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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         sp<AnimationListener> listener = std::move(mOneShotListener);
     50         // Set the listener to nullptr before the onAnimationFinished callback, rather than after,
     51         // for two reasons:
     52         // 1) We need to prevent changes to mOneShotListener during the onAnimationFinished
     53         // callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from
     54         // triggering dtor of the bridge and potentially unsafely re-entering
     55         // AnimationListenerBridge::onAnimationFinished(...).
     56         // 2) It's possible that there are changes to the listener during the callback, therefore
     57         // we need to reset the listener before the callback rather than afterwards.
     58         mOneShotListener = nullptr;
     59         listener->onAnimationFinished(animator);
     60     }
     61 }
     62 
     63 float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
     64     return mLastFraction;
     65 }
     66 
     67 void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
     68     mLastFraction = value;
     69 }
     70 
     71 void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
     72     if (playTime == 0 && mDuration > 0) {
     73         // Reset all the animators
     74         for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
     75             // Note that this set may containing animators modifying the same property, so when we
     76             // reset the animators, we need to make sure the animators that end the first will
     77             // have the final say on what the property value should be.
     78             (*it)->setFraction(0, 0);
     79         }
     80     } else  {
     81         for (auto& anim : mAnimators) {
     82             anim->setCurrentPlayTime(playTime);
     83         }
     84     }
     85 }
     86 
     87 void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
     88     init();
     89     mOneShotListener = listener;
     90     mRequestId++;
     91     BaseRenderNodeAnimator::start();
     92 }
     93 
     94 void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
     95     init();
     96     mOneShotListener = listener;
     97     mRequestId++;
     98     BaseRenderNodeAnimator::reverse();
     99 }
    100 
    101 void PropertyValuesAnimatorSet::reset() {
    102     mRequestId++;
    103     BaseRenderNodeAnimator::reset();
    104 }
    105 
    106 void PropertyValuesAnimatorSet::end() {
    107     mRequestId++;
    108     BaseRenderNodeAnimator::end();
    109 }
    110 
    111 void PropertyValuesAnimatorSet::init() {
    112     if (mInitialized) {
    113         return;
    114     }
    115 
    116     // Sort the animators by their total duration. Note that all the animators in the set start at
    117     // the same time, so the ones with longer total duration (which includes start delay) will
    118     // be the ones that end later.
    119     std::sort(mAnimators.begin(), mAnimators.end(), [](auto& a, auto&b) {
    120         return a->getTotalDuration() < b->getTotalDuration();
    121     });
    122     mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
    123     mInitialized = true;
    124 }
    125 
    126 uint32_t PropertyValuesAnimatorSet::dirtyMask() {
    127     return RenderNode::DISPLAY_LIST;
    128 }
    129 
    130 PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
    131         nsecs_t startDelay, nsecs_t duration, int repeatCount,
    132         RepeatMode repeatMode)
    133         : mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay),
    134           mDuration(duration) {
    135     if (repeatCount < 0) {
    136         mRepeatCount = UINT32_MAX;
    137     } else {
    138         mRepeatCount = repeatCount;
    139     }
    140     mRepeatMode = repeatMode;
    141     mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay;
    142 }
    143 
    144 void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
    145     if (playTime < mStartDelay) {
    146         return;
    147     }
    148 
    149     float currentIterationFraction;
    150     long iteration;
    151     if (playTime >= mTotalDuration) {
    152         // Reached the end of the animation.
    153         iteration = mRepeatCount;
    154         currentIterationFraction = 1.0f;
    155     } else {
    156         // play time here is in range [mStartDelay, mTotalDuration)
    157         iteration = (playTime - mStartDelay) / mDuration;
    158         currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float) mDuration;
    159     }
    160     setFraction(currentIterationFraction, iteration);
    161 }
    162 
    163 void PropertyAnimator::setFraction(float fraction, long iteration) {
    164     double totalFraction = fraction + iteration;
    165     // This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there
    166     // might be another animator modifying the same property after this animator finishes, we need
    167     // to make sure we don't set conflicting values on the same property within one frame.
    168     if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) {
    169         return;
    170     }
    171 
    172     mLatestFraction = totalFraction;
    173     // Check the play direction (i.e. reverse or restart) every other iteration, and calculate the
    174     // fraction based on the play direction.
    175     if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) {
    176         fraction = 1.0f - fraction;
    177     }
    178     float interpolatedFraction = mInterpolator->interpolate(fraction);
    179     mPropertyValuesHolder->setFraction(interpolatedFraction);
    180 }
    181 
    182 void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
    183     mSet->onFinished(animator);
    184 }
    185 
    186 }
    187 }
    188