/* * Copyright (C) 2013 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "core/animation/CompositorPendingAnimations.h" #include "core/animation/Animation.h" #include "core/animation/AnimationTimeline.h" #include "core/frame/FrameView.h" #include "core/page/Page.h" #include "core/rendering/RenderLayer.h" namespace blink { void CompositorPendingAnimations::add(AnimationPlayer* player) { ASSERT(player); ASSERT(m_pending.find(player) == kNotFound); m_pending.append(player); Document* document = player->timeline()->document(); if (document->view()) document->view()->scheduleAnimation(); bool visible = document->page() && document->page()->visibilityState() == PageVisibilityStateVisible; if (!visible && !m_timer.isActive()) { m_timer.startOneShot(0, FROM_HERE); } } bool CompositorPendingAnimations::update(bool startOnCompositor) { Vector waitingForStartTime; bool startedSynchronizedOnCompositor = false; WillBeHeapVector > players; players.swap(m_pending); for (size_t i = 0; i < players.size(); ++i) { AnimationPlayer& player = *players[i].get(); bool hadCompositorAnimation = player.hasActiveAnimationsOnCompositor(); player.preCommit(startOnCompositor); if (player.hasActiveAnimationsOnCompositor() && !hadCompositorAnimation) { startedSynchronizedOnCompositor = true; } if (player.playing() && !player.hasStartTime()) { waitingForStartTime.append(&player); } } // If any synchronized animations were started on the compositor, all // remaning synchronized animations need to wait for the synchronized // start time. Otherwise they may start immediately. if (startedSynchronizedOnCompositor) { for (size_t i = 0; i < waitingForStartTime.size(); ++i) { if (!waitingForStartTime[i]->hasStartTime()) { m_waitingForCompositorAnimationStart.append(waitingForStartTime[i]); } } } else { for (size_t i = 0; i < waitingForStartTime.size(); ++i) { if (!waitingForStartTime[i]->hasStartTime()) { waitingForStartTime[i]->notifyCompositorStartTime(waitingForStartTime[i]->timeline()->currentTimeInternal()); } } } // FIXME: The postCommit should happen *after* the commit, not before. for (size_t i = 0; i < players.size(); ++i) { AnimationPlayer& player = *players[i].get(); player.postCommit(player.timeline()->currentTimeInternal()); } ASSERT(m_pending.isEmpty()); if (startedSynchronizedOnCompositor) return true; if (m_waitingForCompositorAnimationStart.isEmpty()) return false; // Check if we're still waiting for any compositor animations to start. for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) { if (m_waitingForCompositorAnimationStart[i].get()->hasActiveAnimationsOnCompositor()) return true; } // If not, go ahead and start any animations that were waiting. notifyCompositorAnimationStarted(monotonicallyIncreasingTime()); ASSERT(m_pending.isEmpty()); return false; } void CompositorPendingAnimations::notifyCompositorAnimationStarted(double monotonicAnimationStartTime) { for (size_t i = 0; i < m_waitingForCompositorAnimationStart.size(); ++i) { AnimationPlayer* player = m_waitingForCompositorAnimationStart[i].get(); if (player->hasStartTime()) continue; player->notifyCompositorStartTime(monotonicAnimationStartTime - player->timeline()->zeroTime()); } m_waitingForCompositorAnimationStart.clear(); } void CompositorPendingAnimations::trace(Visitor* visitor) { visitor->trace(m_pending); visitor->trace(m_waitingForCompositorAnimationStart); } } // namespace