202 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			202 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
/*
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 * Copyright (C) 2014 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 "AnimatorManager.h"
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#include <algorithm>
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#include "AnimationContext.h"
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#include "Animator.h"
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#include "DamageAccumulator.h"
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#include "RenderNode.h"
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namespace android {
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namespace uirenderer {
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using namespace std;
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static void detach(sp<BaseRenderNodeAnimator>& animator) {
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    animator->detach();
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}
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AnimatorManager::AnimatorManager(RenderNode& parent)
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        : mParent(parent), mAnimationHandle(nullptr), mCancelAllAnimators(false) {}
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AnimatorManager::~AnimatorManager() {
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    for_each(mNewAnimators.begin(), mNewAnimators.end(), detach);
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    for_each(mAnimators.begin(), mAnimators.end(), detach);
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}
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void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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    RenderNode* stagingTarget = animator->stagingTarget();
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    if (stagingTarget == &mParent) {
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        return;
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    }
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    mNewAnimators.emplace_back(animator.get());
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    // If the animator is already attached to other RenderNode, remove it from that RenderNode's
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    // new animator list. This ensures one animator only ends up in one newAnimatorList during one
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    // frame, even when it's added multiple times to multiple targets.
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    if (stagingTarget) {
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        stagingTarget->removeAnimator(animator);
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    }
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    animator->attach(&mParent);
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}
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void AnimatorManager::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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    mNewAnimators.erase(std::remove(mNewAnimators.begin(), mNewAnimators.end(), animator),
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                        mNewAnimators.end());
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}
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void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
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    LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
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    mAnimationHandle = handle;
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    LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
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                        "Lost animation handle on %p (%s) with outstanding animators!", &mParent,
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                        mParent.getName());
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}
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void AnimatorManager::pushStaging() {
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    if (mNewAnimators.size()) {
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        if (CC_UNLIKELY(!mAnimationHandle)) {
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            ALOGW("Trying to start new animators on %p (%s) without an animation handle!", &mParent,
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                  mParent.getName());
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            return;
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        }
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        // Only add new animators that are not already in the mAnimators list
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        for (auto& anim : mNewAnimators) {
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            if (anim->target() != &mParent) {
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                mAnimators.push_back(std::move(anim));
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            }
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        }
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        mNewAnimators.clear();
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    }
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    if (mCancelAllAnimators) {
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        for (auto& animator : mAnimators) {
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            animator->forceEndNow(mAnimationHandle->context());
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        }
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        mCancelAllAnimators = false;
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    } else {
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        for (auto& animator : mAnimators) {
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            animator->pushStaging(mAnimationHandle->context());
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        }
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    }
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}
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void AnimatorManager::onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) {
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    LOG_ALWAYS_FATAL_IF(animator->target() == &mParent, "Target has not been changed");
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    mAnimators.erase(std::remove(mAnimators.begin(), mAnimators.end(), animator), mAnimators.end());
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}
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class AnimateFunctor {
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public:
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    AnimateFunctor(TreeInfo& info, AnimationContext& context, uint32_t* outDirtyMask)
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            : mInfo(info), mContext(context), mDirtyMask(outDirtyMask) {}
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    bool operator()(sp<BaseRenderNodeAnimator>& animator) {
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        *mDirtyMask |= animator->dirtyMask();
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        bool remove = animator->animate(mContext);
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        if (remove) {
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            animator->detach();
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        } else {
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            if (animator->isRunning()) {
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                mInfo.out.hasAnimations = true;
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            }
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            if (CC_UNLIKELY(!animator->mayRunAsync())) {
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                mInfo.out.requiresUiRedraw = true;
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            }
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        }
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        return remove;
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    }
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private:
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    TreeInfo& mInfo;
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    AnimationContext& mContext;
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    uint32_t* mDirtyMask;
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};
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uint32_t AnimatorManager::animate(TreeInfo& info) {
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    if (!mAnimators.size()) return 0;
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    // TODO: Can we target this better? For now treat it like any other staging
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    // property push and just damage self before and after animators are run
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    mParent.damageSelf(info);
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    info.damageAccumulator->popTransform();
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    uint32_t dirty = animateCommon(info);
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    info.damageAccumulator->pushTransform(&mParent);
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    mParent.damageSelf(info);
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    return dirty;
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}
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void AnimatorManager::animateNoDamage(TreeInfo& info) {
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    animateCommon(info);
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}
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uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
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    uint32_t dirtyMask = 0;
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    AnimateFunctor functor(info, mAnimationHandle->context(), &dirtyMask);
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    auto newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
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    mAnimators.erase(newEnd, mAnimators.end());
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    mAnimationHandle->notifyAnimationsRan();
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    mParent.mProperties.updateMatrix();
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    return dirtyMask;
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}
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static void endStagingAnimator(sp<BaseRenderNodeAnimator>& animator) {
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    animator->cancel();
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    if (animator->listener()) {
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        animator->listener()->onAnimationFinished(animator.get());
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    }
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}
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void AnimatorManager::endAllStagingAnimators() {
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    ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
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    // This works because this state can only happen on the UI thread,
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    // which means we're already on the right thread to invoke listeners
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    for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
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    mNewAnimators.clear();
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}
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class EndActiveAnimatorsFunctor {
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public:
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    explicit EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
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    void operator()(sp<BaseRenderNodeAnimator>& animator) { animator->forceEndNow(mContext); }
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private:
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    AnimationContext& mContext;
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};
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void AnimatorManager::endAllActiveAnimators() {
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    ALOGD("endAllActiveAnimators on %p (%s) with handle %p", &mParent, mParent.getName(),
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          mAnimationHandle);
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    EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
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    for_each(mAnimators.begin(), mAnimators.end(), functor);
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    mAnimators.clear();
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    mAnimationHandle->release();
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}
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void AnimatorManager::forceEndAnimators() {
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    mCancelAllAnimators = true;
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}
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} /* namespace uirenderer */
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} /* namespace android */
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