimations running_animations_copy = running_animations_;
529 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
530 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
531 continue;
533 if (running_animations_copy[i].sequence()->IsFinished(
534 running_animations_copy[i].sequence()->start_time())) {
535 SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]);
536 scoped_ptr<LayerAnimationSequence> removed(
537 SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i]));
540 ProcessQueue();
541 UpdateAnimationState();
544 void LayerAnimator::ClearAnimations() {
545 scoped_refptr<LayerAnimator> retain(this);
546 ClearAnimationsInternal();
549 LayerAnimator::RunningAnimation* LayerAnimator::GetRunningAnimation(
550 LayerAnimationElement::AnimatableProperty property) {
551 PurgeDeletedAnimations();
552 for (RunningAnimations::iterator iter = running_animations_.begin();
553 iter != running_animations_.end(); ++iter) {
554 if ((*iter).sequence()->properties().find(property) !=
555 (*iter).sequence()->properties().end())
556 return &(*iter);
558 return NULL;
561 void LayerAnimator::AddToQueueIfNotPresent(LayerAnimationSequence* animation) {
562 // If we don't have the animation in the queue yet, add it.
563 bool found_sequence = false;
564 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
565 queue_iter != animation_queue_.end(); ++queue_iter) {
566 if ((*queue_iter) == animation) {
567 found_sequence = true;
568 break;
572 if (!found_sequence)
573 animation_queue_.push_front(make_linked_ptr(animation));
576 void LayerAnimator::RemoveAllAnimationsWithACommonProperty(
577 LayerAnimationSequence* sequence, bool abort) {
578 // For all the running animations, if they animate the same property,
579 // progress them to the end and remove them. Note, Aborting or Progressing
580 // animations may affect the collection of running animations, so we need to
581 // operate on a copy.
582 RunningAnimations running_animations_copy = running_animations_;
583 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
584 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
585 continue;
587 if (running_animations_copy[i].sequence()->HasConflictingProperty(
588 sequence->properties())) {
589 scoped_ptr<LayerAnimationSequence> removed(
590 SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i]));
591 if (abort)
592 running_animations_copy[i].sequence()->Abort(delegate());
593 else
594 SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]);
598 // Same for the queued animations that haven't been started. Again, we'll
599 // need to operate on a copy.
600 std::vector<base::WeakPtr<LayerAnimationSequence> > sequences;
601 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
602 queue_iter != animation_queue_.end(); ++queue_iter)
603 sequences.push_back((*queue_iter)->AsWeakPtr());
605 for (size_t i = 0; i < sequences.size(); ++i) {
606 if (!sequences[i].get() || !HasAnimation(sequences[i].get()))
607 continue;
609 if (sequences[i]->HasConflictingProperty(sequence->properties())) {
610 scoped_ptr<LayerAnimationSequence> removed(
611 RemoveAnimation(sequences[i].get()));
612 if (abort)
613 sequences[i]->Abort(delegate());
614 else
615 ProgressAnimationToEnd(sequences[i].get());
620 void LayerAnimator::ImmediatelySetNewTarget(LayerAnimationSequence* sequence) {
621 // Need to detect if our sequence gets destroyed.
622 base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
623 sequence->AsWeakPtr();
625 const bool abort = false;
626 RemoveAllAnimationsWithACommonProperty(sequence, abort);
627 if (!weak_sequence_ptr.get())
628 return;
630 LayerAnimationSequence* removed = RemoveAnimation(sequence);
631 DCHECK(removed == NULL || removed == sequence);
632 if (!weak_sequence_ptr.get())
633 return;
635 ProgressAnimationToEnd(sequence);
636 if (!weak_sequence_ptr.get())
637 return;
639 delete sequence;
642 void LayerAnimator::ImmediatelyAnimateToNewTarget(
643 LayerAnimationSequence* sequence) {
644 // Need to detect if our sequence gets destroyed.
645 base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
646 sequence->AsWeakPtr();
648 const bool abort = true;
649 RemoveAllAnimationsWithACommonProperty(sequence, abort);
650 if (!weak_sequence_ptr.get())
651 return;
653 AddToQueueIfNotPresent(sequence);
654 if (!weak_sequence_ptr.get())
655 return;
657 StartSequenceImmediately(sequence);
660 void LayerAnimator::EnqueueNewAnimation(LayerAnimationSequence* sequence) {
661 // It is assumed that if there was no conflicting animation, we would
662 // not have been called. No need to check for a collision; just
663 // add to the queue.
664 animation_queue_.push_back(make_linked_ptr(sequence));
665 ProcessQueue();
668 void LayerAnimator::ReplaceQueuedAnimations(LayerAnimationSequence* sequence) {
669 // Need to detect if our sequence gets destroyed.
670 base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
671 sequence->AsWeakPtr();
673 // Remove all animations that aren't running. Note: at each iteration i is
674 // incremented or an element is removed from the queue, so
675 // animation_queue_.size() - i is always decreasing and we are always making
676 // progress towards the loop terminating.
677 for (size_t i = 0; i < animation_queue_.size();) {
678 if (!weak_sequence_ptr.get())
679 break;
681 PurgeDeletedAnimations();
683 bool is_running = false;
684 for (RunningAnimations::const_iterator iter = running_animations_.begin();
685 iter != running_animations_.end(); ++iter) {
686 if ((*iter).sequence() == animation_queue_[i].get()) {
687 is_running = true;
688 break;
692 if (!is_running)
693 delete RemoveAnimation(animation_queue_[i].get());
694 else
695 ++i;
697 animation_queue_.push_back(make_linked_ptr(sequence));
698 ProcessQueue();
701 void LayerAnimator::ProcessQueue() {
702 bool started_sequence = false;
703 do {
704 started_sequence = false;
705 // Build a list of all currently animated properties.
706 LayerAnimationElement::AnimatableProperties animated;
707 for (RunningAnimations::const_iterator iter = running_animations_.begin();
708 iter != running_animations_.end(); ++iter) {
709 if (!(*iter).is_sequence_alive())
710 continue;
711 animated.insert((*iter).sequence()->properties().begin(),
712 (*iter).sequence()->properties().end());
715 // Try to find an animation that doesn't conflict with an animated
716 // property or a property that will be animated before it. Note: starting
717 // the animation may indirectly cause more animations to be started, so we
718 // need to operate on a copy.
719 std::vector<base::WeakPtr<LayerAnimationSequence> > sequences;
720 for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
721 queue_iter != animation_queue_.end(); ++queue_iter)
722 sequences.push_back((*queue_iter)->AsWeakPtr());
724 for (size_t i = 0; i < sequences.size(); ++i) {
725 if (!sequences[i].get() || !HasAnimation(sequences[i].get()))
726 continue;
728 if (!sequences[i]->HasConflictingProperty(animated)) {
729 StartSequenceImmediately(sequences[i].get());
730 started_sequence = true;
731 break;
734 // Animation couldn't be started. Add its properties to the collection so
735 // that we don't start a conflicting animation. For example, if our queue
736 // has the elements { {T,B}, {B} } (that is, an element that animates both
737 // the transform and the bounds followed by an element that animates the
738 // bounds), and we're currently animating the transform, we can't start
739 // the first element because it animates the transform, too. We cannot
740 // start the second element, either, because the first element animates
741 // bounds too, and needs to go first.
742 animated.insert(sequences[i]->properties().begin(),
743 sequences[i]->properties().end());
746 // If we started a sequence, try again. We may be able to start several.
747 } while (started_sequence);
750 bool LayerAnimator::StartSequenceImmediately(LayerAnimationSequence* sequence) {
751 PurgeDeletedAnimations();
753 // Ensure that no one is animating one of the sequence's properties already.
754 for (RunningAnimations::const_iterator iter = running_animations_.begin();
755 iter != running_animations_.end(); ++iter) {
756 if ((*iter).sequence()->HasConflictingProperty(sequence->properties()))
757 return false;
760 // All clear, actually start the sequence. Note: base::TimeTicks::Now has
761 // a resolution that can be as bad as 15ms. If this causes glitches in the
762 // animations, this can be switched to HighResNow() (animation uses Now()
763 // internally).
764 // All LayerAnimators share the same AnimationContainer. Use the
765 // last_tick_time() from there to ensure animations started during the same
766 // event complete at the same time.
767 base::TimeTicks start_time;
768 if (is_animating() || adding_animations_)
769 start_time = last_step_time_;
770 else if (GetAnimationContainer()->is_running())
771 start_time = GetAnimationContainer()->last_tick_time();
772 else
773 start_time = gfx::FrameTime::Now();
775 if (!sequence->animation_group_id())
776 sequence->set_animation_group_id(cc::AnimationIdProvider::NextGroupId());
777 if (!sequence->waiting_for_group_start() ||
778 sequence->IsFirstElementThreaded()) {
779 sequence->set_start_time(start_time);
780 sequence->Start(delegate());
782 running_animations_.push_back(
783 RunningAnimation(sequence->AsWeakPtr()));
785 // Need to keep a reference to the animation.
786 AddToQueueIfNotPresent(sequence);
788 // Ensure that animations get stepped at their start time.
789 Step(start_time);
791 return true;
794 void LayerAnimator::GetTargetValue(
795 LayerAnimationElement::TargetValue* target) const {
796 for (AnimationQueue::const_iterator iter = animation_queue_.begin();
797 iter != animation_queue_.end(); ++iter) {
798 (*iter)->GetTargetValue(target);
802 void LayerAnimator::OnScheduled(LayerAnimationSequence* sequence) {
803 if (observers_.might_have_observers()) {
804 ObserverListBase<LayerAnimationObserver>::Iterator it(observers_);
805 LayerAnimationObserver* obs;
806 while ((obs = it.GetNext()) != NULL) {
807 sequence->AddObserver(obs);
810 sequence->OnScheduled();
813 base::TimeDelta LayerAnimator::GetTransitionDuration() const {
814 return transition_duration_;
817 void LayerAnimator::ClearAnimationsInternal() {
818 PurgeDeletedAnimations();
820 // Abort should never affect the set of running animations, but just in case
821 // clients are badly behaved, we will use a copy of the running animations.
822 RunningAnimations running_animations_copy = running_animations_;
823 for (size_t i = 0; i < running_animations_copy.size(); ++i) {
824 if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
825 continue;
827 scoped_ptr<LayerAnimationSequence> removed(
828 RemoveAnimation(running_animations_copy[i].sequence()));
829 if (removed.get())
830 removed->Abort(delegate());
832 // This *should* have cleared the list of running animations.
833 DCHECK(running_animations_.empty());
834 running_animations_.clear();
835 animation_queue_.clear();
836 UpdateAnimationState();
839 void LayerAnimator::PurgeDeletedAnimations() {
840 for (size_t i = 0; i < running_animations_.size();) {
841 if (!running_animations_[i].is_sequence_alive())
842 running_animations_.erase(running_animations_.begin() + i);
843 else
844 i++;
848 LayerAnimator::RunningAnimation::RunningAnimation(
849 const base::WeakPtr<LayerAnimationSequence>& sequence)
850 : sequence_(sequence) {
853 LayerAnimator::RunningAnimation::~RunningAnimation() { }
855 } // namespace ui