103 lines
3.0 KiB
C++
103 lines
3.0 KiB
C++
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/*
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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 "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 unref(BaseRenderNodeAnimator* animator) {
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animator->decStrong(0);
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}
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AnimatorManager::AnimatorManager(RenderNode& parent)
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: mParent(parent) {
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}
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AnimatorManager::~AnimatorManager() {
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for_each(mNewAnimators.begin(), mNewAnimators.end(), unref);
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for_each(mAnimators.begin(), mAnimators.end(), unref);
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}
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void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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animator->incStrong(0);
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animator->onAttached(&mParent);
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mNewAnimators.push_back(animator.get());
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}
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template<typename T>
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static void move_all(T& source, T& dest) {
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dest.reserve(source.size() + dest.size());
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for (typename T::iterator it = source.begin(); it != source.end(); it++) {
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dest.push_back(*it);
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}
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source.clear();
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}
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void AnimatorManager::pushStaging(TreeInfo& info) {
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if (mNewAnimators.size()) {
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// Since this is a straight move, we don't need to inc/dec the ref count
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move_all(mNewAnimators, mAnimators);
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}
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for (vector<BaseRenderNodeAnimator*>::iterator it = mAnimators.begin(); it != mAnimators.end(); it++) {
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(*it)->pushStaging(&mParent, info);
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}
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}
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class AnimateFunctor {
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public:
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AnimateFunctor(RenderNode& target, TreeInfo& info)
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: mTarget(target), mInfo(info) {}
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bool operator() (BaseRenderNodeAnimator* animator) {
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bool remove = animator->animate(&mTarget, mInfo);
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if (remove) {
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animator->decStrong(0);
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}
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return remove;
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}
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private:
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RenderNode& mTarget;
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TreeInfo& mInfo;
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};
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void AnimatorManager::animate(TreeInfo& info) {
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if (!mAnimators.size()) return;
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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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AnimateFunctor functor(mParent, info);
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std::vector< BaseRenderNodeAnimator* >::iterator newEnd;
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newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
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mAnimators.erase(newEnd, mAnimators.end());
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mParent.mProperties.updateMatrix();
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info.damageAccumulator->pushTransform(&mParent);
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mParent.damageSelf(info);
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}
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} /* namespace uirenderer */
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} /* namespace android */
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