// Copyright (c) 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 UI_COMPOSITOR_LAYER_ANIMATOR_H_ #define UI_COMPOSITOR_LAYER_ANIMATOR_H_ #include <deque> #include <vector> #include "base/compiler_specific.h" #include "base/memory/linked_ptr.h" #include "base/memory/ref_counted.h" #include "base/observer_list.h" #include "base/time/time.h" #include "ui/compositor/compositor_export.h" #include "ui/compositor/layer_animation_element.h" #include "ui/gfx/animation/animation_container_element.h" #include "ui/gfx/animation/tween.h" namespace gfx { class Animation; class Rect; class Transform; } namespace ui { class Layer; class LayerAnimationSequence; class LayerAnimationDelegate; class LayerAnimationObserver; class ScopedLayerAnimationSettings; // When a property of layer needs to be changed it is set by way of // LayerAnimator. This enables LayerAnimator to animate property changes. // NB: during many tests, set_disable_animations_for_test is used and causes // all animations to complete immediately. The layer animation is ref counted // so that if its owning layer is deleted (and the owning layer is only other // class that should ever hold a ref ptr to a LayerAnimator), the animator can // ensure that it is not disposed of until it finishes executing. It does this // by holding a reference to itself for the duration of methods for which it // must guarantee that |this| is valid. class COMPOSITOR_EXPORT LayerAnimator : public gfx::AnimationContainerElement, public base::RefCounted<LayerAnimator> { public: enum PreemptionStrategy { IMMEDIATELY_SET_NEW_TARGET, IMMEDIATELY_ANIMATE_TO_NEW_TARGET, ENQUEUE_NEW_ANIMATION, REPLACE_QUEUED_ANIMATIONS, BLEND_WITH_CURRENT_ANIMATION }; explicit LayerAnimator(base::TimeDelta transition_duration); // No implicit animations when properties are set. static LayerAnimator* CreateDefaultAnimator(); // Implicitly animates when properties are set. static LayerAnimator* CreateImplicitAnimator(); // Sets the transform on the delegate. May cause an implicit animation. virtual void SetTransform(const gfx::Transform& transform); gfx::Transform GetTargetTransform() const; // Sets the bounds on the delegate. May cause an implicit animation. virtual void SetBounds(const gfx::Rect& bounds); gfx::Rect GetTargetBounds() const; // Sets the opacity on the delegate. May cause an implicit animation. virtual void SetOpacity(float opacity); float GetTargetOpacity() const; // Sets the visibility of the delegate. May cause an implicit animation. virtual void SetVisibility(bool visibility); bool GetTargetVisibility() const; // Sets the brightness on the delegate. May cause an implicit animation. virtual void SetBrightness(float brightness); float GetTargetBrightness() const; // Sets the grayscale on the delegate. May cause an implicit animation. virtual void SetGrayscale(float grayscale); float GetTargetGrayscale() const; // Sets the color on the delegate. May cause an implicit animation. virtual void SetColor(SkColor color); SkColor GetTargetColor() const; // Returns the default length of animations, including adjustment for slow // animation mode if set. base::TimeDelta GetTransitionDuration() const; // Sets the layer animation delegate the animator is associated with. The // animator does not own the delegate. The layer animator expects a non-NULL // delegate for most of its operations, so do not call any methods without // a valid delegate installed. void SetDelegate(LayerAnimationDelegate* delegate); // Sets the animation preemption strategy. This determines the behaviour if // a property is set during an animation. The default is // IMMEDIATELY_SET_NEW_TARGET (see ImmediatelySetNewTarget below). void set_preemption_strategy(PreemptionStrategy strategy) { preemption_strategy_ = strategy; } PreemptionStrategy preemption_strategy() const { return preemption_strategy_; } // Start an animation sequence. If an animation for the same property is in // progress, it needs to be interrupted with the new animation. The animator // takes ownership of this animation sequence. void StartAnimation(LayerAnimationSequence* animation); // Schedule an animation to be run when possible. The animator takes ownership // of this animation sequence. void ScheduleAnimation(LayerAnimationSequence* animation); // Starts the animations to be run together, ensuring that the first elements // in these sequences have the same effective start time even when some of // them start on the compositor thread (but there is no such guarantee for // the effective start time of subsequent elements). Obviously will not work // if they animate any common properties. The animator takes ownership of the // animation sequences. Takes PreemptionStrategy into account. void StartTogether(const std::vector<LayerAnimationSequence*>& animations); // Schedules the animations to be run together, ensuring that the first // elements in these sequences have the same effective start time even when // some of them start on the compositor thread (but there is no such guarantee // for the effective start time of subsequent elements). Obviously will not // work if they animate any common properties. The animator takes ownership // of the animation sequences. void ScheduleTogether(const std::vector<LayerAnimationSequence*>& animations); // Schedules a pause for length |duration| of all the specified properties. // End the list with -1. void SchedulePauseForProperties( base::TimeDelta duration, LayerAnimationElement::AnimatableProperty property, ...); // Returns true if there is an animation in the queue (animations remain in // the queue until they complete, so this includes running animations). bool is_animating() const { return !animation_queue_.empty(); } // Returns true if there is an animation in the queue that animates the given // property (animations remain in the queue until they complete, so this // includes running animations). bool IsAnimatingProperty( LayerAnimationElement::AnimatableProperty property) const; // Stops animating the given property. No effect if there is no running // animation for the given property. Skips to the final state of the // animation. void StopAnimatingProperty( LayerAnimationElement::AnimatableProperty property); // Stops all animation and clears any queued animations. This call progresses // animations to their end points and notifies all observers. void StopAnimating() { StopAnimatingInternal(false); } // This is similar to StopAnimating, but aborts rather than finishes the // animations and notifies all observers. void AbortAllAnimations() { StopAnimatingInternal(true); } // These functions are used for adding or removing observers from the observer // list. The observers are notified when animations end. void AddObserver(LayerAnimationObserver* observer); void RemoveObserver(LayerAnimationObserver* observer); // Called when a threaded animation is actually started. void OnThreadedAnimationStarted(const cc::AnimationEvent& event); // This determines how implicit animations will be tweened. This has no // effect on animations that are explicitly started or scheduled. The default // is Tween::LINEAR. void set_tween_type(gfx::Tween::Type tween_type) { tween_type_ = tween_type; } gfx::Tween::Type tween_type() const { return tween_type_; } // For testing purposes only. void set_disable_timer_for_test(bool disable_timer) { disable_timer_for_test_ = disable_timer; } void set_last_step_time(base::TimeTicks time) { last_step_time_ = time; } base::TimeTicks last_step_time() const { return last_step_time_; } protected: virtual ~LayerAnimator(); LayerAnimationDelegate* delegate() { return delegate_; } const LayerAnimationDelegate* delegate() const { return delegate_; } // Virtual for testing. virtual void ProgressAnimation(LayerAnimationSequence* sequence, base::TimeTicks now); void ProgressAnimationToEnd(LayerAnimationSequence* sequence); // Returns true if the sequence is owned by this animator. bool HasAnimation(LayerAnimationSequence* sequence) const; private: friend class base::RefCounted<LayerAnimator>; friend class ScopedLayerAnimationSettings; friend class LayerAnimatorTestController; class RunningAnimation { public: RunningAnimation(const base::WeakPtr<LayerAnimationSequence>& sequence); ~RunningAnimation(); bool is_sequence_alive() const { return !!sequence_.get(); } LayerAnimationSequence* sequence() const { return sequence_.get(); } private: base::WeakPtr<LayerAnimationSequence> sequence_; // Copy and assign are allowed. }; typedef std::vector<RunningAnimation> RunningAnimations; typedef std::deque<linked_ptr<LayerAnimationSequence> > AnimationQueue; // Implementation of AnimationContainerElement virtual void SetStartTime(base::TimeTicks start_time) OVERRIDE; virtual void Step(base::TimeTicks time_now) OVERRIDE; virtual base::TimeDelta GetTimerInterval() const OVERRIDE; // Finishes all animations by either advancing them to their final state or by // aborting them. void StopAnimatingInternal(bool abort); // Starts or stops stepping depending on whether thare are running animations. void UpdateAnimationState(); // Removes the sequences from both the running animations and the queue. // Returns a pointer to the removed animation, if any. NOTE: the caller is // responsible for deleting the returned pointer. LayerAnimationSequence* RemoveAnimation( LayerAnimationSequence* sequence) WARN_UNUSED_RESULT; // Progresses to the end of the sequence before removing it. void FinishAnimation(LayerAnimationSequence* sequence, bool abort); // Finishes any running animation with zero duration. void FinishAnyAnimationWithZeroDuration(); // Clears the running animations and the queue. No sequences are progressed. void ClearAnimations(); // Returns the running animation animating the given property, if any. RunningAnimation* GetRunningAnimation( LayerAnimationElement::AnimatableProperty property); // Checks if the sequence has already been added to the queue and adds it // to the front if note. void AddToQueueIfNotPresent(LayerAnimationSequence* sequence); // Any running or queued animation that affects a property in common with // |sequence| is either finished or aborted depending on |abort|. void RemoveAllAnimationsWithACommonProperty(LayerAnimationSequence* sequence, bool abort); // Preempts a running animation by progressing both the running animation and // the given sequence to the end. void ImmediatelySetNewTarget(LayerAnimationSequence* sequence); // Preempts by aborting the running animation, and starts the given animation. void ImmediatelyAnimateToNewTarget(LayerAnimationSequence* sequence); // Preempts by adding the new animation to the queue. void EnqueueNewAnimation(LayerAnimationSequence* sequence); // Preempts by wiping out any unstarted animation in the queue and then // enqueuing this animation. void ReplaceQueuedAnimations(LayerAnimationSequence* sequence); // If there's an animation in the queue that doesn't animate the same property // as a running animation, or an animation schedule to run before it, start it // up. Repeat until there are no such animations. void ProcessQueue(); // Attempts to add the sequence to the list of running animations. Returns // false if there is an animation running that already animates one of the // properties affected by |sequence|. bool StartSequenceImmediately(LayerAnimationSequence* sequence); // Sets the value of target as if all the running and queued animations were // allowed to finish. void GetTargetValue(LayerAnimationElement::TargetValue* target) const; // Called whenever an animation is added to the animation queue. Either by // starting the animation or adding to the queue. void OnScheduled(LayerAnimationSequence* sequence); // Sets |transition_duration_| unless |is_transition_duration_locked_| is set. void SetTransitionDuration(base::TimeDelta duration); // Clears the animation queues and notifies any running animations that they // have been aborted. void ClearAnimationsInternal(); // Cleans up any running animations that may have been deleted. void PurgeDeletedAnimations(); // This is the queue of animations to run. AnimationQueue animation_queue_; // The target of all layer animations. LayerAnimationDelegate* delegate_; // The currently running animations. RunningAnimations running_animations_; // Determines how animations are replaced. PreemptionStrategy preemption_strategy_; // Whether the length of animations is locked. While it is locked // SetTransitionDuration does not set |transition_duration_|. bool is_transition_duration_locked_; // The default length of animations. base::TimeDelta transition_duration_; // The default tween type for implicit transitions gfx::Tween::Type tween_type_; // Used for coordinating the starting of animations. base::TimeTicks last_step_time_; // True if we are being stepped by our container. bool is_started_; // This prevents the animator from automatically stepping through animations // and allows for manual stepping. bool disable_timer_for_test_; // Prevents timer adjustments in case when we start multiple animations // with preemption strategies that discard previous animations. bool adding_animations_; // Observers are notified when layer animations end, are scheduled or are // aborted. ObserverList<LayerAnimationObserver> observers_; DISALLOW_COPY_AND_ASSIGN(LayerAnimator); }; } // namespace ui #endif // UI_COMPOSITOR_LAYER_ANIMATOR_H_