flutter_flutter/engine/core/animation/PendingAnimations.cpp
Elliott Sprehn 53e76b3c58 Make all callers of scheduleAnimation() use scheduleVisualUpdate().
The only scheduleAnimation() methods left are going through the layers of
client interfaces. I'll rename and remove those next. This is working
towards making requestAnimationFrame() not cause a full repaint and also
making it more clear to callers that scheduling a frame causes a raster.

R=abarth@chromium.org

Review URL: https://codereview.chromium.org/875283003
2015-01-26 15:42:33 -08:00

88 lines
3.3 KiB
C++

/*
* 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
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* contributors may be used to endorse or promote products derived from
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*
* 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
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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#include "sky/engine/config.h"
#include "sky/engine/core/animation/PendingAnimations.h"
#include "sky/engine/core/animation/Animation.h"
#include "sky/engine/core/animation/AnimationTimeline.h"
#include "sky/engine/core/frame/FrameView.h"
#include "sky/engine/core/page/Page.h"
#include "sky/engine/core/rendering/RenderLayer.h"
namespace blink {
void PendingAnimations::add(AnimationPlayer* player)
{
ASSERT(player);
ASSERT(m_pending.find(player) == kNotFound);
m_pending.append(player);
Document* document = player->timeline()->document();
document->scheduleVisualUpdate();
bool visible = document->page() && document->page()->visibilityState() == PageVisibilityStateVisible;
if (!visible && !m_timer.isActive()) {
m_timer.startOneShot(0, FROM_HERE);
}
}
bool PendingAnimations::update()
{
Vector<AnimationPlayer*> waitingForStartTime;
Vector<RefPtr<AnimationPlayer> > players;
players.swap(m_pending);
for (size_t i = 0; i < players.size(); ++i) {
AnimationPlayer& player = *players[i].get();
player.preCommit();
if (player.playing() && !player.hasStartTime()) {
waitingForStartTime.append(&player);
}
}
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());
return false;
}
} // namespace