187 lines
6.8 KiB
C++
187 lines
6.8 KiB
C++
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "PropertyValuesAnimatorSet.h"
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#include "RenderNode.h"
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#include <algorithm>
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namespace android {
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namespace uirenderer {
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void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder,
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Interpolator* interpolator, nsecs_t startDelay,
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nsecs_t duration, int repeatCount,
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RepeatMode repeatMode) {
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PropertyAnimator* animator = new PropertyAnimator(
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propertyValuesHolder, interpolator, startDelay, duration, repeatCount, repeatMode);
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mAnimators.emplace_back(animator);
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// Check whether any child animator is infinite after adding it them to the set.
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if (repeatCount == -1) {
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mIsInfinite = true;
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}
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}
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PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() : BaseRenderNodeAnimator(1.0f) {
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setStartValue(0);
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mLastFraction = 0.0f;
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setInterpolator(new LinearInterpolator());
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setListener(new PropertyAnimatorSetListener(this));
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}
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void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
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if (mOneShotListener.get()) {
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sp<AnimationListener> listener = std::move(mOneShotListener);
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// Set the listener to nullptr before the onAnimationFinished callback, rather than after,
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// for two reasons:
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// 1) We need to prevent changes to mOneShotListener during the onAnimationFinished
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// callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from
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// triggering dtor of the bridge and potentially unsafely re-entering
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// AnimationListenerBridge::onAnimationFinished(...).
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// 2) It's possible that there are changes to the listener during the callback, therefore
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// we need to reset the listener before the callback rather than afterwards.
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mOneShotListener = nullptr;
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listener->onAnimationFinished(animator);
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}
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}
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float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
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return mLastFraction;
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}
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void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
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mLastFraction = value;
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}
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void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
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if (playTime == 0 && mDuration > 0) {
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// Reset all the animators
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for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
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// Note that this set may containing animators modifying the same property, so when we
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// reset the animators, we need to make sure the animators that end the first will
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// have the final say on what the property value should be.
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(*it)->setFraction(0, 0);
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}
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} else {
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for (auto& anim : mAnimators) {
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anim->setCurrentPlayTime(playTime);
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}
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}
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}
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void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
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init();
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mOneShotListener = listener;
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mRequestId++;
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BaseRenderNodeAnimator::start();
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}
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void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
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init();
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mOneShotListener = listener;
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mRequestId++;
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BaseRenderNodeAnimator::reverse();
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}
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void PropertyValuesAnimatorSet::reset() {
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mRequestId++;
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BaseRenderNodeAnimator::reset();
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}
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void PropertyValuesAnimatorSet::end() {
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mRequestId++;
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BaseRenderNodeAnimator::end();
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}
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void PropertyValuesAnimatorSet::init() {
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if (mInitialized) {
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return;
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}
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// Sort the animators by their total duration. Note that all the animators in the set start at
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// the same time, so the ones with longer total duration (which includes start delay) will
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// be the ones that end later.
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std::sort(mAnimators.begin(), mAnimators.end(),
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[](auto& a, auto& b) { return a->getTotalDuration() < b->getTotalDuration(); });
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mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
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mInitialized = true;
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}
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uint32_t PropertyValuesAnimatorSet::dirtyMask() {
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return RenderNode::DISPLAY_LIST;
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}
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PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
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nsecs_t startDelay, nsecs_t duration, int repeatCount,
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RepeatMode repeatMode)
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: mPropertyValuesHolder(holder)
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, mInterpolator(interpolator)
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, mStartDelay(startDelay)
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, mDuration(duration) {
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if (repeatCount < 0) {
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mRepeatCount = UINT32_MAX;
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} else {
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mRepeatCount = repeatCount;
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}
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mRepeatMode = repeatMode;
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mTotalDuration = ((nsecs_t)mRepeatCount + 1) * mDuration + mStartDelay;
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}
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void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
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if (playTime < mStartDelay) {
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return;
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}
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float currentIterationFraction;
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long iteration;
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if (playTime >= mTotalDuration) {
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// Reached the end of the animation.
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iteration = mRepeatCount;
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currentIterationFraction = 1.0f;
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} else {
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// play time here is in range [mStartDelay, mTotalDuration)
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iteration = (playTime - mStartDelay) / mDuration;
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currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float)mDuration;
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}
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setFraction(currentIterationFraction, iteration);
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}
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void PropertyAnimator::setFraction(float fraction, long iteration) {
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double totalFraction = fraction + iteration;
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// This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there
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// might be another animator modifying the same property after this animator finishes, we need
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// to make sure we don't set conflicting values on the same property within one frame.
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if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) {
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return;
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}
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mLatestFraction = totalFraction;
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// Check the play direction (i.e. reverse or restart) every other iteration, and calculate the
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// fraction based on the play direction.
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if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) {
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fraction = 1.0f - fraction;
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}
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float interpolatedFraction = mInterpolator->interpolate(fraction);
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mPropertyValuesHolder->setFraction(interpolatedFraction);
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}
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void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
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mSet->onFinished(animator);
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}
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}
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}
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