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This patch (re)hooks up animations so they start and removes the infrastructure required by blink to synchronize the compositor and main threads. R=ojan@chromium.org Review URL: https://codereview.chromium.org/772673002
97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
/*
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* Copyright (C) 2013 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Google Inc. nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef SKY_ENGINE_CORE_ANIMATION_ACTIVEANIMATIONS_H_
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#define SKY_ENGINE_CORE_ANIMATION_ACTIVEANIMATIONS_H_
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#include "sky/engine/core/animation/AnimationStack.h"
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#include "sky/engine/core/animation/css/CSSAnimations.h"
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#include "sky/engine/wtf/HashCountedSet.h"
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#include "sky/engine/wtf/HashMap.h"
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#include "sky/engine/wtf/RefPtr.h"
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#include "sky/engine/wtf/Vector.h"
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namespace blink {
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class CSSAnimations;
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class RenderObject;
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class Element;
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typedef HashCountedSet<RawPtr<AnimationPlayer> > AnimationPlayerCountedSet;
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class ActiveAnimations {
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WTF_MAKE_NONCOPYABLE(ActiveAnimations);
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public:
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ActiveAnimations()
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: m_animationStyleChange(false)
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{
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}
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~ActiveAnimations();
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// Animations that are currently active for this element, their effects will be applied
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// during a style recalc. CSS Transitions are included in this stack.
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AnimationStack& defaultStack() { return m_defaultStack; }
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const AnimationStack& defaultStack() const { return m_defaultStack; }
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// Tracks the state of active CSS Animations and Transitions. The individual animations
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// will also be part of the default stack, but the mapping betwen animation name and
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// player is kept here.
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CSSAnimations& cssAnimations() { return m_cssAnimations; }
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const CSSAnimations& cssAnimations() const { return m_cssAnimations; }
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// AnimationPlayers which have animations targeting this element.
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AnimationPlayerCountedSet& players() { return m_players; }
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bool isEmpty() const { return m_defaultStack.isEmpty() && m_cssAnimations.isEmpty() && m_players.isEmpty(); }
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void setAnimationStyleChange(bool animationStyleChange) { m_animationStyleChange = animationStyleChange; }
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void addAnimation(Animation* animation) { m_animations.append(animation); }
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void notifyAnimationDestroyed(Animation* animation) { m_animations.remove(m_animations.find(animation)); }
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private:
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bool isAnimationStyleChange() const { return m_animationStyleChange; }
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AnimationStack m_defaultStack;
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CSSAnimations m_cssAnimations;
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AnimationPlayerCountedSet m_players;
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bool m_animationStyleChange;
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// This is to avoid a reference cycle that keeps Elements alive.
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Vector<Animation*> m_animations;
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// CSSAnimations checks if a style change is due to animation.
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friend class CSSAnimations;
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};
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} // namespace blink
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#endif // SKY_ENGINE_CORE_ANIMATION_ACTIVEANIMATIONS_H_
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