69e5adffb1
bug:15860114 Savelayers and HW layers both now support shadow casting. For save layers, the light source should always be correct, for HW layers, the light source position is set when the layer is created, and updated when it is resized. Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
320 lines
10 KiB
C++
320 lines
10 KiB
C++
/*
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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 "Animator.h"
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#include <inttypes.h>
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#include <set>
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#include "RenderNode.h"
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#include "RenderProperties.h"
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namespace android {
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namespace uirenderer {
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/************************************************************
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* BaseRenderNodeAnimator
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************************************************************/
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BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue)
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: mTarget(NULL)
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, mFinalValue(finalValue)
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, mDeltaValue(0)
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, mFromValue(0)
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, mInterpolator(0)
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, mStagingPlayState(NOT_STARTED)
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, mPlayState(NOT_STARTED)
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, mHasStartValue(false)
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, mStartTime(0)
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, mDuration(300)
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, mStartDelay(0) {
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}
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BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {
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delete mInterpolator;
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}
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void BaseRenderNodeAnimator::checkMutable() {
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// Should be impossible to hit as the Java-side also has guards for this
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LOG_ALWAYS_FATAL_IF(mStagingPlayState != NOT_STARTED,
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"Animator has already been started!");
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}
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void BaseRenderNodeAnimator::setInterpolator(Interpolator* interpolator) {
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checkMutable();
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delete mInterpolator;
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mInterpolator = interpolator;
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}
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void BaseRenderNodeAnimator::setStartValue(float value) {
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checkMutable();
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doSetStartValue(value);
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}
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void BaseRenderNodeAnimator::doSetStartValue(float value) {
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mFromValue = value;
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mDeltaValue = (mFinalValue - mFromValue);
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mHasStartValue = true;
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}
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void BaseRenderNodeAnimator::setDuration(nsecs_t duration) {
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checkMutable();
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mDuration = duration;
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}
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void BaseRenderNodeAnimator::setStartDelay(nsecs_t startDelay) {
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checkMutable();
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mStartDelay = startDelay;
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}
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void BaseRenderNodeAnimator::attach(RenderNode* target) {
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mTarget = target;
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onAttached();
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}
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void BaseRenderNodeAnimator::pushStaging(TreeInfo& info) {
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if (!mHasStartValue) {
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doSetStartValue(getValue(mTarget));
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}
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if (mStagingPlayState > mPlayState) {
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mPlayState = mStagingPlayState;
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// Oh boy, we're starting! Man the battle stations!
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if (mPlayState == RUNNING) {
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transitionToRunning(info);
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}
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}
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}
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void BaseRenderNodeAnimator::transitionToRunning(TreeInfo& info) {
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LOG_ALWAYS_FATAL_IF(info.frameTimeMs <= 0, "%" PRId64 " isn't a real frame time!", info.frameTimeMs);
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if (mStartDelay < 0 || mStartDelay > 50000) {
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ALOGW("Your start delay is strange and confusing: %" PRId64, mStartDelay);
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}
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mStartTime = info.frameTimeMs + mStartDelay;
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if (mStartTime < 0) {
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ALOGW("Ended up with a really weird start time of %" PRId64
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" with frame time %" PRId64 " and start delay %" PRId64,
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mStartTime, info.frameTimeMs, mStartDelay);
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// Set to 0 so that the animate() basically instantly finishes
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mStartTime = 0;
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}
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// No interpolator was set, use the default
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if (!mInterpolator) {
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mInterpolator = Interpolator::createDefaultInterpolator();
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}
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if (mDuration < 0 || mDuration > 50000) {
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ALOGW("Your duration is strange and confusing: %" PRId64, mDuration);
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}
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}
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bool BaseRenderNodeAnimator::animate(TreeInfo& info) {
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if (mPlayState < RUNNING) {
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return false;
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}
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if (mPlayState == FINISHED) {
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return true;
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}
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// If BaseRenderNodeAnimator is handling the delay (not typical), then
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// because the staging properties reflect the final value, we always need
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// to call setValue even if the animation isn't yet running or is still
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// being delayed as we need to override the staging value
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if (mStartTime > info.frameTimeMs) {
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info.out.hasAnimations |= true;
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setValue(mTarget, mFromValue);
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return false;
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}
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float fraction = 1.0f;
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if (mPlayState == RUNNING && mDuration > 0) {
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fraction = (float)(info.frameTimeMs - mStartTime) / mDuration;
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}
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if (fraction >= 1.0f) {
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fraction = 1.0f;
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mPlayState = FINISHED;
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}
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fraction = mInterpolator->interpolate(fraction);
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setValue(mTarget, mFromValue + (mDeltaValue * fraction));
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if (mPlayState == FINISHED) {
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callOnFinishedListener(info);
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return true;
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}
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info.out.hasAnimations |= true;
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return false;
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}
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void BaseRenderNodeAnimator::callOnFinishedListener(TreeInfo& info) {
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if (mListener.get()) {
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if (!info.animationHook) {
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mListener->onAnimationFinished(this);
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} else {
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info.animationHook->callOnFinished(this, mListener.get());
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}
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}
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}
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/************************************************************
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* RenderPropertyAnimator
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************************************************************/
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struct RenderPropertyAnimator::PropertyAccessors {
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RenderNode::DirtyPropertyMask dirtyMask;
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GetFloatProperty getter;
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SetFloatProperty setter;
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};
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// Maps RenderProperty enum to accessors
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const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY_ACCESSOR_LUT[] = {
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{RenderNode::TRANSLATION_X, &RenderProperties::getTranslationX, &RenderProperties::setTranslationX },
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{RenderNode::TRANSLATION_Y, &RenderProperties::getTranslationY, &RenderProperties::setTranslationY },
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{RenderNode::TRANSLATION_X, &RenderProperties::getTranslationZ, &RenderProperties::setTranslationZ },
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{RenderNode::SCALE_X, &RenderProperties::getScaleX, &RenderProperties::setScaleX },
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{RenderNode::SCALE_Y, &RenderProperties::getScaleY, &RenderProperties::setScaleY },
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{RenderNode::ROTATION, &RenderProperties::getRotation, &RenderProperties::setRotation },
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{RenderNode::ROTATION_X, &RenderProperties::getRotationX, &RenderProperties::setRotationX },
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{RenderNode::ROTATION_Y, &RenderProperties::getRotationY, &RenderProperties::setRotationY },
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{RenderNode::X, &RenderProperties::getX, &RenderProperties::setX },
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{RenderNode::Y, &RenderProperties::getY, &RenderProperties::setY },
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{RenderNode::Z, &RenderProperties::getZ, &RenderProperties::setZ },
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{RenderNode::ALPHA, &RenderProperties::getAlpha, &RenderProperties::setAlpha },
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};
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RenderPropertyAnimator::RenderPropertyAnimator(RenderProperty property, float finalValue)
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: BaseRenderNodeAnimator(finalValue)
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, mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {
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}
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void RenderPropertyAnimator::onAttached() {
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if (!mHasStartValue
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&& mTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) {
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setStartValue((mTarget->stagingProperties().*mPropertyAccess->getter)());
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}
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}
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void RenderPropertyAnimator::onStagingPlayStateChanged() {
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if (mStagingPlayState == RUNNING) {
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(mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue());
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} else if (mStagingPlayState == FINISHED) {
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// We're being canceled, so make sure that whatever values the UI thread
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// is observing for us is pushed over
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mTarget->setPropertyFieldsDirty(dirtyMask());
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}
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}
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uint32_t RenderPropertyAnimator::dirtyMask() {
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return mPropertyAccess->dirtyMask;
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}
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float RenderPropertyAnimator::getValue(RenderNode* target) const {
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return (target->properties().*mPropertyAccess->getter)();
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}
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void RenderPropertyAnimator::setValue(RenderNode* target, float value) {
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(target->animatorProperties().*mPropertyAccess->setter)(value);
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}
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/************************************************************
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* CanvasPropertyPrimitiveAnimator
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************************************************************/
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CanvasPropertyPrimitiveAnimator::CanvasPropertyPrimitiveAnimator(
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CanvasPropertyPrimitive* property, float finalValue)
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: BaseRenderNodeAnimator(finalValue)
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, mProperty(property) {
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}
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float CanvasPropertyPrimitiveAnimator::getValue(RenderNode* target) const {
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return mProperty->value;
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}
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void CanvasPropertyPrimitiveAnimator::setValue(RenderNode* target, float value) {
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mProperty->value = value;
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}
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uint32_t CanvasPropertyPrimitiveAnimator::dirtyMask() {
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return RenderNode::DISPLAY_LIST;
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}
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/************************************************************
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* CanvasPropertySkPaintAnimator
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************************************************************/
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CanvasPropertyPaintAnimator::CanvasPropertyPaintAnimator(
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CanvasPropertyPaint* property, PaintField field, float finalValue)
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: BaseRenderNodeAnimator(finalValue)
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, mProperty(property)
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, mField(field) {
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}
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float CanvasPropertyPaintAnimator::getValue(RenderNode* target) const {
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switch (mField) {
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case STROKE_WIDTH:
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return mProperty->value.getStrokeWidth();
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case ALPHA:
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return mProperty->value.getAlpha();
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}
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LOG_ALWAYS_FATAL("Unknown field %d", (int) mField);
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return -1;
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}
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static uint8_t to_uint8(float value) {
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int c = (int) (value + .5f);
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return static_cast<uint8_t>( c < 0 ? 0 : c > 255 ? 255 : c );
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}
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void CanvasPropertyPaintAnimator::setValue(RenderNode* target, float value) {
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switch (mField) {
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case STROKE_WIDTH:
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mProperty->value.setStrokeWidth(value);
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return;
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case ALPHA:
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mProperty->value.setAlpha(to_uint8(value));
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return;
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}
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LOG_ALWAYS_FATAL("Unknown field %d", (int) mField);
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}
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uint32_t CanvasPropertyPaintAnimator::dirtyMask() {
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return RenderNode::DISPLAY_LIST;
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}
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RevealAnimator::RevealAnimator(int centerX, int centerY,
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float startValue, float finalValue)
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: BaseRenderNodeAnimator(finalValue)
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, mCenterX(centerX)
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, mCenterY(centerY) {
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setStartValue(startValue);
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}
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float RevealAnimator::getValue(RenderNode* target) const {
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return target->properties().getRevealClip().getRadius();
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}
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void RevealAnimator::setValue(RenderNode* target, float value) {
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target->animatorProperties().mutableRevealClip().set(true,
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mCenterX, mCenterY, value);
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}
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uint32_t RevealAnimator::dirtyMask() {
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return RenderNode::GENERIC;
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}
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} /* namespace uirenderer */
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} /* namespace android */
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