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Side by Side Diff: cc/animation.h

Issue 11636051: Rename ActiveAnimation -> Animation (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: rebase Created 7 years, 11 months ago
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1 // Copyright 2012 The Chromium Authors. All rights reserved. 1 // Copyright 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef CC_ACTIVE_ANIMATION_H_ 5 #ifndef CC_ANIMATION_H_
6 #define CC_ACTIVE_ANIMATION_H_ 6 #define CC_ANIMATION_H_
7 7
8 #include "base/basictypes.h" 8 #include "base/basictypes.h"
9 #include "base/memory/scoped_ptr.h" 9 #include "base/memory/scoped_ptr.h"
10 #include "cc/cc_export.h" 10 #include "cc/cc_export.h"
11 11
12 namespace cc { 12 namespace cc {
13 13
14 class AnimationCurve; 14 class AnimationCurve;
15 15
16 // An ActiveAnimation, contains all the state required to play an AnimationCurve . 16 // An Animation, contains all the state required to play an AnimationCurve.
17 // Specifically, the affected property, the run state (paused, finished, etc.), 17 // Specifically, the affected property, the run state (paused, finished, etc.),
18 // loop count, last pause time, and the total time spent paused. 18 // loop count, last pause time, and the total time spent paused.
19 class CC_EXPORT ActiveAnimation { 19 class CC_EXPORT Animation {
20 public: 20 public:
21 // Animations begin in one of the 'waiting' states. Animations waiting for t he next tick 21 // Animations begin in one of the 'waiting' states. Animations waiting for t he next tick
22 // will start the next time the controller animates. Animations waiting for target 22 // will start the next time the controller animates. Animations waiting for target
23 // availibility will run as soon as their target property is free (and all t he animations 23 // availibility will run as soon as their target property is free (and all t he animations
24 // animating with it are also able to run). Animations waiting for their sta rt time to 24 // animating with it are also able to run). Animations waiting for their sta rt time to
25 // come have be scheduled to run at a particular point in time. When this ti me arrives, 25 // come have be scheduled to run at a particular point in time. When this ti me arrives,
26 // the controller will move the animations into the Running state. Running a nimations 26 // the controller will move the animations into the Running state. Running a nimations
27 // may toggle between Running and Paused, and may be stopped by moving into either the 27 // may toggle between Running and Paused, and may be stopped by moving into either the
28 // Aborted or Finished states. A Finished animation was allowed to run to co mpletion, but 28 // Aborted or Finished states. A Finished animation was allowed to run to co mpletion, but
29 // an Aborted animation was not. 29 // an Aborted animation was not.
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40 RunStateEnumSize 40 RunStateEnumSize
41 }; 41 };
42 42
43 enum TargetProperty { 43 enum TargetProperty {
44 Transform = 0, 44 Transform = 0,
45 Opacity, 45 Opacity,
46 // This sentinel must be last. 46 // This sentinel must be last.
47 TargetPropertyEnumSize 47 TargetPropertyEnumSize
48 }; 48 };
49 49
50 static scoped_ptr<ActiveAnimation> create(scoped_ptr<AnimationCurve>, int an imationId, int groupId, TargetProperty); 50 static scoped_ptr<Animation> create(scoped_ptr<AnimationCurve>, int animatio nId, int groupId, TargetProperty);
51 51
52 virtual ~ActiveAnimation(); 52 virtual ~Animation();
53 53
54 int id() const { return m_id; } 54 int id() const { return m_id; }
55 int group() const { return m_group; } 55 int group() const { return m_group; }
56 TargetProperty targetProperty() const { return m_targetProperty; } 56 TargetProperty targetProperty() const { return m_targetProperty; }
57 57
58 RunState runState() const { return m_runState; } 58 RunState runState() const { return m_runState; }
59 void setRunState(RunState, double monotonicTime); 59 void setRunState(RunState, double monotonicTime);
60 60
61 // This is the number of times that the animation will play. If this 61 // This is the number of times that the animation will play. If this
62 // value is zero the animation will not play. If it is negative, then 62 // value is zero the animation will not play. If it is negative, then
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93 93
94 // Takes the given absolute time, and using the start time and the number 94 // Takes the given absolute time, and using the start time and the number
95 // of iterations, returns the relative time in the current iteration. 95 // of iterations, returns the relative time in the current iteration.
96 double trimTimeToCurrentIteration(double monotonicTime) const; 96 double trimTimeToCurrentIteration(double monotonicTime) const;
97 97
98 enum InstanceType { 98 enum InstanceType {
99 ControllingInstance = 0, 99 ControllingInstance = 0,
100 NonControllingInstance 100 NonControllingInstance
101 }; 101 };
102 102
103 scoped_ptr<ActiveAnimation> clone(InstanceType) const; 103 scoped_ptr<Animation> clone(InstanceType) const;
104 scoped_ptr<ActiveAnimation> cloneAndInitialize(InstanceType, RunState initia lRunState, double startTime) const; 104 scoped_ptr<Animation> cloneAndInitialize(InstanceType, RunState initialRunSt ate, double startTime) const;
105 bool isControllingInstance() const { return m_isControllingInstance; } 105 bool isControllingInstance() const { return m_isControllingInstance; }
106 106
107 void pushPropertiesTo(ActiveAnimation*) const; 107 void pushPropertiesTo(Animation*) const;
108 108
109 private: 109 private:
110 ActiveAnimation(scoped_ptr<AnimationCurve>, int animationId, int groupId, Ta rgetProperty); 110 Animation(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetPr operty);
111 111
112 scoped_ptr<AnimationCurve> m_curve; 112 scoped_ptr<AnimationCurve> m_curve;
113 113
114 // IDs are not necessarily unique. 114 // IDs are not necessarily unique.
115 int m_id; 115 int m_id;
116 116
117 // Animations that must be run together are called 'grouped' and have the sa me group id 117 // Animations that must be run together are called 'grouped' and have the sa me group id
118 // Grouped animations are guaranteed to start at the same time and no other animations 118 // Grouped animations are guaranteed to start at the same time and no other animations
119 // may animate any of the group's target properties until all animations in the 119 // may animate any of the group's target properties until all animations in the
120 // group have finished animating. Note: an active animation's group id and t arget 120 // group have finished animating. Note: an active animation's group id and t arget
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140 140
141 // These are used in trimTimeToCurrentIteration to account for time 141 // These are used in trimTimeToCurrentIteration to account for time
142 // spent while paused. This is not included in AnimationState since it 142 // spent while paused. This is not included in AnimationState since it
143 // there is absolutely no need for clients of this controller to know 143 // there is absolutely no need for clients of this controller to know
144 // about these values. 144 // about these values.
145 double m_pauseTime; 145 double m_pauseTime;
146 double m_totalPausedTime; 146 double m_totalPausedTime;
147 147
148 // Animations lead dual lives. An active animation will be conceptually owne d by 148 // Animations lead dual lives. An active animation will be conceptually owne d by
149 // two controllers, one on the impl thread and one on the main. In reality, there 149 // two controllers, one on the impl thread and one on the main. In reality, there
150 // will be two separate ActiveAnimation instances for the same animation. Th ey 150 // will be two separate Animation instances for the same animation. They
151 // will have the same group id and the same target property (these two value s 151 // will have the same group id and the same target property (these two value s
152 // uniquely identify an animation). The instance on the impl thread is the i nstance 152 // uniquely identify an animation). The instance on the impl thread is the i nstance
153 // that ultimately controls the values of the animating layer and so we will refer 153 // that ultimately controls the values of the animating layer and so we will refer
154 // to it as the 'controlling instance'. 154 // to it as the 'controlling instance'.
155 bool m_isControllingInstance; 155 bool m_isControllingInstance;
156 156
157 DISALLOW_COPY_AND_ASSIGN(ActiveAnimation); 157 DISALLOW_COPY_AND_ASSIGN(Animation);
158 }; 158 };
159 159
160 } // namespace cc 160 } // namespace cc
161 161
162 #endif // CC_ACTIVE_ANIMATION_H_ 162 #endif // CC_ANIMATION_H_
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