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