1/*
2 * Copyright (C) 2013 Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
8 *     * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 *     * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
14 *     * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30
31#include "config.h"
32#include "core/animation/CompositorPendingAnimations.h"
33
34#include "core/animation/Animation.h"
35#include "core/animation/AnimationTimeline.h"
36#include "core/frame/FrameView.h"
37#include "core/page/Page.h"
38#include "core/rendering/RenderLayer.h"
39
40namespace blink {
41
42void CompositorPendingAnimations::add(AnimationPlayer* player)
43{
44    ASSERT(player);
45    ASSERT(m_pending.find(player) == kNotFound);
46    m_pending.append(player);
47
48    Document* document = player->timeline()->document();
49    if (document->view())
50        document->view()->scheduleAnimation();
51
52    bool visible = document->page() && document->page()->visibilityState() == PageVisibilityStateVisible;
53    if (!visible && !m_timer.isActive()) {
54        m_timer.startOneShot(0, FROM_HERE);
55    }
56}
57
58bool CompositorPendingAnimations::update(bool startOnCompositor)
59{
60    Vector<AnimationPlayer*> waitingForStartTime;
61    bool startedSynchronizedOnCompositor = false;
62
63    WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > players;
64    players.swap(m_pending);
65
66    for (size_t i = 0; i < players.size(); ++i) {
67        AnimationPlayer& player = *players[i].get();
68        bool hadCompositorAnimation = player.hasActiveAnimationsOnCompositor();
69        player.preCommit(startOnCompositor);
70        if (player.hasActiveAnimationsOnCompositor() && !hadCompositorAnimation) {
71            startedSynchronizedOnCompositor = true;
72        }
73
74        if (player.playing() && !player.hasStartTime()) {
75            waitingForStartTime.append(&player);
76        }
77    }
78
79    // If any synchronized animations were started on the compositor, all
80    // remaning synchronized animations need to wait for the synchronized
81    // start time. Otherwise they may start immediately.
82    if (startedSynchronizedOnCompositor) {
83        for (size_t i = 0; i < waitingForStartTime.size(); ++i) {
84            if (!waitingForStartTime[i]->hasStartTime()) {
85                m_waitingForCompositorAnimationStart.append(waitingForStartTime[i]);
86            }
87        }
88    } else {
89        for (size_t i = 0; i < waitingForStartTime.size(); ++i) {
90            if (!waitingForStartTime[i]->hasStartTime()) {
91                waitingForStartTime[i]->notifyCompositorStartTime(waitingForStartTime[i]->timeline()->currentTimeInternal());
92            }
93        }
94    }
95
96    // FIXME: The postCommit should happen *after* the commit, not before.
97    for (size_t i = 0; i < players.size(); ++i) {
98        AnimationPlayer& player = *players[i].get();
99        player.postCommit(player.timeline()->currentTimeInternal());
100    }
101
102    ASSERT(m_pending.isEmpty());
103
104    if (startedSynchronizedOnCompositor)
105        return true;
106
107    if (m_waitingForCompositorAnimationStart.isEmpty())
108        return false;
109
110    // Check if we're still waiting for any compositor animations to start.
111    for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) {
112        if (m_waitingForCompositorAnimationStart[i].get()->hasActiveAnimationsOnCompositor())
113            return true;
114    }
115
116    // If not, go ahead and start any animations that were waiting.
117    notifyCompositorAnimationStarted(monotonicallyIncreasingTime());
118
119    ASSERT(m_pending.isEmpty());
120    return false;
121}
122
123void CompositorPendingAnimations::notifyCompositorAnimationStarted(double monotonicAnimationStartTime)
124{
125    for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) {
126        AnimationPlayer* player = m_waitingForCompositorAnimationStart[i].get();
127        if (player->hasStartTime())
128            continue;
129        player->notifyCompositorStartTime(monotonicAnimationStartTime - player->timeline()->zeroTime());
130    }
131
132    m_waitingForCompositorAnimationStart.clear();
133}
134
135void CompositorPendingAnimations::trace(Visitor* visitor)
136{
137    visitor->trace(m_pending);
138    visitor->trace(m_waitingForCompositorAnimationStart);
139}
140
141} // namespace
142