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-rw-r--r--libs/hwui/TreeInfo.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/libs/hwui/TreeInfo.h b/libs/hwui/TreeInfo.h
index 331f1574ff17..74d52a33d45f 100644
--- a/libs/hwui/TreeInfo.h
+++ b/libs/hwui/TreeInfo.h
@@ -65,6 +65,7 @@ public:
, frameTimeMs(0)
, animationHook(NULL)
, prepareTextures(mode == MODE_FULL)
+ , runAnimations(true)
, damageAccumulator(NULL)
, renderState(renderState)
, renderer(NULL)
@@ -76,6 +77,7 @@ public:
, frameTimeMs(clone.frameTimeMs)
, animationHook(clone.animationHook)
, prepareTextures(mode == MODE_FULL)
+ , runAnimations(clone.runAnimations)
, damageAccumulator(clone.damageAccumulator)
, renderState(clone.renderState)
, renderer(clone.renderer)
@@ -88,6 +90,12 @@ public:
// TODO: Remove this? Currently this is used to signal to stop preparing
// textures if we run out of cache space.
bool prepareTextures;
+ // TODO: buildLayer uses this to suppress running any animations, but this
+ // should probably be refactored somehow. The reason this is done is
+ // because buildLayer is not setup for injecting the animationHook, as well
+ // as this being otherwise wasted work as all the animators will be
+ // re-evaluated when the frame is actually drawn
+ bool runAnimations;
// Must not be null during actual usage
DamageAccumulator* damageAccumulator;