layer_animator.cc revision 5d1f7b1de12d16ceb2c938c56701a3e8bfa558f7
1// Copyright (c) 2012 The Chromium Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
5#include "ui/compositor/layer_animator.h"
6
7#include "base/debug/trace_event.h"
8#include "base/logging.h"
9#include "base/memory/scoped_ptr.h"
10#include "cc/animation/animation_id_provider.h"
11#include "cc/output/begin_frame_args.h"
12#include "ui/compositor/compositor.h"
13#include "ui/compositor/layer.h"
14#include "ui/compositor/layer_animation_delegate.h"
15#include "ui/compositor/layer_animation_observer.h"
16#include "ui/compositor/layer_animation_sequence.h"
17#include "ui/gfx/animation/animation_container.h"
18#include "ui/gfx/frame_time.h"
19
20#define SAFE_INVOKE_VOID(function, running_anim, ...) \
21    if (running_anim.is_sequence_alive()) \
22      function(running_anim.sequence(), ##__VA_ARGS__)
23#define SAFE_INVOKE_BOOL(function, running_anim) \
24    ((running_anim.is_sequence_alive()) \
25        ? function(running_anim.sequence()) \
26        : false)
27#define SAFE_INVOKE_PTR(function, running_anim) \
28    ((running_anim.is_sequence_alive()) \
29        ? function(running_anim.sequence()) \
30        : NULL)
31
32namespace ui {
33
34class LayerAnimator;
35
36namespace {
37
38const int kDefaultTransitionDurationMs = 120;
39const int kTimerIntervalMs = 10;
40
41// Returns the AnimationContainer we're added to.
42gfx::AnimationContainer* GetAnimationContainer() {
43  static gfx::AnimationContainer* container = NULL;
44  if (!container) {
45    container = new gfx::AnimationContainer();
46    container->AddRef();
47  }
48  return container;
49}
50
51}  // namespace
52
53// LayerAnimator public --------------------------------------------------------
54
55LayerAnimator::LayerAnimator(base::TimeDelta transition_duration)
56    : delegate_(NULL),
57      preemption_strategy_(IMMEDIATELY_SET_NEW_TARGET),
58      is_transition_duration_locked_(false),
59      transition_duration_(transition_duration),
60      tween_type_(gfx::Tween::LINEAR),
61      is_started_(false),
62      disable_timer_for_test_(false),
63      adding_animations_(false) {
64}
65
66LayerAnimator::~LayerAnimator() {
67  for (size_t i = 0; i < running_animations_.size(); ++i) {
68    if (running_animations_[i].is_sequence_alive())
69      running_animations_[i].sequence()->OnAnimatorDestroyed();
70  }
71  ClearAnimationsInternal();
72  delegate_ = NULL;
73}
74
75// static
76LayerAnimator* LayerAnimator::CreateDefaultAnimator() {
77  return new LayerAnimator(base::TimeDelta::FromMilliseconds(0));
78}
79
80// static
81LayerAnimator* LayerAnimator::CreateImplicitAnimator() {
82  return new LayerAnimator(
83      base::TimeDelta::FromMilliseconds(kDefaultTransitionDurationMs));
84}
85
86// This macro provides the implementation for the setter and getter (well,
87// the getter of the target value) for an animated property. For example,
88// it is used for the implementations of SetTransform and GetTargetTransform.
89// It is worth noting that SetFoo avoids invoking the usual animation machinery
90// if the transition duration is zero -- in this case we just set the property
91// on the layer animation delegate immediately.
92#define ANIMATED_PROPERTY(type, property, name, member_type, member)  \
93void LayerAnimator::Set##name(type value) {                           \
94  base::TimeDelta duration = GetTransitionDuration();                 \
95  if (duration == base::TimeDelta() && delegate() &&                  \
96      (preemption_strategy_ != ENQUEUE_NEW_ANIMATION)) {              \
97    StopAnimatingProperty(LayerAnimationElement::property);           \
98    delegate()->Set##name##FromAnimation(value);                      \
99    return;                                                           \
100  }                                                                   \
101  scoped_ptr<LayerAnimationElement> element(                          \
102      LayerAnimationElement::Create##name##Element(value, duration)); \
103  element->set_tween_type(tween_type_);                               \
104  StartAnimation(new LayerAnimationSequence(element.release()));      \
105}                                                                     \
106                                                                      \
107member_type LayerAnimator::GetTarget##name() const {                  \
108  LayerAnimationElement::TargetValue target(delegate());              \
109  GetTargetValue(&target);                                            \
110  return target.member;                                               \
111}
112
113ANIMATED_PROPERTY(
114    const gfx::Transform&, TRANSFORM, Transform, gfx::Transform, transform);
115ANIMATED_PROPERTY(const gfx::Rect&, BOUNDS, Bounds, gfx::Rect, bounds);
116ANIMATED_PROPERTY(float, OPACITY, Opacity, float, opacity);
117ANIMATED_PROPERTY(bool, VISIBILITY, Visibility, bool, visibility);
118ANIMATED_PROPERTY(float, BRIGHTNESS, Brightness, float, brightness);
119ANIMATED_PROPERTY(float, GRAYSCALE, Grayscale, float, grayscale);
120ANIMATED_PROPERTY(SkColor, COLOR, Color, SkColor, color);
121
122base::TimeDelta LayerAnimator::GetTransitionDuration() const {
123  return transition_duration_;
124}
125
126void LayerAnimator::SetDelegate(LayerAnimationDelegate* delegate) {
127  delegate_ = delegate;
128}
129
130void LayerAnimator::StartAnimation(LayerAnimationSequence* animation) {
131  scoped_refptr<LayerAnimator> retain(this);
132  OnScheduled(animation);
133  if (!StartSequenceImmediately(animation)) {
134    // Attempt to preempt a running animation.
135    switch (preemption_strategy_) {
136      case IMMEDIATELY_SET_NEW_TARGET:
137        ImmediatelySetNewTarget(animation);
138        break;
139      case IMMEDIATELY_ANIMATE_TO_NEW_TARGET:
140        ImmediatelyAnimateToNewTarget(animation);
141        break;
142      case ENQUEUE_NEW_ANIMATION:
143        EnqueueNewAnimation(animation);
144        break;
145      case REPLACE_QUEUED_ANIMATIONS:
146        ReplaceQueuedAnimations(animation);
147        break;
148      case BLEND_WITH_CURRENT_ANIMATION: {
149        // TODO(vollick) Add support for blended sequences and use them here.
150        NOTIMPLEMENTED();
151        break;
152      }
153    }
154  }
155  FinishAnyAnimationWithZeroDuration();
156  UpdateAnimationState();
157}
158
159void LayerAnimator::ScheduleAnimation(LayerAnimationSequence* animation) {
160  scoped_refptr<LayerAnimator> retain(this);
161  OnScheduled(animation);
162  if (is_animating()) {
163    animation_queue_.push_back(make_linked_ptr(animation));
164    ProcessQueue();
165  } else {
166    StartSequenceImmediately(animation);
167  }
168  UpdateAnimationState();
169}
170
171void LayerAnimator::StartTogether(
172    const std::vector<LayerAnimationSequence*>& animations) {
173  scoped_refptr<LayerAnimator> retain(this);
174  if (preemption_strategy_ == IMMEDIATELY_SET_NEW_TARGET) {
175    std::vector<LayerAnimationSequence*>::const_iterator iter;
176    for (iter = animations.begin(); iter != animations.end(); ++iter) {
177      StartAnimation(*iter);
178    }
179    return;
180  }
181
182  adding_animations_ = true;
183  if (!is_animating()) {
184    if (GetAnimationContainer()->is_running())
185      last_step_time_ = GetAnimationContainer()->last_tick_time();
186    else
187      last_step_time_ = gfx::FrameTime::Now();
188  }
189
190  // Collect all the affected properties.
191  LayerAnimationElement::AnimatableProperties animated_properties =
192      LayerAnimationElement::UNKNOWN;
193
194  std::vector<LayerAnimationSequence*>::const_iterator iter;
195  for (iter = animations.begin(); iter != animations.end(); ++iter)
196    animated_properties |= (*iter)->properties();
197
198  // Starting a zero duration pause that affects all the animated properties
199  // will prevent any of the sequences from animating until there are no
200  // running animations that affect any of these properties, as well as
201  // handle preemption strategy.
202  StartAnimation(new LayerAnimationSequence(
203      LayerAnimationElement::CreatePauseElement(animated_properties,
204                                                base::TimeDelta())));
205
206  bool wait_for_group_start = false;
207  for (iter = animations.begin(); iter != animations.end(); ++iter)
208    wait_for_group_start |= (*iter)->IsFirstElementThreaded();
209
210  int group_id = cc::AnimationIdProvider::NextGroupId();
211
212  // These animations (provided they don't animate any common properties) will
213  // now animate together if trivially scheduled.
214  for (iter = animations.begin(); iter != animations.end(); ++iter) {
215    (*iter)->set_animation_group_id(group_id);
216    (*iter)->set_waiting_for_group_start(wait_for_group_start);
217    ScheduleAnimation(*iter);
218  }
219
220  adding_animations_ = false;
221  UpdateAnimationState();
222}
223
224
225void LayerAnimator::ScheduleTogether(
226    const std::vector<LayerAnimationSequence*>& animations) {
227  scoped_refptr<LayerAnimator> retain(this);
228
229  // Collect all the affected properties.
230  LayerAnimationElement::AnimatableProperties animated_properties =
231      LayerAnimationElement::UNKNOWN;
232
233  std::vector<LayerAnimationSequence*>::const_iterator iter;
234  for (iter = animations.begin(); iter != animations.end(); ++iter)
235    animated_properties |= (*iter)->properties();
236
237  // Scheduling a zero duration pause that affects all the animated properties
238  // will prevent any of the sequences from animating until there are no
239  // running animations that affect any of these properties.
240  ScheduleAnimation(new LayerAnimationSequence(
241      LayerAnimationElement::CreatePauseElement(animated_properties,
242                                                base::TimeDelta())));
243
244  bool wait_for_group_start = false;
245  for (iter = animations.begin(); iter != animations.end(); ++iter)
246    wait_for_group_start |= (*iter)->IsFirstElementThreaded();
247
248  int group_id = cc::AnimationIdProvider::NextGroupId();
249
250  // These animations (provided they don't animate any common properties) will
251  // now animate together if trivially scheduled.
252  for (iter = animations.begin(); iter != animations.end(); ++iter) {
253    (*iter)->set_animation_group_id(group_id);
254    (*iter)->set_waiting_for_group_start(wait_for_group_start);
255    ScheduleAnimation(*iter);
256  }
257
258  UpdateAnimationState();
259}
260
261void LayerAnimator::SchedulePauseForProperties(
262    base::TimeDelta duration,
263    LayerAnimationElement::AnimatableProperties properties_to_pause) {
264  ScheduleAnimation(new ui::LayerAnimationSequence(
265                        ui::LayerAnimationElement::CreatePauseElement(
266                            properties_to_pause, duration)));
267}
268
269bool LayerAnimator::IsAnimatingProperty(
270    LayerAnimationElement::AnimatableProperty property) const {
271  for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin();
272       queue_iter != animation_queue_.end(); ++queue_iter) {
273    if ((*queue_iter)->properties() & property)
274      return true;
275  }
276  return false;
277}
278
279void LayerAnimator::StopAnimatingProperty(
280    LayerAnimationElement::AnimatableProperty property) {
281  scoped_refptr<LayerAnimator> retain(this);
282  while (true) {
283    // GetRunningAnimation purges deleted animations before searching, so we are
284    // guaranteed to find a live animation if any is returned at all.
285    RunningAnimation* running = GetRunningAnimation(property);
286    if (!running)
287      break;
288    // As was mentioned above, this sequence must be alive.
289    DCHECK(running->is_sequence_alive());
290    FinishAnimation(running->sequence(), false);
291  }
292}
293
294void LayerAnimator::AddObserver(LayerAnimationObserver* observer) {
295  if (!observers_.HasObserver(observer))
296    observers_.AddObserver(observer);
297}
298
299void LayerAnimator::RemoveObserver(LayerAnimationObserver* observer) {
300  observers_.RemoveObserver(observer);
301  // Remove the observer from all sequences as well.
302  for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
303       queue_iter != animation_queue_.end(); ++queue_iter) {
304    (*queue_iter)->RemoveObserver(observer);
305  }
306}
307
308void LayerAnimator::OnThreadedAnimationStarted(
309    const cc::AnimationEvent& event) {
310  LayerAnimationElement::AnimatableProperty property =
311    LayerAnimationElement::ToAnimatableProperty(event.target_property);
312
313  RunningAnimation* running = GetRunningAnimation(property);
314  if (!running)
315    return;
316  DCHECK(running->is_sequence_alive());
317
318  if (running->sequence()->animation_group_id() != event.group_id)
319    return;
320
321  running->sequence()->OnThreadedAnimationStarted(event);
322  if (!running->sequence()->waiting_for_group_start())
323    return;
324
325  base::TimeTicks start_time = base::TimeTicks::FromInternalValue(
326      event.monotonic_time * base::Time::kMicrosecondsPerSecond);
327
328  running->sequence()->set_waiting_for_group_start(false);
329
330  // The call to GetRunningAnimation made above already purged deleted
331  // animations, so we are guaranteed that all the animations we iterate
332  // over now are alive.
333  for (RunningAnimations::iterator iter = running_animations_.begin();
334       iter != running_animations_.end(); ++iter) {
335    // Ensure that each sequence is only Started once, regardless of the
336    // number of sequences in the group that have threaded first elements.
337    if (((*iter).sequence()->animation_group_id() == event.group_id) &&
338        !(*iter).sequence()->IsFirstElementThreaded() &&
339        (*iter).sequence()->waiting_for_group_start()) {
340      (*iter).sequence()->set_start_time(start_time);
341      (*iter).sequence()->set_waiting_for_group_start(false);
342      (*iter).sequence()->Start(delegate());
343    }
344  }
345}
346
347// LayerAnimator protected -----------------------------------------------------
348
349void LayerAnimator::ProgressAnimation(LayerAnimationSequence* sequence,
350                                      base::TimeTicks now) {
351  if (!delegate() || sequence->waiting_for_group_start())
352    return;
353
354  sequence->Progress(now, delegate());
355}
356
357void LayerAnimator::ProgressAnimationToEnd(LayerAnimationSequence* sequence) {
358  if (!delegate())
359    return;
360
361  sequence->ProgressToEnd(delegate());
362}
363
364bool LayerAnimator::HasAnimation(LayerAnimationSequence* sequence) const {
365  for (AnimationQueue::const_iterator queue_iter = animation_queue_.begin();
366       queue_iter != animation_queue_.end(); ++queue_iter) {
367    if ((*queue_iter).get() == sequence)
368      return true;
369  }
370  return false;
371}
372
373// LayerAnimator private -------------------------------------------------------
374
375void LayerAnimator::Step(base::TimeTicks now) {
376  TRACE_EVENT0("ui", "LayerAnimator::Step");
377  scoped_refptr<LayerAnimator> retain(this);
378
379  last_step_time_ = now;
380
381  PurgeDeletedAnimations();
382
383  // We need to make a copy of the running animations because progressing them
384  // and finishing them may indirectly affect the collection of running
385  // animations.
386  RunningAnimations running_animations_copy = running_animations_;
387  for (size_t i = 0; i < running_animations_copy.size(); ++i) {
388    if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
389      continue;
390
391    if (running_animations_copy[i].sequence()->IsFinished(now)) {
392      SAFE_INVOKE_VOID(FinishAnimation, running_animations_copy[i], false);
393    } else {
394      SAFE_INVOKE_VOID(ProgressAnimation, running_animations_copy[i], now);
395    }
396  }
397}
398
399void LayerAnimator::SetStartTime(base::TimeTicks start_time) {
400  // Do nothing.
401}
402
403base::TimeDelta LayerAnimator::GetTimerInterval() const {
404  return base::TimeDelta::FromMilliseconds(kTimerIntervalMs);
405}
406
407void LayerAnimator::StopAnimatingInternal(bool abort) {
408  scoped_refptr<LayerAnimator> retain(this);
409  while (is_animating()) {
410    // We're going to attempt to finish the first running animation. Let's
411    // ensure that it's valid.
412    PurgeDeletedAnimations();
413
414    // If we've purged all running animations, attempt to start one up.
415    if (running_animations_.empty())
416      ProcessQueue();
417
418    DCHECK(!running_animations_.empty());
419
420    // Still no luck, let's just bail and clear all animations.
421    if (running_animations_.empty()) {
422      ClearAnimationsInternal();
423      break;
424    }
425
426    SAFE_INVOKE_VOID(FinishAnimation, running_animations_[0], abort);
427  }
428}
429
430void LayerAnimator::UpdateAnimationState() {
431  if (disable_timer_for_test_)
432    return;
433
434  const bool should_start = is_animating();
435  if (should_start && !is_started_)
436    GetAnimationContainer()->Start(this);
437  else if (!should_start && is_started_)
438    GetAnimationContainer()->Stop(this);
439
440  is_started_ = should_start;
441}
442
443LayerAnimationSequence* LayerAnimator::RemoveAnimation(
444    LayerAnimationSequence* sequence) {
445  linked_ptr<LayerAnimationSequence> to_return;
446
447  bool is_running = false;
448
449  // First remove from running animations
450  for (RunningAnimations::iterator iter = running_animations_.begin();
451       iter != running_animations_.end(); ++iter) {
452    if ((*iter).sequence() == sequence) {
453      running_animations_.erase(iter);
454      is_running = true;
455      break;
456    }
457  }
458
459  // Then remove from the queue
460  for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
461       queue_iter != animation_queue_.end(); ++queue_iter) {
462    if ((*queue_iter) == sequence) {
463      to_return = *queue_iter;
464      animation_queue_.erase(queue_iter);
465      break;
466    }
467  }
468
469  if (!to_return.get() ||
470      !to_return->waiting_for_group_start() ||
471      !to_return->IsFirstElementThreaded())
472    return to_return.release();
473
474  // The removed sequence may have been responsible for making other sequences
475  // wait for a group start. If no other sequences in the group have a
476  // threaded first element, the group no longer needs the additional wait.
477  bool is_wait_still_needed = false;
478  int group_id = to_return->animation_group_id();
479  for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
480       queue_iter != animation_queue_.end(); ++queue_iter) {
481    if (((*queue_iter)->animation_group_id() == group_id) &&
482        (*queue_iter)->IsFirstElementThreaded()) {
483      is_wait_still_needed = true;
484      break;
485    }
486  }
487
488  if (is_wait_still_needed)
489    return to_return.release();
490
491  for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
492       queue_iter != animation_queue_.end(); ++queue_iter) {
493    if ((*queue_iter)->animation_group_id() == group_id &&
494        (*queue_iter)->waiting_for_group_start()) {
495      (*queue_iter)->set_waiting_for_group_start(false);
496      if (is_running) {
497        (*queue_iter)->set_start_time(last_step_time_);
498        (*queue_iter)->Start(delegate());
499      }
500    }
501  }
502  return to_return.release();
503}
504
505void LayerAnimator::FinishAnimation(
506    LayerAnimationSequence* sequence, bool abort) {
507  scoped_refptr<LayerAnimator> retain(this);
508  scoped_ptr<LayerAnimationSequence> removed(RemoveAnimation(sequence));
509  if (abort)
510    sequence->Abort(delegate());
511  else
512    ProgressAnimationToEnd(sequence);
513  ProcessQueue();
514  UpdateAnimationState();
515}
516
517void LayerAnimator::FinishAnyAnimationWithZeroDuration() {
518  scoped_refptr<LayerAnimator> retain(this);
519  // Special case: if we've started a 0 duration animation, just finish it now
520  // and get rid of it. We need to make a copy because Progress may indirectly
521  // cause new animations to start running.
522  RunningAnimations running_animations_copy = running_animations_;
523  for (size_t i = 0; i < running_animations_copy.size(); ++i) {
524    if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
525      continue;
526
527    if (running_animations_copy[i].sequence()->IsFinished(
528          running_animations_copy[i].sequence()->start_time())) {
529      SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]);
530      scoped_ptr<LayerAnimationSequence> removed(
531          SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i]));
532    }
533  }
534  ProcessQueue();
535  UpdateAnimationState();
536}
537
538void LayerAnimator::ClearAnimations() {
539  scoped_refptr<LayerAnimator> retain(this);
540  ClearAnimationsInternal();
541}
542
543LayerAnimator::RunningAnimation* LayerAnimator::GetRunningAnimation(
544    LayerAnimationElement::AnimatableProperty property) {
545  PurgeDeletedAnimations();
546  for (RunningAnimations::iterator iter = running_animations_.begin();
547       iter != running_animations_.end(); ++iter) {
548    if ((*iter).sequence()->properties() & property)
549      return &(*iter);
550  }
551  return NULL;
552}
553
554void LayerAnimator::AddToQueueIfNotPresent(LayerAnimationSequence* animation) {
555  // If we don't have the animation in the queue yet, add it.
556  bool found_sequence = false;
557  for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
558       queue_iter != animation_queue_.end(); ++queue_iter) {
559    if ((*queue_iter) == animation) {
560      found_sequence = true;
561      break;
562    }
563  }
564
565  if (!found_sequence)
566    animation_queue_.push_front(make_linked_ptr(animation));
567}
568
569void LayerAnimator::RemoveAllAnimationsWithACommonProperty(
570    LayerAnimationSequence* sequence, bool abort) {
571  // For all the running animations, if they animate the same property,
572  // progress them to the end and remove them. Note, Aborting or Progressing
573  // animations may affect the collection of running animations, so we need to
574  // operate on a copy.
575  RunningAnimations running_animations_copy = running_animations_;
576  for (size_t i = 0; i < running_animations_copy.size(); ++i) {
577    if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
578      continue;
579
580    if (running_animations_copy[i].sequence()->HasConflictingProperty(
581            sequence->properties())) {
582      scoped_ptr<LayerAnimationSequence> removed(
583          SAFE_INVOKE_PTR(RemoveAnimation, running_animations_copy[i]));
584      if (abort)
585        running_animations_copy[i].sequence()->Abort(delegate());
586      else
587        SAFE_INVOKE_VOID(ProgressAnimationToEnd, running_animations_copy[i]);
588    }
589  }
590
591  // Same for the queued animations that haven't been started. Again, we'll
592  // need to operate on a copy.
593  std::vector<base::WeakPtr<LayerAnimationSequence> > sequences;
594  for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
595       queue_iter != animation_queue_.end(); ++queue_iter)
596    sequences.push_back((*queue_iter)->AsWeakPtr());
597
598  for (size_t i = 0; i < sequences.size(); ++i) {
599    if (!sequences[i].get() || !HasAnimation(sequences[i].get()))
600      continue;
601
602    if (sequences[i]->HasConflictingProperty(sequence->properties())) {
603      scoped_ptr<LayerAnimationSequence> removed(
604          RemoveAnimation(sequences[i].get()));
605      if (abort)
606        sequences[i]->Abort(delegate());
607      else
608        ProgressAnimationToEnd(sequences[i].get());
609    }
610  }
611}
612
613void LayerAnimator::ImmediatelySetNewTarget(LayerAnimationSequence* sequence) {
614  // Need to detect if our sequence gets destroyed.
615  base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
616      sequence->AsWeakPtr();
617
618  const bool abort = false;
619  RemoveAllAnimationsWithACommonProperty(sequence, abort);
620  if (!weak_sequence_ptr.get())
621    return;
622
623  LayerAnimationSequence* removed = RemoveAnimation(sequence);
624  DCHECK(removed == NULL || removed == sequence);
625  if (!weak_sequence_ptr.get())
626    return;
627
628  ProgressAnimationToEnd(sequence);
629  if (!weak_sequence_ptr.get())
630    return;
631
632  delete sequence;
633}
634
635void LayerAnimator::ImmediatelyAnimateToNewTarget(
636    LayerAnimationSequence* sequence) {
637  // Need to detect if our sequence gets destroyed.
638  base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
639      sequence->AsWeakPtr();
640
641  const bool abort = true;
642  RemoveAllAnimationsWithACommonProperty(sequence, abort);
643  if (!weak_sequence_ptr.get())
644    return;
645
646  AddToQueueIfNotPresent(sequence);
647  if (!weak_sequence_ptr.get())
648    return;
649
650  StartSequenceImmediately(sequence);
651}
652
653void LayerAnimator::EnqueueNewAnimation(LayerAnimationSequence* sequence) {
654  // It is assumed that if there was no conflicting animation, we would
655  // not have been called. No need to check for a collision; just
656  // add to the queue.
657  animation_queue_.push_back(make_linked_ptr(sequence));
658  ProcessQueue();
659}
660
661void LayerAnimator::ReplaceQueuedAnimations(LayerAnimationSequence* sequence) {
662  // Need to detect if our sequence gets destroyed.
663  base::WeakPtr<LayerAnimationSequence> weak_sequence_ptr =
664      sequence->AsWeakPtr();
665
666  // Remove all animations that aren't running. Note: at each iteration i is
667  // incremented or an element is removed from the queue, so
668  // animation_queue_.size() - i is always decreasing and we are always making
669  // progress towards the loop terminating.
670  for (size_t i = 0; i < animation_queue_.size();) {
671    if (!weak_sequence_ptr.get())
672      break;
673
674    PurgeDeletedAnimations();
675
676    bool is_running = false;
677    for (RunningAnimations::const_iterator iter = running_animations_.begin();
678         iter != running_animations_.end(); ++iter) {
679      if ((*iter).sequence() == animation_queue_[i].get()) {
680        is_running = true;
681        break;
682      }
683    }
684
685    if (!is_running)
686      delete RemoveAnimation(animation_queue_[i].get());
687    else
688      ++i;
689  }
690  animation_queue_.push_back(make_linked_ptr(sequence));
691  ProcessQueue();
692}
693
694void LayerAnimator::ProcessQueue() {
695  bool started_sequence = false;
696  do {
697    started_sequence = false;
698    // Build a list of all currently animated properties.
699    LayerAnimationElement::AnimatableProperties animated =
700        LayerAnimationElement::UNKNOWN;
701    for (RunningAnimations::const_iterator iter = running_animations_.begin();
702         iter != running_animations_.end(); ++iter) {
703      if (!(*iter).is_sequence_alive())
704        continue;
705
706      animated |= (*iter).sequence()->properties();
707    }
708
709    // Try to find an animation that doesn't conflict with an animated
710    // property or a property that will be animated before it. Note: starting
711    // the animation may indirectly cause more animations to be started, so we
712    // need to operate on a copy.
713    std::vector<base::WeakPtr<LayerAnimationSequence> > sequences;
714    for (AnimationQueue::iterator queue_iter = animation_queue_.begin();
715         queue_iter != animation_queue_.end(); ++queue_iter)
716      sequences.push_back((*queue_iter)->AsWeakPtr());
717
718    for (size_t i = 0; i < sequences.size(); ++i) {
719      if (!sequences[i].get() || !HasAnimation(sequences[i].get()))
720        continue;
721
722      if (!sequences[i]->HasConflictingProperty(animated)) {
723        StartSequenceImmediately(sequences[i].get());
724        started_sequence = true;
725        break;
726      }
727
728      // Animation couldn't be started. Add its properties to the collection so
729      // that we don't start a conflicting animation. For example, if our queue
730      // has the elements { {T,B}, {B} } (that is, an element that animates both
731      // the transform and the bounds followed by an element that animates the
732      // bounds), and we're currently animating the transform, we can't start
733      // the first element because it animates the transform, too. We cannot
734      // start the second element, either, because the first element animates
735      // bounds too, and needs to go first.
736      animated |= sequences[i]->properties();
737    }
738
739    // If we started a sequence, try again. We may be able to start several.
740  } while (started_sequence);
741}
742
743bool LayerAnimator::StartSequenceImmediately(LayerAnimationSequence* sequence) {
744  PurgeDeletedAnimations();
745
746  // Ensure that no one is animating one of the sequence's properties already.
747  for (RunningAnimations::const_iterator iter = running_animations_.begin();
748       iter != running_animations_.end(); ++iter) {
749    if ((*iter).sequence()->HasConflictingProperty(sequence->properties()))
750      return false;
751  }
752
753  // All clear, actually start the sequence. Note: base::TimeTicks::Now has
754  // a resolution that can be as bad as 15ms. If this causes glitches in the
755  // animations, this can be switched to HighResNow() (animation uses Now()
756  // internally).
757  // All LayerAnimators share the same AnimationContainer. Use the
758  // last_tick_time() from there to ensure animations started during the same
759  // event complete at the same time.
760  base::TimeTicks start_time;
761  if (is_animating() || adding_animations_)
762    start_time = last_step_time_;
763  else if (GetAnimationContainer()->is_running())
764    start_time = GetAnimationContainer()->last_tick_time();
765  else
766    start_time = gfx::FrameTime::Now();
767
768  if (!sequence->animation_group_id())
769    sequence->set_animation_group_id(cc::AnimationIdProvider::NextGroupId());
770  if (!sequence->waiting_for_group_start() ||
771      sequence->IsFirstElementThreaded()) {
772    sequence->set_start_time(start_time);
773    sequence->Start(delegate());
774  }
775  running_animations_.push_back(
776      RunningAnimation(sequence->AsWeakPtr()));
777
778  // Need to keep a reference to the animation.
779  AddToQueueIfNotPresent(sequence);
780
781  // Ensure that animations get stepped at their start time.
782  Step(start_time);
783
784  return true;
785}
786
787void LayerAnimator::GetTargetValue(
788    LayerAnimationElement::TargetValue* target) const {
789  for (AnimationQueue::const_iterator iter = animation_queue_.begin();
790       iter != animation_queue_.end(); ++iter) {
791    (*iter)->GetTargetValue(target);
792  }
793}
794
795void LayerAnimator::OnScheduled(LayerAnimationSequence* sequence) {
796  if (observers_.might_have_observers()) {
797    ObserverListBase<LayerAnimationObserver>::Iterator it(observers_);
798    LayerAnimationObserver* obs;
799    while ((obs = it.GetNext()) != NULL) {
800      sequence->AddObserver(obs);
801    }
802  }
803  sequence->OnScheduled();
804}
805
806void LayerAnimator::SetTransitionDuration(base::TimeDelta duration) {
807  if (is_transition_duration_locked_)
808    return;
809  transition_duration_ = duration;
810}
811
812void LayerAnimator::ClearAnimationsInternal() {
813  PurgeDeletedAnimations();
814
815  // Abort should never affect the set of running animations, but just in case
816  // clients are badly behaved, we will use a copy of the running animations.
817  RunningAnimations running_animations_copy = running_animations_;
818  for (size_t i = 0; i < running_animations_copy.size(); ++i) {
819    if (!SAFE_INVOKE_BOOL(HasAnimation, running_animations_copy[i]))
820      continue;
821
822    scoped_ptr<LayerAnimationSequence> removed(
823        RemoveAnimation(running_animations_copy[i].sequence()));
824    if (removed.get())
825      removed->Abort(delegate());
826  }
827  // This *should* have cleared the list of running animations.
828  DCHECK(running_animations_.empty());
829  running_animations_.clear();
830  animation_queue_.clear();
831  UpdateAnimationState();
832}
833
834void LayerAnimator::PurgeDeletedAnimations() {
835  for (size_t i = 0; i < running_animations_.size();) {
836    if (!running_animations_[i].is_sequence_alive())
837      running_animations_.erase(running_animations_.begin() + i);
838    else
839      i++;
840  }
841}
842
843LayerAnimator::RunningAnimation::RunningAnimation(
844    const base::WeakPtr<LayerAnimationSequence>& sequence)
845    : sequence_(sequence) {
846}
847
848LayerAnimator::RunningAnimation::~RunningAnimation() { }
849
850}  // namespace ui
851