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1 /*
2  * Copyright (C) 2016 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 "PropertyValuesAnimatorSet.h"
18 #include "RenderNode.h"
19 
20 #include <algorithm>
21 
22 namespace android {
23 namespace uirenderer {
24 
addPropertyAnimator(PropertyValuesHolder * propertyValuesHolder,Interpolator * interpolator,nsecs_t startDelay,nsecs_t duration,int repeatCount,RepeatMode repeatMode)25 void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder,
26                                                     Interpolator* interpolator, nsecs_t startDelay,
27                                                     nsecs_t duration, int repeatCount,
28                                                     RepeatMode repeatMode) {
29     PropertyAnimator* animator = new PropertyAnimator(
30             propertyValuesHolder, interpolator, startDelay, duration, repeatCount, repeatMode);
31     mAnimators.emplace_back(animator);
32 
33     // Check whether any child animator is infinite after adding it them to the set.
34     if (repeatCount == -1) {
35         mIsInfinite = true;
36     }
37 }
38 
PropertyValuesAnimatorSet()39 PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() : BaseRenderNodeAnimator(1.0f) {
40     setStartValue(0);
41     mLastFraction = 0.0f;
42     setInterpolator(new LinearInterpolator());
43     setListener(new PropertyAnimatorSetListener(this));
44 }
45 
onFinished(BaseRenderNodeAnimator * animator)46 void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
47     if (mOneShotListener.get()) {
48         sp<AnimationListener> listener = std::move(mOneShotListener);
49         // Set the listener to nullptr before the onAnimationFinished callback, rather than after,
50         // for two reasons:
51         // 1) We need to prevent changes to mOneShotListener during the onAnimationFinished
52         // callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from
53         // triggering dtor of the bridge and potentially unsafely re-entering
54         // AnimationListenerBridge::onAnimationFinished(...).
55         // 2) It's possible that there are changes to the listener during the callback, therefore
56         // we need to reset the listener before the callback rather than afterwards.
57         mOneShotListener = nullptr;
58         listener->onAnimationFinished(animator);
59     }
60 }
61 
getValue(RenderNode * target) const62 float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
63     return mLastFraction;
64 }
65 
setValue(RenderNode * target,float value)66 void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
67     mLastFraction = value;
68 }
69 
onPlayTimeChanged(nsecs_t playTime)70 void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
71     if (playTime == 0 && mDuration > 0) {
72         // Reset all the animators
73         for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
74             // Note that this set may containing animators modifying the same property, so when we
75             // reset the animators, we need to make sure the animators that end the first will
76             // have the final say on what the property value should be.
77             (*it)->setFraction(0, 0);
78         }
79     } else {
80         for (auto& anim : mAnimators) {
81             anim->setCurrentPlayTime(playTime);
82         }
83     }
84 }
85 
start(AnimationListener * listener)86 void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
87     init();
88     mOneShotListener = listener;
89     mRequestId++;
90     BaseRenderNodeAnimator::start();
91 }
92 
reverse(AnimationListener * listener)93 void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
94     init();
95     mOneShotListener = listener;
96     mRequestId++;
97     BaseRenderNodeAnimator::reverse();
98 }
99 
reset()100 void PropertyValuesAnimatorSet::reset() {
101     mRequestId++;
102     BaseRenderNodeAnimator::reset();
103 }
104 
end()105 void PropertyValuesAnimatorSet::end() {
106     mRequestId++;
107     BaseRenderNodeAnimator::end();
108 }
109 
init()110 void PropertyValuesAnimatorSet::init() {
111     if (mInitialized) {
112         return;
113     }
114 
115     // Sort the animators by their total duration. Note that all the animators in the set start at
116     // the same time, so the ones with longer total duration (which includes start delay) will
117     // be the ones that end later.
118     std::sort(mAnimators.begin(), mAnimators.end(),
119               [](auto& a, auto& b) { return a->getTotalDuration() < b->getTotalDuration(); });
120     mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
121     mInitialized = true;
122 }
123 
dirtyMask()124 uint32_t PropertyValuesAnimatorSet::dirtyMask() {
125     return RenderNode::DISPLAY_LIST;
126 }
127 
PropertyAnimator(PropertyValuesHolder * holder,Interpolator * interpolator,nsecs_t startDelay,nsecs_t duration,int repeatCount,RepeatMode repeatMode)128 PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
129                                    nsecs_t startDelay, nsecs_t duration, int repeatCount,
130                                    RepeatMode repeatMode)
131         : mPropertyValuesHolder(holder)
132         , mInterpolator(interpolator)
133         , mStartDelay(startDelay)
134         , mDuration(duration) {
135     if (repeatCount < 0) {
136         mRepeatCount = UINT32_MAX;
137     } else {
138         mRepeatCount = repeatCount;
139     }
140     mRepeatMode = repeatMode;
141     mTotalDuration = ((nsecs_t)mRepeatCount + 1) * mDuration + mStartDelay;
142 }
143 
setCurrentPlayTime(nsecs_t playTime)144 void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
145     if (playTime < mStartDelay) {
146         return;
147     }
148 
149     float currentIterationFraction;
150     long iteration;
151     if (playTime >= mTotalDuration) {
152         // Reached the end of the animation.
153         iteration = mRepeatCount;
154         currentIterationFraction = 1.0f;
155     } else {
156         // play time here is in range [mStartDelay, mTotalDuration)
157         iteration = (playTime - mStartDelay) / mDuration;
158         currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float)mDuration;
159     }
160     setFraction(currentIterationFraction, iteration);
161 }
162 
setFraction(float fraction,long iteration)163 void PropertyAnimator::setFraction(float fraction, long iteration) {
164     double totalFraction = fraction + iteration;
165     // This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there
166     // might be another animator modifying the same property after this animator finishes, we need
167     // to make sure we don't set conflicting values on the same property within one frame.
168     if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) {
169         return;
170     }
171 
172     mLatestFraction = totalFraction;
173     // Check the play direction (i.e. reverse or restart) every other iteration, and calculate the
174     // fraction based on the play direction.
175     if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) {
176         fraction = 1.0f - fraction;
177     }
178     float interpolatedFraction = mInterpolator->interpolate(fraction);
179     mPropertyValuesHolder->setFraction(interpolatedFraction);
180 }
181 
onAnimationFinished(BaseRenderNodeAnimator * animator)182 void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
183     mSet->onFinished(animator);
184 }
185 }
186 }
187