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1 /*
2  * Copyright (c) 2021 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "core/common/focus_animation_manager.h"
17 
18 #include "base/utils/utils.h"
19 #include "core/components/focus_animation/render_focus_animation.h"
20 #include "core/components/shadow/render_shadow.h"
21 #include "core/components/shadow/shadow_element.h"
22 #include "core/components/stack/stack_element.h"
23 
24 namespace OHOS::Ace {
25 
SetFocusAnimationProperties(const RRect & rrect,const Color & color,const Offset & offset,bool isIndented) const26 void FocusAnimationManager::SetFocusAnimationProperties(
27     const RRect& rrect, const Color& color, const Offset& offset, bool isIndented) const
28 {
29     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
30         return;
31     }
32     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
33     CHECK_NULL_VOID(focusAnimation);
34     if (useRoot_) {
35         auto renderFocusAnimation = focusAnimationStack_.top().Upgrade();
36         if (renderFocusAnimation) {
37             renderFocusAnimation->CancelFocusAnimation();
38         }
39     }
40     focusAnimation->SetFocusAnimationProperties(rrect, color, offset, isIndented);
41 }
42 
SetAvailableRect(const Rect & paintRect)43 void FocusAnimationManager::SetAvailableRect(const Rect& paintRect)
44 {
45     availableRect_ = paintRect;
46 }
47 
CancelFocusAnimation() const48 void FocusAnimationManager::CancelFocusAnimation() const
49 {
50     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
51         return;
52     }
53     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
54     CHECK_NULL_VOID(focusAnimation);
55     focusAnimation->CancelFocusAnimation();
56 }
57 
PushFocusAnimationElement(const RefPtr<Element> & element)58 void FocusAnimationManager::PushFocusAnimationElement(const RefPtr<Element>& element)
59 {
60     auto focusElement = AceType::DynamicCast<FocusAnimationElement>(element);
61     CHECK_NULL_VOID(focusElement);
62     auto renderFocus = AceType::DynamicCast<RenderFocusAnimation>(focusElement->GetRenderNode());
63     CHECK_NULL_VOID(renderFocus);
64     renderFocus->SetPaintRect(availableRect_);
65     if (focusElement->IsRoot()) {
66         if (!rootFocusAnimationStack_.empty()) {
67             auto focusAnimation = rootFocusAnimationStack_.top().Upgrade();
68             if (focusAnimation) {
69                 focusAnimation->CancelFocusAnimation();
70             }
71         }
72         rootFocusAnimationStack_.push(renderFocus);
73     } else {
74         if (!focusAnimationStack_.empty()) {
75             auto focusAnimation = focusAnimationStack_.top().Upgrade();
76             if (focusAnimation) {
77                 focusAnimation->CancelFocusAnimation();
78             }
79         }
80         focusAnimationStack_.push(renderFocus);
81     }
82 }
83 
PopFocusAnimationElement()84 void FocusAnimationManager::PopFocusAnimationElement()
85 {
86     if (focusAnimationStack_.empty()) {
87         return;
88     }
89     focusAnimationStack_.pop();
90     if (!focusAnimationStack_.empty()) {
91         auto focusAnimation = focusAnimationStack_.top().Upgrade();
92         if (!useRoot_ && focusAnimation) {
93             focusAnimation->StartFocusAnimation();
94         }
95     }
96 }
97 
PopRootFocusAnimationElement()98 void FocusAnimationManager::PopRootFocusAnimationElement()
99 {
100     if (rootFocusAnimationStack_.empty()) {
101         return;
102     }
103     rootFocusAnimationStack_.pop();
104 }
105 
StartFocusAnimation() const106 void FocusAnimationManager::StartFocusAnimation() const
107 {
108     if (focusAnimationStack_.empty()) {
109         return;
110     }
111     auto focusAnimation = focusAnimationStack_.top().Upgrade();
112     CHECK_NULL_VOID(focusAnimation);
113     focusAnimation->StartFocusAnimation();
114 }
115 
StopFocusAnimation() const116 void FocusAnimationManager::StopFocusAnimation() const
117 {
118     if (focusAnimationStack_.empty()) {
119         return;
120     }
121     auto focusAnimation = focusAnimationStack_.top().Upgrade();
122     CHECK_NULL_VOID(focusAnimation);
123     focusAnimation->StopFocusAnimation();
124 }
125 
SetFocusAnimationProperties(const RRect & rrect,const Color & color,const Offset & offset,const Rect & clipRect) const126 void FocusAnimationManager::SetFocusAnimationProperties(
127     const RRect& rrect, const Color& color, const Offset& offset, const Rect& clipRect) const
128 {
129     if (focusAnimationStack_.empty()) {
130         return;
131     }
132     auto focusAnimation = focusAnimationStack_.top().Upgrade();
133     CHECK_NULL_VOID(focusAnimation);
134     focusAnimation->SetFocusAnimationProperties(rrect, color, offset, clipRect);
135 }
136 
PushShadow(const RefPtr<Element> & element)137 void FocusAnimationManager::PushShadow(const RefPtr<Element>& element)
138 {
139     auto shadowElement = AceType::DynamicCast<ShadowElement>(element);
140     CHECK_NULL_VOID(shadowElement);
141     auto renderShadow = AceType::DynamicCast<RenderShadow>(shadowElement->GetRenderNode());
142     CHECK_NULL_VOID(renderShadow);
143     shadowStack_.push(renderShadow);
144 }
145 
PopShadow()146 void FocusAnimationManager::PopShadow()
147 {
148     if (shadowStack_.empty()) {
149         LOGE("shadow stack is empty");
150         return;
151     }
152     shadowStack_.pop();
153 }
154 
SetShadowProperties(const RRect & rrect,const Offset & offset)155 void FocusAnimationManager::SetShadowProperties(const RRect& rrect, const Offset& offset)
156 {
157     if (shadowStack_.empty()) {
158         LOGE("shadow stack is empty");
159         return;
160     }
161     auto shadow = shadowStack_.top().Upgrade();
162     CHECK_NULL_VOID(shadow);
163     shadow->SetShadowProperties(rrect, offset);
164 }
165 
SetShadowProperties(const RRect & rrect,const Offset & offset,const Rect & clipRect)166 void FocusAnimationManager::SetShadowProperties(const RRect& rrect, const Offset& offset, const Rect& clipRect)
167 {
168     if (shadowStack_.empty()) {
169         LOGE("shadow stack is empty");
170         return;
171     }
172     auto shadow = shadowStack_.top().Upgrade();
173     CHECK_NULL_VOID(shadow);
174     shadow->SetShadowProperties(rrect, offset, clipRect);
175 }
176 
CancelShadow() const177 void FocusAnimationManager::CancelShadow() const
178 {
179     if (shadowStack_.empty()) {
180         LOGE("shadow stack is empty");
181         return;
182     }
183     auto shadow = shadowStack_.top().Upgrade();
184     CHECK_NULL_VOID(shadow);
185     shadow->CancelShadow();
186 }
187 
GetRenderFocusAnimation() const188 RefPtr<RenderFocusAnimation> FocusAnimationManager::GetRenderFocusAnimation() const
189 {
190     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
191         return nullptr;
192     }
193     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
194     CHECK_NULL_RETURN(focusAnimation, nullptr);
195     return focusAnimation;
196 }
197 
SetUseRoot(bool useRoot)198 void FocusAnimationManager::SetUseRoot(bool useRoot)
199 {
200     useRoot_ = useRoot;
201     if (!useRoot_ && !rootFocusAnimationStack_.empty()) {
202         auto focusAnimation = rootFocusAnimationStack_.top().Upgrade();
203         if (focusAnimation) {
204             focusAnimation->CancelFocusAnimation();
205         }
206     }
207 }
208 
SetIsKeyEvent(bool isKeyEvent)209 void FocusAnimationManager::SetIsKeyEvent(bool isKeyEvent)
210 {
211     if (focusAnimationStack_.empty() || (useRoot_ && rootFocusAnimationStack_.empty())) {
212         return;
213     }
214     auto focusAnimation = useRoot_ ? rootFocusAnimationStack_.top().Upgrade() : focusAnimationStack_.top().Upgrade();
215     CHECK_NULL_VOID(focusAnimation);
216     focusAnimation->SetIsKeyEvent(isKeyEvent);
217 }
218 
219 } // namespace OHOS::Ace