| /* | 
 |  * 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); | 
 | } | 
 |  | 
 | } | 
 | } |