| /* |
| * Copyright (C) 2014 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| #include "AnimatorManager.h" |
| |
| #include <algorithm> |
| |
| #include "Animator.h" |
| #include "AnimationContext.h" |
| #include "DamageAccumulator.h" |
| #include "RenderNode.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| using namespace std; |
| |
| static void detach(sp<BaseRenderNodeAnimator>& animator) { |
| animator->detach(); |
| } |
| |
| AnimatorManager::AnimatorManager(RenderNode& parent) |
| : mParent(parent) |
| , mAnimationHandle(nullptr) { |
| } |
| |
| AnimatorManager::~AnimatorManager() { |
| for_each(mNewAnimators.begin(), mNewAnimators.end(), detach); |
| for_each(mAnimators.begin(), mAnimators.end(), detach); |
| } |
| |
| void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) { |
| RenderNode* stagingTarget = animator->stagingTarget(); |
| if (stagingTarget == &mParent) { |
| return; |
| } |
| mNewAnimators.emplace_back(animator.get()); |
| // If the animator is already attached to other RenderNode, remove it from that RenderNode's |
| // new animator list. This ensures one animator only ends up in one newAnimatorList during one |
| // frame, even when it's added multiple times to multiple targets. |
| if (stagingTarget) { |
| stagingTarget->removeAnimator(animator); |
| } |
| animator->attach(&mParent); |
| } |
| |
| void AnimatorManager::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) { |
| mNewAnimators.erase(std::remove(mNewAnimators.begin(), mNewAnimators.end(), animator), |
| mNewAnimators.end()); |
| } |
| |
| void AnimatorManager::setAnimationHandle(AnimationHandle* handle) { |
| LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!"); |
| mAnimationHandle = handle; |
| LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(), |
| "Lost animation handle on %p (%s) with outstanding animators!", |
| &mParent, mParent.getName()); |
| } |
| |
| void AnimatorManager::pushStaging() { |
| if (mNewAnimators.size()) { |
| LOG_ALWAYS_FATAL_IF(!mAnimationHandle, |
| "Trying to start new animators on %p (%s) without an animation handle!", |
| &mParent, mParent.getName()); |
| |
| // Only add new animators that are not already in the mAnimators list |
| for (auto& anim : mNewAnimators) { |
| if (anim->target() != &mParent) { |
| mAnimators.push_back(std::move(anim)); |
| } |
| } |
| mNewAnimators.clear(); |
| } |
| for (auto& animator : mAnimators) { |
| animator->pushStaging(mAnimationHandle->context()); |
| } |
| } |
| |
| void AnimatorManager::onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) { |
| LOG_ALWAYS_FATAL_IF(animator->target() == &mParent, "Target has not been changed"); |
| mAnimators.erase(std::remove(mAnimators.begin(), mAnimators.end(), animator), mAnimators.end()); |
| } |
| |
| class AnimateFunctor { |
| public: |
| AnimateFunctor(TreeInfo& info, AnimationContext& context) |
| : dirtyMask(0), mInfo(info), mContext(context) {} |
| |
| bool operator() (sp<BaseRenderNodeAnimator>& animator) { |
| dirtyMask |= animator->dirtyMask(); |
| bool remove = animator->animate(mContext); |
| if (remove) { |
| animator->detach(); |
| } else { |
| if (animator->isRunning()) { |
| mInfo.out.hasAnimations = true; |
| } |
| if (CC_UNLIKELY(!animator->mayRunAsync())) { |
| mInfo.out.requiresUiRedraw = true; |
| } |
| } |
| return remove; |
| } |
| |
| uint32_t dirtyMask; |
| |
| private: |
| TreeInfo& mInfo; |
| AnimationContext& mContext; |
| }; |
| |
| uint32_t AnimatorManager::animate(TreeInfo& info) { |
| if (!mAnimators.size()) return 0; |
| |
| // TODO: Can we target this better? For now treat it like any other staging |
| // property push and just damage self before and after animators are run |
| |
| mParent.damageSelf(info); |
| info.damageAccumulator->popTransform(); |
| |
| uint32_t dirty = animateCommon(info); |
| |
| info.damageAccumulator->pushTransform(&mParent); |
| mParent.damageSelf(info); |
| |
| return dirty; |
| } |
| |
| void AnimatorManager::animateNoDamage(TreeInfo& info) { |
| animateCommon(info); |
| } |
| |
| uint32_t AnimatorManager::animateCommon(TreeInfo& info) { |
| AnimateFunctor functor(info, mAnimationHandle->context()); |
| auto newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor); |
| mAnimators.erase(newEnd, mAnimators.end()); |
| mAnimationHandle->notifyAnimationsRan(); |
| mParent.mProperties.updateMatrix(); |
| return functor.dirtyMask; |
| } |
| |
| static void endStagingAnimator(sp<BaseRenderNodeAnimator>& animator) { |
| animator->cancel(); |
| if (animator->listener()) { |
| animator->listener()->onAnimationFinished(animator.get()); |
| } |
| } |
| |
| void AnimatorManager::endAllStagingAnimators() { |
| ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName()); |
| // This works because this state can only happen on the UI thread, |
| // which means we're already on the right thread to invoke listeners |
| for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator); |
| mNewAnimators.clear(); |
| } |
| |
| class EndActiveAnimatorsFunctor { |
| public: |
| EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {} |
| |
| void operator() (sp<BaseRenderNodeAnimator>& animator) { |
| animator->forceEndNow(mContext); |
| } |
| |
| private: |
| AnimationContext& mContext; |
| }; |
| |
| void AnimatorManager::endAllActiveAnimators() { |
| ALOGD("endAllActiveAnimators on %p (%s) with handle %p", |
| &mParent, mParent.getName(), mAnimationHandle); |
| EndActiveAnimatorsFunctor functor(mAnimationHandle->context()); |
| for_each(mAnimators.begin(), mAnimators.end(), functor); |
| mAnimators.clear(); |
| mAnimationHandle->release(); |
| } |
| |
| } /* namespace uirenderer */ |
| } /* namespace android */ |