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1 /*
2  * Copyright (c) 2021 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "core/common/focus_animation_manager.h"
17 
18 #include "core/components/focus_animation/render_focus_animation.h"
19 #include "core/components/shadow/render_shadow.h"
20 #include "core/components/shadow/shadow_element.h"
21 #include "core/components/stack/stack_element.h"
22 
23 namespace OHOS::Ace {
24 
SetFocusAnimationProperties(const RRect & rrect,const Color & color,const Offset & offset,bool isIndented) const25 void FocusAnimationManager::SetFocusAnimationProperties(
26     const RRect& rrect, const Color& color, const Offset& offset, bool isIndented) const
27 {
28     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
29         LOGD("focus animation stack is empty");
30         return;
31     }
32     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
33     if (!focusAnimation) {
34         LOGE("focusAnimation get failed");
35         return;
36     }
37     if (useRoot_) {
38         auto renderFocusAnimation = focusAnimationStack_.top().Upgrade();
39         if (renderFocusAnimation) {
40             renderFocusAnimation->CancelFocusAnimation();
41         }
42     }
43     focusAnimation->SetFocusAnimationProperties(rrect, color, offset, isIndented);
44 }
45 
SetAvailableRect(const Rect & paintRect)46 void FocusAnimationManager::SetAvailableRect(const Rect& paintRect)
47 {
48     availableRect_ = paintRect;
49 }
50 
CancelFocusAnimation() const51 void FocusAnimationManager::CancelFocusAnimation() const
52 {
53     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
54         LOGD("focus animation stack is empty");
55         return;
56     }
57     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
58     if (!focusAnimation) {
59         LOGE("focusAnimation get failed");
60         return;
61     }
62     focusAnimation->CancelFocusAnimation();
63 }
64 
PushFocusAnimationElement(const RefPtr<Element> & element)65 void FocusAnimationManager::PushFocusAnimationElement(const RefPtr<Element>& element)
66 {
67     auto focusElement = AceType::DynamicCast<FocusAnimationElement>(element);
68     if (!focusElement) {
69         LOGE("fail to get FocusAnimationElement");
70         return;
71     }
72     auto renderFocus = AceType::DynamicCast<RenderFocusAnimation>(focusElement->GetRenderNode());
73     if (!renderFocus) {
74         LOGE("fail to get RenderFocusAnimation");
75         return;
76     }
77     renderFocus->SetPaintRect(availableRect_);
78     if (focusElement->IsRoot()) {
79         if (!rootFocusAnimationStack_.empty()) {
80             auto focusAnimation = rootFocusAnimationStack_.top().Upgrade();
81             if (focusAnimation) {
82                 focusAnimation->CancelFocusAnimation();
83             }
84         }
85         rootFocusAnimationStack_.push(renderFocus);
86     } else {
87         if (!focusAnimationStack_.empty()) {
88             auto focusAnimation = focusAnimationStack_.top().Upgrade();
89             if (focusAnimation) {
90                 focusAnimation->CancelFocusAnimation();
91             }
92         }
93         focusAnimationStack_.push(renderFocus);
94     }
95 }
96 
PopFocusAnimationElement()97 void FocusAnimationManager::PopFocusAnimationElement()
98 {
99     if (focusAnimationStack_.empty()) {
100         LOGD("focus animation stack is empty");
101         return;
102     }
103     focusAnimationStack_.pop();
104     if (!focusAnimationStack_.empty()) {
105         auto focusAnimation = focusAnimationStack_.top().Upgrade();
106         if (!useRoot_ && focusAnimation) {
107             focusAnimation->StartFocusAnimation();
108         }
109     }
110 }
111 
PopRootFocusAnimationElement()112 void FocusAnimationManager::PopRootFocusAnimationElement()
113 {
114     if (rootFocusAnimationStack_.empty()) {
115         LOGD("focus animation stack is empty");
116         return;
117     }
118     rootFocusAnimationStack_.pop();
119 }
120 
StartFocusAnimation() const121 void FocusAnimationManager::StartFocusAnimation() const
122 {
123     if (focusAnimationStack_.empty()) {
124         LOGD("focus animation stack is empty");
125         return;
126     }
127     auto focusAnimation = focusAnimationStack_.top().Upgrade();
128     if (!focusAnimation) {
129         LOGE("focusAnimation get failed");
130         return;
131     }
132     focusAnimation->StartFocusAnimation();
133 }
134 
StopFocusAnimation() const135 void FocusAnimationManager::StopFocusAnimation() const
136 {
137     if (focusAnimationStack_.empty()) {
138         LOGD("focus animation stack is empty");
139         return;
140     }
141     auto focusAnimation = focusAnimationStack_.top().Upgrade();
142     if (!focusAnimation) {
143         LOGE("focusAnimation get failed");
144         return;
145     }
146     focusAnimation->StopFocusAnimation();
147 }
148 
SetFocusAnimationProperties(const RRect & rrect,const Color & color,const Offset & offset,const Rect & clipRect) const149 void FocusAnimationManager::SetFocusAnimationProperties(
150     const RRect& rrect, const Color& color, const Offset& offset, const Rect& clipRect) const
151 {
152     if (focusAnimationStack_.empty()) {
153         LOGD("focus animation stack is empty");
154         return;
155     }
156     auto focusAnimation = focusAnimationStack_.top().Upgrade();
157     if (!focusAnimation) {
158         LOGE("focusAnimation get failed");
159         return;
160     }
161     focusAnimation->SetFocusAnimationProperties(rrect, color, offset, clipRect);
162 }
163 
PushShadow(const RefPtr<Element> & element)164 void FocusAnimationManager::PushShadow(const RefPtr<Element>& element)
165 {
166     auto shadowElement = AceType::DynamicCast<ShadowElement>(element);
167     if (!shadowElement) {
168         LOGE("fail to get shadowElement");
169         return;
170     }
171     auto renderShadow = AceType::DynamicCast<RenderShadow>(shadowElement->GetRenderNode());
172     if (!renderShadow) {
173         LOGE("fail to get renderShadow");
174         return;
175     }
176     shadowStack_.push(renderShadow);
177 }
178 
PopShadow()179 void FocusAnimationManager::PopShadow()
180 {
181     if (shadowStack_.empty()) {
182         LOGE("shadow stack is empty");
183         return;
184     }
185     shadowStack_.pop();
186 }
187 
SetShadowProperties(const RRect & rrect,const Offset & offset)188 void FocusAnimationManager::SetShadowProperties(const RRect& rrect, const Offset& offset)
189 {
190     if (shadowStack_.empty()) {
191         LOGE("shadow stack is empty");
192         return;
193     }
194     auto shadow = shadowStack_.top().Upgrade();
195     if (!shadow) {
196         LOGE("shadow get failed");
197         return;
198     }
199     shadow->SetShadowProperties(rrect, offset);
200 }
201 
SetShadowProperties(const RRect & rrect,const Offset & offset,const Rect & clipRect)202 void FocusAnimationManager::SetShadowProperties(const RRect& rrect, const Offset& offset, const Rect& clipRect)
203 {
204     if (shadowStack_.empty()) {
205         LOGE("shadow stack is empty");
206         return;
207     }
208     auto shadow = shadowStack_.top().Upgrade();
209     if (!shadow) {
210         LOGE("shadow get failed");
211         return;
212     }
213     shadow->SetShadowProperties(rrect, offset, clipRect);
214 }
215 
CancelShadow() const216 void FocusAnimationManager::CancelShadow() const
217 {
218     if (shadowStack_.empty()) {
219         LOGE("shadow stack is empty");
220         return;
221     }
222     auto shadow = shadowStack_.top().Upgrade();
223     if (!shadow) {
224         LOGE("shadow get failed");
225         return;
226     }
227     shadow->CancelShadow();
228 }
229 
GetRenderFocusAnimation() const230 RefPtr<RenderFocusAnimation> FocusAnimationManager::GetRenderFocusAnimation() const
231 {
232     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
233         return nullptr;
234     }
235     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
236     if (!focusAnimation) {
237         LOGE("focusAnimation get failed");
238         return nullptr;
239     }
240     return focusAnimation;
241 }
242 
SetUseRoot(bool useRoot)243 void FocusAnimationManager::SetUseRoot(bool useRoot)
244 {
245     useRoot_ = useRoot;
246     if (!useRoot_ && !rootFocusAnimationStack_.empty()) {
247         auto focusAnimation = rootFocusAnimationStack_.top().Upgrade();
248         if (focusAnimation) {
249             focusAnimation->CancelFocusAnimation();
250         }
251     }
252 }
253 
SetIsKeyEvent(bool isKeyEvent)254 void FocusAnimationManager::SetIsKeyEvent(bool isKeyEvent)
255 {
256     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
257         LOGD("focus animation stack is empty");
258         return;
259     }
260     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
261     if (!focusAnimation) {
262         LOGE("focusAnimation get failed");
263         return;
264     }
265     focusAnimation->SetIsKeyEvent(isKeyEvent);
266 }
267 
268 } // namespace OHOS::Ace