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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 
     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 
     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 
     47 void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
     48     if (mOneShotListener.get()) {
     49         mOneShotListener->onAnimationFinished(animator);
     50         mOneShotListener = nullptr;
     51     }
     52 }
     53 
     54 float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
     55     return mLastFraction;
     56 }
     57 
     58 void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
     59     mLastFraction = value;
     60 }
     61 
     62 void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
     63     if (playTime == 0 && mDuration > 0) {
     64         // Reset all the animators
     65         for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
     66             // Note that this set may containing animators modifying the same property, so when we
     67             // reset the animators, we need to make sure the animators that end the first will
     68             // have the final say on what the property value should be.
     69             (*it)->setFraction(0, 0);
     70         }
     71     } else  {
     72         for (auto& anim : mAnimators) {
     73             anim->setCurrentPlayTime(playTime);
     74         }
     75     }
     76 }
     77 
     78 void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
     79     init();
     80     mOneShotListener = listener;
     81     mRequestId++;
     82     BaseRenderNodeAnimator::start();
     83 }
     84 
     85 void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
     86     init();
     87     mOneShotListener = listener;
     88     mRequestId++;
     89     BaseRenderNodeAnimator::reverse();
     90 }
     91 
     92 void PropertyValuesAnimatorSet::reset() {
     93     mRequestId++;
     94     BaseRenderNodeAnimator::reset();
     95 }
     96 
     97 void PropertyValuesAnimatorSet::end() {
     98     mRequestId++;
     99     BaseRenderNodeAnimator::end();
    100 }
    101 
    102 void PropertyValuesAnimatorSet::init() {
    103     if (mInitialized) {
    104         return;
    105     }
    106 
    107     // Sort the animators by their total duration. Note that all the animators in the set start at
    108     // the same time, so the ones with longer total duration (which includes start delay) will
    109     // be the ones that end later.
    110     std::sort(mAnimators.begin(), mAnimators.end(), [](auto& a, auto&b) {
    111         return a->getTotalDuration() < b->getTotalDuration();
    112     });
    113     mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
    114     mInitialized = true;
    115 }
    116 
    117 uint32_t PropertyValuesAnimatorSet::dirtyMask() {
    118     return RenderNode::DISPLAY_LIST;
    119 }
    120 
    121 PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
    122         nsecs_t startDelay, nsecs_t duration, int repeatCount,
    123         RepeatMode repeatMode)
    124         : mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay),
    125           mDuration(duration) {
    126     if (repeatCount < 0) {
    127         mRepeatCount = UINT32_MAX;
    128     } else {
    129         mRepeatCount = repeatCount;
    130     }
    131     mRepeatMode = repeatMode;
    132     mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay;
    133 }
    134 
    135 void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
    136     if (playTime < mStartDelay) {
    137         return;
    138     }
    139 
    140     float currentIterationFraction;
    141     long iteration;
    142     if (playTime >= mTotalDuration) {
    143         // Reached the end of the animation.
    144         iteration = mRepeatCount;
    145         currentIterationFraction = 1.0f;
    146     } else {
    147         // play time here is in range [mStartDelay, mTotalDuration)
    148         iteration = (playTime - mStartDelay) / mDuration;
    149         currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float) mDuration;
    150     }
    151     setFraction(currentIterationFraction, iteration);
    152 }
    153 
    154 void PropertyAnimator::setFraction(float fraction, long iteration) {
    155     double totalFraction = fraction + iteration;
    156     // This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there
    157     // might be another animator modifying the same property after this animator finishes, we need
    158     // to make sure we don't set conflicting values on the same property within one frame.
    159     if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) {
    160         return;
    161     }
    162 
    163     mLatestFraction = totalFraction;
    164     // Check the play direction (i.e. reverse or restart) every other iteration, and calculate the
    165     // fraction based on the play direction.
    166     if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) {
    167         fraction = 1.0f - fraction;
    168     }
    169     float interpolatedFraction = mInterpolator->interpolate(fraction);
    170     mPropertyValuesHolder->setFraction(interpolatedFraction);
    171 }
    172 
    173 void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
    174     mSet->onFinished(animator);
    175 }
    176 
    177 }
    178 }
    179