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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
228 lines
7.2 KiB
C++
228 lines
7.2 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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#include "sky/engine/config.h"
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#include "sky/engine/core/animation/AnimationTimeline.h"
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#include "sky/engine/core/animation/ActiveAnimations.h"
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#include "sky/engine/core/animation/AnimationClock.h"
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#include "sky/engine/core/dom/Document.h"
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#include "sky/engine/core/frame/FrameView.h"
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#include "sky/engine/core/page/Page.h"
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#include "sky/engine/platform/TraceEvent.h"
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namespace blink {
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namespace {
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bool compareAnimationPlayers(const RefPtr<blink::AnimationPlayer>& left, const RefPtr<blink::AnimationPlayer>& right)
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{
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return AnimationPlayer::hasLowerPriority(left.get(), right.get());
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}
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}
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// This value represents 1 frame at 30Hz plus a little bit of wiggle room.
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// TODO: Plumb a nominal framerate through and derive this value from that.
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const double AnimationTimeline::s_minimumDelay = 0.04;
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PassRefPtr<AnimationTimeline> AnimationTimeline::create(Document* document, PassOwnPtr<PlatformTiming> timing)
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{
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return adoptRef(new AnimationTimeline(document, timing));
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}
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AnimationTimeline::AnimationTimeline(Document* document, PassOwnPtr<PlatformTiming> timing)
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: m_document(document)
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{
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if (!timing)
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m_timing = adoptPtr(new AnimationTimelineTiming(this));
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else
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m_timing = timing;
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ASSERT(document);
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}
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AnimationTimeline::~AnimationTimeline()
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{
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#if !ENABLE(OILPAN)
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for (HashSet<RawPtr<AnimationPlayer> >::iterator it = m_players.begin(); it != m_players.end(); ++it)
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(*it)->timelineDestroyed();
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#endif
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}
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AnimationPlayer* AnimationTimeline::createAnimationPlayer(AnimationNode* child)
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{
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RefPtr<AnimationPlayer> player = AnimationPlayer::create(m_document->contextDocument().get(), *this, child);
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AnimationPlayer* result = player.get();
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m_players.add(result);
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setOutdatedAnimationPlayer(result);
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return result;
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}
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AnimationPlayer* AnimationTimeline::play(AnimationNode* child)
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{
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if (!m_document)
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return 0;
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AnimationPlayer* player = createAnimationPlayer(child);
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return player;
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}
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Vector<RefPtr<AnimationPlayer> > AnimationTimeline::getAnimationPlayers()
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{
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Vector<RefPtr<AnimationPlayer> > animationPlayers;
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for (HashSet<RawPtr<AnimationPlayer> >::iterator it = m_players.begin(); it != m_players.end(); ++it) {
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if ((*it)->source() && (*it)->source()->isCurrent()) {
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animationPlayers.append(*it);
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}
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}
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std::sort(animationPlayers.begin(), animationPlayers.end(), compareAnimationPlayers);
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return animationPlayers;
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}
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void AnimationTimeline::wake()
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{
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m_timing->serviceOnNextFrame();
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}
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void AnimationTimeline::serviceAnimations(TimingUpdateReason reason)
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{
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TRACE_EVENT0("blink", "AnimationTimeline::serviceAnimations");
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m_timing->cancelWake();
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double timeToNextEffect = std::numeric_limits<double>::infinity();
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Vector<RawPtr<AnimationPlayer> > players;
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players.reserveInitialCapacity(m_playersNeedingUpdate.size());
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for (HashSet<RefPtr<AnimationPlayer> >::iterator it = m_playersNeedingUpdate.begin(); it != m_playersNeedingUpdate.end(); ++it)
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players.append(it->get());
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std::sort(players.begin(), players.end(), AnimationPlayer::hasLowerPriority);
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for (size_t i = 0; i < players.size(); ++i) {
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AnimationPlayer* player = players[i];
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if (player->update(reason))
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timeToNextEffect = std::min(timeToNextEffect, player->timeToEffectChange());
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else
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m_playersNeedingUpdate.remove(player);
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}
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if (timeToNextEffect < s_minimumDelay)
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m_timing->serviceOnNextFrame();
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else if (timeToNextEffect != std::numeric_limits<double>::infinity())
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m_timing->wakeAfter(timeToNextEffect - s_minimumDelay);
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ASSERT(!hasOutdatedAnimationPlayer());
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}
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void AnimationTimeline::AnimationTimelineTiming::wakeAfter(double duration)
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{
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m_timer.startOneShot(duration, FROM_HERE);
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}
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void AnimationTimeline::AnimationTimelineTiming::cancelWake()
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{
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m_timer.stop();
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}
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void AnimationTimeline::AnimationTimelineTiming::serviceOnNextFrame()
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{
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if (m_timeline->m_document)
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m_timeline->m_document->scheduleVisualUpdate();
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}
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double AnimationTimeline::currentTime(bool& isNull)
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{
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return currentTimeInternal(isNull) * 1000;
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}
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double AnimationTimeline::currentTimeInternal(bool& isNull)
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{
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if (!m_document) {
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isNull = true;
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return std::numeric_limits<double>::quiet_NaN();
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}
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double result = m_document->animationClock().currentTime() - zeroTime();
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isNull = std::isnan(result);
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return result;
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}
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double AnimationTimeline::currentTime()
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{
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return currentTimeInternal() * 1000;
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}
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double AnimationTimeline::currentTimeInternal()
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{
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bool isNull;
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return currentTimeInternal(isNull);
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}
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double AnimationTimeline::effectiveTime()
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{
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double time = currentTimeInternal();
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return std::isnan(time) ? 0 : time;
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}
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void AnimationTimeline::pauseAnimationsForTesting(double pauseTime)
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{
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for (HashSet<RefPtr<AnimationPlayer> >::iterator it = m_playersNeedingUpdate.begin(); it != m_playersNeedingUpdate.end(); ++it)
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(*it)->pauseForTesting(pauseTime);
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serviceAnimations(TimingUpdateOnDemand);
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}
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bool AnimationTimeline::hasOutdatedAnimationPlayer() const
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{
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for (HashSet<RefPtr<AnimationPlayer> >::iterator it = m_playersNeedingUpdate.begin(); it != m_playersNeedingUpdate.end(); ++it) {
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if ((*it)->outdated())
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return true;
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}
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return false;
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}
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void AnimationTimeline::setOutdatedAnimationPlayer(AnimationPlayer* player)
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{
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ASSERT(player->outdated());
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m_playersNeedingUpdate.add(player);
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if (m_document && m_document->page() && !m_document->page()->animator().isServicingAnimations())
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m_timing->serviceOnNextFrame();
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}
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#if !ENABLE(OILPAN)
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void AnimationTimeline::detachFromDocument()
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{
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// FIXME: AnimationTimeline should keep Document alive.
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m_document = nullptr;
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}
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#endif
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} // namespace
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