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// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_INPUT_SCROLLBAR_ANIMATION_CONTROLLER_H_
#define CC_INPUT_SCROLLBAR_ANIMATION_CONTROLLER_H_
#include <memory>
#include "base/cancelable_callback.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/time/time.h"
#include "cc/cc_export.h"
#include "cc/input/single_scrollbar_animation_controller_thinning.h"
#include "cc/layers/layer_impl.h"
#include "cc/layers/scrollbar_layer_impl_base.h"
#include "ui/gfx/geometry/vector2d_f.h"
namespace cc {
class CC_EXPORT ScrollbarAnimationControllerClient {
public:
virtual void PostDelayedScrollbarAnimationTask(base::OnceClosure task,
base::TimeDelta delay) = 0;
virtual void SetNeedsRedrawForScrollbarAnimation() = 0;
virtual void SetNeedsAnimateForScrollbarAnimation() = 0;
virtual void DidChangeScrollbarVisibility() = 0;
virtual ScrollbarSet ScrollbarsFor(ElementId scroll_element_id) const = 0;
virtual bool IsFluentOverlayScrollbar() const = 0;
protected:
virtual ~ScrollbarAnimationControllerClient() {}
};
// This class show scrollbars when scroll and fade out after an idle delay.
// The fade animations works on both scrollbars and is controlled in this class
// This class also passes the mouse state to each
// SingleScrollbarAnimationControllerThinning. The thinning animations are
// independent between vertical/horizontal and are managed by the
// SingleScrollbarAnimationControllerThinnings.
class CC_EXPORT ScrollbarAnimationController {
public:
// ScrollbarAnimationController for Android. It only has show & fade out
// animation.
static std::unique_ptr<ScrollbarAnimationController>
CreateScrollbarAnimationControllerAndroid(
ElementId scroll_element_id,
ScrollbarAnimationControllerClient* client,
base::TimeDelta fade_delay,
base::TimeDelta fade_duration,
float initial_opacity);
// ScrollbarAnimationController for Desktop Overlay Scrollbar. It has show &
// fade out animation and thinning animation.
static std::unique_ptr<ScrollbarAnimationController>
CreateScrollbarAnimationControllerAuraOverlay(
ElementId scroll_element_id,
ScrollbarAnimationControllerClient* client,
base::TimeDelta fade_delay,
base::TimeDelta fade_duration,
base::TimeDelta thinning_duration,
float initial_opacity,
float idle_thickness_scale);
~ScrollbarAnimationController();
bool ScrollbarsHidden() const;
bool visibility_changed() const { return visibility_changed_; }
void ClearVisibilityChanged() { visibility_changed_ = false; }
bool Animate(base::TimeTicks now);
// WillUpdateScroll expects to be called even if the scroll position won't
// change as a result of the scroll. Only effect Aura Overlay Scrollbar.
void WillUpdateScroll();
// DidScrollUpdate expects to be called only if the scroll position change.
// Effect both Android and Aura Overlay Scrollbar.
void DidScrollUpdate();
void DidMouseDown();
void DidMouseUp();
void DidMouseLeave();
void DidMouseMove(const gfx::PointF& device_viewport_point);
// Called when we want to show the scrollbars.
void DidRequestShow();
void UpdateTickmarksVisibility(bool show);
// These methods are public for testing.
bool MouseIsOverScrollbarThumb(ScrollbarOrientation orientation) const;
bool MouseIsNearScrollbarThumb(ScrollbarOrientation orientation) const;
bool MouseIsNearScrollbar(ScrollbarOrientation orientation) const;
bool MouseIsNearAnyScrollbar() const;
ScrollbarSet Scrollbars() const;
SingleScrollbarAnimationControllerThinning& GetScrollbarAnimationController(
ScrollbarOrientation) const;
private:
// Describes whether the current animation should FadeIn or FadeOut.
enum class AnimationChange { kNone, kFadeIn, kFadeOut };
ScrollbarAnimationController(ElementId scroll_element_id,
ScrollbarAnimationControllerClient* client,
base::TimeDelta fade_delay,
base::TimeDelta fade_duration,
float initial_opacity);
ScrollbarAnimationController(ElementId scroll_element_id,
ScrollbarAnimationControllerClient* client,
base::TimeDelta fade_delay,
base::TimeDelta fade_duration,
base::TimeDelta thinning_duration,
float initial_opacity,
float idle_thickness_scale);
// Any scrollbar state update would show scrollbar hen post the delay fade out
// if needed.
void UpdateScrollbarState();
// Returns how far through the animation we are as a progress value from
// 0 to 1.
float AnimationProgressAtTime(base::TimeTicks now);
void RunAnimationFrame(float progress);
void StartAnimation();
void StopAnimation();
void Show();
void PostDelayedAnimation(AnimationChange animation_change);
bool Captured() const;
void ApplyOpacityToScrollbars(float opacity);
raw_ptr<ScrollbarAnimationControllerClient> client_;
base::TimeTicks last_awaken_time_;
base::TimeDelta fade_delay_;
base::TimeDelta fade_duration_;
bool need_trigger_scrollbar_fade_in_;
bool is_animating_;
AnimationChange animation_change_;
const ElementId scroll_element_id_;
base::CancelableOnceClosure delayed_scrollbar_animation_;
float opacity_;
const bool show_scrollbars_on_scroll_gesture_;
const bool need_thinning_animation_;
bool is_mouse_down_;
bool tickmarks_showing_;
bool visibility_changed_ = false;
std::unique_ptr<SingleScrollbarAnimationControllerThinning>
vertical_controller_;
std::unique_ptr<SingleScrollbarAnimationControllerThinning>
horizontal_controller_;
base::WeakPtrFactory<ScrollbarAnimationController> weak_factory_{this};
};
} // namespace cc
#endif // CC_INPUT_SCROLLBAR_ANIMATION_CONTROLLER_H_
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