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 the 'WaitingForTargetAvailability' state. An Animation
22 // waiting for target availibility will run as soon as its target property
23 // is free (and all the animations animating with it are also able to run).
24 // When this time arrives, the controller will move the animation into the
25 // Starting state, and then into the Running state. Running animations may
26 // toggle between Running and Paused, and may be stopped by moving into either
27 // the Aborted or Finished states. A Finished animation was allowed to run to
28 // completion, but an Aborted animation was not.
30 WaitingForTargetAvailability
= 0,
37 // This sentinel must be last.
47 // This sentinel must be last.
48 TargetPropertyEnumSize
51 enum Direction
{ Normal
, Reverse
, Alternate
, AlternateReverse
};
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 Direction
direction() { return direction_
; }
84 void set_direction(Direction direction
) { direction_
= direction
; }
86 bool IsFinishedAt(double monotonic_time
) const;
87 bool is_finished() const {
88 return run_state_
== Finished
||
89 run_state_
== Aborted
||
90 run_state_
== WaitingForDeletion
;
93 AnimationCurve
* curve() { return curve_
.get(); }
94 const AnimationCurve
* curve() const { return curve_
.get(); }
96 // If this is true, even if the animation is running, it will not be tickable
97 // until it is given a start time. This is true for animations running on the
99 bool needs_synchronized_start_time() const {
100 return needs_synchronized_start_time_
;
102 void set_needs_synchronized_start_time(bool needs_synchronized_start_time
) {
103 needs_synchronized_start_time_
= needs_synchronized_start_time
;
106 // This is true for animations running on the main thread when the Finished
107 // event sent by the corresponding impl animation has been received.
108 bool received_finished_event() const {
109 return received_finished_event_
;
111 void set_received_finished_event(bool received_finished_event
) {
112 received_finished_event_
= received_finished_event
;
115 // Takes the given absolute time, and using the start time and the number
116 // of iterations, returns the relative time in the current iteration.
117 double TrimTimeToCurrentIteration(double monotonic_time
) const;
119 scoped_ptr
<Animation
> CloneAndInitialize(RunState initial_run_state
) const;
120 bool is_controlling_instance() const { return is_controlling_instance_
; }
122 void PushPropertiesTo(Animation
* other
) const;
124 void set_is_impl_only(bool is_impl_only
) { is_impl_only_
= is_impl_only
; }
125 bool is_impl_only() const { return is_impl_only_
; }
127 void set_affects_active_observers(bool affects_active_observers
) {
128 affects_active_observers_
= affects_active_observers
;
130 bool affects_active_observers() const { return affects_active_observers_
; }
132 void set_affects_pending_observers(bool affects_pending_observers
) {
133 affects_pending_observers_
= affects_pending_observers
;
135 bool affects_pending_observers() const { return affects_pending_observers_
; }
138 Animation(scoped_ptr
<AnimationCurve
> curve
,
141 TargetProperty target_property
);
143 scoped_ptr
<AnimationCurve
> curve_
;
145 // IDs are not necessarily unique.
148 // Animations that must be run together are called 'grouped' and have the same
149 // group id. Grouped animations are guaranteed to start at the same time and
150 // no other animations may animate any of the group's target properties until
151 // all animations in the group have finished animating. Note: an active
152 // animation's group id and target property uniquely identify that animation.
155 TargetProperty target_property_
;
159 Direction direction_
;
161 // The time offset effectively pushes the start of the animation back in time.
162 // This is used for resuming paused animations -- an animation is added with a
163 // non-zero time offset, causing the animation to skip ahead to the desired
167 bool needs_synchronized_start_time_
;
168 bool received_finished_event_
;
170 // When an animation is suspended, it behaves as if it is paused and it also
171 // ignores all run state changes until it is resumed. This is used for testing
175 // These are used in TrimTimeToCurrentIteration to account for time
176 // spent while paused. This is not included in AnimationState since it
177 // there is absolutely no need for clients of this controller to know
178 // about these values.
180 double total_paused_time_
;
182 // Animations lead dual lives. An active animation will be conceptually owned
183 // by two controllers, one on the impl thread and one on the main. In reality,
184 // there will be two separate Animation instances for the same animation. They
185 // will have the same group id and the same target property (these two values
186 // uniquely identify an animation). The instance on the impl thread is the
187 // instance that ultimately controls the values of the animating layer and so
188 // we will refer to it as the 'controlling instance'.
189 bool is_controlling_instance_
;
193 // When pushed from a main-thread controller to a compositor-thread
194 // controller, an animation will initially only affect pending observers
195 // (corresponding to layers in the pending tree). Animations that only
196 // affect pending observers are able to reach the Starting state and tick
197 // pending observers, but cannot proceed any further and do not tick active
198 // observers. After activation, such animations affect both kinds of observers
199 // and are able to proceed past the Starting state. When the removal of
200 // an animation is pushed from a main-thread controller to a
201 // compositor-thread controller, this initially only makes the animation
202 // stop affecting pending observers. After activation, such animations no
203 // longer affect any observers, and are deleted.
204 bool affects_active_observers_
;
205 bool affects_pending_observers_
;
207 DISALLOW_COPY_AND_ASSIGN(Animation
);
212 #endif // CC_ANIMATION_ANIMATION_H_