blob: 7025e63114f70595df1d055954b57e32b2de57cb [file] [log] [blame]
/*
* 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
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#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