|  | /* | 
|  | * 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, | 
|  | RepeatMode repeatMode) { | 
|  | PropertyAnimator* animator = new PropertyAnimator( | 
|  | propertyValuesHolder, interpolator, startDelay, duration, repeatCount, repeatMode); | 
|  | mAnimators.emplace_back(animator); | 
|  |  | 
|  | // Check whether any child animator is infinite after adding it them to the set. | 
|  | if (repeatCount == -1) { | 
|  | mIsInfinite = true; | 
|  | } | 
|  | } | 
|  |  | 
|  | PropertyValuesAnimatorSet::PropertyValuesAnimatorSet() : BaseRenderNodeAnimator(1.0f) { | 
|  | setStartValue(0); | 
|  | mLastFraction = 0.0f; | 
|  | setInterpolator(new LinearInterpolator()); | 
|  | setListener(new PropertyAnimatorSetListener(this)); | 
|  | } | 
|  |  | 
|  | void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) { | 
|  | if (mOneShotListener.get()) { | 
|  | sp<AnimationListener> listener = std::move(mOneShotListener); | 
|  | // Set the listener to nullptr before the onAnimationFinished callback, rather than after, | 
|  | // for two reasons: | 
|  | // 1) We need to prevent changes to mOneShotListener during the onAnimationFinished | 
|  | // callback (specifically in AnimationListenerBridge::onAnimationFinished(...) from | 
|  | // triggering dtor of the bridge and potentially unsafely re-entering | 
|  | // AnimationListenerBridge::onAnimationFinished(...). | 
|  | // 2) It's possible that there are changes to the listener during the callback, therefore | 
|  | // we need to reset the listener before the callback rather than afterwards. | 
|  | mOneShotListener = nullptr; | 
|  | listener->onAnimationFinished(animator); | 
|  | } | 
|  | } | 
|  |  | 
|  | 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, 0); | 
|  | } | 
|  | } else { | 
|  | for (auto& anim : mAnimators) { | 
|  | anim->setCurrentPlayTime(playTime); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | void PropertyValuesAnimatorSet::start(AnimationListener* listener) { | 
|  | init(); | 
|  | mOneShotListener = listener; | 
|  | mRequestId++; | 
|  | BaseRenderNodeAnimator::start(); | 
|  | } | 
|  |  | 
|  | void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) { | 
|  | init(); | 
|  | mOneShotListener = listener; | 
|  | mRequestId++; | 
|  | BaseRenderNodeAnimator::reverse(); | 
|  | } | 
|  |  | 
|  | void PropertyValuesAnimatorSet::reset() { | 
|  | mRequestId++; | 
|  | BaseRenderNodeAnimator::reset(); | 
|  | } | 
|  |  | 
|  | void PropertyValuesAnimatorSet::end() { | 
|  | mRequestId++; | 
|  | BaseRenderNodeAnimator::end(); | 
|  | } | 
|  |  | 
|  | 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.empty() ? 0 : 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, | 
|  | RepeatMode repeatMode) | 
|  | : mPropertyValuesHolder(holder) | 
|  | , mInterpolator(interpolator) | 
|  | , mStartDelay(startDelay) | 
|  | , mDuration(duration) { | 
|  | if (repeatCount < 0) { | 
|  | mRepeatCount = UINT32_MAX; | 
|  | } else { | 
|  | mRepeatCount = repeatCount; | 
|  | } | 
|  | mRepeatMode = repeatMode; | 
|  | mTotalDuration = ((nsecs_t)mRepeatCount + 1) * mDuration + mStartDelay; | 
|  | } | 
|  |  | 
|  | void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) { | 
|  | if (playTime < mStartDelay) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | float currentIterationFraction; | 
|  | long iteration; | 
|  | if (playTime >= mTotalDuration) { | 
|  | // Reached the end of the animation. | 
|  | iteration = mRepeatCount; | 
|  | currentIterationFraction = 1.0f; | 
|  | } else { | 
|  | // play time here is in range [mStartDelay, mTotalDuration) | 
|  | iteration = (playTime - mStartDelay) / mDuration; | 
|  | currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float)mDuration; | 
|  | } | 
|  | setFraction(currentIterationFraction, iteration); | 
|  | } | 
|  |  | 
|  | void PropertyAnimator::setFraction(float fraction, long iteration) { | 
|  | double totalFraction = fraction + iteration; | 
|  | // This makes sure we only set the fraction = repeatCount + 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. | 
|  | if ((mLatestFraction == mRepeatCount + 1.0) && (totalFraction >= mRepeatCount + 1.0)) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | mLatestFraction = totalFraction; | 
|  | // Check the play direction (i.e. reverse or restart) every other iteration, and calculate the | 
|  | // fraction based on the play direction. | 
|  | if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) { | 
|  | fraction = 1.0f - fraction; | 
|  | } | 
|  | float interpolatedFraction = mInterpolator->interpolate(fraction); | 
|  | mPropertyValuesHolder->setFraction(interpolatedFraction); | 
|  | } | 
|  |  | 
|  | void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) { | 
|  | mSet->onFinished(animator); | 
|  | } | 
|  | } | 
|  | } |