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/*
* Copyright (C) 2014 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 "AnimatorManager.h"
#include <algorithm>
#include "RenderNode.h"
namespace android {
namespace uirenderer {
using namespace std;
static void unref(BaseRenderNodeAnimator* animator) {
animator->detach();
animator->decStrong(0);
}
AnimatorManager::AnimatorManager(RenderNode& parent)
: mParent(parent) {
}
AnimatorManager::~AnimatorManager() {
for_each(mNewAnimators.begin(), mNewAnimators.end(), unref);
for_each(mAnimators.begin(), mAnimators.end(), unref);
}
void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
animator->incStrong(0);
animator->attach(&mParent);
mNewAnimators.push_back(animator.get());
}
template<typename T>
static void move_all(T& source, T& dest) {
dest.reserve(source.size() + dest.size());
for (typename T::iterator it = source.begin(); it != source.end(); it++) {
dest.push_back(*it);
}
source.clear();
}
void AnimatorManager::pushStaging(TreeInfo& info) {
if (mNewAnimators.size()) {
// Since this is a straight move, we don't need to inc/dec the ref count
move_all(mNewAnimators, mAnimators);
}
for (vector<BaseRenderNodeAnimator*>::iterator it = mAnimators.begin(); it != mAnimators.end(); it++) {
(*it)->pushStaging(info);
}
}
class AnimateFunctor {
public:
AnimateFunctor(RenderNode& target, TreeInfo& info)
: dirtyMask(0), mTarget(target), mInfo(info) {}
bool operator() (BaseRenderNodeAnimator* animator) {
dirtyMask |= animator->dirtyMask();
bool remove = animator->animate(mInfo);
if (remove) {
animator->decStrong(0);
}
return remove;
}
uint32_t dirtyMask;
private:
RenderNode& mTarget;
TreeInfo& mInfo;
};
uint32_t AnimatorManager::animate(TreeInfo& info) {
if (!mAnimators.size()) return 0;
// TODO: Can we target this better? For now treat it like any other staging
// property push and just damage self before and after animators are run
mParent.damageSelf(info);
info.damageAccumulator->popTransform();
AnimateFunctor functor(mParent, info);
std::vector< BaseRenderNodeAnimator* >::iterator newEnd;
newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.erase(newEnd, mAnimators.end());
mParent.mProperties.updateMatrix();
info.damageAccumulator->pushTransform(&mParent);
mParent.damageSelf(info);
return functor.dirtyMask;
}
} /* namespace uirenderer */
} /* namespace android */