| /* |
| * 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 "AnimationContext.h" |
| #include "Interpolator.h" |
| #include "RenderNode.h" |
| #include "RenderProperties.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /************************************************************ |
| * BaseRenderNodeAnimator |
| ************************************************************/ |
| |
| BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue) |
| : mTarget(nullptr) |
| , mStagingTarget(nullptr) |
| , mFinalValue(finalValue) |
| , mDeltaValue(0) |
| , mFromValue(0) |
| , mStagingPlayState(PlayState::NotStarted) |
| , mPlayState(PlayState::NotStarted) |
| , mHasStartValue(false) |
| , mStartTime(0) |
| , mDuration(300) |
| , mStartDelay(0) |
| , mMayRunAsync(true) |
| , mPlayTime(0) {} |
| |
| BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {} |
| |
| void BaseRenderNodeAnimator::checkMutable() { |
| // Should be impossible to hit as the Java-side also has guards for this |
| LOG_ALWAYS_FATAL_IF(mStagingPlayState != PlayState::NotStarted, |
| "Animator has already been started!"); |
| } |
| |
| void BaseRenderNodeAnimator::setInterpolator(Interpolator* interpolator) { |
| checkMutable(); |
| mInterpolator.reset(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) { |
| mStagingTarget = target; |
| onAttached(); |
| } |
| |
| void BaseRenderNodeAnimator::start() { |
| mStagingPlayState = PlayState::Running; |
| mStagingRequests.push_back(Request::Start); |
| onStagingPlayStateChanged(); |
| } |
| |
| void BaseRenderNodeAnimator::cancel() { |
| mStagingPlayState = PlayState::Finished; |
| mStagingRequests.push_back(Request::Cancel); |
| onStagingPlayStateChanged(); |
| } |
| |
| void BaseRenderNodeAnimator::reset() { |
| mStagingPlayState = PlayState::Finished; |
| mStagingRequests.push_back(Request::Reset); |
| onStagingPlayStateChanged(); |
| } |
| |
| void BaseRenderNodeAnimator::reverse() { |
| mStagingPlayState = PlayState::Reversing; |
| mStagingRequests.push_back(Request::Reverse); |
| onStagingPlayStateChanged(); |
| } |
| |
| void BaseRenderNodeAnimator::end() { |
| mStagingPlayState = PlayState::Finished; |
| mStagingRequests.push_back(Request::End); |
| onStagingPlayStateChanged(); |
| } |
| |
| void BaseRenderNodeAnimator::resolveStagingRequest(Request request) { |
| switch (request) { |
| case Request::Start: |
| mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) |
| ? mPlayTime |
| : 0; |
| mPlayState = PlayState::Running; |
| mPendingActionUponFinish = Action::None; |
| break; |
| case Request::Reverse: |
| mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) |
| ? mPlayTime |
| : mDuration; |
| mPlayState = PlayState::Reversing; |
| mPendingActionUponFinish = Action::None; |
| break; |
| case Request::Reset: |
| mPlayTime = 0; |
| mPlayState = PlayState::Finished; |
| mPendingActionUponFinish = Action::Reset; |
| break; |
| case Request::Cancel: |
| mPlayState = PlayState::Finished; |
| mPendingActionUponFinish = Action::None; |
| break; |
| case Request::End: |
| mPlayTime = mPlayState == PlayState::Reversing ? 0 : mDuration; |
| mPlayState = PlayState::Finished; |
| mPendingActionUponFinish = Action::End; |
| break; |
| default: |
| LOG_ALWAYS_FATAL("Invalid staging request: %d", static_cast<int>(request)); |
| }; |
| } |
| |
| void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) { |
| if (mStagingTarget) { |
| RenderNode* oldTarget = mTarget; |
| mTarget = mStagingTarget; |
| mStagingTarget = nullptr; |
| if (oldTarget && oldTarget != mTarget) { |
| oldTarget->onAnimatorTargetChanged(this); |
| } |
| } |
| |
| if (!mHasStartValue) { |
| doSetStartValue(getValue(mTarget)); |
| } |
| |
| if (!mStagingRequests.empty()) { |
| // No interpolator was set, use the default |
| if (mPlayState == PlayState::NotStarted && !mInterpolator) { |
| mInterpolator.reset(Interpolator::createDefaultInterpolator()); |
| } |
| // Keep track of the play state and play time before they are changed when |
| // staging requests are resolved. |
| nsecs_t currentPlayTime = mPlayTime; |
| PlayState prevFramePlayState = mPlayState; |
| |
| // Resolve staging requests one by one. |
| for (Request request : mStagingRequests) { |
| resolveStagingRequest(request); |
| } |
| mStagingRequests.clear(); |
| |
| if (mStagingPlayState == PlayState::Finished) { |
| callOnFinishedListener(context); |
| } else if (mStagingPlayState == PlayState::Running || |
| mStagingPlayState == PlayState::Reversing) { |
| bool changed = currentPlayTime != mPlayTime || prevFramePlayState != mStagingPlayState; |
| if (prevFramePlayState != mStagingPlayState) { |
| transitionToRunning(context); |
| } |
| if (changed) { |
| // Now we need to seek to the stagingPlayTime (i.e. the animation progress that was |
| // requested from UI thread). It is achieved by modifying mStartTime, such that |
| // current time - mStartTime = stagingPlayTime (or mDuration -stagingPlayTime in the |
| // case of reversing) |
| nsecs_t currentFrameTime = context.frameTimeMs(); |
| if (mPlayState == PlayState::Reversing) { |
| // Reverse is not supported for animations with a start delay, so here we |
| // assume no start delay. |
| mStartTime = currentFrameTime - (mDuration - mPlayTime); |
| } else { |
| // Animation should play forward |
| if (mPlayTime == 0) { |
| // If the request is to start from the beginning, include start delay. |
| mStartTime = currentFrameTime + mStartDelay; |
| } else { |
| // If the request is to seek to a non-zero play time, then we skip start |
| // delay. |
| mStartTime = currentFrameTime - mPlayTime; |
| } |
| } |
| } |
| } |
| } |
| onPushStaging(); |
| } |
| |
| void BaseRenderNodeAnimator::transitionToRunning(AnimationContext& context) { |
| nsecs_t frameTimeMs = context.frameTimeMs(); |
| LOG_ALWAYS_FATAL_IF(frameTimeMs <= 0, "%" PRId64 " isn't a real frame time!", frameTimeMs); |
| if (mStartDelay < 0 || mStartDelay > 50000) { |
| ALOGW("Your start delay is strange and confusing: %" PRId64, mStartDelay); |
| } |
| mStartTime = 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, frameTimeMs, mStartDelay); |
| // Set to 0 so that the animate() basically instantly finishes |
| mStartTime = 0; |
| } |
| if (mDuration < 0) { |
| ALOGW("Your duration is strange and confusing: %" PRId64, mDuration); |
| } |
| } |
| |
| bool BaseRenderNodeAnimator::animate(AnimationContext& context) { |
| if (mPlayState < PlayState::Running) { |
| return false; |
| } |
| if (mPlayState == PlayState::Finished) { |
| if (mPendingActionUponFinish == Action::Reset) { |
| // Skip to start. |
| updatePlayTime(0); |
| } else if (mPendingActionUponFinish == Action::End) { |
| // Skip to end. |
| updatePlayTime(mDuration); |
| } |
| // Reset pending action. |
| mPendingActionUponFinish = Action::None; |
| return true; |
| } |
| |
| // This should be set before setValue() so animators can query this time when setValue |
| // is called. |
| nsecs_t currentPlayTime = context.frameTimeMs() - mStartTime; |
| bool finished = updatePlayTime(currentPlayTime); |
| if (finished && mPlayState != PlayState::Finished) { |
| mPlayState = PlayState::Finished; |
| callOnFinishedListener(context); |
| } |
| return finished; |
| } |
| |
| bool BaseRenderNodeAnimator::updatePlayTime(nsecs_t playTime) { |
| mPlayTime = mPlayState == PlayState::Reversing ? mDuration - playTime : playTime; |
| onPlayTimeChanged(mPlayTime); |
| // 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 (playTime < 0) { |
| setValue(mTarget, mFromValue); |
| return false; |
| } |
| |
| float fraction = 1.0f; |
| if ((mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) && mDuration > 0) { |
| fraction = mPlayTime / (float)mDuration; |
| } |
| fraction = MathUtils::clamp(fraction, 0.0f, 1.0f); |
| |
| fraction = mInterpolator->interpolate(fraction); |
| setValue(mTarget, mFromValue + (mDeltaValue * fraction)); |
| |
| return playTime >= mDuration; |
| } |
| |
| nsecs_t BaseRenderNodeAnimator::getRemainingPlayTime() { |
| return mPlayState == PlayState::Reversing ? mPlayTime : mDuration - mPlayTime; |
| } |
| |
| void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) { |
| if (mPlayState < PlayState::Finished) { |
| mPlayState = PlayState::Finished; |
| callOnFinishedListener(context); |
| } |
| } |
| |
| void BaseRenderNodeAnimator::callOnFinishedListener(AnimationContext& context) { |
| if (mListener.get()) { |
| context.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_Z, &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 && mStagingTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) { |
| setStartValue((mStagingTarget->stagingProperties().*mPropertyAccess->getter)()); |
| } |
| } |
| |
| void RenderPropertyAnimator::onStagingPlayStateChanged() { |
| if (mStagingPlayState == PlayState::Running) { |
| if (mStagingTarget) { |
| (mStagingTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); |
| } else { |
| // In the case of start delay where stagingTarget has been sync'ed over and null'ed |
| // we delay the properties update to push staging. |
| mShouldUpdateStagingProperties = true; |
| } |
| } else if (mStagingPlayState == PlayState::Finished) { |
| // We're being canceled, so make sure that whatever values the UI thread |
| // is observing for us is pushed over |
| mShouldSyncPropertyFields = true; |
| } |
| } |
| |
| void RenderPropertyAnimator::onPushStaging() { |
| if (mShouldUpdateStagingProperties) { |
| (mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); |
| mShouldUpdateStagingProperties = false; |
| } |
| |
| if (mShouldSyncPropertyFields) { |
| mTarget->setPropertyFieldsDirty(dirtyMask()); |
| mShouldSyncPropertyFields = false; |
| } |
| } |
| |
| 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 */ |