// 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_LAYER_ANIMATION_CONTROLLER_H_
#define CC_ANIMATION_LAYER_ANIMATION_CONTROLLER_H_
#include "base/basictypes.h"
#include "base/containers/hash_tables.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "base/observer_list.h"
#include "base/time/time.h"
#include "cc/animation/animation_events.h"
#include "cc/animation/layer_animation_event_observer.h"
#include "cc/base/cc_export.h"
#include "cc/base/scoped_ptr_vector.h"
#include "ui/gfx/transform.h"
namespace gfx {
class BoxF;
class Transform;
}
namespace cc {
class Animation;
class AnimationDelegate;
class AnimationRegistrar;
class FilterOperations;
class KeyframeValueList;
class LayerAnimationValueObserver;
class LayerAnimationValueProvider;
class CC_EXPORT LayerAnimationController
: public base::RefCounted<LayerAnimationController> {
public:
static scoped_refptr<LayerAnimationController> Create(int id);
int id() const { return id_; }
void AddAnimation(scoped_ptr<Animation> animation);
void PauseAnimation(int animation_id, double time_offset);
void RemoveAnimation(int animation_id);
void RemoveAnimation(int animation_id,
Animation::TargetProperty target_property);
void AbortAnimations(Animation::TargetProperty target_property);
// Ensures that the list of active animations on the main thread and the impl
// thread are kept in sync. This function does not take ownership of the impl
// thread controller. This method is virtual for testing.
virtual void PushAnimationUpdatesTo(
LayerAnimationController* controller_impl);
void Animate(double monotonic_time);
void AccumulatePropertyUpdates(double monotonic_time,
AnimationEventsVector* events);
void UpdateState(bool start_ready_animations,
AnimationEventsVector* events);
// Returns the active animation in the given group, animating the given
// property, if such an animation exists.
Animation* GetAnimation(int group_id,
Animation::TargetProperty target_property) const;
// Returns the active animation animating the given property that is either
// running, or is next to run, if such an animation exists.
Animation* GetAnimation(Animation::TargetProperty target_property) const;
// Returns true if there are any animations that have neither finished nor
// aborted.
bool HasActiveAnimation() const;
// Returns true if there are any animations at all to process.
bool has_any_animation() const { return !active_animations_.empty(); }
// Returns true if there is an animation currently animating the given
// property, or if there is an animation scheduled to animate this property in
// the future.
bool IsAnimatingProperty(Animation::TargetProperty target_property) const;
void SetAnimationRegistrar(AnimationRegistrar* registrar);
AnimationRegistrar* animation_registrar() { return registrar_; }
void NotifyAnimationStarted(const AnimationEvent& event,
double wall_clock_time);
void NotifyAnimationFinished(const AnimationEvent& event,
double wall_clock_time);
void NotifyAnimationAborted(const AnimationEvent& event);
void NotifyAnimationPropertyUpdate(const AnimationEvent& event);
void AddValueObserver(LayerAnimationValueObserver* observer);
void RemoveValueObserver(LayerAnimationValueObserver* observer);
void AddEventObserver(LayerAnimationEventObserver* observer);
void RemoveEventObserver(LayerAnimationEventObserver* observer);
void set_value_provider(LayerAnimationValueProvider* provider) {
value_provider_ = provider;
}
void remove_value_provider(LayerAnimationValueProvider* provider) {
if (value_provider_ == provider)
value_provider_ = NULL;
}
void set_layer_animation_delegate(AnimationDelegate* delegate) {
layer_animation_delegate_ = delegate;
}
bool AnimatedBoundsForBox(const gfx::BoxF& box, gfx::BoxF* bounds);
protected:
friend class base::RefCounted<LayerAnimationController>;
explicit LayerAnimationController(int id);
virtual ~LayerAnimationController();
private:
typedef base::hash_set<int> TargetProperties;
void PushNewAnimationsToImplThread(
LayerAnimationController* controller_impl) const;
void RemoveAnimationsCompletedOnMainThread(
LayerAnimationController* controller_impl) const;
void PushPropertiesToImplThread(
LayerAnimationController* controller_impl) const;
void StartAnimations(double monotonic_time);
void PromoteStartedAnimations(double monotonic_time,
AnimationEventsVector* events);
void MarkFinishedAnimations(double monotonic_time);
void MarkAnimationsForDeletion(double monotonic_time,
AnimationEventsVector* events);
void PurgeAnimationsMarkedForDeletion();
void TickAnimations(double monotonic_time);
enum UpdateActivationType {
NormalActivation,
ForceActivation
};
void UpdateActivation(UpdateActivationType type);
void NotifyObserversOpacityAnimated(float opacity);
void NotifyObserversTransformAnimated(const gfx::Transform& transform);
void NotifyObserversFilterAnimated(const FilterOperations& filter);
void NotifyObserversScrollOffsetAnimated(gfx::Vector2dF scroll_offset);
void NotifyObserversAnimationWaitingForDeletion();
bool HasValueObserver();
bool HasActiveValueObserver();
AnimationRegistrar* registrar_;
int id_;
ScopedPtrVector<Animation> active_animations_;
// This is used to ensure that we don't spam the registrar.
bool is_active_;
double last_tick_time_;
ObserverList<LayerAnimationValueObserver> value_observers_;
ObserverList<LayerAnimationEventObserver> event_observers_;
LayerAnimationValueProvider* value_provider_;
AnimationDelegate* layer_animation_delegate_;
DISALLOW_COPY_AND_ASSIGN(LayerAnimationController);
};
} // namespace cc
#endif // CC_ANIMATION_LAYER_ANIMATION_CONTROLLER_H_