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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.
*/
#pragma once
#include "utils/Macros.h"
#include <utils/Timers.h>
#include <string>
namespace android {
namespace uirenderer {
namespace renderthread {
class CanvasContext;
}
class DamageAccumulator;
class LayerUpdateQueue;
class RenderNode;
class RenderState;
class ErrorHandler {
public:
virtual void onError(const std::string& message) = 0;
protected:
~ErrorHandler() {}
};
class TreeObserver {
public:
// Called when a RenderNode's parent count hits 0.
// Due to the unordered nature of tree pushes, once prepareTree
// is finished it is possible that the node was "resurrected" and has
// a non-zero parent count.
virtual void onMaybeRemovedFromTree(RenderNode* node) = 0;
protected:
virtual ~TreeObserver() {}
};
// This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN
class TreeInfo {
PREVENT_COPY_AND_ASSIGN(TreeInfo);
public:
enum TraversalMode {
// The full monty - sync, push, run animators, etc... Used by DrawFrameTask
// May only be used if both the UI thread and RT thread are blocked on the
// prepare
MODE_FULL,
// Run only what can be done safely on RT thread. Currently this only means
// animators, but potentially things like SurfaceTexture updates
// could be handled by this as well if there are no listeners
MODE_RT_ONLY,
};
TreeInfo(TraversalMode mode, renderthread::CanvasContext& canvasContext)
: mode(mode)
, prepareTextures(mode == MODE_FULL)
, canvasContext(canvasContext)
{}
TraversalMode mode;
// TODO: Remove this? Currently this is used to signal to stop preparing
// textures if we run out of cache space.
bool prepareTextures;
renderthread::CanvasContext& canvasContext;
// TODO: buildLayer uses this to suppress running any animations, but this
// should probably be refactored somehow. The reason this is done is
// because buildLayer is not setup for injecting the animationHook, as well
// as this being otherwise wasted work as all the animators will be
// re-evaluated when the frame is actually drawn
bool runAnimations = true;
// Must not be null during actual usage
DamageAccumulator* damageAccumulator = nullptr;
LayerUpdateQueue* layerUpdateQueue = nullptr;
ErrorHandler* errorHandler = nullptr;
bool updateWindowPositions = false;
struct Out {
bool hasFunctors = false;
// This is only updated if evaluateAnimations is true
bool hasAnimations = false;
// This is set to true if there is an animation that RenderThread cannot
// animate itself, such as if hasFunctors is true
// This is only set if hasAnimations is true
bool requiresUiRedraw = false;
// This is set to true if draw() can be called this frame
// false means that we must delay until the next vsync pulse as frame
// production is outrunning consumption
// NOTE that if this is false CanvasContext will set either requiresUiRedraw
// *OR* will post itself for the next vsync automatically, use this
// only to avoid calling draw()
bool canDrawThisFrame = true;
} out;
// This flag helps to disable projection for receiver nodes that do not have any backward
// projected children.
bool hasBackwardProjectedNodes = false;
// TODO: Damage calculations
};
} /* namespace uirenderer */
} /* namespace android */