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