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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 "AnimationContext.h"
#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)
, mAnimationHandle(NULL) {
}
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());
}
void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
mAnimationHandle = handle;
LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
"Lost animation handle on %p (%s) with outstanding animators!",
&mParent, mParent.getName());
}
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() {
if (mNewAnimators.size()) {
LOG_ALWAYS_FATAL_IF(!mAnimationHandle,
"Trying to start new animators on %p (%s) without an animation handle!",
&mParent, mParent.getName());
// 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(mAnimationHandle->context());
}
}
class AnimateFunctor {
public:
AnimateFunctor(TreeInfo& info, AnimationContext& context)
: dirtyMask(0), mInfo(info), mContext(context) {}
bool operator() (BaseRenderNodeAnimator* animator) {
dirtyMask |= animator->dirtyMask();
bool remove = animator->animate(mContext);
if (remove) {
animator->decStrong(0);
} else {
if (animator->isRunning()) {
mInfo.out.hasAnimations = true;
}
if (CC_UNLIKELY(!animator->mayRunAsync())) {
mInfo.out.requiresUiRedraw = true;
}
}
return remove;
}
uint32_t dirtyMask;
private:
TreeInfo& mInfo;
AnimationContext& mContext;
};
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();
uint32_t dirty = animateCommon(info);
mParent.mProperties.updateMatrix();
info.damageAccumulator->pushTransform(&mParent);
mParent.damageSelf(info);
return dirty;
}
void AnimatorManager::animateNoDamage(TreeInfo& info) {
if (!mAnimators.size()) return;
animateCommon(info);
}
uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
AnimateFunctor functor(info, mAnimationHandle->context());
std::vector< BaseRenderNodeAnimator* >::iterator newEnd;
newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.erase(newEnd, mAnimators.end());
mAnimationHandle->notifyAnimationsRan();
return functor.dirtyMask;
}
static void endStagingAnimator(BaseRenderNodeAnimator* animator) {
animator->end();
if (animator->listener()) {
animator->listener()->onAnimationFinished(animator);
}
animator->decStrong(0);
}
void AnimatorManager::endAllStagingAnimators() {
ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
// This works because this state can only happen on the UI thread,
// which means we're already on the right thread to invoke listeners
for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
mNewAnimators.clear();
}
class EndActiveAnimatorsFunctor {
public:
EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
void operator() (BaseRenderNodeAnimator* animator) {
animator->forceEndNow(mContext);
animator->decStrong(0);
}
private:
AnimationContext& mContext;
};
void AnimatorManager::endAllActiveAnimators() {
ALOGD("endAllStagingAnimators on %p (%s) with handle %p",
&mParent, mParent.getName(), mAnimationHandle);
EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
for_each(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.clear();
mAnimationHandle->release();
}
} /* namespace uirenderer */
} /* namespace android */