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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 #ifndef TREEANIMATIONTRACKER_H_
17 #define TREEANIMATIONTRACKER_H_
18 
19 #include <cutils/compiler.h>
20 #include <utils/RefBase.h>
21 #include <utils/StrongPointer.h>
22 
23 #include "TreeInfo.h"
24 #include "renderthread/TimeLord.h"
25 #include "utils/Macros.h"
26 
27 namespace android {
28 namespace uirenderer {
29 
30 class AnimationContext;
31 class AnimationListener;
32 class BaseRenderNodeAnimator;
33 class RenderNode;
34 
35 /*
36  * AnimationHandle is several classes merged into one.
37  * 1: It maintains the reference to the AnimationContext required to run animators.
38  * 2: It keeps a strong reference to RenderNodes with animators so that
39  *    we don't lose them if they are no longer in the display tree. This is
40  *    required so that we can keep animating them, and properly notify listeners
41  *    of onAnimationFinished.
42  * 3: It forms a doubly linked list so that we can cheaply move between states.
43  */
44 class AnimationHandle {
45     PREVENT_COPY_AND_ASSIGN(AnimationHandle);
46 
47 public:
context()48     AnimationContext& context() { return mContext; }
49 
50     // Called by the RenderNode when it has internally pulsed its own animations
51     // this frame and does not need to be run again this frame.
52     void notifyAnimationsRan();
53 
54     // Stops tracking the RenderNode and destroys the handle. The node must be
55     // re-attached to the AnimationContext to receive managed animation
56     // pulses.
57     void release();
58 
59 private:
60     friend class AnimationContext;
61     explicit AnimationHandle(AnimationContext& context);
62     AnimationHandle(RenderNode& animatingNode, AnimationContext& context);
63     ~AnimationHandle();
64 
65     void insertAfter(AnimationHandle* prev);
66     void removeFromList();
67 
68     sp<RenderNode> mRenderNode;
69 
70     AnimationContext& mContext;
71 
72     AnimationHandle* mPreviousHandle;
73     AnimationHandle* mNextHandle;
74 };
75 
76 class AnimationContext {
77     PREVENT_COPY_AND_ASSIGN(AnimationContext);
78 
79 public:
80     ANDROID_API explicit AnimationContext(renderthread::TimeLord& clock);
81     ANDROID_API virtual ~AnimationContext();
82 
frameTimeMs()83     nsecs_t frameTimeMs() { return mFrameTimeMs; }
hasAnimations()84     bool hasAnimations() {
85         return mCurrentFrameAnimations.mNextHandle || mNextFrameAnimations.mNextHandle;
86     }
87 
88     // Will always add to the next frame list, which is swapped when
89     // startFrame() is called
90     ANDROID_API void addAnimatingRenderNode(RenderNode& node);
91 
92     // Marks the start of a frame, which will update the frame time and move all
93     // next frame animations into the current frame
94     ANDROID_API virtual void startFrame(TreeInfo::TraversalMode mode);
95 
96     // Runs any animations still left in mCurrentFrameAnimations that were not run
97     // as part of the standard RenderNode:prepareTree pass.
98     ANDROID_API virtual void runRemainingAnimations(TreeInfo& info);
99 
100     ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator,
101                                             AnimationListener* listener);
102 
103     ANDROID_API virtual void destroy();
104 
pauseAnimators()105     ANDROID_API virtual void pauseAnimators() {}
106 
107 private:
108     friend class AnimationHandle;
109     void addAnimationHandle(AnimationHandle* handle);
110 
111     renderthread::TimeLord& mClock;
112 
113     // Animations left to run this frame, at the end of the frame this should
114     // be null
115     AnimationHandle mCurrentFrameAnimations;
116     // Animations queued for next frame
117     AnimationHandle mNextFrameAnimations;
118 
119     nsecs_t mFrameTimeMs;
120 };
121 
122 } /* namespace uirenderer */
123 } /* namespace android */
124 
125 #endif /* TREEANIMATIONTRACKER_H_ */
126