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 #include "AnimatorManager.h"
17
18 #include <algorithm>
19
20 #include "AnimationContext.h"
21 #include "Animator.h"
22 #include "DamageAccumulator.h"
23 #include "RenderNode.h"
24
25 namespace android {
26 namespace uirenderer {
27
28 using namespace std;
29
detach(sp<BaseRenderNodeAnimator> & animator)30 static void detach(sp<BaseRenderNodeAnimator>& animator) {
31 animator->detach();
32 }
33
AnimatorManager(RenderNode & parent)34 AnimatorManager::AnimatorManager(RenderNode& parent)
35 : mParent(parent), mAnimationHandle(nullptr), mCancelAllAnimators(false) {}
36
~AnimatorManager()37 AnimatorManager::~AnimatorManager() {
38 for_each(mNewAnimators.begin(), mNewAnimators.end(), detach);
39 for_each(mAnimators.begin(), mAnimators.end(), detach);
40 }
41
addAnimator(const sp<BaseRenderNodeAnimator> & animator)42 void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
43 RenderNode* stagingTarget = animator->stagingTarget();
44 if (stagingTarget == &mParent) {
45 return;
46 }
47 mNewAnimators.emplace_back(animator.get());
48 // If the animator is already attached to other RenderNode, remove it from that RenderNode's
49 // new animator list. This ensures one animator only ends up in one newAnimatorList during one
50 // frame, even when it's added multiple times to multiple targets.
51 if (stagingTarget) {
52 stagingTarget->removeAnimator(animator);
53 }
54 animator->attach(&mParent);
55 }
56
removeAnimator(const sp<BaseRenderNodeAnimator> & animator)57 void AnimatorManager::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
58 mNewAnimators.erase(std::remove(mNewAnimators.begin(), mNewAnimators.end(), animator),
59 mNewAnimators.end());
60 }
61
setAnimationHandle(AnimationHandle * handle)62 void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
63 LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
64 mAnimationHandle = handle;
65 LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
66 "Lost animation handle on %p (%s) with outstanding animators!", &mParent,
67 mParent.getName());
68 }
69
pushStaging()70 void AnimatorManager::pushStaging() {
71 if (mNewAnimators.size()) {
72 if (CC_UNLIKELY(!mAnimationHandle)) {
73 ALOGW("Trying to start new animators on %p (%s) without an animation handle!", &mParent,
74 mParent.getName());
75 return;
76 }
77
78 // Only add new animators that are not already in the mAnimators list
79 for (auto& anim : mNewAnimators) {
80 if (anim->target() != &mParent) {
81 mAnimators.push_back(std::move(anim));
82 }
83 }
84 mNewAnimators.clear();
85 }
86
87 if (mCancelAllAnimators) {
88 for (auto& animator : mAnimators) {
89 animator->forceEndNow(mAnimationHandle->context());
90 }
91 mCancelAllAnimators = false;
92 } else {
93 // create a copy of mAnimators as onAnimatorTargetChanged can erase mAnimators.
94 FatVector<sp<BaseRenderNodeAnimator>> animators;
95 animators.reserve(mAnimators.size());
96 for (const auto& animator : mAnimators) {
97 animators.push_back(animator);
98 }
99 for (auto& animator : animators) {
100 animator->pushStaging(mAnimationHandle->context());
101 }
102 }
103 }
104
onAnimatorTargetChanged(BaseRenderNodeAnimator * animator)105 void AnimatorManager::onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) {
106 LOG_ALWAYS_FATAL_IF(animator->target() == &mParent, "Target has not been changed");
107 mAnimators.erase(std::remove(mAnimators.begin(), mAnimators.end(), animator), mAnimators.end());
108 }
109
110 class AnimateFunctor {
111 public:
AnimateFunctor(TreeInfo & info,AnimationContext & context,uint32_t * outDirtyMask)112 AnimateFunctor(TreeInfo& info, AnimationContext& context, uint32_t* outDirtyMask)
113 : mInfo(info), mContext(context), mDirtyMask(outDirtyMask) {}
114
operator ()(sp<BaseRenderNodeAnimator> & animator)115 bool operator()(sp<BaseRenderNodeAnimator>& animator) {
116 *mDirtyMask |= animator->dirtyMask();
117 bool remove = animator->animate(mContext);
118 if (remove) {
119 animator->detach();
120 } else {
121 if (animator->isRunning()) {
122 mInfo.out.hasAnimations = true;
123 }
124 if (CC_UNLIKELY(!animator->mayRunAsync())) {
125 mInfo.out.requiresUiRedraw = true;
126 }
127 }
128 return remove;
129 }
130
131 private:
132 TreeInfo& mInfo;
133 AnimationContext& mContext;
134 uint32_t* mDirtyMask;
135 };
136
animate(TreeInfo & info)137 uint32_t AnimatorManager::animate(TreeInfo& info) {
138 if (!mAnimators.size()) return 0;
139
140 // TODO: Can we target this better? For now treat it like any other staging
141 // property push and just damage self before and after animators are run
142
143 mParent.damageSelf(info);
144 info.damageAccumulator->popTransform();
145
146 uint32_t dirty = animateCommon(info);
147
148 info.damageAccumulator->pushTransform(&mParent);
149 mParent.damageSelf(info);
150
151 return dirty;
152 }
153
animateNoDamage(TreeInfo & info)154 void AnimatorManager::animateNoDamage(TreeInfo& info) {
155 animateCommon(info);
156 }
157
animateCommon(TreeInfo & info)158 uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
159 uint32_t dirtyMask = 0;
160 AnimateFunctor functor(info, mAnimationHandle->context(), &dirtyMask);
161 auto newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
162 mAnimators.erase(newEnd, mAnimators.end());
163 mAnimationHandle->notifyAnimationsRan();
164 mParent.mProperties.updateMatrix();
165 return dirtyMask;
166 }
167
endStagingAnimator(sp<BaseRenderNodeAnimator> & animator)168 static void endStagingAnimator(sp<BaseRenderNodeAnimator>& animator) {
169 animator->cancel();
170 if (animator->listener()) {
171 animator->listener()->onAnimationFinished(animator.get());
172 }
173 }
174
endAllStagingAnimators()175 void AnimatorManager::endAllStagingAnimators() {
176 ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
177 // This works because this state can only happen on the UI thread,
178 // which means we're already on the right thread to invoke listeners
179 for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
180 mNewAnimators.clear();
181 }
182
183 class EndActiveAnimatorsFunctor {
184 public:
EndActiveAnimatorsFunctor(AnimationContext & context)185 explicit EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
186
operator ()(sp<BaseRenderNodeAnimator> & animator)187 void operator()(sp<BaseRenderNodeAnimator>& animator) { animator->forceEndNow(mContext); }
188
189 private:
190 AnimationContext& mContext;
191 };
192
endAllActiveAnimators()193 void AnimatorManager::endAllActiveAnimators() {
194 ALOGD("endAllActiveAnimators on %p (%s) with handle %p", &mParent, mParent.getName(),
195 mAnimationHandle);
196 EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
197 for_each(mAnimators.begin(), mAnimators.end(), functor);
198 mAnimators.clear();
199 mAnimationHandle->release();
200 }
201
forceEndAnimators()202 void AnimatorManager::forceEndAnimators() {
203 mCancelAllAnimators = true;
204 }
205
206 } /* namespace uirenderer */
207 } /* namespace android */
208