Home | History | Annotate | Download | only in hwui
      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,
     27                                                     nsecs_t duration, int repeatCount,
     28                                                     RepeatMode repeatMode) {
     29     PropertyAnimator* animator = new PropertyAnimator(
     30             propertyValuesHolder, 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() : BaseRenderNodeAnimator(1.0f) {
     40     setStartValue(0);
     41     mLastFraction = 0.0f;
     42     setInterpolator(new LinearInterpolator());
     43     setListener(new PropertyAnimatorSetListener(this));
     44 }
     45 
     46 void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
     47     if (mOneShotListener.get()) {
     48         sp<AnimationListener> listener = std::move(mOneShotListener);
     49         // Set the listener to nullptr before the onAnimationFinished callback, rather than after,
     50         // for two reasons:
     51         // 1) We need to prevent changes to mOneShotListener during the onAnimationFinished
     52         // callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from
     53         // triggering dtor of the bridge and potentially unsafely re-entering
     54         // AnimationListenerBridge::onAnimationFinished(...).
     55         // 2) It's possible that there are changes to the listener during the callback, therefore
     56         // we need to reset the listener before the callback rather than afterwards.
     57         mOneShotListener = nullptr;
     58         listener->onAnimationFinished(animator);
     59     }
     60 }
     61 
     62 float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
     63     return mLastFraction;
     64 }
     65 
     66 void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
     67     mLastFraction = value;
     68 }
     69 
     70 void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
     71     if (playTime == 0 && mDuration > 0) {
     72         // Reset all the animators
     73         for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
     74             // Note that this set may containing animators modifying the same property, so when we
     75             // reset the animators, we need to make sure the animators that end the first will
     76             // have the final say on what the property value should be.
     77             (*it)->setFraction(0, 0);
     78         }
     79     } else {
     80         for (auto& anim : mAnimators) {
     81             anim->setCurrentPlayTime(playTime);
     82         }
     83     }
     84 }
     85 
     86 void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
     87     init();
     88     mOneShotListener = listener;
     89     mRequestId++;
     90     BaseRenderNodeAnimator::start();
     91 }
     92 
     93 void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
     94     init();
     95     mOneShotListener = listener;
     96     mRequestId++;
     97     BaseRenderNodeAnimator::reverse();
     98 }
     99 
    100 void PropertyValuesAnimatorSet::reset() {
    101     mRequestId++;
    102     BaseRenderNodeAnimator::reset();
    103 }
    104 
    105 void PropertyValuesAnimatorSet::end() {
    106     mRequestId++;
    107     BaseRenderNodeAnimator::end();
    108 }
    109 
    110 void PropertyValuesAnimatorSet::init() {
    111     if (mInitialized) {
    112         return;
    113     }
    114 
    115     // Sort the animators by their total duration. Note that all the animators in the set start at
    116     // the same time, so the ones with longer total duration (which includes start delay) will
    117     // be the ones that end later.
    118     std::sort(mAnimators.begin(), mAnimators.end(),
    119               [](auto& a, auto& b) { return a->getTotalDuration() < b->getTotalDuration(); });
    120     mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
    121     mInitialized = true;
    122 }
    123 
    124 uint32_t PropertyValuesAnimatorSet::dirtyMask() {
    125     return RenderNode::DISPLAY_LIST;
    126 }
    127 
    128 PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
    129                                    nsecs_t startDelay, nsecs_t duration, int repeatCount,
    130                                    RepeatMode repeatMode)
    131         : mPropertyValuesHolder(holder)
    132         , mInterpolator(interpolator)
    133         , 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