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/*
* 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
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_PENDING_ANIMATIONS_H_
#define THIRD_PARTY_BLINK_RENDERER_CORE_ANIMATION_PENDING_ANIMATIONS_H_
#include "base/optional.h"
#include "third_party/blink/public/platform/task_type.h"
#include "third_party/blink/renderer/core/animation/animation.h"
#include "third_party/blink/renderer/core/core_export.h"
#include "third_party/blink/renderer/core/dom/document.h"
#include "third_party/blink/renderer/platform/graphics/compositor_element_id.h"
#include "third_party/blink/renderer/platform/heap/handle.h"
#include "third_party/blink/renderer/platform/timer.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"
namespace blink {
class PaintArtifactCompositor;
// Handles starting animations when they could potentially require
// interaction with the compositor. This can include both main-thread
// and compositor thread animations. For example, when the Document
// changes visibility state, all animations for the document's
// timeline are set to "compositor pending" which will include them in
// a consideration pass here.
//
// Manages the starting of pending animations on the compositor following a
// compositing update.
//
// For CSS Animations, used to synchronize the start of main-thread animations
// with compositor animations when both classes of CSS Animations are triggered
// by the same recalc.
class CORE_EXPORT PendingAnimations final
: public GarbageCollected<PendingAnimations> {
public:
explicit PendingAnimations(Document& document)
: timer_(document.GetTaskRunner(TaskType::kInternalDefault),
this,
&PendingAnimations::TimerFired),
compositor_group_(1),
inside_timer_fired_(false) {}
void Add(Animation*);
// Attempts to start/update pending composited and non-composited animations.
// At the end of this process all pending animations will fall into one of the
// following buckets:
// - pending: already composited animations that cannot be restarted this
// cycle and are deferred to be tried next cycle.
// - started on compositor: animations that could be composited and are
// successfully started on compositor.
// - waiting on start time: animations whose start time needs to be
// synchronized with compositor. These may include non-composited
// animations.
// - notified of start time: animations whose start time does not need to be
// synchronized with compositor and thus can be immediately notified.
// - ignored: animations that are not started and don't need to be notified
// are simply ignored. This allows the rest of animation machinery to add
// animations to the pending list eagerly knowing that the logic here
// ignores them if no action needs to be taken.
//
// Returns whether we are waiting for an animation to start and should service
// again on the next frame.
bool Update(const PaintArtifactCompositor* paint_artifact_compositor,
bool start_on_compositor = true);
void NotifyCompositorAnimationStarted(double monotonic_animation_start_time,
int compositor_group = 0);
void Trace(Visitor*) const;
private:
void TimerFired(TimerBase*);
int NextCompositorGroup();
void FlushWaitingNonCompositedAnimations();
HeapVector<Member<Animation>> pending_;
HeapVector<Member<Animation>> waiting_for_compositor_animation_start_;
HeapTaskRunnerTimer<PendingAnimations> timer_;
int compositor_group_;
bool inside_timer_fired_;
};
} // namespace blink
#endif