// 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. #ifndef CC_ANIMATION_ANIMATION_PLAYER_H_ #define CC_ANIMATION_ANIMATION_PLAYER_H_ #include #include "base/macros.h" #include "base/memory/ref_counted.h" #include "base/time/time.h" #include "cc/animation/animation.h" #include "cc/animation/animation_curve.h" #include "cc/animation/animation_export.h" #include "cc/animation/element_animations.h" #include "cc/trees/element_id.h" namespace cc { class AnimationDelegate; class AnimationEvents; class AnimationHost; class AnimationTimeline; struct AnimationEvent; struct PropertyAnimationState; // An AnimationPlayer owns all animations to be run on particular CC Layer. // Multiple AnimationPlayers can be attached to one layer. In this case, // they share common ElementAnimations so the // ElementAnimations-to-Layer relationship is 1:1. // For now, the blink logic is responsible for handling of conflicting // same-property animations. // Each AnimationPlayer has its copy on the impl thread. // This is a CC counterpart for blink::AnimationPlayer (in 1:1 relationship). class CC_ANIMATION_EXPORT AnimationPlayer : public base::RefCounted { public: static scoped_refptr Create(int id); scoped_refptr CreateImplInstance() const; int id() const { return id_; } ElementId element_id() const { return element_id_; } // Parent AnimationHost. AnimationPlayer can be detached from // AnimationTimeline. AnimationHost* animation_host() { return animation_host_; } const AnimationHost* animation_host() const { return animation_host_; } void SetAnimationHost(AnimationHost* animation_host); // Parent AnimationTimeline. AnimationTimeline* animation_timeline() { return animation_timeline_; } const AnimationTimeline* animation_timeline() const { return animation_timeline_; } void SetAnimationTimeline(AnimationTimeline* timeline); // ElementAnimations object where this player is listed. scoped_refptr element_animations() const { return element_animations_; } void set_animation_delegate(AnimationDelegate* delegate) { animation_delegate_ = delegate; } void AttachElement(ElementId element_id); void DetachElement(); void AddAnimation(std::unique_ptr animation); void PauseAnimation(int animation_id, double time_offset); void RemoveAnimation(int animation_id); void AbortAnimation(int animation_id); void AbortAnimations(TargetProperty::Type target_property, bool needs_completion); void PushPropertiesTo(AnimationPlayer* player_impl); void Tick(base::TimeTicks monotonic_time); void UpdateState(bool start_ready_animations, AnimationEvents* events); void UpdateTickingState(UpdateTickingType type); void RemoveFromTicking(); // AnimationDelegate routing. bool NotifyAnimationStarted(const AnimationEvent& event); bool NotifyAnimationFinished(const AnimationEvent& event); bool NotifyAnimationAborted(const AnimationEvent& event); void NotifyAnimationTakeover(const AnimationEvent& event); bool NotifyAnimationFinishedForTesting(TargetProperty::Type target_property, int group_id); // Returns true if there are any animations that have neither finished nor // aborted. bool HasTickingAnimation() const; // Returns true if there are any animations at all to process. bool has_any_animation() const { return !animations_.empty(); } bool needs_push_properties() const { return needs_push_properties_; } void SetNeedsPushProperties(); bool HasNonDeletedAnimation() const; bool needs_to_start_animations() const { return needs_to_start_animations_; } void StartAnimations(base::TimeTicks monotonic_time); void PromoteStartedAnimations(base::TimeTicks monotonic_time, AnimationEvents* events); void MarkAnimationsForDeletion(base::TimeTicks monotonic_time, AnimationEvents* events); void TickAnimations(base::TimeTicks monotonic_time); void MarkFinishedAnimations(base::TimeTicks monotonic_time); // Make animations affect active elements if and only if they affect // pending elements. Any animations that no longer affect any elements // are deleted. void ActivateAnimations(); bool HasFilterAnimationThatInflatesBounds() const; bool HasTransformAnimationThatInflatesBounds() const; bool TransformAnimationBoundsForBox(const gfx::BoxF& box, gfx::BoxF* bounds) const; bool HasOnlyTranslationTransforms(ElementListType list_type) const; bool AnimationsPreserveAxisAlignment() const; // Sets |start_scale| to the maximum of starting animation scale along any // dimension at any destination in active animations. Returns false if the // starting scale cannot be computed. bool AnimationStartScale(ElementListType list_type, float* start_scale) const; // Sets |max_scale| to the maximum scale along any dimension at any // destination in active animations. Returns false if the maximum scale cannot // be computed. bool MaximumTargetScale(ElementListType list_type, float* max_scale) const; // Returns true if there is an animation that is either currently animating // the given property or scheduled to animate this property in the future, and // that affects the given tree type. bool IsPotentiallyAnimatingProperty(TargetProperty::Type target_property, ElementListType list_type) const; // Returns true if there is an animation that is currently animating the given // property and that affects the given tree type. bool IsCurrentlyAnimatingProperty(TargetProperty::Type target_property, ElementListType list_type) const; bool HasElementInActiveList() const; gfx::ScrollOffset ScrollOffsetForAnimation() const; // Returns the animation animating the given property that is either // running, or is next to run, if such an animation exists. Animation* GetAnimation(TargetProperty::Type target_property) const; // Returns animation for the given unique animation id. Animation* GetAnimationById(int animation_id) const; void GetPropertyAnimationState(PropertyAnimationState* pending_state, PropertyAnimationState* active_state) const; // When a scroll animation is removed on the main thread, its compositor // thread counterpart continues producing scroll deltas until activation. // These scroll deltas need to be cleared at activation, so that the active // element's scroll offset matches the offset provided by the main thread // rather than a combination of this offset and scroll deltas produced by // the removed animation. This is to provide the illusion of synchronicity to // JS that simultaneously removes an animation and sets the scroll offset. bool scroll_offset_animation_was_interrupted() const { return scroll_offset_animation_was_interrupted_; } private: friend class base::RefCounted; explicit AnimationPlayer(int id); ~AnimationPlayer(); void SetNeedsCommit(); void RegisterPlayer(); void UnregisterPlayer(); void BindElementAnimations(); void UnbindElementAnimations(); void AnimationAdded(); void MarkAbortedAnimationsForDeletion( AnimationPlayer* animation_player_impl) const; void PurgeAnimationsMarkedForDeletion(bool impl_only); void PushNewAnimationsToImplThread( AnimationPlayer* animation_player_impl) const; void RemoveAnimationsCompletedOnMainThread( AnimationPlayer* animation_player_impl) const; void PushPropertiesToImplThread(AnimationPlayer* animation_player_impl); using Animations = std::vector>; Animations animations_; AnimationHost* animation_host_; AnimationTimeline* animation_timeline_; // element_animations isn't null if player attached to an element (layer). scoped_refptr element_animations_; AnimationDelegate* animation_delegate_; int id_; ElementId element_id_; bool needs_push_properties_; base::TimeTicks last_tick_time_; // Only try to start animations when new animations are added or when the // previous attempt at starting animations failed to start all animations. bool needs_to_start_animations_; // This is used to ensure that we don't spam the animation host. bool is_ticking_; bool scroll_offset_animation_was_interrupted_; DISALLOW_COPY_AND_ASSIGN(AnimationPlayer); }; } // namespace cc #endif // CC_ANIMATION_ANIMATION_PLAYER_H_