platform_frameworks_base/libs/hwui/PropertyValuesAnimatorSet.cpp

187 lines
6.8 KiB
C++

/*
* Copyright (C) 2016 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 "PropertyValuesAnimatorSet.h"
#include "RenderNode.h"
#include <algorithm>
namespace android {
namespace uirenderer {
void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder,
Interpolator* interpolator, nsecs_t startDelay,
nsecs_t duration, int repeatCount,
RepeatMode repeatMode) {
PropertyAnimator* animator = new PropertyAnimator(
propertyValuesHolder, interpolator, startDelay, duration, repeatCount, repeatMode);
mAnimators.emplace_back(animator);
// Check whether any child animator is infinite after adding it them to the set.
if (repeatCount == -1) {
mIsInfinite = true;
}
}
PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() : BaseRenderNodeAnimator(1.0f) {
setStartValue(0);
mLastFraction = 0.0f;
setInterpolator(new LinearInterpolator());
setListener(new PropertyAnimatorSetListener(this));
}
void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
if (mOneShotListener.get()) {
sp<AnimationListener> listener = std::move(mOneShotListener);
// Set the listener to nullptr before the onAnimationFinished callback, rather than after,
// for two reasons:
// 1) We need to prevent changes to mOneShotListener during the onAnimationFinished
// callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from
// triggering dtor of the bridge and potentially unsafely re-entering
// AnimationListenerBridge::onAnimationFinished(...).
// 2) It's possible that there are changes to the listener during the callback, therefore
// we need to reset the listener before the callback rather than afterwards.
mOneShotListener = nullptr;
listener->onAnimationFinished(animator);
}
}
float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
return mLastFraction;
}
void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
mLastFraction = value;
}
void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
if (playTime == 0 && mDuration > 0) {
// Reset all the animators
for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
// Note that this set may containing animators modifying the same property, so when we
// reset the animators, we need to make sure the animators that end the first will
// have the final say on what the property value should be.
(*it)->setFraction(0, 0);
}
} else {
for (auto& anim : mAnimators) {
anim->setCurrentPlayTime(playTime);
}
}
}
void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
init();
mOneShotListener = listener;
mRequestId++;
BaseRenderNodeAnimator::start();
}
void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
init();
mOneShotListener = listener;
mRequestId++;
BaseRenderNodeAnimator::reverse();
}
void PropertyValuesAnimatorSet::reset() {
mRequestId++;
BaseRenderNodeAnimator::reset();
}
void PropertyValuesAnimatorSet::end() {
mRequestId++;
BaseRenderNodeAnimator::end();
}
void PropertyValuesAnimatorSet::init() {
if (mInitialized) {
return;
}
// Sort the animators by their total duration. Note that all the animators in the set start at
// the same time, so the ones with longer total duration (which includes start delay) will
// be the ones that end later.
std::sort(mAnimators.begin(), mAnimators.end(),
[](auto& a, auto& b) { return a->getTotalDuration() < b->getTotalDuration(); });
mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
mInitialized = true;
}
uint32_t PropertyValuesAnimatorSet::dirtyMask() {
return RenderNode::DISPLAY_LIST;
}
PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
nsecs_t startDelay, nsecs_t duration, int repeatCount,
RepeatMode repeatMode)
: mPropertyValuesHolder(holder)
, mInterpolator(interpolator)
, mStartDelay(startDelay)
, mDuration(duration) {
if (repeatCount < 0) {
mRepeatCount = UINT32_MAX;
} else {
mRepeatCount = repeatCount;
}
mRepeatMode = repeatMode;
mTotalDuration = ((nsecs_t)mRepeatCount + 1) * mDuration + mStartDelay;
}
void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
if (playTime < mStartDelay) {
return;
}
float currentIterationFraction;
long iteration;
if (playTime >= mTotalDuration) {
// Reached the end of the animation.
iteration = mRepeatCount;
currentIterationFraction = 1.0f;
} else {
// play time here is in range [mStartDelay, mTotalDuration)
iteration = (playTime - mStartDelay) / mDuration;
currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float)mDuration;
}
setFraction(currentIterationFraction, iteration);
}
void PropertyAnimator::setFraction(float fraction, long iteration) {
double totalFraction = fraction + iteration;
// This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there
// might be another animator modifying the same property after this animator finishes, we need
// to make sure we don't set conflicting values on the same property within one frame.
if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) {
return;
}
mLatestFraction = totalFraction;
// Check the play direction (i.e. reverse or restart) every other iteration, and calculate the
// fraction based on the play direction.
if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) {
fraction = 1.0f - fraction;
}
float interpolatedFraction = mInterpolator->interpolate(fraction);
mPropertyValuesHolder->setFraction(interpolatedFraction);
}
void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
mSet->onFinished(animator);
}
}
}