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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, nsecs_t duration, int repeatCount,
27         RepeatMode repeatMode) {
28 
29     PropertyAnimator* animator = new PropertyAnimator(propertyValuesHolder,
30             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()
40         : BaseRenderNodeAnimator(1.0f) {
41     setStartValue(0);
42     mLastFraction = 0.0f;
43     setInterpolator(new LinearInterpolator());
44     setListener(new PropertyAnimatorSetListener(this));
45 }
46 
onFinished(BaseRenderNodeAnimator * animator)47 void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
48     if (mOneShotListener.get()) {
49         sp<AnimationListener> listener = std::move(mOneShotListener);
50         // Set the listener to nullptr before the onAnimationFinished callback, rather than after,
51         // for two reasons:
52         // 1) We need to prevent changes to mOneShotListener during the onAnimationFinished
53         // callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from
54         // triggering dtor of the bridge and potentially unsafely re-entering
55         // AnimationListenerBridge::onAnimationFinished(...).
56         // 2) It's possible that there are changes to the listener during the callback, therefore
57         // we need to reset the listener before the callback rather than afterwards.
58         mOneShotListener = nullptr;
59         listener->onAnimationFinished(animator);
60     }
61 }
62 
getValue(RenderNode * target) const63 float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
64     return mLastFraction;
65 }
66 
setValue(RenderNode * target,float value)67 void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
68     mLastFraction = value;
69 }
70 
onPlayTimeChanged(nsecs_t playTime)71 void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
72     if (playTime == 0 && mDuration > 0) {
73         // Reset all the animators
74         for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
75             // Note that this set may containing animators modifying the same property, so when we
76             // reset the animators, we need to make sure the animators that end the first will
77             // have the final say on what the property value should be.
78             (*it)->setFraction(0, 0);
79         }
80     } else  {
81         for (auto& anim : mAnimators) {
82             anim->setCurrentPlayTime(playTime);
83         }
84     }
85 }
86 
start(AnimationListener * listener)87 void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
88     init();
89     mOneShotListener = listener;
90     mRequestId++;
91     BaseRenderNodeAnimator::start();
92 }
93 
reverse(AnimationListener * listener)94 void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
95     init();
96     mOneShotListener = listener;
97     mRequestId++;
98     BaseRenderNodeAnimator::reverse();
99 }
100 
reset()101 void PropertyValuesAnimatorSet::reset() {
102     mRequestId++;
103     BaseRenderNodeAnimator::reset();
104 }
105 
end()106 void PropertyValuesAnimatorSet::end() {
107     mRequestId++;
108     BaseRenderNodeAnimator::end();
109 }
110 
init()111 void PropertyValuesAnimatorSet::init() {
112     if (mInitialized) {
113         return;
114     }
115 
116     // Sort the animators by their total duration. Note that all the animators in the set start at
117     // the same time, so the ones with longer total duration (which includes start delay) will
118     // be the ones that end later.
119     std::sort(mAnimators.begin(), mAnimators.end(), [](auto& a, auto&b) {
120         return a->getTotalDuration() < b->getTotalDuration();
121     });
122     mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
123     mInitialized = true;
124 }
125 
dirtyMask()126 uint32_t PropertyValuesAnimatorSet::dirtyMask() {
127     return RenderNode::DISPLAY_LIST;
128 }
129 
PropertyAnimator(PropertyValuesHolder * holder,Interpolator * interpolator,nsecs_t startDelay,nsecs_t duration,int repeatCount,RepeatMode repeatMode)130 PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
131         nsecs_t startDelay, nsecs_t duration, int repeatCount,
132         RepeatMode repeatMode)
133         : mPropertyValuesHolder(holder), mInterpolator(interpolator), 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 }
188