/* * 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 #include "Animator.h" #include "AnimationContext.h" #include "DamageAccumulator.h" #include "RenderNode.h" namespace android { namespace uirenderer { using namespace std; static void unref(BaseRenderNodeAnimator* animator) { animator->detach(); animator->decStrong(nullptr); } AnimatorManager::AnimatorManager(RenderNode& parent) : mParent(parent) , mAnimationHandle(nullptr) { } AnimatorManager::~AnimatorManager() { for_each(mNewAnimators.begin(), mNewAnimators.end(), unref); for_each(mAnimators.begin(), mAnimators.end(), unref); } void AnimatorManager::addAnimator(const sp& animator) { animator->incStrong(nullptr); 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 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::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(nullptr); } 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); 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(); mParent.mProperties.updateMatrix(); return functor.dirtyMask; } static void endStagingAnimator(BaseRenderNodeAnimator* animator) { animator->end(); if (animator->listener()) { animator->listener()->onAnimationFinished(animator); } animator->decStrong(nullptr); } 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(nullptr); } 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 */