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1 /*
2  * Copyright (C) 2014 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "Animator.h"
18 
19 #include <inttypes.h>
20 #include <set>
21 
22 #include "AnimationContext.h"
23 #include "Interpolator.h"
24 #include "RenderNode.h"
25 #include "RenderProperties.h"
26 
27 namespace android {
28 namespace uirenderer {
29 
30 /************************************************************
31  *  BaseRenderNodeAnimator
32  ************************************************************/
33 
BaseRenderNodeAnimator(float finalValue)34 BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue)
35         : mTarget(nullptr)
36         , mStagingTarget(nullptr)
37         , mFinalValue(finalValue)
38         , mDeltaValue(0)
39         , mFromValue(0)
40         , mStagingPlayState(PlayState::NotStarted)
41         , mPlayState(PlayState::NotStarted)
42         , mHasStartValue(false)
43         , mStartTime(0)
44         , mDuration(300)
45         , mStartDelay(0)
46         , mMayRunAsync(true)
47         , mPlayTime(0) {}
48 
~BaseRenderNodeAnimator()49 BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {}
50 
checkMutable()51 void BaseRenderNodeAnimator::checkMutable() {
52     // Should be impossible to hit as the Java-side also has guards for this
53     LOG_ALWAYS_FATAL_IF(mStagingPlayState != PlayState::NotStarted,
54                         "Animator has already been started!");
55 }
56 
setInterpolator(Interpolator * interpolator)57 void BaseRenderNodeAnimator::setInterpolator(Interpolator* interpolator) {
58     checkMutable();
59     mInterpolator.reset(interpolator);
60 }
61 
setStartValue(float value)62 void BaseRenderNodeAnimator::setStartValue(float value) {
63     checkMutable();
64     doSetStartValue(value);
65 }
66 
doSetStartValue(float value)67 void BaseRenderNodeAnimator::doSetStartValue(float value) {
68     mFromValue = value;
69     mDeltaValue = (mFinalValue - mFromValue);
70     mHasStartValue = true;
71 }
72 
setDuration(nsecs_t duration)73 void BaseRenderNodeAnimator::setDuration(nsecs_t duration) {
74     checkMutable();
75     mDuration = duration;
76 }
77 
setStartDelay(nsecs_t startDelay)78 void BaseRenderNodeAnimator::setStartDelay(nsecs_t startDelay) {
79     checkMutable();
80     mStartDelay = startDelay;
81 }
82 
attach(RenderNode * target)83 void BaseRenderNodeAnimator::attach(RenderNode* target) {
84     mStagingTarget = target;
85     onAttached();
86 }
87 
start()88 void BaseRenderNodeAnimator::start() {
89     mStagingPlayState = PlayState::Running;
90     mStagingRequests.push_back(Request::Start);
91     onStagingPlayStateChanged();
92 }
93 
cancel()94 void BaseRenderNodeAnimator::cancel() {
95     mStagingPlayState = PlayState::Finished;
96     mStagingRequests.push_back(Request::Cancel);
97     onStagingPlayStateChanged();
98 }
99 
reset()100 void BaseRenderNodeAnimator::reset() {
101     mStagingPlayState = PlayState::Finished;
102     mStagingRequests.push_back(Request::Reset);
103     onStagingPlayStateChanged();
104 }
105 
reverse()106 void BaseRenderNodeAnimator::reverse() {
107     mStagingPlayState = PlayState::Reversing;
108     mStagingRequests.push_back(Request::Reverse);
109     onStagingPlayStateChanged();
110 }
111 
end()112 void BaseRenderNodeAnimator::end() {
113     mStagingPlayState = PlayState::Finished;
114     mStagingRequests.push_back(Request::End);
115     onStagingPlayStateChanged();
116 }
117 
resolveStagingRequest(Request request)118 void BaseRenderNodeAnimator::resolveStagingRequest(Request request) {
119     switch (request) {
120         case Request::Start:
121             mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing)
122                                 ? mPlayTime
123                                 : 0;
124             mPlayState = PlayState::Running;
125             mPendingActionUponFinish = Action::None;
126             break;
127         case Request::Reverse:
128             mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing)
129                                 ? mPlayTime
130                                 : mDuration;
131             mPlayState = PlayState::Reversing;
132             mPendingActionUponFinish = Action::None;
133             break;
134         case Request::Reset:
135             mPlayTime = 0;
136             mPlayState = PlayState::Finished;
137             mPendingActionUponFinish = Action::Reset;
138             break;
139         case Request::Cancel:
140             mPlayState = PlayState::Finished;
141             mPendingActionUponFinish = Action::None;
142             break;
143         case Request::End:
144             mPlayTime = mPlayState == PlayState::Reversing ? 0 : mDuration;
145             mPlayState = PlayState::Finished;
146             mPendingActionUponFinish = Action::End;
147             break;
148         default:
149             LOG_ALWAYS_FATAL("Invalid staging request: %d", static_cast<int>(request));
150     };
151 }
152 
pushStaging(AnimationContext & context)153 void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) {
154     if (mStagingTarget) {
155         RenderNode* oldTarget = mTarget;
156         mTarget = mStagingTarget;
157         mStagingTarget = nullptr;
158         if (oldTarget && oldTarget != mTarget) {
159             oldTarget->onAnimatorTargetChanged(this);
160         }
161     }
162 
163     if (!mHasStartValue) {
164         doSetStartValue(getValue(mTarget));
165     }
166 
167     if (!mStagingRequests.empty()) {
168         // No interpolator was set, use the default
169         if (mPlayState == PlayState::NotStarted && !mInterpolator) {
170             mInterpolator.reset(Interpolator::createDefaultInterpolator());
171         }
172         // Keep track of the play state and play time before they are changed when
173         // staging requests are resolved.
174         nsecs_t currentPlayTime = mPlayTime;
175         PlayState prevFramePlayState = mPlayState;
176 
177         // Resolve staging requests one by one.
178         for (Request request : mStagingRequests) {
179             resolveStagingRequest(request);
180         }
181         mStagingRequests.clear();
182 
183         if (mStagingPlayState == PlayState::Finished) {
184             callOnFinishedListener(context);
185         } else if (mStagingPlayState == PlayState::Running ||
186                    mStagingPlayState == PlayState::Reversing) {
187             bool changed = currentPlayTime != mPlayTime || prevFramePlayState != mStagingPlayState;
188             if (prevFramePlayState != mStagingPlayState) {
189                 transitionToRunning(context);
190             }
191             if (changed) {
192                 // Now we need to seek to the stagingPlayTime (i.e. the animation progress that was
193                 // requested from UI thread). It is achieved by modifying mStartTime, such that
194                 // current time - mStartTime = stagingPlayTime (or mDuration -stagingPlayTime in the
195                 // case of reversing)
196                 nsecs_t currentFrameTime = context.frameTimeMs();
197                 if (mPlayState == PlayState::Reversing) {
198                     // Reverse is not supported for animations with a start delay, so here we
199                     // assume no start delay.
200                     mStartTime = currentFrameTime - (mDuration - mPlayTime);
201                 } else {
202                     // Animation should play forward
203                     if (mPlayTime == 0) {
204                         // If the request is to start from the beginning, include start delay.
205                         mStartTime = currentFrameTime + mStartDelay;
206                     } else {
207                         // If the request is to seek to a non-zero play time, then we skip start
208                         // delay.
209                         mStartTime = currentFrameTime - mPlayTime;
210                     }
211                 }
212             }
213         }
214     }
215     onPushStaging();
216 }
217 
transitionToRunning(AnimationContext & context)218 void BaseRenderNodeAnimator::transitionToRunning(AnimationContext& context) {
219     nsecs_t frameTimeMs = context.frameTimeMs();
220     LOG_ALWAYS_FATAL_IF(frameTimeMs <= 0, "%" PRId64 " isn't a real frame time!", frameTimeMs);
221     if (mStartDelay < 0 || mStartDelay > 50000) {
222         ALOGW("Your start delay is strange and confusing: %" PRId64, mStartDelay);
223     }
224     mStartTime = frameTimeMs + mStartDelay;
225     if (mStartTime < 0) {
226         ALOGW("Ended up with a really weird start time of %" PRId64 " with frame time %" PRId64
227               " and start delay %" PRId64,
228               mStartTime, frameTimeMs, mStartDelay);
229         // Set to 0 so that the animate() basically instantly finishes
230         mStartTime = 0;
231     }
232     if (mDuration < 0) {
233         ALOGW("Your duration is strange and confusing: %" PRId64, mDuration);
234     }
235 }
236 
animate(AnimationContext & context)237 bool BaseRenderNodeAnimator::animate(AnimationContext& context) {
238     if (mPlayState < PlayState::Running) {
239         return false;
240     }
241     if (mPlayState == PlayState::Finished) {
242         if (mPendingActionUponFinish == Action::Reset) {
243             // Skip to start.
244             updatePlayTime(0);
245         } else if (mPendingActionUponFinish == Action::End) {
246             // Skip to end.
247             updatePlayTime(mDuration);
248         }
249         // Reset pending action.
250         mPendingActionUponFinish = Action::None;
251         return true;
252     }
253 
254     // This should be set before setValue() so animators can query this time when setValue
255     // is called.
256     nsecs_t currentPlayTime = context.frameTimeMs() - mStartTime;
257     bool finished = updatePlayTime(currentPlayTime);
258     if (finished && mPlayState != PlayState::Finished) {
259         mPlayState = PlayState::Finished;
260         callOnFinishedListener(context);
261     }
262     return finished;
263 }
264 
updatePlayTime(nsecs_t playTime)265 bool BaseRenderNodeAnimator::updatePlayTime(nsecs_t playTime) {
266     mPlayTime = mPlayState == PlayState::Reversing ? mDuration - playTime : playTime;
267     onPlayTimeChanged(mPlayTime);
268     // If BaseRenderNodeAnimator is handling the delay (not typical), then
269     // because the staging properties reflect the final value, we always need
270     // to call setValue even if the animation isn't yet running or is still
271     // being delayed as we need to override the staging value
272     if (playTime < 0) {
273         setValue(mTarget, mFromValue);
274         return false;
275     }
276 
277     float fraction = 1.0f;
278     if ((mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) && mDuration > 0) {
279         fraction = mPlayTime / (float)mDuration;
280     }
281     fraction = MathUtils::clamp(fraction, 0.0f, 1.0f);
282 
283     fraction = mInterpolator->interpolate(fraction);
284     setValue(mTarget, mFromValue + (mDeltaValue * fraction));
285 
286     return playTime >= mDuration;
287 }
288 
getRemainingPlayTime()289 nsecs_t BaseRenderNodeAnimator::getRemainingPlayTime() {
290     return mPlayState == PlayState::Reversing ? mPlayTime : mDuration - mPlayTime;
291 }
292 
forceEndNow(AnimationContext & context)293 void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) {
294     if (mPlayState < PlayState::Finished) {
295         mPlayState = PlayState::Finished;
296         callOnFinishedListener(context);
297     }
298 }
299 
callOnFinishedListener(AnimationContext & context)300 void BaseRenderNodeAnimator::callOnFinishedListener(AnimationContext& context) {
301     if (mListener.get()) {
302         context.callOnFinished(this, mListener.get());
303     }
304 }
305 
306 /************************************************************
307  *  RenderPropertyAnimator
308  ************************************************************/
309 
310 struct RenderPropertyAnimator::PropertyAccessors {
311     RenderNode::DirtyPropertyMask dirtyMask;
312     GetFloatProperty getter;
313     SetFloatProperty setter;
314 };
315 
316 // Maps RenderProperty enum to accessors
317 const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY_ACCESSOR_LUT[] = {
318         {RenderNode::TRANSLATION_X, &RenderProperties::getTranslationX,
319          &RenderProperties::setTranslationX},
320         {RenderNode::TRANSLATION_Y, &RenderProperties::getTranslationY,
321          &RenderProperties::setTranslationY},
322         {RenderNode::TRANSLATION_Z, &RenderProperties::getTranslationZ,
323          &RenderProperties::setTranslationZ},
324         {RenderNode::SCALE_X, &RenderProperties::getScaleX, &RenderProperties::setScaleX},
325         {RenderNode::SCALE_Y, &RenderProperties::getScaleY, &RenderProperties::setScaleY},
326         {RenderNode::ROTATION, &RenderProperties::getRotation, &RenderProperties::setRotation},
327         {RenderNode::ROTATION_X, &RenderProperties::getRotationX, &RenderProperties::setRotationX},
328         {RenderNode::ROTATION_Y, &RenderProperties::getRotationY, &RenderProperties::setRotationY},
329         {RenderNode::X, &RenderProperties::getX, &RenderProperties::setX},
330         {RenderNode::Y, &RenderProperties::getY, &RenderProperties::setY},
331         {RenderNode::Z, &RenderProperties::getZ, &RenderProperties::setZ},
332         {RenderNode::ALPHA, &RenderProperties::getAlpha, &RenderProperties::setAlpha},
333 };
334 
RenderPropertyAnimator(RenderProperty property,float finalValue)335 RenderPropertyAnimator::RenderPropertyAnimator(RenderProperty property, float finalValue)
336         : BaseRenderNodeAnimator(finalValue), mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {}
337 
onAttached()338 void RenderPropertyAnimator::onAttached() {
339     if (!mHasStartValue && mStagingTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) {
340         setStartValue((mStagingTarget->stagingProperties().*mPropertyAccess->getter)());
341     }
342 }
343 
onStagingPlayStateChanged()344 void RenderPropertyAnimator::onStagingPlayStateChanged() {
345     if (mStagingPlayState == PlayState::Running) {
346         if (mStagingTarget) {
347             (mStagingTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue());
348         } else {
349             // In the case of start delay where stagingTarget has been sync'ed over and null'ed
350             // we delay the properties update to push staging.
351             mShouldUpdateStagingProperties = true;
352         }
353     } else if (mStagingPlayState == PlayState::Finished) {
354         // We're being canceled, so make sure that whatever values the UI thread
355         // is observing for us is pushed over
356         mShouldSyncPropertyFields = true;
357     }
358 }
359 
onPushStaging()360 void RenderPropertyAnimator::onPushStaging() {
361     if (mShouldUpdateStagingProperties) {
362         (mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue());
363         mShouldUpdateStagingProperties = false;
364     }
365 
366     if (mShouldSyncPropertyFields) {
367         mTarget->setPropertyFieldsDirty(dirtyMask());
368         mShouldSyncPropertyFields = false;
369     }
370 }
371 
dirtyMask()372 uint32_t RenderPropertyAnimator::dirtyMask() {
373     return mPropertyAccess->dirtyMask;
374 }
375 
getValue(RenderNode * target) const376 float RenderPropertyAnimator::getValue(RenderNode* target) const {
377     return (target->properties().*mPropertyAccess->getter)();
378 }
379 
setValue(RenderNode * target,float value)380 void RenderPropertyAnimator::setValue(RenderNode* target, float value) {
381     (target->animatorProperties().*mPropertyAccess->setter)(value);
382 }
383 
384 /************************************************************
385  *  CanvasPropertyPrimitiveAnimator
386  ************************************************************/
387 
CanvasPropertyPrimitiveAnimator(CanvasPropertyPrimitive * property,float finalValue)388 CanvasPropertyPrimitiveAnimator::CanvasPropertyPrimitiveAnimator(CanvasPropertyPrimitive* property,
389                                                                  float finalValue)
390         : BaseRenderNodeAnimator(finalValue), mProperty(property) {}
391 
getValue(RenderNode * target) const392 float CanvasPropertyPrimitiveAnimator::getValue(RenderNode* target) const {
393     return mProperty->value;
394 }
395 
setValue(RenderNode * target,float value)396 void CanvasPropertyPrimitiveAnimator::setValue(RenderNode* target, float value) {
397     mProperty->value = value;
398 }
399 
dirtyMask()400 uint32_t CanvasPropertyPrimitiveAnimator::dirtyMask() {
401     return RenderNode::DISPLAY_LIST;
402 }
403 
404 /************************************************************
405  *  CanvasPropertySkPaintAnimator
406  ************************************************************/
407 
CanvasPropertyPaintAnimator(CanvasPropertyPaint * property,PaintField field,float finalValue)408 CanvasPropertyPaintAnimator::CanvasPropertyPaintAnimator(CanvasPropertyPaint* property,
409                                                          PaintField field, float finalValue)
410         : BaseRenderNodeAnimator(finalValue), mProperty(property), mField(field) {}
411 
getValue(RenderNode * target) const412 float CanvasPropertyPaintAnimator::getValue(RenderNode* target) const {
413     switch (mField) {
414         case STROKE_WIDTH:
415             return mProperty->value.getStrokeWidth();
416         case ALPHA:
417             return mProperty->value.getAlpha();
418     }
419     LOG_ALWAYS_FATAL("Unknown field %d", (int)mField);
420     return -1;
421 }
422 
to_uint8(float value)423 static uint8_t to_uint8(float value) {
424     int c = (int)(value + .5f);
425     return static_cast<uint8_t>(c < 0 ? 0 : c > 255 ? 255 : c);
426 }
427 
setValue(RenderNode * target,float value)428 void CanvasPropertyPaintAnimator::setValue(RenderNode* target, float value) {
429     switch (mField) {
430         case STROKE_WIDTH:
431             mProperty->value.setStrokeWidth(value);
432             return;
433         case ALPHA:
434             mProperty->value.setAlpha(to_uint8(value));
435             return;
436     }
437     LOG_ALWAYS_FATAL("Unknown field %d", (int)mField);
438 }
439 
dirtyMask()440 uint32_t CanvasPropertyPaintAnimator::dirtyMask() {
441     return RenderNode::DISPLAY_LIST;
442 }
443 
RevealAnimator(int centerX,int centerY,float startValue,float finalValue)444 RevealAnimator::RevealAnimator(int centerX, int centerY, float startValue, float finalValue)
445         : BaseRenderNodeAnimator(finalValue), mCenterX(centerX), mCenterY(centerY) {
446     setStartValue(startValue);
447 }
448 
getValue(RenderNode * target) const449 float RevealAnimator::getValue(RenderNode* target) const {
450     return target->properties().getRevealClip().getRadius();
451 }
452 
setValue(RenderNode * target,float value)453 void RevealAnimator::setValue(RenderNode* target, float value) {
454     target->animatorProperties().mutableRevealClip().set(true, mCenterX, mCenterY, value);
455 }
456 
dirtyMask()457 uint32_t RevealAnimator::dirtyMask() {
458     return RenderNode::GENERIC;
459 }
460 
461 } /* namespace uirenderer */
462 } /* namespace android */
463