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 "RenderNode.h"
24 #include "RenderProperties.h"
25
26 namespace android {
27 namespace uirenderer {
28
29 /************************************************************
30 * BaseRenderNodeAnimator
31 ************************************************************/
32
BaseRenderNodeAnimator(float finalValue)33 BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue)
34 : mTarget(NULL)
35 , mFinalValue(finalValue)
36 , mDeltaValue(0)
37 , mFromValue(0)
38 , mInterpolator(0)
39 , mStagingPlayState(NOT_STARTED)
40 , mPlayState(NOT_STARTED)
41 , mHasStartValue(false)
42 , mStartTime(0)
43 , mDuration(300)
44 , mStartDelay(0)
45 , mMayRunAsync(true) {
46 }
47
~BaseRenderNodeAnimator()48 BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {
49 delete mInterpolator;
50 }
51
checkMutable()52 void BaseRenderNodeAnimator::checkMutable() {
53 // Should be impossible to hit as the Java-side also has guards for this
54 LOG_ALWAYS_FATAL_IF(mStagingPlayState != NOT_STARTED,
55 "Animator has already been started!");
56 }
57
setInterpolator(Interpolator * interpolator)58 void BaseRenderNodeAnimator::setInterpolator(Interpolator* interpolator) {
59 checkMutable();
60 delete mInterpolator;
61 mInterpolator = interpolator;
62 }
63
setStartValue(float value)64 void BaseRenderNodeAnimator::setStartValue(float value) {
65 checkMutable();
66 doSetStartValue(value);
67 }
68
doSetStartValue(float value)69 void BaseRenderNodeAnimator::doSetStartValue(float value) {
70 mFromValue = value;
71 mDeltaValue = (mFinalValue - mFromValue);
72 mHasStartValue = true;
73 }
74
setDuration(nsecs_t duration)75 void BaseRenderNodeAnimator::setDuration(nsecs_t duration) {
76 checkMutable();
77 mDuration = duration;
78 }
79
setStartDelay(nsecs_t startDelay)80 void BaseRenderNodeAnimator::setStartDelay(nsecs_t startDelay) {
81 checkMutable();
82 mStartDelay = startDelay;
83 }
84
attach(RenderNode * target)85 void BaseRenderNodeAnimator::attach(RenderNode* target) {
86 mTarget = target;
87 onAttached();
88 }
89
pushStaging(AnimationContext & context)90 void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) {
91 if (!mHasStartValue) {
92 doSetStartValue(getValue(mTarget));
93 }
94 if (mStagingPlayState > mPlayState) {
95 mPlayState = mStagingPlayState;
96 // Oh boy, we're starting! Man the battle stations!
97 if (mPlayState == RUNNING) {
98 transitionToRunning(context);
99 } else if (mPlayState == FINISHED) {
100 callOnFinishedListener(context);
101 }
102 }
103 }
104
transitionToRunning(AnimationContext & context)105 void BaseRenderNodeAnimator::transitionToRunning(AnimationContext& context) {
106 nsecs_t frameTimeMs = context.frameTimeMs();
107 LOG_ALWAYS_FATAL_IF(frameTimeMs <= 0, "%" PRId64 " isn't a real frame time!", frameTimeMs);
108 if (mStartDelay < 0 || mStartDelay > 50000) {
109 ALOGW("Your start delay is strange and confusing: %" PRId64, mStartDelay);
110 }
111 mStartTime = frameTimeMs + mStartDelay;
112 if (mStartTime < 0) {
113 ALOGW("Ended up with a really weird start time of %" PRId64
114 " with frame time %" PRId64 " and start delay %" PRId64,
115 mStartTime, frameTimeMs, mStartDelay);
116 // Set to 0 so that the animate() basically instantly finishes
117 mStartTime = 0;
118 }
119 // No interpolator was set, use the default
120 if (!mInterpolator) {
121 mInterpolator = Interpolator::createDefaultInterpolator();
122 }
123 if (mDuration < 0 || mDuration > 50000) {
124 ALOGW("Your duration is strange and confusing: %" PRId64, mDuration);
125 }
126 }
127
animate(AnimationContext & context)128 bool BaseRenderNodeAnimator::animate(AnimationContext& context) {
129 if (mPlayState < RUNNING) {
130 return false;
131 }
132 if (mPlayState == FINISHED) {
133 return true;
134 }
135
136 // If BaseRenderNodeAnimator is handling the delay (not typical), then
137 // because the staging properties reflect the final value, we always need
138 // to call setValue even if the animation isn't yet running or is still
139 // being delayed as we need to override the staging value
140 if (mStartTime > context.frameTimeMs()) {
141 setValue(mTarget, mFromValue);
142 return false;
143 }
144
145 float fraction = 1.0f;
146 if (mPlayState == RUNNING && mDuration > 0) {
147 fraction = (float)(context.frameTimeMs() - mStartTime) / mDuration;
148 }
149 if (fraction >= 1.0f) {
150 fraction = 1.0f;
151 mPlayState = FINISHED;
152 }
153
154 fraction = mInterpolator->interpolate(fraction);
155 setValue(mTarget, mFromValue + (mDeltaValue * fraction));
156
157 if (mPlayState == FINISHED) {
158 callOnFinishedListener(context);
159 return true;
160 }
161
162 return false;
163 }
164
forceEndNow(AnimationContext & context)165 void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) {
166 if (mPlayState < FINISHED) {
167 mPlayState = FINISHED;
168 callOnFinishedListener(context);
169 }
170 }
171
callOnFinishedListener(AnimationContext & context)172 void BaseRenderNodeAnimator::callOnFinishedListener(AnimationContext& context) {
173 if (mListener.get()) {
174 context.callOnFinished(this, mListener.get());
175 }
176 }
177
178 /************************************************************
179 * RenderPropertyAnimator
180 ************************************************************/
181
182 struct RenderPropertyAnimator::PropertyAccessors {
183 RenderNode::DirtyPropertyMask dirtyMask;
184 GetFloatProperty getter;
185 SetFloatProperty setter;
186 };
187
188 // Maps RenderProperty enum to accessors
189 const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY_ACCESSOR_LUT[] = {
190 {RenderNode::TRANSLATION_X, &RenderProperties::getTranslationX, &RenderProperties::setTranslationX },
191 {RenderNode::TRANSLATION_Y, &RenderProperties::getTranslationY, &RenderProperties::setTranslationY },
192 {RenderNode::TRANSLATION_X, &RenderProperties::getTranslationZ, &RenderProperties::setTranslationZ },
193 {RenderNode::SCALE_X, &RenderProperties::getScaleX, &RenderProperties::setScaleX },
194 {RenderNode::SCALE_Y, &RenderProperties::getScaleY, &RenderProperties::setScaleY },
195 {RenderNode::ROTATION, &RenderProperties::getRotation, &RenderProperties::setRotation },
196 {RenderNode::ROTATION_X, &RenderProperties::getRotationX, &RenderProperties::setRotationX },
197 {RenderNode::ROTATION_Y, &RenderProperties::getRotationY, &RenderProperties::setRotationY },
198 {RenderNode::X, &RenderProperties::getX, &RenderProperties::setX },
199 {RenderNode::Y, &RenderProperties::getY, &RenderProperties::setY },
200 {RenderNode::Z, &RenderProperties::getZ, &RenderProperties::setZ },
201 {RenderNode::ALPHA, &RenderProperties::getAlpha, &RenderProperties::setAlpha },
202 };
203
RenderPropertyAnimator(RenderProperty property,float finalValue)204 RenderPropertyAnimator::RenderPropertyAnimator(RenderProperty property, float finalValue)
205 : BaseRenderNodeAnimator(finalValue)
206 , mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {
207 }
208
onAttached()209 void RenderPropertyAnimator::onAttached() {
210 if (!mHasStartValue
211 && mTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) {
212 setStartValue((mTarget->stagingProperties().*mPropertyAccess->getter)());
213 }
214 }
215
onStagingPlayStateChanged()216 void RenderPropertyAnimator::onStagingPlayStateChanged() {
217 if (mStagingPlayState == RUNNING) {
218 (mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue());
219 } else if (mStagingPlayState == FINISHED) {
220 // We're being canceled, so make sure that whatever values the UI thread
221 // is observing for us is pushed over
222 mTarget->setPropertyFieldsDirty(dirtyMask());
223 }
224 }
225
dirtyMask()226 uint32_t RenderPropertyAnimator::dirtyMask() {
227 return mPropertyAccess->dirtyMask;
228 }
229
getValue(RenderNode * target) const230 float RenderPropertyAnimator::getValue(RenderNode* target) const {
231 return (target->properties().*mPropertyAccess->getter)();
232 }
233
setValue(RenderNode * target,float value)234 void RenderPropertyAnimator::setValue(RenderNode* target, float value) {
235 (target->animatorProperties().*mPropertyAccess->setter)(value);
236 }
237
238 /************************************************************
239 * CanvasPropertyPrimitiveAnimator
240 ************************************************************/
241
CanvasPropertyPrimitiveAnimator(CanvasPropertyPrimitive * property,float finalValue)242 CanvasPropertyPrimitiveAnimator::CanvasPropertyPrimitiveAnimator(
243 CanvasPropertyPrimitive* property, float finalValue)
244 : BaseRenderNodeAnimator(finalValue)
245 , mProperty(property) {
246 }
247
getValue(RenderNode * target) const248 float CanvasPropertyPrimitiveAnimator::getValue(RenderNode* target) const {
249 return mProperty->value;
250 }
251
setValue(RenderNode * target,float value)252 void CanvasPropertyPrimitiveAnimator::setValue(RenderNode* target, float value) {
253 mProperty->value = value;
254 }
255
dirtyMask()256 uint32_t CanvasPropertyPrimitiveAnimator::dirtyMask() {
257 return RenderNode::DISPLAY_LIST;
258 }
259
260 /************************************************************
261 * CanvasPropertySkPaintAnimator
262 ************************************************************/
263
CanvasPropertyPaintAnimator(CanvasPropertyPaint * property,PaintField field,float finalValue)264 CanvasPropertyPaintAnimator::CanvasPropertyPaintAnimator(
265 CanvasPropertyPaint* property, PaintField field, float finalValue)
266 : BaseRenderNodeAnimator(finalValue)
267 , mProperty(property)
268 , mField(field) {
269 }
270
getValue(RenderNode * target) const271 float CanvasPropertyPaintAnimator::getValue(RenderNode* target) const {
272 switch (mField) {
273 case STROKE_WIDTH:
274 return mProperty->value.getStrokeWidth();
275 case ALPHA:
276 return mProperty->value.getAlpha();
277 }
278 LOG_ALWAYS_FATAL("Unknown field %d", (int) mField);
279 return -1;
280 }
281
to_uint8(float value)282 static uint8_t to_uint8(float value) {
283 int c = (int) (value + .5f);
284 return static_cast<uint8_t>( c < 0 ? 0 : c > 255 ? 255 : c );
285 }
286
setValue(RenderNode * target,float value)287 void CanvasPropertyPaintAnimator::setValue(RenderNode* target, float value) {
288 switch (mField) {
289 case STROKE_WIDTH:
290 mProperty->value.setStrokeWidth(value);
291 return;
292 case ALPHA:
293 mProperty->value.setAlpha(to_uint8(value));
294 return;
295 }
296 LOG_ALWAYS_FATAL("Unknown field %d", (int) mField);
297 }
298
dirtyMask()299 uint32_t CanvasPropertyPaintAnimator::dirtyMask() {
300 return RenderNode::DISPLAY_LIST;
301 }
302
RevealAnimator(int centerX,int centerY,float startValue,float finalValue)303 RevealAnimator::RevealAnimator(int centerX, int centerY,
304 float startValue, float finalValue)
305 : BaseRenderNodeAnimator(finalValue)
306 , mCenterX(centerX)
307 , mCenterY(centerY) {
308 setStartValue(startValue);
309 }
310
getValue(RenderNode * target) const311 float RevealAnimator::getValue(RenderNode* target) const {
312 return target->properties().getRevealClip().getRadius();
313 }
314
setValue(RenderNode * target,float value)315 void RevealAnimator::setValue(RenderNode* target, float value) {
316 target->animatorProperties().mutableRevealClip().set(true,
317 mCenterX, mCenterY, value);
318 }
319
dirtyMask()320 uint32_t RevealAnimator::dirtyMask() {
321 return RenderNode::GENERIC;
322 }
323
324 } /* namespace uirenderer */
325 } /* namespace android */
326