// Copyright 2015 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/animation/animation_player.h" #include #include "base/stl_util.h" #include "cc/animation/animation_delegate.h" #include "cc/animation/animation_events.h" #include "cc/animation/animation_host.h" #include "cc/animation/animation_timeline.h" #include "cc/animation/scroll_offset_animation_curve.h" #include "cc/trees/property_animation_state.h" namespace cc { scoped_refptr AnimationPlayer::Create(int id) { return make_scoped_refptr(new AnimationPlayer(id)); } AnimationPlayer::AnimationPlayer(int id) : animation_host_(), animation_timeline_(), element_animations_(), animation_delegate_(), id_(id), needs_push_properties_(false), needs_to_start_animations_(false), is_ticking_(false), scroll_offset_animation_was_interrupted_(false) { DCHECK(id_); } AnimationPlayer::~AnimationPlayer() { DCHECK(!animation_timeline_); DCHECK(!element_animations_); } scoped_refptr AnimationPlayer::CreateImplInstance() const { scoped_refptr player = AnimationPlayer::Create(id()); return player; } void AnimationPlayer::SetAnimationHost(AnimationHost* animation_host) { animation_host_ = animation_host; } void AnimationPlayer::SetAnimationTimeline(AnimationTimeline* timeline) { if (animation_timeline_ == timeline) return; // We need to unregister player to manage ElementAnimations and observers // properly. if (element_id_ && element_animations_) UnregisterPlayer(); animation_timeline_ = timeline; // Register player only if layer AND host attached. if (element_id_ && animation_host_) RegisterPlayer(); } void AnimationPlayer::AttachElement(ElementId element_id) { DCHECK(!element_id_); DCHECK(element_id); element_id_ = element_id; // Register player only if layer AND host attached. if (animation_host_) RegisterPlayer(); } void AnimationPlayer::DetachElement() { DCHECK(element_id_); if (animation_host_) UnregisterPlayer(); element_id_ = ElementId(); } void AnimationPlayer::RegisterPlayer() { DCHECK(element_id_); DCHECK(animation_host_); DCHECK(!element_animations_); // Create ElementAnimations or re-use existing. animation_host_->RegisterPlayerForElement(element_id_, this); // Get local reference to shared ElementAnimations. BindElementAnimations(); } void AnimationPlayer::UnregisterPlayer() { DCHECK(element_id_); DCHECK(animation_host_); DCHECK(element_animations_); UnbindElementAnimations(); // Destroy ElementAnimations or release it if it's still needed. animation_host_->UnregisterPlayerForElement(element_id_, this); } void AnimationPlayer::BindElementAnimations() { DCHECK(!element_animations_); element_animations_ = animation_host_->GetElementAnimationsForElementId(element_id_); DCHECK(element_animations_); if (!animations_.empty()) AnimationAdded(); SetNeedsPushProperties(); } void AnimationPlayer::UnbindElementAnimations() { SetNeedsPushProperties(); element_animations_ = nullptr; } void AnimationPlayer::AddAnimation(std::unique_ptr animation) { DCHECK(animation->target_property() != TargetProperty::SCROLL_OFFSET || (animation_host_ && animation_host_->SupportsScrollAnimations())); DCHECK(!animation->is_impl_only() || animation->target_property() == TargetProperty::SCROLL_OFFSET); animations_.push_back(std::move(animation)); if (element_animations_) { AnimationAdded(); SetNeedsPushProperties(); } } void AnimationPlayer::AnimationAdded() { DCHECK(element_animations_); SetNeedsCommit(); needs_to_start_animations_ = true; UpdateTickingState(UpdateTickingType::NORMAL); element_animations_->UpdateClientAnimationState(); } void AnimationPlayer::PauseAnimation(int animation_id, double time_offset) { const base::TimeDelta time_delta = base::TimeDelta::FromSecondsD(time_offset); for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->id() == animation_id) { animations_[i]->SetRunState(Animation::PAUSED, time_delta + animations_[i]->start_time() + animations_[i]->time_offset()); } } if (element_animations_) { SetNeedsCommit(); SetNeedsPushProperties(); } } void AnimationPlayer::RemoveAnimation(int animation_id) { bool animation_removed = false; // Since we want to use the animations that we're going to remove, we need to // use a stable_parition here instead of remove_if. Remove_if leaves the // removed items in an unspecified state. auto animations_to_remove = std::stable_partition( animations_.begin(), animations_.end(), [animation_id](const std::unique_ptr& animation) { return animation->id() != animation_id; }); for (auto it = animations_to_remove; it != animations_.end(); ++it) { if ((*it)->target_property() == TargetProperty::SCROLL_OFFSET) { if (element_animations_) scroll_offset_animation_was_interrupted_ = true; } else if (!(*it)->is_finished()) { animation_removed = true; } } animations_.erase(animations_to_remove, animations_.end()); if (element_animations_) { UpdateTickingState(UpdateTickingType::NORMAL); if (animation_removed) element_animations_->UpdateClientAnimationState(); SetNeedsCommit(); SetNeedsPushProperties(); } } void AnimationPlayer::AbortAnimation(int animation_id) { if (Animation* animation = GetAnimationById(animation_id)) { if (!animation->is_finished()) { animation->SetRunState(Animation::ABORTED, last_tick_time_); if (element_animations_) element_animations_->UpdateClientAnimationState(); } } if (element_animations_) { SetNeedsCommit(); SetNeedsPushProperties(); } } void AnimationPlayer::AbortAnimations(TargetProperty::Type target_property, bool needs_completion) { if (needs_completion) DCHECK(target_property == TargetProperty::SCROLL_OFFSET); bool aborted_animation = false; for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->target_property() == target_property && !animations_[i]->is_finished()) { // Currently only impl-only scroll offset animations can be completed on // the main thread. if (needs_completion && animations_[i]->is_impl_only()) { animations_[i]->SetRunState(Animation::ABORTED_BUT_NEEDS_COMPLETION, last_tick_time_); } else { animations_[i]->SetRunState(Animation::ABORTED, last_tick_time_); } aborted_animation = true; } } if (element_animations_) { if (aborted_animation) element_animations_->UpdateClientAnimationState(); SetNeedsCommit(); SetNeedsPushProperties(); } } void AnimationPlayer::PushPropertiesTo(AnimationPlayer* player_impl) { if (!needs_push_properties_) return; needs_push_properties_ = false; // Create or destroy ElementAnimations. if (element_id_ != player_impl->element_id()) { if (player_impl->element_id()) player_impl->DetachElement(); if (element_id_) player_impl->AttachElement(element_id_); } if (!has_any_animation() && !player_impl->has_any_animation()) return; MarkAbortedAnimationsForDeletion(player_impl); PurgeAnimationsMarkedForDeletion(/* impl_only */ false); PushNewAnimationsToImplThread(player_impl); // Remove finished impl side animations only after pushing, // and only after the animations are deleted on the main thread // this insures we will never push an animation twice. RemoveAnimationsCompletedOnMainThread(player_impl); PushPropertiesToImplThread(player_impl); player_impl->UpdateTickingState(UpdateTickingType::NORMAL); } void AnimationPlayer::Tick(base::TimeTicks monotonic_time) { DCHECK(!monotonic_time.is_null()); DCHECK(element_animations_); if (!element_animations_->has_element_in_any_list()) return; if (needs_to_start_animations()) StartAnimations(monotonic_time); TickAnimations(monotonic_time); last_tick_time_ = monotonic_time; element_animations_->UpdateClientAnimationState(); } void AnimationPlayer::UpdateState(bool start_ready_animations, AnimationEvents* events) { DCHECK(element_animations_); if (!element_animations_->has_element_in_active_list()) return; // Animate hasn't been called, this happens if an element has been added // between the Commit and Draw phases. if (last_tick_time_ == base::TimeTicks()) return; if (start_ready_animations) PromoteStartedAnimations(last_tick_time_, events); MarkFinishedAnimations(last_tick_time_); MarkAnimationsForDeletion(last_tick_time_, events); PurgeAnimationsMarkedForDeletion(/* impl_only */ true); if (start_ready_animations) { if (needs_to_start_animations()) { StartAnimations(last_tick_time_); PromoteStartedAnimations(last_tick_time_, events); } } UpdateTickingState(UpdateTickingType::NORMAL); } void AnimationPlayer::UpdateTickingState(UpdateTickingType type) { bool force = type == UpdateTickingType::FORCE; if (animation_host_) { bool was_ticking = is_ticking_; is_ticking_ = HasNonDeletedAnimation(); bool has_element_in_any_list = element_animations_->has_element_in_any_list(); if (is_ticking_ && ((!was_ticking && has_element_in_any_list) || force)) { animation_host_->AddToTicking(this); } else if (!is_ticking_ && (was_ticking || force)) { RemoveFromTicking(); } } } void AnimationPlayer::RemoveFromTicking() { DCHECK(animation_host_); // Resetting last_tick_time_ here ensures that calling ::UpdateState // before ::Animate doesn't start an animation. is_ticking_ = false; last_tick_time_ = base::TimeTicks(); animation_host_->RemoveFromTicking(this); } bool AnimationPlayer::NotifyAnimationStarted(const AnimationEvent& event) { DCHECK(!event.is_impl_only); for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->group() == event.group_id && animations_[i]->target_property() == event.target_property && animations_[i]->needs_synchronized_start_time()) { animations_[i]->set_needs_synchronized_start_time(false); if (!animations_[i]->has_set_start_time()) animations_[i]->set_start_time(event.monotonic_time); if (animation_delegate_) { animation_delegate_->NotifyAnimationStarted( event.monotonic_time, event.target_property, event.group_id); } return true; } } return false; } bool AnimationPlayer::NotifyAnimationFinished(const AnimationEvent& event) { DCHECK(!event.is_impl_only); for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->group() == event.group_id && animations_[i]->target_property() == event.target_property) { animations_[i]->set_received_finished_event(true); if (animation_delegate_) { animation_delegate_->NotifyAnimationFinished( event.monotonic_time, event.target_property, event.group_id); } return true; } } // This is for the case when an animation is already removed on main thread, // but the impl version of it sent a finished event and is now waiting for // deletion. We would need to delete that animation during push properties. SetNeedsPushProperties(); return false; } bool AnimationPlayer::NotifyAnimationFinishedForTesting( TargetProperty::Type target_property, int group_id) { AnimationEvent event(AnimationEvent::FINISHED, element_id_, group_id, target_property, base::TimeTicks()); return NotifyAnimationFinished(event); } bool AnimationPlayer::NotifyAnimationAborted(const AnimationEvent& event) { DCHECK(!event.is_impl_only); for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->group() == event.group_id && animations_[i]->target_property() == event.target_property) { animations_[i]->SetRunState(Animation::ABORTED, event.monotonic_time); animations_[i]->set_received_finished_event(true); if (animation_delegate_) { animation_delegate_->NotifyAnimationAborted( event.monotonic_time, event.target_property, event.group_id); } return true; } } return false; } void AnimationPlayer::NotifyAnimationTakeover(const AnimationEvent& event) { DCHECK(!event.is_impl_only); DCHECK(event.target_property == TargetProperty::SCROLL_OFFSET); // We need to purge animations marked for deletion on CT. SetNeedsPushProperties(); if (animation_delegate_) { DCHECK(event.curve); std::unique_ptr animation_curve = event.curve->Clone(); animation_delegate_->NotifyAnimationTakeover( event.monotonic_time, event.target_property, event.animation_start_time, std::move(animation_curve)); } } void AnimationPlayer::SetNeedsCommit() { DCHECK(animation_host_); animation_host_->SetNeedsCommit(); } void AnimationPlayer::SetNeedsPushProperties() { needs_push_properties_ = true; DCHECK(animation_timeline_); animation_timeline_->SetNeedsPushProperties(); DCHECK(element_animations_); element_animations_->SetNeedsPushProperties(); } bool AnimationPlayer::HasTickingAnimation() const { for (size_t i = 0; i < animations_.size(); ++i) { if (!animations_[i]->is_finished()) return true; } return false; } bool AnimationPlayer::HasNonDeletedAnimation() const { for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->run_state() != Animation::WAITING_FOR_DELETION) return true; } return false; } void AnimationPlayer::StartAnimations(base::TimeTicks monotonic_time) { DCHECK(needs_to_start_animations_); needs_to_start_animations_ = false; // First collect running properties affecting each type of element. TargetProperties blocked_properties_for_active_elements; TargetProperties blocked_properties_for_pending_elements; std::vector animations_waiting_for_target; animations_waiting_for_target.reserve(animations_.size()); for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->run_state() == Animation::STARTING || animations_[i]->run_state() == Animation::RUNNING) { if (animations_[i]->affects_active_elements()) { blocked_properties_for_active_elements[animations_[i] ->target_property()] = true; } if (animations_[i]->affects_pending_elements()) { blocked_properties_for_pending_elements[animations_[i] ->target_property()] = true; } } else if (animations_[i]->run_state() == Animation::WAITING_FOR_TARGET_AVAILABILITY) { animations_waiting_for_target.push_back(i); } } for (size_t i = 0; i < animations_waiting_for_target.size(); ++i) { // Collect all properties for animations with the same group id (they // should all also be in the list of animations). size_t animation_index = animations_waiting_for_target[i]; Animation* animation_waiting_for_target = animations_[animation_index].get(); // Check for the run state again even though the animation was waiting // for target because it might have changed the run state while handling // previous animation in this loop (if they belong to same group). if (animation_waiting_for_target->run_state() == Animation::WAITING_FOR_TARGET_AVAILABILITY) { TargetProperties enqueued_properties; bool affects_active_elements = animation_waiting_for_target->affects_active_elements(); bool affects_pending_elements = animation_waiting_for_target->affects_pending_elements(); enqueued_properties[animation_waiting_for_target->target_property()] = true; for (size_t j = animation_index + 1; j < animations_.size(); ++j) { if (animation_waiting_for_target->group() == animations_[j]->group()) { enqueued_properties[animations_[j]->target_property()] = true; affects_active_elements |= animations_[j]->affects_active_elements(); affects_pending_elements |= animations_[j]->affects_pending_elements(); } } // Check to see if intersection of the list of properties affected by // the group and the list of currently blocked properties is null, taking // into account the type(s) of elements affected by the group. In any // case, the group's target properties need to be added to the lists of // blocked properties. bool null_intersection = true; for (int property = TargetProperty::FIRST_TARGET_PROPERTY; property <= TargetProperty::LAST_TARGET_PROPERTY; ++property) { if (enqueued_properties[property]) { if (affects_active_elements) { if (blocked_properties_for_active_elements[property]) null_intersection = false; else blocked_properties_for_active_elements[property] = true; } if (affects_pending_elements) { if (blocked_properties_for_pending_elements[property]) null_intersection = false; else blocked_properties_for_pending_elements[property] = true; } } } // If the intersection is null, then we are free to start the animations // in the group. if (null_intersection) { animation_waiting_for_target->SetRunState(Animation::STARTING, monotonic_time); for (size_t j = animation_index + 1; j < animations_.size(); ++j) { if (animation_waiting_for_target->group() == animations_[j]->group()) { animations_[j]->SetRunState(Animation::STARTING, monotonic_time); } } } else { needs_to_start_animations_ = true; } } } } void AnimationPlayer::PromoteStartedAnimations(base::TimeTicks monotonic_time, AnimationEvents* events) { for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->run_state() == Animation::STARTING && animations_[i]->affects_active_elements()) { animations_[i]->SetRunState(Animation::RUNNING, monotonic_time); if (!animations_[i]->has_set_start_time() && !animations_[i]->needs_synchronized_start_time()) animations_[i]->set_start_time(monotonic_time); if (events) { base::TimeTicks start_time; if (animations_[i]->has_set_start_time()) start_time = animations_[i]->start_time(); else start_time = monotonic_time; AnimationEvent started_event( AnimationEvent::STARTED, element_id_, animations_[i]->group(), animations_[i]->target_property(), start_time); started_event.is_impl_only = animations_[i]->is_impl_only(); if (started_event.is_impl_only) { // Notify delegate directly, do not record the event. if (animation_delegate_) { animation_delegate_->NotifyAnimationStarted( started_event.monotonic_time, started_event.target_property, started_event.group_id); } } else { events->events_.push_back(started_event); } } } } } void AnimationPlayer::MarkAnimationsForDeletion(base::TimeTicks monotonic_time, AnimationEvents* events) { bool marked_animations_for_deletions = false; std::vector animations_with_same_group_id; animations_with_same_group_id.reserve(animations_.size()); // Non-aborted animations are marked for deletion after a corresponding // AnimationEvent::FINISHED event is sent or received. This means that if // we don't have an events vector, we must ensure that non-aborted animations // have received a finished event before marking them for deletion. for (size_t i = 0; i < animations_.size(); i++) { int group_id = animations_[i]->group(); if (animations_[i]->run_state() == Animation::ABORTED) { if (events && !animations_[i]->is_impl_only()) { AnimationEvent aborted_event( AnimationEvent::ABORTED, element_id_, group_id, animations_[i]->target_property(), monotonic_time); events->events_.push_back(aborted_event); } // If on the compositor or on the main thread and received finish event, // animation can be marked for deletion. if (events || animations_[i]->received_finished_event()) { animations_[i]->SetRunState(Animation::WAITING_FOR_DELETION, monotonic_time); marked_animations_for_deletions = true; } continue; } // If running on the compositor and need to complete an aborted animation // on the main thread. if (events && animations_[i]->run_state() == Animation::ABORTED_BUT_NEEDS_COMPLETION) { AnimationEvent aborted_event(AnimationEvent::TAKEOVER, element_id_, group_id, animations_[i]->target_property(), monotonic_time); aborted_event.animation_start_time = (animations_[i]->start_time() - base::TimeTicks()).InSecondsF(); const ScrollOffsetAnimationCurve* scroll_offset_animation_curve = animations_[i]->curve()->ToScrollOffsetAnimationCurve(); aborted_event.curve = scroll_offset_animation_curve->Clone(); // Notify the compositor that the animation is finished. if (animation_delegate_) { animation_delegate_->NotifyAnimationFinished( aborted_event.monotonic_time, aborted_event.target_property, aborted_event.group_id); } // Notify main thread. events->events_.push_back(aborted_event); // Remove the animation from the compositor. animations_[i]->SetRunState(Animation::WAITING_FOR_DELETION, monotonic_time); marked_animations_for_deletions = true; continue; } bool all_anims_with_same_id_are_finished = false; // Since deleting an animation on the main thread leads to its deletion // on the impl thread, we only mark a FINISHED main thread animation for // deletion once it has received a FINISHED event from the impl thread. bool animation_i_will_send_or_has_received_finish_event = animations_[i]->is_controlling_instance() || animations_[i]->is_impl_only() || animations_[i]->received_finished_event(); // If an animation is finished, and not already marked for deletion, // find out if all other animations in the same group are also finished. if (animations_[i]->run_state() == Animation::FINISHED && animation_i_will_send_or_has_received_finish_event) { // Clear the animations_with_same_group_id if it was added for // the previous animation's iteration. if (animations_with_same_group_id.size() > 0) animations_with_same_group_id.clear(); all_anims_with_same_id_are_finished = true; for (size_t j = 0; j < animations_.size(); ++j) { bool animation_j_will_send_or_has_received_finish_event = animations_[j]->is_controlling_instance() || animations_[j]->is_impl_only() || animations_[j]->received_finished_event(); if (group_id == animations_[j]->group()) { if (!animations_[j]->is_finished() || (animations_[j]->run_state() == Animation::FINISHED && !animation_j_will_send_or_has_received_finish_event)) { all_anims_with_same_id_are_finished = false; break; } else if (j >= i && animations_[j]->run_state() != Animation::ABORTED) { // Mark down the animations which belong to the same group // and is not yet aborted. If this current iteration finds that all // animations with same ID are finished, then the marked // animations below will be set to WAITING_FOR_DELETION in next // iteration. animations_with_same_group_id.push_back(j); } } } } if (all_anims_with_same_id_are_finished) { // We now need to remove all animations with the same group id as // group_id (and send along animation finished notifications, if // necessary). for (size_t j = 0; j < animations_with_same_group_id.size(); j++) { size_t animation_index = animations_with_same_group_id[j]; if (events) { AnimationEvent finished_event( AnimationEvent::FINISHED, element_id_, animations_[animation_index]->group(), animations_[animation_index]->target_property(), monotonic_time); finished_event.is_impl_only = animations_[animation_index]->is_impl_only(); if (finished_event.is_impl_only) { // Notify delegate directly, do not record the event. if (animation_delegate_) { animation_delegate_->NotifyAnimationFinished( finished_event.monotonic_time, finished_event.target_property, finished_event.group_id); } } else { events->events_.push_back(finished_event); } } animations_[animation_index]->SetRunState( Animation::WAITING_FOR_DELETION, monotonic_time); } marked_animations_for_deletions = true; } } // Notify about animations waiting for deletion. // We need to purge animations marked for deletion, which happens in // PushProperties(). if (marked_animations_for_deletions) SetNeedsPushProperties(); } void AnimationPlayer::TickAnimations(base::TimeTicks monotonic_time) { DCHECK(element_animations_); for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->run_state() == Animation::STARTING || animations_[i]->run_state() == Animation::RUNNING || animations_[i]->run_state() == Animation::PAUSED) { if (!animations_[i]->InEffect(monotonic_time)) continue; base::TimeDelta trimmed = animations_[i]->TrimTimeToCurrentIteration(monotonic_time); switch (animations_[i]->target_property()) { case TargetProperty::TRANSFORM: { const TransformAnimationCurve* transform_animation_curve = animations_[i]->curve()->ToTransformAnimationCurve(); const gfx::Transform transform = transform_animation_curve->GetValue(trimmed); element_animations_->NotifyClientTransformAnimated( transform, animations_[i]->affects_active_elements(), animations_[i]->affects_pending_elements()); break; } case TargetProperty::OPACITY: { const FloatAnimationCurve* float_animation_curve = animations_[i]->curve()->ToFloatAnimationCurve(); const float opacity = std::max( std::min(float_animation_curve->GetValue(trimmed), 1.0f), 0.f); element_animations_->NotifyClientOpacityAnimated( opacity, animations_[i]->affects_active_elements(), animations_[i]->affects_pending_elements()); break; } case TargetProperty::FILTER: { const FilterAnimationCurve* filter_animation_curve = animations_[i]->curve()->ToFilterAnimationCurve(); const FilterOperations filter = filter_animation_curve->GetValue(trimmed); element_animations_->NotifyClientFilterAnimated( filter, animations_[i]->affects_active_elements(), animations_[i]->affects_pending_elements()); break; } case TargetProperty::BACKGROUND_COLOR: { // Not yet implemented. break; } case TargetProperty::SCROLL_OFFSET: { const ScrollOffsetAnimationCurve* scroll_offset_animation_curve = animations_[i]->curve()->ToScrollOffsetAnimationCurve(); const gfx::ScrollOffset scroll_offset = scroll_offset_animation_curve->GetValue(trimmed); element_animations_->NotifyClientScrollOffsetAnimated( scroll_offset, animations_[i]->affects_active_elements(), animations_[i]->affects_pending_elements()); break; } } } } last_tick_time_ = monotonic_time; } void AnimationPlayer::MarkFinishedAnimations(base::TimeTicks monotonic_time) { bool animation_finished = false; for (size_t i = 0; i < animations_.size(); ++i) { if (!animations_[i]->is_finished() && animations_[i]->IsFinishedAt(monotonic_time)) { animations_[i]->SetRunState(Animation::FINISHED, monotonic_time); animation_finished = true; SetNeedsPushProperties(); } if (!animations_[i]->affects_active_elements() && !animations_[i]->affects_pending_elements()) { switch (animations_[i]->run_state()) { case Animation::WAITING_FOR_TARGET_AVAILABILITY: case Animation::STARTING: case Animation::RUNNING: case Animation::PAUSED: animations_[i]->SetRunState(Animation::FINISHED, monotonic_time); animation_finished = true; break; default: break; } } } DCHECK(element_animations_); if (animation_finished) element_animations_->UpdateClientAnimationState(); } void AnimationPlayer::ActivateAnimations() { bool animation_activated = false; for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->affects_active_elements() != animations_[i]->affects_pending_elements()) { animation_activated = true; } animations_[i]->set_affects_active_elements( animations_[i]->affects_pending_elements()); } if (animation_activated) element_animations_->UpdateClientAnimationState(); scroll_offset_animation_was_interrupted_ = false; UpdateTickingState(UpdateTickingType::NORMAL); } bool AnimationPlayer::HasFilterAnimationThatInflatesBounds() const { for (size_t i = 0; i < animations_.size(); ++i) { if (!animations_[i]->is_finished() && animations_[i]->target_property() == TargetProperty::FILTER && animations_[i] ->curve() ->ToFilterAnimationCurve() ->HasFilterThatMovesPixels()) return true; } return false; } bool AnimationPlayer::HasTransformAnimationThatInflatesBounds() const { return IsCurrentlyAnimatingProperty(TargetProperty::TRANSFORM, ElementListType::ACTIVE) || IsCurrentlyAnimatingProperty(TargetProperty::TRANSFORM, ElementListType::PENDING); } bool AnimationPlayer::TransformAnimationBoundsForBox(const gfx::BoxF& box, gfx::BoxF* bounds) const { DCHECK(HasTransformAnimationThatInflatesBounds()) << "TransformAnimationBoundsForBox will give incorrect results if there " << "are no transform animations affecting bounds, non-animated transform " << "is not known"; // Compute bounds based on animations for which is_finished() is false. // Do nothing if there are no such animations; in this case, it is assumed // that callers will take care of computing bounds based on the owning layer's // actual transform. *bounds = gfx::BoxF(); for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->is_finished() || animations_[i]->target_property() != TargetProperty::TRANSFORM) continue; const TransformAnimationCurve* transform_animation_curve = animations_[i]->curve()->ToTransformAnimationCurve(); gfx::BoxF animation_bounds; bool success = transform_animation_curve->AnimatedBoundsForBox(box, &animation_bounds); if (!success) return false; bounds->Union(animation_bounds); } return true; } bool AnimationPlayer::HasOnlyTranslationTransforms( ElementListType list_type) const { for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->is_finished() || animations_[i]->target_property() != TargetProperty::TRANSFORM) continue; if ((list_type == ElementListType::ACTIVE && !animations_[i]->affects_active_elements()) || (list_type == ElementListType::PENDING && !animations_[i]->affects_pending_elements())) continue; const TransformAnimationCurve* transform_animation_curve = animations_[i]->curve()->ToTransformAnimationCurve(); if (!transform_animation_curve->IsTranslation()) return false; } return true; } bool AnimationPlayer::AnimationsPreserveAxisAlignment() const { for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->is_finished() || animations_[i]->target_property() != TargetProperty::TRANSFORM) continue; const TransformAnimationCurve* transform_animation_curve = animations_[i]->curve()->ToTransformAnimationCurve(); if (!transform_animation_curve->PreservesAxisAlignment()) return false; } return true; } bool AnimationPlayer::AnimationStartScale(ElementListType list_type, float* start_scale) const { *start_scale = 0.f; for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->is_finished() || animations_[i]->target_property() != TargetProperty::TRANSFORM) continue; if ((list_type == ElementListType::ACTIVE && !animations_[i]->affects_active_elements()) || (list_type == ElementListType::PENDING && !animations_[i]->affects_pending_elements())) continue; bool forward_direction = true; switch (animations_[i]->direction()) { case Animation::Direction::NORMAL: case Animation::Direction::ALTERNATE_NORMAL: forward_direction = animations_[i]->playback_rate() >= 0.0; break; case Animation::Direction::REVERSE: case Animation::Direction::ALTERNATE_REVERSE: forward_direction = animations_[i]->playback_rate() < 0.0; break; } const TransformAnimationCurve* transform_animation_curve = animations_[i]->curve()->ToTransformAnimationCurve(); float animation_start_scale = 0.f; if (!transform_animation_curve->AnimationStartScale(forward_direction, &animation_start_scale)) return false; *start_scale = std::max(*start_scale, animation_start_scale); } return true; } bool AnimationPlayer::MaximumTargetScale(ElementListType list_type, float* max_scale) const { *max_scale = 0.f; for (size_t i = 0; i < animations_.size(); ++i) { if (animations_[i]->is_finished() || animations_[i]->target_property() != TargetProperty::TRANSFORM) continue; if ((list_type == ElementListType::ACTIVE && !animations_[i]->affects_active_elements()) || (list_type == ElementListType::PENDING && !animations_[i]->affects_pending_elements())) continue; bool forward_direction = true; switch (animations_[i]->direction()) { case Animation::Direction::NORMAL: case Animation::Direction::ALTERNATE_NORMAL: forward_direction = animations_[i]->playback_rate() >= 0.0; break; case Animation::Direction::REVERSE: case Animation::Direction::ALTERNATE_REVERSE: forward_direction = animations_[i]->playback_rate() < 0.0; break; } const TransformAnimationCurve* transform_animation_curve = animations_[i]->curve()->ToTransformAnimationCurve(); float animation_scale = 0.f; if (!transform_animation_curve->MaximumTargetScale(forward_direction, &animation_scale)) return false; *max_scale = std::max(*max_scale, animation_scale); } return true; } bool AnimationPlayer::IsPotentiallyAnimatingProperty( TargetProperty::Type target_property, ElementListType list_type) const { for (size_t i = 0; i < animations_.size(); ++i) { if (!animations_[i]->is_finished() && animations_[i]->target_property() == target_property) { if ((list_type == ElementListType::ACTIVE && animations_[i]->affects_active_elements()) || (list_type == ElementListType::PENDING && animations_[i]->affects_pending_elements())) return true; } } return false; } bool AnimationPlayer::IsCurrentlyAnimatingProperty( TargetProperty::Type target_property, ElementListType list_type) const { for (size_t i = 0; i < animations_.size(); ++i) { if (!animations_[i]->is_finished() && animations_[i]->InEffect(last_tick_time_) && animations_[i]->target_property() == target_property) { if ((list_type == ElementListType::ACTIVE && animations_[i]->affects_active_elements()) || (list_type == ElementListType::PENDING && animations_[i]->affects_pending_elements())) return true; } } return false; } bool AnimationPlayer::HasElementInActiveList() const { DCHECK(element_animations_); return element_animations_->has_element_in_active_list(); } gfx::ScrollOffset AnimationPlayer::ScrollOffsetForAnimation() const { DCHECK(element_animations_); return element_animations_->ScrollOffsetForAnimation(); } Animation* AnimationPlayer::GetAnimation( TargetProperty::Type target_property) const { for (size_t i = 0; i < animations_.size(); ++i) { size_t index = animations_.size() - i - 1; if (animations_[index]->target_property() == target_property) return animations_[index].get(); } return nullptr; } Animation* AnimationPlayer::GetAnimationById(int animation_id) const { for (size_t i = 0; i < animations_.size(); ++i) if (animations_[i]->id() == animation_id) return animations_[i].get(); return nullptr; } void AnimationPlayer::GetPropertyAnimationState( PropertyAnimationState* pending_state, PropertyAnimationState* active_state) const { pending_state->Clear(); active_state->Clear(); for (const auto& animation : animations_) { if (!animation->is_finished()) { bool in_effect = animation->InEffect(last_tick_time_); bool active = animation->affects_active_elements(); bool pending = animation->affects_pending_elements(); TargetProperty::Type property = animation->target_property(); if (pending) pending_state->potentially_animating[property] = true; if (pending && in_effect) pending_state->currently_running[property] = true; if (active) active_state->potentially_animating[property] = true; if (active && in_effect) active_state->currently_running[property] = true; } } } void AnimationPlayer::MarkAbortedAnimationsForDeletion( AnimationPlayer* animation_player_impl) const { bool animation_aborted = false; auto& animations_impl = animation_player_impl->animations_; for (const auto& animation_impl : animations_impl) { // If the animation has been aborted on the main thread, mark it for // deletion. if (Animation* animation = GetAnimationById(animation_impl->id())) { if (animation->run_state() == Animation::ABORTED) { animation_impl->SetRunState(Animation::WAITING_FOR_DELETION, animation_player_impl->last_tick_time_); animation->SetRunState(Animation::WAITING_FOR_DELETION, last_tick_time_); animation_aborted = true; } } } if (element_animations_ && animation_aborted) element_animations_->SetNeedsUpdateImplClientState(); } void AnimationPlayer::PurgeAnimationsMarkedForDeletion(bool impl_only) { base::EraseIf( animations_, [impl_only](const std::unique_ptr& animation) { return animation->run_state() == Animation::WAITING_FOR_DELETION && (!impl_only || animation->is_impl_only()); }); } void AnimationPlayer::PushNewAnimationsToImplThread( AnimationPlayer* animation_player_impl) const { // Any new animations owned by the main thread's AnimationPlayer are cloned // and added to the impl thread's AnimationPlayer. for (size_t i = 0; i < animations_.size(); ++i) { // If the animation is already running on the impl thread, there is no // need to copy it over. if (animation_player_impl->GetAnimationById(animations_[i]->id())) continue; if (animations_[i]->target_property() == TargetProperty::SCROLL_OFFSET && !animations_[i] ->curve() ->ToScrollOffsetAnimationCurve() ->HasSetInitialValue()) { gfx::ScrollOffset current_scroll_offset; if (animation_player_impl->HasElementInActiveList()) { current_scroll_offset = animation_player_impl->ScrollOffsetForAnimation(); } else { // The owning layer isn't yet in the active tree, so the main thread // scroll offset will be up to date. current_scroll_offset = ScrollOffsetForAnimation(); } animations_[i]->curve()->ToScrollOffsetAnimationCurve()->SetInitialValue( current_scroll_offset); } // The new animation should be set to run as soon as possible. Animation::RunState initial_run_state = Animation::WAITING_FOR_TARGET_AVAILABILITY; std::unique_ptr to_add( animations_[i]->CloneAndInitialize(initial_run_state)); DCHECK(!to_add->needs_synchronized_start_time()); to_add->set_affects_active_elements(false); animation_player_impl->AddAnimation(std::move(to_add)); } } static bool IsCompleted(Animation* animation, const AnimationPlayer* main_thread_player) { if (animation->is_impl_only()) { return (animation->run_state() == Animation::WAITING_FOR_DELETION); } else { Animation* main_thread_animation = main_thread_player->GetAnimationById(animation->id()); return !main_thread_animation || main_thread_animation->is_finished(); } } void AnimationPlayer::RemoveAnimationsCompletedOnMainThread( AnimationPlayer* animation_player_impl) const { bool animation_completed = false; // Animations removed on the main thread should no longer affect pending // elements, and should stop affecting active elements after the next call // to ActivateAnimations. If already WAITING_FOR_DELETION, they can be removed // immediately. auto& animations = animation_player_impl->animations_; for (const auto& animation : animations) { if (IsCompleted(animation.get(), this)) { animation->set_affects_pending_elements(false); animation_completed = true; } } auto affects_active_only_and_is_waiting_for_deletion = [](const std::unique_ptr& animation) { return animation->run_state() == Animation::WAITING_FOR_DELETION && !animation->affects_pending_elements(); }; base::EraseIf(animations, affects_active_only_and_is_waiting_for_deletion); if (element_animations_ && animation_completed) element_animations_->SetNeedsUpdateImplClientState(); } void AnimationPlayer::PushPropertiesToImplThread( AnimationPlayer* animation_player_impl) { for (size_t i = 0; i < animations_.size(); ++i) { Animation* current_impl = animation_player_impl->GetAnimationById(animations_[i]->id()); if (current_impl) animations_[i]->PushPropertiesTo(current_impl); } animation_player_impl->scroll_offset_animation_was_interrupted_ = scroll_offset_animation_was_interrupted_; scroll_offset_animation_was_interrupted_ = false; } } // namespace cc