platform_frameworks_base/libs/hwui/AnimatorManager.cpp

189 lines
6.2 KiB
C++

/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "AnimatorManager.h"
#include <algorithm>
#include "AnimationContext.h"
#include "Animator.h"
#include "DamageAccumulator.h"
#include "RenderNode.h"
namespace android {
namespace uirenderer {
using namespace std;
static void detach(sp<BaseRenderNodeAnimator>& animator) {
animator->detach();
}
AnimatorManager::AnimatorManager(RenderNode& parent) : mParent(parent), mAnimationHandle(nullptr) {}
AnimatorManager::~AnimatorManager() {
for_each(mNewAnimators.begin(), mNewAnimators.end(), detach);
for_each(mAnimators.begin(), mAnimators.end(), detach);
}
void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
RenderNode* stagingTarget = animator->stagingTarget();
if (stagingTarget == &mParent) {
return;
}
mNewAnimators.emplace_back(animator.get());
// If the animator is already attached to other RenderNode, remove it from that RenderNode's
// new animator list. This ensures one animator only ends up in one newAnimatorList during one
// frame, even when it's added multiple times to multiple targets.
if (stagingTarget) {
stagingTarget->removeAnimator(animator);
}
animator->attach(&mParent);
}
void AnimatorManager::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
mNewAnimators.erase(std::remove(mNewAnimators.begin(), mNewAnimators.end(), animator),
mNewAnimators.end());
}
void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
mAnimationHandle = handle;
LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
"Lost animation handle on %p (%s) with outstanding animators!", &mParent,
mParent.getName());
}
void AnimatorManager::pushStaging() {
if (mNewAnimators.size()) {
if (CC_UNLIKELY(!mAnimationHandle)) {
ALOGW("Trying to start new animators on %p (%s) without an animation handle!", &mParent,
mParent.getName());
return;
}
// Only add new animators that are not already in the mAnimators list
for (auto& anim : mNewAnimators) {
if (anim->target() != &mParent) {
mAnimators.push_back(std::move(anim));
}
}
mNewAnimators.clear();
}
for (auto& animator : mAnimators) {
animator->pushStaging(mAnimationHandle->context());
}
}
void AnimatorManager::onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) {
LOG_ALWAYS_FATAL_IF(animator->target() == &mParent, "Target has not been changed");
mAnimators.erase(std::remove(mAnimators.begin(), mAnimators.end(), animator), mAnimators.end());
}
class AnimateFunctor {
public:
AnimateFunctor(TreeInfo& info, AnimationContext& context, uint32_t* outDirtyMask)
: mInfo(info), mContext(context), mDirtyMask(outDirtyMask) {}
bool operator()(sp<BaseRenderNodeAnimator>& animator) {
*mDirtyMask |= animator->dirtyMask();
bool remove = animator->animate(mContext);
if (remove) {
animator->detach();
} else {
if (animator->isRunning()) {
mInfo.out.hasAnimations = true;
}
if (CC_UNLIKELY(!animator->mayRunAsync())) {
mInfo.out.requiresUiRedraw = true;
}
}
return remove;
}
private:
TreeInfo& mInfo;
AnimationContext& mContext;
uint32_t* mDirtyMask;
};
uint32_t AnimatorManager::animate(TreeInfo& info) {
if (!mAnimators.size()) return 0;
// TODO: Can we target this better? For now treat it like any other staging
// property push and just damage self before and after animators are run
mParent.damageSelf(info);
info.damageAccumulator->popTransform();
uint32_t dirty = animateCommon(info);
info.damageAccumulator->pushTransform(&mParent);
mParent.damageSelf(info);
return dirty;
}
void AnimatorManager::animateNoDamage(TreeInfo& info) {
animateCommon(info);
}
uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
uint32_t dirtyMask = 0;
AnimateFunctor functor(info, mAnimationHandle->context(), &dirtyMask);
auto newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.erase(newEnd, mAnimators.end());
mAnimationHandle->notifyAnimationsRan();
mParent.mProperties.updateMatrix();
return dirtyMask;
}
static void endStagingAnimator(sp<BaseRenderNodeAnimator>& animator) {
animator->cancel();
if (animator->listener()) {
animator->listener()->onAnimationFinished(animator.get());
}
}
void AnimatorManager::endAllStagingAnimators() {
ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
// This works because this state can only happen on the UI thread,
// which means we're already on the right thread to invoke listeners
for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
mNewAnimators.clear();
}
class EndActiveAnimatorsFunctor {
public:
explicit EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
void operator()(sp<BaseRenderNodeAnimator>& animator) { animator->forceEndNow(mContext); }
private:
AnimationContext& mContext;
};
void AnimatorManager::endAllActiveAnimators() {
ALOGD("endAllActiveAnimators on %p (%s) with handle %p", &mParent, mParent.getName(),
mAnimationHandle);
EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
for_each(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.clear();
mAnimationHandle->release();
}
} /* namespace uirenderer */
} /* namespace android */