Update ripple behavior, use render thread animation
Change-Id: Ib6bc1e08b05d29606f452961963d58b8fc866746
diff --git a/libs/hwui/Animator.cpp b/libs/hwui/Animator.cpp
index 83eedfb..b80f7e9 100644
--- a/libs/hwui/Animator.cpp
+++ b/libs/hwui/Animator.cpp
@@ -37,7 +37,10 @@
, mInterpolator(0)
, mPlayState(NEEDS_START)
, mStartTime(0)
- , mDuration(300){
+ , mDelayUntil(0)
+ , mDuration(300)
+ , mStartDelay(0) {
+
}
BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {
@@ -49,10 +52,6 @@
mInterpolator = interpolator;
}
-void BaseRenderNodeAnimator::setDuration(nsecs_t duration) {
- mDuration = duration;
-}
-
void BaseRenderNodeAnimator::setStartValue(float value) {
LOG_ALWAYS_FATAL_IF(mPlayState != NEEDS_START,
"Cannot set the start value after the animator has started!");
@@ -68,7 +67,24 @@
}
}
+void BaseRenderNodeAnimator::setDuration(nsecs_t duration) {
+ mDuration = duration;
+}
+
+void BaseRenderNodeAnimator::setStartDelay(nsecs_t startDelay) {
+ mStartDelay = startDelay;
+}
+
bool BaseRenderNodeAnimator::animate(RenderNode* target, TreeInfo& info) {
+ if (mPlayState == PENDING && mStartDelay > 0 && mDelayUntil == 0) {
+ mDelayUntil = info.frameTimeMs + mStartDelay;
+ return false;
+ }
+
+ if (mDelayUntil > info.frameTimeMs) {
+ return false;
+ }
+
if (mPlayState == PENDING) {
mPlayState = RUNNING;
mStartTime = info.frameTimeMs;