18 Commits

Author SHA1 Message Date
John Reck
9e066cbf59 Fix dirtyMask in AnimateFunctor
Bug: 27313379
Change-Id: I0c0cffe7e1940914f0143714643ede539b86216f
2016-02-29 13:40:52 -08:00
Doris Liu
8b083206ae Revert "Revert "Check RenderNode's owning view before attaching animators""
This reverts commit eb40178af3b7c8d925eaf6c1aa0bef739c8ea47e.

Change-Id: I6838ecb35b50847746ee66ac204f14eb5f579b91
2016-02-19 13:52:41 -08:00
Doris Liu
c4bb185d41 VectorDrawable native rendering - Step 5 of MANY
This is reverting the revert of what reverts the revert of the original
implementation. Fourth revert is a charm!

This reverts commit df7fdb1e0bdb5c289bbc08047e5c710185503309.

Change-Id: I6fc3a5accfd8b79c3da31bbc101ad9e9b4d6e7dd
2016-02-19 13:51:31 -08:00
Doris Liu
df7fdb1e0b Revert "Revert "Revert "VectorDrawable native rendering - Step 5 of MANY"""
This reverts commit 0d20a275a5baf8579c8b9111cf2ce6615874a6b6.

Change-Id: I97c782f1164a5d39ab74dc098cca71d9e1b30cd8
2016-02-18 18:37:02 +00:00
Doris Liu
0d20a275a5 Revert "Revert "VectorDrawable native rendering - Step 5 of MANY""
This reverts commit e03ef25a3e44ef5d495e366c30b9b5b69fc58194.

Change-Id: I9c2e1c891667451a3ee668e414bf337ad67279ab
2016-02-12 19:49:29 -08:00
John Reck
e03ef25a3e Revert "VectorDrawable native rendering - Step 5 of MANY"
Bug: 27136799

This reverts commit 18bdf443e371e9f293439b4ff92cc79abaa422e5.

Change-Id: I825b061eec2a591f2d18119ba64494624b9ad4f2
2016-02-11 17:02:33 +00:00
Doris Liu
18bdf443e3 VectorDrawable native rendering - Step 5 of MANY
Implemented reset() (public API for AVD)
and reverse() (internal API that needs to be supported)

Change-Id: Ife1650049f271cad1347943151a5800c40c20aa2
2016-02-11 01:08:47 +00:00
Fred Fettinger
2ccb5030c6 animateNoDamage failed to remove from current frame list
runRemainingAnimations is used to animate the available animation handle
which were not yet run, it actually animate those animation handle and
removes from the list by notifyAnimationsRan(). In case if these animation
handles are not removed, it leads to the Fatal Assert of runRemainingAnimations.

Some usecases causes the addition of animation handle when there is
no animators, in these cases this check prevents execution of
notifyAnimationsRan() leads to Fatal Assert crash of runRemainingAnimations.

Allowing the animation to happen irrespective of animators solves the problem

Change-Id: I685dc7ebf736268927a536595910fc63353306eb
Signed-off-by: Parasuraman <parasur@motorola.com>
Signed-off-by: Fred Fettinger <fettinge@motorola.com>
2015-07-30 13:03:00 -07:00
John Reck
49dec430e8 Move updateMatrix() call to animateCommon
Bug: 22667315

HWUI internally always assumes that RenderNode->properties()
has a fully-baked matrix. However, RenderThread animations violate
this and will perform an update of that matrix after they run. This
was missing in the fallback scenario where an animation was
running on a View that is detached from the tree.

If a RenderThread animation is started on an attached view, it becomes
detached, and is then re-attached it will crash in the staging
properties push. The fix for this is to move the call to updateMatrix
from animate() to animateCommon() so that the animateNoDamage()
path will similarly perform the necessary matrix update.

Change-Id: I4c899a6f68659342a6515f1d7f20d3c4af65caf0
2015-07-23 22:37:21 +00:00
Chris Craik
d41c4d8c73 Add overrides and switch to nullptr keyword for all files
Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.

Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
2015-01-05 16:49:13 -08:00
Tom Hudson
2dc236b2ba Clean up physical coupling
Narrow the use of #include directives in hwui, replacing with forward
declarations where straightforward. Speeds compiles; doesn't do any
restructuring of code.

Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
2014-10-15 15:51:39 -04:00
John Reck
f5945a0c8b Disable RT-anim for AnimatorSet
Bug: 17317184

 Unfortunately this will disable *all* RT animations in a scene,
 but we don't have more selective targetting currently

Change-Id: I57e1c0ae43957f45229473bdcdaf34c05825fab7
2014-09-05 15:58:26 -07:00
John Reck
e2478d45cc Fix some wrong-thread issues around animator management
Bug: 17372309

 Fixes a case where UI thread and RT thread both used the same method
 which wasn't safe for either of them.

 Adds additional assertions & logging in unusual circumstances to
 try and track down where the issue is occuring from.

Change-Id: I93d31a6fd0c5927259b67bdf96a475944226eee6
2014-09-03 17:37:59 -07:00
John Reck
d0cd9db316 Actually end animators on tree destruction
Bug: 17313962

Change-Id: I66b86d50b415f9aa33da23297f22e2cf7f96f565
2014-08-28 08:43:39 -07:00
John Reck
119907cd25 Animator stuff
Bug: 17228458

Change-Id: Id884a429a512f9cd2be0ed16dbd0f10e92b4440d
2014-08-27 17:44:25 -07:00
John Reck
a7c2ea20c4 Fix damage for layers for projection receivers
Bug: 16880228

Change-Id: I59ab760a21f49cc2cac0d8936b173cff292e6114
2014-08-08 20:24:34 +00:00
John Reck
8d8af3c1b7 Fixes to startDelay
Bug: 15991758

 Don't update the UI thread with final value until after
 startDelay

Change-Id: Ie8bffb5a3ace353ec1d82943a4efcbd01c42c28f
2014-07-01 15:32:12 -07:00
John Reck
68bfe0a37a Animator refactoring & fixes
Tweaks animators to have less unnecessary refcounting

 Pull animator management out into seperate class

 More control to tweak animator lifecycle, such as doing
 Java-side handling of start delay by attaching but not
 starting the animator

Change-Id: I4ff8207580ca11fb38f45ef0007b406e0097281c
2014-06-26 10:45:43 -07:00