#include "cc/trees/layer_tree_mutator.h"
#include <algorithm>
#include <utility>
namespace cc {
AnimationWorkletInput::AddAndUpdateState::AddAndUpdateState(
WorkletAnimationId worklet_animation_id,
std::string name,
double current_time,
std::unique_ptr<AnimationOptions> options,
std::unique_ptr<AnimationEffectTimings> effect_timings)
: worklet_animation_id(worklet_animation_id),
name(name),
current_time(current_time),
options(std::move(options)),
effect_timings(std::move(effect_timings)) {}
AnimationWorkletInput::AddAndUpdateState::AddAndUpdateState(
AddAndUpdateState&&) = default;
AnimationWorkletInput::AddAndUpdateState::~AddAndUpdateState() = default;
#if DCHECK_IS_ON()
bool AnimationWorkletInput::ValidateId(int worklet_id) const {
return std::ranges::all_of(added_and_updated_animations,
[worklet_id](auto& it) {
return it.worklet_animation_id.worklet_id ==
worklet_id;
}) &&
std::ranges::all_of(updated_animations,
[worklet_id](auto& it) {
return it.worklet_animation_id.worklet_id ==
worklet_id;
}) &&
std::ranges::all_of(removed_animations, [worklet_id](auto& it) {
return it.worklet_id == worklet_id;
});
}
#endif
AnimationWorkletInput::AnimationWorkletInput() = default;
AnimationWorkletInput::~AnimationWorkletInput() = default;
MutatorInputState::MutatorInputState() = default;
MutatorInputState::~MutatorInputState() = default;
bool MutatorInputState::IsEmpty() const {
return inputs_.empty();
}
AnimationWorkletInput& MutatorInputState::EnsureWorkletEntry(int id) {
auto it = inputs_.find(id);
if (it == inputs_.end())
it = inputs_.emplace_hint(it, id, new AnimationWorkletInput);
return *it->second;
}
void MutatorInputState::Add(AnimationWorkletInput::AddAndUpdateState&& state) {
AnimationWorkletInput& worklet_input =
EnsureWorkletEntry(state.worklet_animation_id.worklet_id);
worklet_input.added_and_updated_animations.push_back(std::move(state));
}
void MutatorInputState::Update(AnimationWorkletInput::UpdateState&& state) {
AnimationWorkletInput& worklet_input =
EnsureWorkletEntry(state.worklet_animation_id.worklet_id);
worklet_input.updated_animations.push_back(std::move(state));
}
void MutatorInputState::Remove(WorkletAnimationId worklet_animation_id) {
AnimationWorkletInput& worklet_input =
EnsureWorkletEntry(worklet_animation_id.worklet_id);
worklet_input.removed_animations.push_back(worklet_animation_id);
}
std::unique_ptr<AnimationWorkletInput> MutatorInputState::TakeWorkletState(
int worklet_id) {
auto it = inputs_.find(worklet_id);
if (it == inputs_.end())
return nullptr;
std::unique_ptr<AnimationWorkletInput> result = std::move(it->second);
inputs_.erase(it);
return result;
}
AnimationWorkletOutput::AnimationWorkletOutput() = default;
AnimationWorkletOutput::~AnimationWorkletOutput() = default;
AnimationWorkletOutput::AnimationState::AnimationState(WorkletAnimationId id)
: worklet_animation_id(id) {}
AnimationWorkletOutput::AnimationState::AnimationState(const AnimationState&) =
default;
AnimationWorkletOutput::AnimationState::~AnimationState() = default;
}