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