blob: f8a2072ffbdb32711bf707d115c19c2851db0987 [file] [log] [blame]
/*
* 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.
*/
#ifndef TREEANIMATIONTRACKER_H_
#define TREEANIMATIONTRACKER_H_
#include <cutils/compiler.h>
#include <utils/RefBase.h>
#include <utils/StrongPointer.h>
#include "TreeInfo.h"
#include "renderthread/TimeLord.h"
#include "utils/Macros.h"
namespace android {
namespace uirenderer {
class AnimationContext;
class AnimationListener;
class BaseRenderNodeAnimator;
class RenderNode;
/*
* AnimationHandle is several classes merged into one.
* 1: It maintains the reference to the AnimationContext required to run animators.
* 2: It keeps a strong reference to RenderNodes with animators so that
* we don't lose them if they are no longer in the display tree. This is
* required so that we can keep animating them, and properly notify listeners
* of onAnimationFinished.
* 3: It forms a doubly linked list so that we can cheaply move between states.
*/
class AnimationHandle {
PREVENT_COPY_AND_ASSIGN(AnimationHandle);
public:
AnimationContext& context() { return mContext; }
// Called by the RenderNode when it has internally pulsed its own animations
// this frame and does not need to be run again this frame.
void notifyAnimationsRan();
// Stops tracking the RenderNode and destroys the handle. The node must be
// re-attached to the AnimationContext to receive managed animation
// pulses.
void release();
private:
friend class AnimationContext;
explicit AnimationHandle(AnimationContext& context);
AnimationHandle(RenderNode& animatingNode, AnimationContext& context);
~AnimationHandle();
void insertAfter(AnimationHandle* prev);
void removeFromList();
sp<RenderNode> mRenderNode;
AnimationContext& mContext;
AnimationHandle* mPreviousHandle;
AnimationHandle* mNextHandle;
};
class AnimationContext {
PREVENT_COPY_AND_ASSIGN(AnimationContext);
public:
explicit AnimationContext(renderthread::TimeLord& clock);
virtual ~AnimationContext();
nsecs_t frameTimeMs() { return mFrameTimeMs; }
bool hasAnimations() {
return mCurrentFrameAnimations.mNextHandle || mNextFrameAnimations.mNextHandle;
}
// Will always add to the next frame list, which is swapped when
// startFrame() is called
void addAnimatingRenderNode(RenderNode& node);
// Marks the start of a frame, which will update the frame time and move all
// next frame animations into the current frame
virtual void startFrame(TreeInfo::TraversalMode mode);
// Runs any animations still left in mCurrentFrameAnimations that were not run
// as part of the standard RenderNode:prepareTree pass.
virtual void runRemainingAnimations(TreeInfo& info);
virtual void callOnFinished(BaseRenderNodeAnimator* animator,
AnimationListener* listener);
virtual void destroy();
virtual void pauseAnimators() {}
private:
friend class AnimationHandle;
void addAnimationHandle(AnimationHandle* handle);
renderthread::TimeLord& mClock;
// Animations left to run this frame, at the end of the frame this should
// be null
AnimationHandle mCurrentFrameAnimations;
// Animations queued for next frame
AnimationHandle mNextFrameAnimations;
nsecs_t mFrameTimeMs;
};
} /* namespace uirenderer */
} /* namespace android */
#endif /* TREEANIMATIONTRACKER_H_ */