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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
88 lines
3.3 KiB
C++
88 lines
3.3 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/PendingAnimations.h"
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#include "sky/engine/core/animation/Animation.h"
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#include "sky/engine/core/animation/AnimationTimeline.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/core/rendering/RenderLayer.h"
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namespace blink {
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void PendingAnimations::add(AnimationPlayer* player)
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{
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ASSERT(player);
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ASSERT(m_pending.find(player) == kNotFound);
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m_pending.append(player);
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Document* document = player->timeline()->document();
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document->scheduleVisualUpdate();
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bool visible = document->page() && document->page()->visibilityState() == PageVisibilityStateVisible;
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if (!visible && !m_timer.isActive()) {
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m_timer.startOneShot(0, FROM_HERE);
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}
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}
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bool PendingAnimations::update()
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{
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Vector<AnimationPlayer*> waitingForStartTime;
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Vector<RefPtr<AnimationPlayer> > players;
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players.swap(m_pending);
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for (size_t i = 0; i < players.size(); ++i) {
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AnimationPlayer& player = *players[i].get();
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player.preCommit();
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if (player.playing() && !player.hasStartTime()) {
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waitingForStartTime.append(&player);
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}
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}
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for (size_t i = 0; i < waitingForStartTime.size(); ++i) {
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if (!waitingForStartTime[i]->hasStartTime()) {
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waitingForStartTime[i]->notifyCompositorStartTime(waitingForStartTime[i]->timeline()->currentTimeInternal());
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}
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}
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// FIXME: The postCommit should happen *after* the commit, not before.
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for (size_t i = 0; i < players.size(); ++i) {
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AnimationPlayer& player = *players[i].get();
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player.postCommit(player.timeline()->currentTimeInternal());
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}
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ASSERT(m_pending.isEmpty());
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return false;
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}
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} // namespace
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