1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
cc / input / scrollbar_animation_controller.h [blame]
// 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_