Switch to callback animation
Modified current animation logic to use callbacks from the controllers
to further clean and modularize code.
Test: Pixel 3XL device, atest PointerController_test, compile
Change-Id: I1073bd78687cca491663c0349751dab4b30aa8e2
diff --git a/libs/input/TouchSpotController.h b/libs/input/TouchSpotController.h
index f3b3550..703de36 100644
--- a/libs/input/TouchSpotController.h
+++ b/libs/input/TouchSpotController.h
@@ -17,6 +17,8 @@
#ifndef _UI_TOUCH_SPOT_CONTROLLER_H
#define _UI_TOUCH_SPOT_CONTROLLER_H
+#include <functional>
+
#include "PointerControllerContext.h"
namespace android {
@@ -34,7 +36,7 @@
void clearSpots();
void reloadSpotResources();
- bool doFadingAnimation(nsecs_t timestamp, bool keepAnimating);
+ bool doAnimations(nsecs_t timestamp);
private:
struct Spot {
@@ -76,6 +78,8 @@
std::vector<Spot*> displaySpots;
std::vector<sp<Sprite>> recycledSprites;
+ bool animating{false};
+
} mLocked GUARDED_BY(mLock);
Spot* getSpot(uint32_t id, const std::vector<Spot*>& spots);
@@ -84,6 +88,8 @@
void releaseSpotLocked(Spot* spot);
void fadeOutAndReleaseSpotLocked(Spot* spot);
void fadeOutAndReleaseAllSpotsLocked();
+ bool doFadingAnimationLocked(nsecs_t timestamp);
+ void startAnimationLocked();
};
} // namespace android