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Diffstat (limited to 'libs/hwui/Animator.cpp')
| -rw-r--r-- | libs/hwui/Animator.cpp | 319 |
1 files changed, 319 insertions, 0 deletions
diff --git a/libs/hwui/Animator.cpp b/libs/hwui/Animator.cpp new file mode 100644 index 0000000..78d569d --- /dev/null +++ b/libs/hwui/Animator.cpp @@ -0,0 +1,319 @@ +/* + * 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 "Animator.h" + +#include <inttypes.h> +#include <set> + +#include "RenderNode.h" +#include "RenderProperties.h" + +namespace android { +namespace uirenderer { + +/************************************************************ + * BaseRenderNodeAnimator + ************************************************************/ + +BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue) + : mTarget(NULL) + , mFinalValue(finalValue) + , mDeltaValue(0) + , mFromValue(0) + , mInterpolator(0) + , mStagingPlayState(NOT_STARTED) + , mPlayState(NOT_STARTED) + , mHasStartValue(false) + , mStartTime(0) + , mDuration(300) + , mStartDelay(0) { +} + +BaseRenderNodeAnimator::~BaseRenderNodeAnimator() { + delete mInterpolator; +} + +void BaseRenderNodeAnimator::checkMutable() { + // Should be impossible to hit as the Java-side also has guards for this + LOG_ALWAYS_FATAL_IF(mStagingPlayState != NOT_STARTED, + "Animator has already been started!"); +} + +void BaseRenderNodeAnimator::setInterpolator(Interpolator* interpolator) { + checkMutable(); + delete mInterpolator; + mInterpolator = interpolator; +} + +void BaseRenderNodeAnimator::setStartValue(float value) { + checkMutable(); + doSetStartValue(value); +} + +void BaseRenderNodeAnimator::doSetStartValue(float value) { + mFromValue = value; + mDeltaValue = (mFinalValue - mFromValue); + mHasStartValue = true; +} + +void BaseRenderNodeAnimator::setDuration(nsecs_t duration) { + checkMutable(); + mDuration = duration; +} + +void BaseRenderNodeAnimator::setStartDelay(nsecs_t startDelay) { + checkMutable(); + mStartDelay = startDelay; +} + +void BaseRenderNodeAnimator::attach(RenderNode* target) { + mTarget = target; + onAttached(); +} + +void BaseRenderNodeAnimator::pushStaging(TreeInfo& info) { + if (!mHasStartValue) { + doSetStartValue(getValue(mTarget)); + } + if (mStagingPlayState > mPlayState) { + mPlayState = mStagingPlayState; + // Oh boy, we're starting! Man the battle stations! + if (mPlayState == RUNNING) { + transitionToRunning(info); + } + } +} + +void BaseRenderNodeAnimator::transitionToRunning(TreeInfo& info) { + LOG_ALWAYS_FATAL_IF(info.frameTimeMs <= 0, "%" PRId64 " isn't a real frame time!", info.frameTimeMs); + if (mStartDelay < 0 || mStartDelay > 50000) { + ALOGW("Your start delay is strange and confusing: %" PRId64, mStartDelay); + } + mStartTime = info.frameTimeMs + mStartDelay; + if (mStartTime < 0) { + ALOGW("Ended up with a really weird start time of %" PRId64 + " with frame time %" PRId64 " and start delay %" PRId64, + mStartTime, info.frameTimeMs, mStartDelay); + // Set to 0 so that the animate() basically instantly finishes + mStartTime = 0; + } + // No interpolator was set, use the default + if (!mInterpolator) { + mInterpolator = Interpolator::createDefaultInterpolator(); + } + if (mDuration < 0 || mDuration > 50000) { + ALOGW("Your duration is strange and confusing: %" PRId64, mDuration); + } +} + +bool BaseRenderNodeAnimator::animate(TreeInfo& info) { + if (mPlayState < RUNNING) { + return false; + } + if (mPlayState == FINISHED) { + return true; + } + + // If BaseRenderNodeAnimator is handling the delay (not typical), then + // because the staging properties reflect the final value, we always need + // to call setValue even if the animation isn't yet running or is still + // being delayed as we need to override the staging value + if (mStartTime > info.frameTimeMs) { + info.out.hasAnimations |= true; + setValue(mTarget, mFromValue); + return false; + } + + float fraction = 1.0f; + if (mPlayState == RUNNING && mDuration > 0) { + fraction = (float)(info.frameTimeMs - mStartTime) / mDuration; + } + if (fraction >= 1.0f) { + fraction = 1.0f; + mPlayState = FINISHED; + } + + fraction = mInterpolator->interpolate(fraction); + setValue(mTarget, mFromValue + (mDeltaValue * fraction)); + + if (mPlayState == FINISHED) { + callOnFinishedListener(info); + return true; + } + + info.out.hasAnimations |= true; + return false; +} + +void BaseRenderNodeAnimator::callOnFinishedListener(TreeInfo& info) { + if (mListener.get()) { + if (!info.animationHook) { + mListener->onAnimationFinished(this); + } else { + info.animationHook->callOnFinished(this, mListener.get()); + } + } +} + +/************************************************************ + * RenderPropertyAnimator + ************************************************************/ + +struct RenderPropertyAnimator::PropertyAccessors { + RenderNode::DirtyPropertyMask dirtyMask; + GetFloatProperty getter; + SetFloatProperty setter; +}; + +// Maps RenderProperty enum to accessors +const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY_ACCESSOR_LUT[] = { + {RenderNode::TRANSLATION_X, &RenderProperties::getTranslationX, &RenderProperties::setTranslationX }, + {RenderNode::TRANSLATION_Y, &RenderProperties::getTranslationY, &RenderProperties::setTranslationY }, + {RenderNode::TRANSLATION_X, &RenderProperties::getTranslationZ, &RenderProperties::setTranslationZ }, + {RenderNode::SCALE_X, &RenderProperties::getScaleX, &RenderProperties::setScaleX }, + {RenderNode::SCALE_Y, &RenderProperties::getScaleY, &RenderProperties::setScaleY }, + {RenderNode::ROTATION, &RenderProperties::getRotation, &RenderProperties::setRotation }, + {RenderNode::ROTATION_X, &RenderProperties::getRotationX, &RenderProperties::setRotationX }, + {RenderNode::ROTATION_Y, &RenderProperties::getRotationY, &RenderProperties::setRotationY }, + {RenderNode::X, &RenderProperties::getX, &RenderProperties::setX }, + {RenderNode::Y, &RenderProperties::getY, &RenderProperties::setY }, + {RenderNode::Z, &RenderProperties::getZ, &RenderProperties::setZ }, + {RenderNode::ALPHA, &RenderProperties::getAlpha, &RenderProperties::setAlpha }, +}; + +RenderPropertyAnimator::RenderPropertyAnimator(RenderProperty property, float finalValue) + : BaseRenderNodeAnimator(finalValue) + , mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) { +} + +void RenderPropertyAnimator::onAttached() { + if (!mHasStartValue + && mTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) { + setStartValue((mTarget->stagingProperties().*mPropertyAccess->getter)()); + } +} + +void RenderPropertyAnimator::onStagingPlayStateChanged() { + if (mStagingPlayState == RUNNING) { + (mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); + } else if (mStagingPlayState == FINISHED) { + // We're being canceled, so make sure that whatever values the UI thread + // is observing for us is pushed over + mTarget->setPropertyFieldsDirty(dirtyMask()); + } +} + +uint32_t RenderPropertyAnimator::dirtyMask() { + return mPropertyAccess->dirtyMask; +} + +float RenderPropertyAnimator::getValue(RenderNode* target) const { + return (target->properties().*mPropertyAccess->getter)(); +} + +void RenderPropertyAnimator::setValue(RenderNode* target, float value) { + (target->animatorProperties().*mPropertyAccess->setter)(value); +} + +/************************************************************ + * CanvasPropertyPrimitiveAnimator + ************************************************************/ + +CanvasPropertyPrimitiveAnimator::CanvasPropertyPrimitiveAnimator( + CanvasPropertyPrimitive* property, float finalValue) + : BaseRenderNodeAnimator(finalValue) + , mProperty(property) { +} + +float CanvasPropertyPrimitiveAnimator::getValue(RenderNode* target) const { + return mProperty->value; +} + +void CanvasPropertyPrimitiveAnimator::setValue(RenderNode* target, float value) { + mProperty->value = value; +} + +uint32_t CanvasPropertyPrimitiveAnimator::dirtyMask() { + return RenderNode::DISPLAY_LIST; +} + +/************************************************************ + * CanvasPropertySkPaintAnimator + ************************************************************/ + +CanvasPropertyPaintAnimator::CanvasPropertyPaintAnimator( + CanvasPropertyPaint* property, PaintField field, float finalValue) + : BaseRenderNodeAnimator(finalValue) + , mProperty(property) + , mField(field) { +} + +float CanvasPropertyPaintAnimator::getValue(RenderNode* target) const { + switch (mField) { + case STROKE_WIDTH: + return mProperty->value.getStrokeWidth(); + case ALPHA: + return mProperty->value.getAlpha(); + } + LOG_ALWAYS_FATAL("Unknown field %d", (int) mField); + return -1; +} + +static uint8_t to_uint8(float value) { + int c = (int) (value + .5f); + return static_cast<uint8_t>( c < 0 ? 0 : c > 255 ? 255 : c ); +} + +void CanvasPropertyPaintAnimator::setValue(RenderNode* target, float value) { + switch (mField) { + case STROKE_WIDTH: + mProperty->value.setStrokeWidth(value); + return; + case ALPHA: + mProperty->value.setAlpha(to_uint8(value)); + return; + } + LOG_ALWAYS_FATAL("Unknown field %d", (int) mField); +} + +uint32_t CanvasPropertyPaintAnimator::dirtyMask() { + return RenderNode::DISPLAY_LIST; +} + +RevealAnimator::RevealAnimator(int centerX, int centerY, + float startValue, float finalValue) + : BaseRenderNodeAnimator(finalValue) + , mCenterX(centerX) + , mCenterY(centerY) { + setStartValue(startValue); +} + +float RevealAnimator::getValue(RenderNode* target) const { + return target->properties().getRevealClip().getRadius(); +} + +void RevealAnimator::setValue(RenderNode* target, float value) { + target->animatorProperties().mutableRevealClip().set(true, + mCenterX, mCenterY, value); +} + +uint32_t RevealAnimator::dirtyMask() { + return RenderNode::GENERIC; +} + +} /* namespace uirenderer */ +} /* namespace android */ |
