layer_animator.h revision 2a99a7e74a7f215066514fe81d2bfa6639d9eddd
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#ifndef UI_COMPOSITOR_LAYER_ANIMATOR_H_
6#define UI_COMPOSITOR_LAYER_ANIMATOR_H_
7
8#include <deque>
9#include <vector>
10
11#include "base/compiler_specific.h"
12#include "base/memory/linked_ptr.h"
13#include "base/memory/ref_counted.h"
14#include "base/observer_list.h"
15#include "base/time.h"
16#include "ui/base/animation/animation_container_element.h"
17#include "ui/base/animation/tween.h"
18#include "ui/compositor/compositor_export.h"
19#include "ui/compositor/layer_animation_element.h"
20
21namespace gfx {
22class Rect;
23class Transform;
24}
25
26namespace ui {
27class Animation;
28class Layer;
29class LayerAnimationSequence;
30class LayerAnimationDelegate;
31class LayerAnimationObserver;
32class ScopedLayerAnimationSettings;
33
34// When a property of layer needs to be changed it is set by way of
35// LayerAnimator. This enables LayerAnimator to animate property changes.
36// NB: during many tests, set_disable_animations_for_test is used and causes
37// all animations to complete immediately. The layer animation is ref counted
38// so that if its owning layer is deleted (and the owning layer is only other
39// class that should ever hold a ref ptr to a LayerAnimator), the animator can
40// ensure that it is not disposed of until it finishes executing. It does this
41// by holding a reference to itself for the duration of methods for which it
42// must guarantee that |this| is valid.
43class COMPOSITOR_EXPORT LayerAnimator
44    : public AnimationContainerElement, public base::RefCounted<LayerAnimator> {
45 public:
46  enum PreemptionStrategy {
47    IMMEDIATELY_SET_NEW_TARGET,
48    IMMEDIATELY_ANIMATE_TO_NEW_TARGET,
49    ENQUEUE_NEW_ANIMATION,
50    REPLACE_QUEUED_ANIMATIONS,
51    BLEND_WITH_CURRENT_ANIMATION
52  };
53
54  explicit LayerAnimator(base::TimeDelta transition_duration);
55
56  // No implicit animations when properties are set.
57  static LayerAnimator* CreateDefaultAnimator();
58
59  // Implicitly animates when properties are set.
60  static LayerAnimator* CreateImplicitAnimator();
61
62  // Sets the transform on the delegate. May cause an implicit animation.
63  virtual void SetTransform(const gfx::Transform& transform);
64  gfx::Transform GetTargetTransform() const;
65
66  // Sets the bounds on the delegate. May cause an implicit animation.
67  virtual void SetBounds(const gfx::Rect& bounds);
68  gfx::Rect GetTargetBounds() const;
69
70  // Sets the opacity on the delegate. May cause an implicit animation.
71  virtual void SetOpacity(float opacity);
72  float GetTargetOpacity() const;
73
74  // Sets the visibility of the delegate. May cause an implicit animation.
75  virtual void SetVisibility(bool visibility);
76  bool GetTargetVisibility() const;
77
78  // Sets the brightness on the delegate. May cause an implicit animation.
79  virtual void SetBrightness(float brightness);
80  float GetTargetBrightness() const;
81
82  // Sets the grayscale on the delegate. May cause an implicit animation.
83  virtual void SetGrayscale(float grayscale);
84  float GetTargetGrayscale() const;
85
86  // Sets the color on the delegate. May cause an implicit animation.
87  virtual void SetColor(SkColor color);
88  SkColor GetTargetColor() const;
89
90  // Sets the layer animation delegate the animator is associated with. The
91  // animator does not own the delegate. The layer animator expects a non-NULL
92  // delegate for most of its operations, so do not call any methods without
93  // a valid delegate installed.
94  void SetDelegate(LayerAnimationDelegate* delegate);
95
96  // Sets the animation preemption strategy. This determines the behaviour if
97  // a property is set during an animation. The default is
98  // IMMEDIATELY_SET_NEW_TARGET (see ImmediatelySetNewTarget below).
99  void set_preemption_strategy(PreemptionStrategy strategy) {
100    preemption_strategy_ = strategy;
101  }
102
103  PreemptionStrategy preemption_strategy() const {
104    return preemption_strategy_;
105  }
106
107  // Start an animation sequence. If an animation for the same property is in
108  // progress, it needs to be interrupted with the new animation. The animator
109  // takes ownership of this animation sequence.
110  void StartAnimation(LayerAnimationSequence* animation);
111
112  // Schedule an animation to be run when possible. The animator takes ownership
113  // of this animation sequence.
114  void ScheduleAnimation(LayerAnimationSequence* animation);
115
116  // Starts the animations to be run together, ensuring that the first elements
117  // in these sequences have the same effective start time even when some of
118  // them start on the compositor thread (but there is no such guarantee for
119  // the effective start time of subsequent elements). Obviously will not work
120  // if they animate any common properties. The animator takes ownership of the
121  // animation sequences. Takes PreemptionStrategy into account.
122  void StartTogether(const std::vector<LayerAnimationSequence*>& animations);
123
124  // Schedules the animations to be run together, ensuring that the first
125  // elements in these sequences have the same effective start time even when
126  // some of them start on the compositor thread (but there is no such guarantee
127  // for the effective start time of subsequent elements). Obviously will not
128  // work if they animate any common properties. The animator takes ownership
129  // of the animation sequences.
130  void ScheduleTogether(const std::vector<LayerAnimationSequence*>& animations);
131
132  // Schedules a pause for length |duration| of all the specified properties.
133  // End the list with -1.
134  void SchedulePauseForProperties(
135      base::TimeDelta duration,
136      LayerAnimationElement::AnimatableProperty property,
137      ...);
138
139  // Returns true if there is an animation in the queue (animations remain in
140  // the queue until they complete, so this includes running animations).
141  bool is_animating() const { return !animation_queue_.empty(); }
142
143  // Returns true if there is an animation in the queue that animates the given
144  // property (animations remain in the queue until they complete, so this
145  // includes running animations).
146  bool IsAnimatingProperty(
147      LayerAnimationElement::AnimatableProperty property) const;
148
149  // Stops animating the given property. No effect if there is no running
150  // animation for the given property. Skips to the final state of the
151  // animation.
152  void StopAnimatingProperty(
153      LayerAnimationElement::AnimatableProperty property);
154
155  // Stops all animation and clears any queued animations. This call progresses
156  // animations to their end points and notifies all observers.
157  void StopAnimating() { StopAnimatingInternal(false); }
158
159  // This is similar to StopAnimating, but aborts rather than finishes the
160  // animations and notifies all observers.
161  void AbortAllAnimations() { StopAnimatingInternal(true); }
162
163  // These functions are used for adding or removing observers from the observer
164  // list. The observers are notified when animations end.
165  void AddObserver(LayerAnimationObserver* observer);
166  void RemoveObserver(LayerAnimationObserver* observer);
167
168  // Called when a threaded animation is actually started.
169  void OnThreadedAnimationStarted(const cc::AnimationEvent& event);
170
171  // This determines how implicit animations will be tweened. This has no
172  // effect on animations that are explicitly started or scheduled. The default
173  // is Tween::LINEAR.
174  void set_tween_type(Tween::Type tween_type) { tween_type_ = tween_type; }
175  Tween::Type tween_type() const { return tween_type_; }
176
177  // For testing purposes only.
178  void set_disable_timer_for_test(bool disable_timer) {
179    disable_timer_for_test_ = disable_timer;
180  }
181
182  void set_last_step_time(base::TimeTicks time) {
183    last_step_time_ = time;
184  }
185  base::TimeTicks last_step_time() const { return last_step_time_; }
186
187 protected:
188  virtual ~LayerAnimator();
189
190  LayerAnimationDelegate* delegate() { return delegate_; }
191  const LayerAnimationDelegate* delegate() const { return delegate_; }
192
193  // Virtual for testing.
194  virtual void ProgressAnimation(LayerAnimationSequence* sequence,
195                                 base::TimeTicks now);
196
197  void ProgressAnimationToEnd(LayerAnimationSequence* sequence);
198
199  // Returns true if the sequence is owned by this animator.
200  bool HasAnimation(LayerAnimationSequence* sequence) const;
201
202 private:
203  friend class base::RefCounted<LayerAnimator>;
204  friend class ScopedLayerAnimationSettings;
205  friend class LayerAnimatorTestController;
206
207  class RunningAnimation {
208   public:
209    RunningAnimation(const base::WeakPtr<LayerAnimationSequence>& sequence);
210    ~RunningAnimation();
211
212    bool is_sequence_alive() const { return !!sequence_; }
213    LayerAnimationSequence* sequence() const { return sequence_.get(); }
214
215   private:
216    base::WeakPtr<LayerAnimationSequence> sequence_;
217
218    // Copy and assign are allowed.
219  };
220
221  typedef std::vector<RunningAnimation> RunningAnimations;
222  typedef std::deque<linked_ptr<LayerAnimationSequence> > AnimationQueue;
223
224  // Implementation of AnimationContainerElement
225  virtual void SetStartTime(base::TimeTicks start_time) OVERRIDE;
226  virtual void Step(base::TimeTicks time_now) OVERRIDE;
227  virtual base::TimeDelta GetTimerInterval() const OVERRIDE;
228
229  // Finishes all animations by either advancing them to their final state or by
230  // aborting them.
231  void StopAnimatingInternal(bool abort);
232
233  // Starts or stops stepping depending on whether thare are running animations.
234  void UpdateAnimationState();
235
236  // Removes the sequences from both the running animations and the queue.
237  // Returns a pointer to the removed animation, if any. NOTE: the caller is
238  // responsible for deleting the returned pointer.
239  LayerAnimationSequence* RemoveAnimation(
240      LayerAnimationSequence* sequence) WARN_UNUSED_RESULT;
241
242  // Progresses to the end of the sequence before removing it.
243  void FinishAnimation(LayerAnimationSequence* sequence, bool abort);
244
245  // Finishes any running animation with zero duration.
246  void FinishAnyAnimationWithZeroDuration();
247
248  // Clears the running animations and the queue. No sequences are progressed.
249  void ClearAnimations();
250
251  // Returns the running animation animating the given property, if any.
252  RunningAnimation* GetRunningAnimation(
253      LayerAnimationElement::AnimatableProperty property);
254
255  // Checks if the sequence has already been added to the queue and adds it
256  // to the front if note.
257  void AddToQueueIfNotPresent(LayerAnimationSequence* sequence);
258
259  // Any running or queued animation that affects a property in common with
260  // |sequence| is either finished or aborted depending on |abort|.
261  void RemoveAllAnimationsWithACommonProperty(LayerAnimationSequence* sequence,
262                                              bool abort);
263
264  // Preempts a running animation by progressing both the running animation and
265  // the given sequence to the end.
266  void ImmediatelySetNewTarget(LayerAnimationSequence* sequence);
267
268  // Preempts by aborting the running animation, and starts the given animation.
269  void ImmediatelyAnimateToNewTarget(LayerAnimationSequence* sequence);
270
271  // Preempts by adding the new animation to the queue.
272  void EnqueueNewAnimation(LayerAnimationSequence* sequence);
273
274  // Preempts by wiping out any unstarted animation in the queue and then
275  // enqueuing this animation.
276  void ReplaceQueuedAnimations(LayerAnimationSequence* sequence);
277
278  // If there's an animation in the queue that doesn't animate the same property
279  // as a running animation, or an animation schedule to run before it, start it
280  // up. Repeat until there are no such animations.
281  void ProcessQueue();
282
283  // Attempts to add the sequence to the list of running animations. Returns
284  // false if there is an animation running that already animates one of the
285  // properties affected by |sequence|.
286  bool StartSequenceImmediately(LayerAnimationSequence* sequence);
287
288  // Sets the value of target as if all the running and queued animations were
289  // allowed to finish.
290  void GetTargetValue(LayerAnimationElement::TargetValue* target) const;
291
292  // Called whenever an animation is added to the animation queue. Either by
293  // starting the animation or adding to the queue.
294  void OnScheduled(LayerAnimationSequence* sequence);
295
296  // Returns the default length of animations, including adjustment for slow
297  // animation mode if set.
298  base::TimeDelta GetTransitionDuration() const;
299
300  // Clears the animation queues and notifies any running animations that they
301  // have been aborted.
302  void ClearAnimationsInternal();
303
304  // Cleans up any running animations that may have been deleted.
305  void PurgeDeletedAnimations();
306
307  // This is the queue of animations to run.
308  AnimationQueue animation_queue_;
309
310  // The target of all layer animations.
311  LayerAnimationDelegate* delegate_;
312
313  // The currently running animations.
314  RunningAnimations running_animations_;
315
316  // Determines how animations are replaced.
317  PreemptionStrategy preemption_strategy_;
318
319  // The default length of animations.
320  base::TimeDelta transition_duration_;
321
322  // The default tween type for implicit transitions
323  Tween::Type tween_type_;
324
325  // Used for coordinating the starting of animations.
326  base::TimeTicks last_step_time_;
327
328  // True if we are being stepped by our container.
329  bool is_started_;
330
331  // This prevents the animator from automatically stepping through animations
332  // and allows for manual stepping.
333  bool disable_timer_for_test_;
334
335  // Prevents timer adjustments in case when we start multiple animations
336  // with preemption strategies that discard previous animations.
337  bool adding_animations_;
338
339  // Observers are notified when layer animations end, are scheduled or are
340  // aborted.
341  ObserverList<LayerAnimationObserver> observers_;
342
343  DISALLOW_COPY_AND_ASSIGN(LayerAnimator);
344};
345
346}  // namespace ui
347
348#endif  // UI_COMPOSITOR_LAYER_ANIMATOR_H_
349