| /* | |
| * Copyright (C) 2016 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 "PropertyValuesAnimatorSet.h" | |
| #include "RenderNode.h" | |
| #include <algorithm> | |
| namespace android { | |
| namespace uirenderer { | |
| void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder, | |
| Interpolator* interpolator, nsecs_t startDelay, | |
| nsecs_t duration, int repeatCount, | |
| RepeatMode repeatMode) { | |
| PropertyAnimator* animator = new PropertyAnimator( | |
| propertyValuesHolder, interpolator, startDelay, duration, repeatCount, repeatMode); | |
| mAnimators.emplace_back(animator); | |
| // Check whether any child animator is infinite after adding it them to the set. | |
| if (repeatCount == -1) { | |
| mIsInfinite = true; | |
| } | |
| } | |
| PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() : BaseRenderNodeAnimator(1.0f) { | |
| setStartValue(0); | |
| mLastFraction = 0.0f; | |
| setInterpolator(new LinearInterpolator()); | |
| setListener(new PropertyAnimatorSetListener(this)); | |
| } | |
| void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) { | |
| if (mOneShotListener.get()) { | |
| sp<AnimationListener> listener = std::move(mOneShotListener); | |
| // Set the listener to nullptr before the onAnimationFinished callback, rather than after, | |
| // for two reasons: | |
| // 1) We need to prevent changes to mOneShotListener during the onAnimationFinished | |
| // callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from | |
| // triggering dtor of the bridge and potentially unsafely re-entering | |
| // AnimationListenerBridge::onAnimationFinished(...). | |
| // 2) It's possible that there are changes to the listener during the callback, therefore | |
| // we need to reset the listener before the callback rather than afterwards. | |
| mOneShotListener = nullptr; | |
| listener->onAnimationFinished(animator); | |
| } | |
| } | |
| float PropertyValuesAnimatorSet::getValue(RenderNode* target) const { | |
| return mLastFraction; | |
| } | |
| void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) { | |
| mLastFraction = value; | |
| } | |
| void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) { | |
| if (playTime == 0 && mDuration > 0) { | |
| // Reset all the animators | |
| for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) { | |
| // Note that this set may containing animators modifying the same property, so when we | |
| // reset the animators, we need to make sure the animators that end the first will | |
| // have the final say on what the property value should be. | |
| (*it)->setFraction(0, 0); | |
| } | |
| } else { | |
| for (auto& anim : mAnimators) { | |
| anim->setCurrentPlayTime(playTime); | |
| } | |
| } | |
| } | |
| void PropertyValuesAnimatorSet::start(AnimationListener* listener) { | |
| init(); | |
| mOneShotListener = listener; | |
| mRequestId++; | |
| BaseRenderNodeAnimator::start(); | |
| } | |
| void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) { | |
| init(); | |
| mOneShotListener = listener; | |
| mRequestId++; | |
| BaseRenderNodeAnimator::reverse(); | |
| } | |
| void PropertyValuesAnimatorSet::reset() { | |
| mRequestId++; | |
| BaseRenderNodeAnimator::reset(); | |
| } | |
| void PropertyValuesAnimatorSet::end() { | |
| mRequestId++; | |
| BaseRenderNodeAnimator::end(); | |
| } | |
| void PropertyValuesAnimatorSet::init() { | |
| if (mInitialized) { | |
| return; | |
| } | |
| // Sort the animators by their total duration. Note that all the animators in the set start at | |
| // the same time, so the ones with longer total duration (which includes start delay) will | |
| // be the ones that end later. | |
| std::sort(mAnimators.begin(), mAnimators.end(), | |
| [](auto& a, auto& b) { return a->getTotalDuration() < b->getTotalDuration(); }); | |
| mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration(); | |
| mInitialized = true; | |
| } | |
| uint32_t PropertyValuesAnimatorSet::dirtyMask() { | |
| return RenderNode::DISPLAY_LIST; | |
| } | |
| PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator, | |
| nsecs_t startDelay, nsecs_t duration, int repeatCount, | |
| RepeatMode repeatMode) | |
| : mPropertyValuesHolder(holder) | |
| , mInterpolator(interpolator) | |
| , mStartDelay(startDelay) | |
| , mDuration(duration) { | |
| if (repeatCount < 0) { | |
| mRepeatCount = UINT32_MAX; | |
| } else { | |
| mRepeatCount = repeatCount; | |
| } | |
| mRepeatMode = repeatMode; | |
| mTotalDuration = ((nsecs_t)mRepeatCount + 1) * mDuration + mStartDelay; | |
| } | |
| void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) { | |
| if (playTime < mStartDelay) { | |
| return; | |
| } | |
| float currentIterationFraction; | |
| long iteration; | |
| if (playTime >= mTotalDuration) { | |
| // Reached the end of the animation. | |
| iteration = mRepeatCount; | |
| currentIterationFraction = 1.0f; | |
| } else { | |
| // play time here is in range [mStartDelay, mTotalDuration) | |
| iteration = (playTime - mStartDelay) / mDuration; | |
| currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float)mDuration; | |
| } | |
| setFraction(currentIterationFraction, iteration); | |
| } | |
| void PropertyAnimator::setFraction(float fraction, long iteration) { | |
| double totalFraction = fraction + iteration; | |
| // This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there | |
| // might be another animator modifying the same property after this animator finishes, we need | |
| // to make sure we don't set conflicting values on the same property within one frame. | |
| if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) { | |
| return; | |
| } | |
| mLatestFraction = totalFraction; | |
| // Check the play direction (i.e. reverse or restart) every other iteration, and calculate the | |
| // fraction based on the play direction. | |
| if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) { | |
| fraction = 1.0f - fraction; | |
| } | |
| float interpolatedFraction = mInterpolator->interpolate(fraction); | |
| mPropertyValuesHolder->setFraction(interpolatedFraction); | |
| } | |
| void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) { | |
| mSet->onFinished(animator); | |
| } | |
| } | |
| } |