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