| /* |
| * 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) { |
| |
| PropertyAnimator* animator = new PropertyAnimator(propertyValuesHolder, |
| interpolator, startDelay, duration, repeatCount); |
| mAnimators.emplace_back(animator); |
| setListener(new PropertyAnimatorSetListener(this)); |
| } |
| |
| PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() |
| : BaseRenderNodeAnimator(1.0f) { |
| setStartValue(0); |
| mLastFraction = 0.0f; |
| setInterpolator(new LinearInterpolator()); |
| } |
| |
| void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) { |
| if (mOneShotListener.get()) { |
| mOneShotListener->onAnimationFinished(animator); |
| mOneShotListener = nullptr; |
| } |
| } |
| |
| 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); |
| } |
| } else if (playTime >= mDuration) { |
| // Skip all the animators to end |
| for (auto& anim : mAnimators) { |
| anim->setFraction(1); |
| } |
| } else { |
| for (auto& anim : mAnimators) { |
| anim->setCurrentPlayTime(playTime); |
| } |
| } |
| } |
| |
| void PropertyValuesAnimatorSet::start(AnimationListener* listener) { |
| init(); |
| mOneShotListener = listener; |
| BaseRenderNodeAnimator::start(); |
| } |
| |
| void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) { |
| init(); |
| mOneShotListener = listener; |
| BaseRenderNodeAnimator::reverse(); |
| } |
| |
| 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[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) |
| : mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay), |
| mDuration(duration) { |
| if (repeatCount < 0) { |
| mRepeatCount = UINT32_MAX; |
| } else { |
| mRepeatCount = repeatCount; |
| } |
| mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay; |
| } |
| |
| void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) { |
| if (playTime >= mStartDelay && playTime < mTotalDuration) { |
| nsecs_t currentIterationPlayTime = (playTime - mStartDelay) % mDuration; |
| float fraction = currentIterationPlayTime / (float) mDuration; |
| setFraction(fraction); |
| } else if (mLatestFraction < 1.0f && playTime >= mTotalDuration) { |
| // This makes sure we only set the fraction = 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. |
| setFraction(1.0f); |
| } |
| } |
| |
| void PropertyAnimator::setFraction(float fraction) { |
| mLatestFraction = fraction; |
| float interpolatedFraction = mInterpolator->interpolate(fraction); |
| mPropertyValuesHolder->setFraction(interpolatedFraction); |
| } |
| |
| void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) { |
| mSet->onFinished(animator); |
| } |
| |
| } |
| } |