| /* |
| * Copyright (C) 2016 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 "PropertyValuesAnimatorSet.h" |
| #include "RenderNode.h" |
| |
| #include <algorithm> |
| |
| namespace android { |
| namespace uirenderer { |
| |
| void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder, |
| Interpolator* interpolator, nsecs_t startDelay, |
| nsecs_t duration, int repeatCount, |
| RepeatMode repeatMode) { |
| PropertyAnimator* animator = new PropertyAnimator( |
| propertyValuesHolder, interpolator, startDelay, duration, repeatCount, repeatMode); |
| mAnimators.emplace_back(animator); |
| |
| // Check whether any child animator is infinite after adding it them to the set. |
| if (repeatCount == -1) { |
| mIsInfinite = true; |
| } |
| } |
| |
| PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() : BaseRenderNodeAnimator(1.0f) { |
| setStartValue(0); |
| mLastFraction = 0.0f; |
| setInterpolator(new LinearInterpolator()); |
| setListener(new PropertyAnimatorSetListener(this)); |
| } |
| |
| void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) { |
| if (mOneShotListener.get()) { |
| sp<AnimationListener> listener = std::move(mOneShotListener); |
| // Set the listener to nullptr before the onAnimationFinished callback, rather than after, |
| // for two reasons: |
| // 1) We need to prevent changes to mOneShotListener during the onAnimationFinished |
| // callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from |
| // triggering dtor of the bridge and potentially unsafely re-entering |
| // AnimationListenerBridge::onAnimationFinished(...). |
| // 2) It's possible that there are changes to the listener during the callback, therefore |
| // we need to reset the listener before the callback rather than afterwards. |
| mOneShotListener = nullptr; |
| listener->onAnimationFinished(animator); |
| } |
| } |
| |
| float PropertyValuesAnimatorSet::getValue(RenderNode* target) const { |
| return mLastFraction; |
| } |
| |
| void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) { |
| mLastFraction = value; |
| } |
| |
| void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) { |
| if (playTime == 0 && mDuration > 0) { |
| // Reset all the animators |
| for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) { |
| // Note that this set may containing animators modifying the same property, so when we |
| // reset the animators, we need to make sure the animators that end the first will |
| // have the final say on what the property value should be. |
| (*it)->setFraction(0, 0); |
| } |
| } else { |
| for (auto& anim : mAnimators) { |
| anim->setCurrentPlayTime(playTime); |
| } |
| } |
| } |
| |
| void PropertyValuesAnimatorSet::start(AnimationListener* listener) { |
| init(); |
| mOneShotListener = listener; |
| mRequestId++; |
| BaseRenderNodeAnimator::start(); |
| } |
| |
| void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) { |
| init(); |
| mOneShotListener = listener; |
| mRequestId++; |
| BaseRenderNodeAnimator::reverse(); |
| } |
| |
| void PropertyValuesAnimatorSet::reset() { |
| mRequestId++; |
| BaseRenderNodeAnimator::reset(); |
| } |
| |
| void PropertyValuesAnimatorSet::end() { |
| mRequestId++; |
| BaseRenderNodeAnimator::end(); |
| } |
| |
| void PropertyValuesAnimatorSet::init() { |
| if (mInitialized) { |
| return; |
| } |
| |
| // Sort the animators by their total duration. Note that all the animators in the set start at |
| // the same time, so the ones with longer total duration (which includes start delay) will |
| // be the ones that end later. |
| std::sort(mAnimators.begin(), mAnimators.end(), |
| [](auto& a, auto& b) { return a->getTotalDuration() < b->getTotalDuration(); }); |
| mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration(); |
| mInitialized = true; |
| } |
| |
| uint32_t PropertyValuesAnimatorSet::dirtyMask() { |
| return RenderNode::DISPLAY_LIST; |
| } |
| |
| PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator, |
| nsecs_t startDelay, nsecs_t duration, int repeatCount, |
| RepeatMode repeatMode) |
| : mPropertyValuesHolder(holder) |
| , mInterpolator(interpolator) |
| , mStartDelay(startDelay) |
| , mDuration(duration) { |
| if (repeatCount < 0) { |
| mRepeatCount = UINT32_MAX; |
| } else { |
| mRepeatCount = repeatCount; |
| } |
| mRepeatMode = repeatMode; |
| mTotalDuration = ((nsecs_t)mRepeatCount + 1) * mDuration + mStartDelay; |
| } |
| |
| void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) { |
| if (playTime < mStartDelay) { |
| return; |
| } |
| |
| float currentIterationFraction; |
| long iteration; |
| if (playTime >= mTotalDuration) { |
| // Reached the end of the animation. |
| iteration = mRepeatCount; |
| currentIterationFraction = 1.0f; |
| } else { |
| // play time here is in range [mStartDelay, mTotalDuration) |
| iteration = (playTime - mStartDelay) / mDuration; |
| currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float)mDuration; |
| } |
| setFraction(currentIterationFraction, iteration); |
| } |
| |
| void PropertyAnimator::setFraction(float fraction, long iteration) { |
| double totalFraction = fraction + iteration; |
| // This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there |
| // might be another animator modifying the same property after this animator finishes, we need |
| // to make sure we don't set conflicting values on the same property within one frame. |
| if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) { |
| return; |
| } |
| |
| mLatestFraction = totalFraction; |
| // Check the play direction (i.e. reverse or restart) every other iteration, and calculate the |
| // fraction based on the play direction. |
| if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) { |
| fraction = 1.0f - fraction; |
| } |
| float interpolatedFraction = mInterpolator->interpolate(fraction); |
| mPropertyValuesHolder->setFraction(interpolatedFraction); |
| } |
| |
| void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) { |
| mSet->onFinished(animator); |
| } |
| } |
| } |