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187 lines
6.6 KiB
187 lines
6.6 KiB
/* |
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* Copyright (C) 2016 The Android Open Source Project |
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* |
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* Licensed under the Apache License, Version 2.0 (the "License"); |
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* you may not use this file except in compliance with the License. |
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* You may obtain a copy of the License at |
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* |
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* http://www.apache.org/licenses/LICENSE-2.0 |
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* |
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* Unless required by applicable law or agreed to in writing, software |
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* distributed under the License is distributed on an "AS IS" BASIS, |
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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* See the License for the specific language governing permissions and |
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* limitations under the License. |
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*/ |
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#include "PropertyValuesAnimatorSet.h" |
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#include "RenderNode.h" |
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#include <algorithm> |
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namespace android { |
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namespace uirenderer { |
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void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder, |
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Interpolator* interpolator, nsecs_t startDelay, nsecs_t duration, int repeatCount, |
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RepeatMode repeatMode) { |
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PropertyAnimator* animator = new PropertyAnimator(propertyValuesHolder, |
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interpolator, startDelay, duration, repeatCount, repeatMode); |
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mAnimators.emplace_back(animator); |
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// Check whether any child animator is infinite after adding it them to the set. |
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if (repeatCount == -1) { |
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mIsInfinite = true; |
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} |
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} |
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PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() |
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: BaseRenderNodeAnimator(1.0f) { |
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setStartValue(0); |
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mLastFraction = 0.0f; |
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setInterpolator(new LinearInterpolator()); |
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setListener(new PropertyAnimatorSetListener(this)); |
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} |
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void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) { |
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if (mOneShotListener.get()) { |
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sp<AnimationListener> listener = std::move(mOneShotListener); |
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// Set the listener to nullptr before the onAnimationFinished callback, rather than after, |
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// for two reasons: |
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// 1) We need to prevent changes to mOneShotListener during the onAnimationFinished |
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// callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from |
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// triggering dtor of the bridge and potentially unsafely re-entering |
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// AnimationListenerBridge::onAnimationFinished(...). |
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// 2) It's possible that there are changes to the listener during the callback, therefore |
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// we need to reset the listener before the callback rather than afterwards. |
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mOneShotListener = nullptr; |
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listener->onAnimationFinished(animator); |
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} |
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} |
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float PropertyValuesAnimatorSet::getValue(RenderNode* target) const { |
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return mLastFraction; |
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} |
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void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) { |
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mLastFraction = value; |
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} |
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void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) { |
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if (playTime == 0 && mDuration > 0) { |
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// Reset all the animators |
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for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) { |
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// Note that this set may containing animators modifying the same property, so when we |
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// reset the animators, we need to make sure the animators that end the first will |
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// have the final say on what the property value should be. |
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(*it)->setFraction(0, 0); |
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} |
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} else { |
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for (auto& anim : mAnimators) { |
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anim->setCurrentPlayTime(playTime); |
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} |
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} |
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} |
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void PropertyValuesAnimatorSet::start(AnimationListener* listener) { |
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init(); |
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mOneShotListener = listener; |
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mRequestId++; |
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BaseRenderNodeAnimator::start(); |
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} |
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void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) { |
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init(); |
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mOneShotListener = listener; |
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mRequestId++; |
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BaseRenderNodeAnimator::reverse(); |
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} |
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void PropertyValuesAnimatorSet::reset() { |
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mRequestId++; |
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BaseRenderNodeAnimator::reset(); |
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} |
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void PropertyValuesAnimatorSet::end() { |
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mRequestId++; |
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BaseRenderNodeAnimator::end(); |
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} |
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void PropertyValuesAnimatorSet::init() { |
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if (mInitialized) { |
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return; |
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} |
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// Sort the animators by their total duration. Note that all the animators in the set start at |
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// the same time, so the ones with longer total duration (which includes start delay) will |
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// be the ones that end later. |
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std::sort(mAnimators.begin(), mAnimators.end(), [](auto& a, auto&b) { |
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return a->getTotalDuration() < b->getTotalDuration(); |
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}); |
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mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration(); |
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mInitialized = true; |
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} |
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uint32_t PropertyValuesAnimatorSet::dirtyMask() { |
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return RenderNode::DISPLAY_LIST; |
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} |
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PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator, |
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nsecs_t startDelay, nsecs_t duration, int repeatCount, |
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RepeatMode repeatMode) |
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: mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay), |
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mDuration(duration) { |
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if (repeatCount < 0) { |
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mRepeatCount = UINT32_MAX; |
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} else { |
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mRepeatCount = repeatCount; |
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} |
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mRepeatMode = repeatMode; |
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mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay; |
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} |
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void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) { |
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if (playTime < mStartDelay) { |
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return; |
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} |
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float currentIterationFraction; |
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long iteration; |
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if (playTime >= mTotalDuration) { |
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// Reached the end of the animation. |
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iteration = mRepeatCount; |
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currentIterationFraction = 1.0f; |
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} else { |
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// play time here is in range [mStartDelay, mTotalDuration) |
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iteration = (playTime - mStartDelay) / mDuration; |
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currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float) mDuration; |
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} |
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setFraction(currentIterationFraction, iteration); |
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} |
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void PropertyAnimator::setFraction(float fraction, long iteration) { |
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double totalFraction = fraction + iteration; |
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// This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there |
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// might be another animator modifying the same property after this animator finishes, we need |
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// to make sure we don't set conflicting values on the same property within one frame. |
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if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) { |
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return; |
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} |
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mLatestFraction = totalFraction; |
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// Check the play direction (i.e. reverse or restart) every other iteration, and calculate the |
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// fraction based on the play direction. |
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if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) { |
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fraction = 1.0f - fraction; |
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} |
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float interpolatedFraction = mInterpolator->interpolate(fraction); |
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mPropertyValuesHolder->setFraction(interpolatedFraction); |
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} |
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void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) { |
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mSet->onFinished(animator); |
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} |
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} |
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}
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