// Copyright 2012 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_KEYFRAME_MODEL_H_ #define CC_ANIMATION_KEYFRAME_MODEL_H_ #include #include "base/macros.h" #include "base/time/time.h" #include "cc/animation/animation_export.h" namespace cc { class AnimationCurve; // A KeyframeModel contains all the state required to play an AnimationCurve. // Specifically, the affected property, the run state (paused, finished, etc.), // loop count, last pause time, and the total time spent paused. // It represents a model of the keyframes (internally represented as a curve). class CC_ANIMATION_EXPORT KeyframeModel { public: // TODO(yigu): RunState is supposed to be managed/accessed at Animation // level rather than KeyframeModel level. See https://crbug.com/812652. // // KeyframeModels begin in the 'WAITING_FOR_TARGET_AVAILABILITY' state. A // KeyframeModel waiting for target availibility will run as soon as its // target property is free (and all the KeyframeModels animating with it are // also able to run). When this time arrives, the controller will move the // keyframe model into the STARTING state, and then into the RUNNING state. // RUNNING KeyframeModels may toggle between RUNNING and PAUSED, and may be // stopped by moving into either the ABORTED or FINISHED states. A FINISHED // keyframe model was allowed to run to completion, but an ABORTED keyframe // model was not. An animation in the state ABORTED_BUT_NEEDS_COMPLETION is a // keyframe model that was aborted for some reason, but needs to be finished. // Currently this is for impl-only scroll offset KeyframeModels that need to // be completed on the main thread. enum RunState { WAITING_FOR_TARGET_AVAILABILITY = 0, WAITING_FOR_DELETION, STARTING, RUNNING, PAUSED, FINISHED, ABORTED, ABORTED_BUT_NEEDS_COMPLETION, // This sentinel must be last. LAST_RUN_STATE = ABORTED_BUT_NEEDS_COMPLETION }; static std::string ToString(RunState); enum class Direction { NORMAL, REVERSE, ALTERNATE_NORMAL, ALTERNATE_REVERSE }; enum class FillMode { NONE, FORWARDS, BACKWARDS, BOTH, AUTO }; static std::unique_ptr Create( std::unique_ptr curve, int keyframe_model_id, int group_id, int target_property_id); virtual ~KeyframeModel(); int id() const { return id_; } int group() const { return group_; } int target_property_id() const { return target_property_id_; } RunState run_state() const { return run_state_; } void SetRunState(RunState run_state, base::TimeTicks monotonic_time); // This is the number of times that the keyframe model will play. If this // value is zero the keyframe model will not play. If it is negative, then // the keyframe model will loop indefinitely. double iterations() const { return iterations_; } void set_iterations(double n) { iterations_ = n; } double iteration_start() const { return iteration_start_; } void set_iteration_start(double iteration_start) { iteration_start_ = iteration_start; } base::TimeTicks start_time() const { return start_time_; } void set_start_time(base::TimeTicks monotonic_time) { start_time_ = monotonic_time; } bool has_set_start_time() const { return !start_time_.is_null(); } base::TimeDelta time_offset() const { return time_offset_; } void set_time_offset(base::TimeDelta monotonic_time) { time_offset_ = monotonic_time; } void Suspend(base::TimeTicks monotonic_time); void Resume(base::TimeTicks monotonic_time); Direction direction() { return direction_; } void set_direction(Direction direction) { direction_ = direction; } FillMode fill_mode() { return fill_mode_; } void set_fill_mode(FillMode fill_mode) { fill_mode_ = fill_mode; } double playback_rate() { return playback_rate_; } void set_playback_rate(double playback_rate) { playback_rate_ = playback_rate; } bool IsFinishedAt(base::TimeTicks monotonic_time) const; bool is_finished() const { return run_state_ == FINISHED || run_state_ == ABORTED || run_state_ == WAITING_FOR_DELETION; } bool InEffect(base::TimeTicks monotonic_time) const; AnimationCurve* curve() { return curve_.get(); } const AnimationCurve* curve() const { return curve_.get(); } // If this is true, even if the keyframe model is running, it will not be // tickable until it is given a start time. This is true for KeyframeModels // running on the main thread. bool needs_synchronized_start_time() const { return needs_synchronized_start_time_; } void set_needs_synchronized_start_time(bool needs_synchronized_start_time) { needs_synchronized_start_time_ = needs_synchronized_start_time; } // This is true for KeyframeModels running on the main thread when the // FINISHED event sent by the corresponding impl keyframe model has been // received. bool received_finished_event() const { return received_finished_event_; } void set_received_finished_event(bool received_finished_event) { received_finished_event_ = received_finished_event; } // Takes the given absolute time, and using the start time and the number // of iterations, returns the relative time in the current iteration. base::TimeDelta TrimTimeToCurrentIteration( base::TimeTicks monotonic_time) const; base::TimeTicks ConvertFromActiveTime(base::TimeDelta active_time) const; std::unique_ptr CloneAndInitialize( RunState initial_run_state) const; void set_is_controlling_instance_for_test(bool is_controlling_instance) { is_controlling_instance_ = is_controlling_instance; } bool is_controlling_instance() const { return is_controlling_instance_; } void PushPropertiesTo(KeyframeModel* other) const; std::string ToString() const; void SetIsImplOnly(); bool is_impl_only() const { return is_impl_only_; } void set_affects_active_elements(bool affects_active_elements) { affects_active_elements_ = affects_active_elements; } bool affects_active_elements() const { return affects_active_elements_; } void set_affects_pending_elements(bool affects_pending_elements) { affects_pending_elements_ = affects_pending_elements; } bool affects_pending_elements() const { return affects_pending_elements_; } private: KeyframeModel(std::unique_ptr curve, int keyframe_model_id, int group_id, int target_property_id); base::TimeDelta ConvertToActiveTime(base::TimeTicks monotonic_time) const; std::unique_ptr curve_; // IDs must be unique. int id_; // KeyframeModels that must be run together are called 'grouped' and have the // same group id. Grouped KeyframeModels are guaranteed to start at the same // time and no other KeyframeModels may animate any of the group's target // properties until all KeyframeModels in the group have finished animating. int group_; int target_property_id_; RunState run_state_; double iterations_; double iteration_start_; base::TimeTicks start_time_; Direction direction_; double playback_rate_; FillMode fill_mode_; // The time offset effectively pushes the start of the keyframe model back in // time. This is used for resuming paused KeyframeModels -- an animation is // added with a non-zero time offset, causing the keyframe model to skip ahead // to the desired point in time. base::TimeDelta time_offset_; bool needs_synchronized_start_time_; bool received_finished_event_; // When a keyframe model is suspended, it behaves as if it is paused and it // also ignores all run state changes until it is resumed. This is used for // testing purposes. bool suspended_; // These are used in TrimTimeToCurrentIteration to account for time // spent while paused. This is not included in AnimationState since it // there is absolutely no need for clients of this controller to know // about these values. base::TimeTicks pause_time_; base::TimeDelta total_paused_time_; // KeyframeModels lead dual lives. An active keyframe model will be // conceptually owned by two controllers, one on the impl thread and one on // the main. In reality, there will be two separate KeyframeModel instances // for the same keyframe model. They will have the same group id and the same // target property (these two values uniquely identify a keyframe model). The // instance on the impl thread is the instance that ultimately controls the // values of the animating layer and so we will refer to it as the // 'controlling instance'. // Impl only keyframe models are the exception to this rule. They have only a // single instance. We consider this instance as the 'controlling instance'. bool is_controlling_instance_; bool is_impl_only_; // When pushed from a main-thread controller to a compositor-thread // controller, a keyframe model will initially only affect pending elements // (corresponding to layers in the pending tree). KeyframeModels that only // affect pending elements are able to reach the STARTING state and tick // pending elements, but cannot proceed any further and do not tick active // elements. After activation, such KeyframeModels affect both kinds of // elements and are able to proceed past the STARTING state. When the removal // of a keyframe model is pushed from a main-thread controller to a // compositor-thread controller, this initially only makes the keyframe model // stop affecting pending elements. After activation, such KeyframeModels no // longer affect any elements, and are deleted. bool affects_active_elements_; bool affects_pending_elements_; DISALLOW_COPY_AND_ASSIGN(KeyframeModel); }; } // namespace cc #endif // CC_ANIMATION_KEYFRAME_MODEL_H_