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