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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
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef CompositorPendingAnimations_h
#define CompositorPendingAnimations_h
#include "platform/heap/Handle.h"
#include "wtf/Vector.h"
namespace blink {
class AnimationPlayer;
// 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 CompositorPendingAnimations FINAL {
DISALLOW_ALLOCATION();
public:
void add(AnimationPlayer*);
// Returns whether we are waiting for an animation to start and should
// service again on the next frame.
bool startPendingAnimations();
void notifyCompositorAnimationStarted(double monotonicAnimationStartTime);
void trace(Visitor*);
private:
WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > m_pending;
WillBeHeapVector<RefPtrWillBeMember<AnimationPlayer> > m_waitingForCompositorAnimationStart;
};
} // namespace blink
#endif