2ccb5030c6
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>
180 lines
5.5 KiB
C++
180 lines
5.5 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 "AnimatorManager.h"
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#include <algorithm>
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#include "Animator.h"
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#include "AnimationContext.h"
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#include "DamageAccumulator.h"
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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->detach();
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animator->decStrong(nullptr);
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}
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AnimatorManager::AnimatorManager(RenderNode& parent)
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: mParent(parent)
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, mAnimationHandle(nullptr) {
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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(nullptr);
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animator->attach(&mParent);
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mNewAnimators.push_back(animator.get());
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}
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void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
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LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
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mAnimationHandle = handle;
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LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
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"Lost animation handle on %p (%s) with outstanding animators!",
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&mParent, mParent.getName());
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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() {
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if (mNewAnimators.size()) {
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LOG_ALWAYS_FATAL_IF(!mAnimationHandle,
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"Trying to start new animators on %p (%s) without an animation handle!",
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&mParent, mParent.getName());
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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(mAnimationHandle->context());
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}
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}
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class AnimateFunctor {
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public:
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AnimateFunctor(TreeInfo& info, AnimationContext& context)
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: dirtyMask(0), mInfo(info), mContext(context) {}
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bool operator() (BaseRenderNodeAnimator* animator) {
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dirtyMask |= animator->dirtyMask();
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bool remove = animator->animate(mContext);
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if (remove) {
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animator->decStrong(nullptr);
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} else {
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if (animator->isRunning()) {
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mInfo.out.hasAnimations = true;
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}
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if (CC_UNLIKELY(!animator->mayRunAsync())) {
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mInfo.out.requiresUiRedraw = true;
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}
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}
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return remove;
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}
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uint32_t dirtyMask;
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private:
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TreeInfo& mInfo;
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AnimationContext& mContext;
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};
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uint32_t AnimatorManager::animate(TreeInfo& info) {
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if (!mAnimators.size()) return 0;
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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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uint32_t dirty = animateCommon(info);
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info.damageAccumulator->pushTransform(&mParent);
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mParent.damageSelf(info);
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return dirty;
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}
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void AnimatorManager::animateNoDamage(TreeInfo& info) {
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animateCommon(info);
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}
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uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
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AnimateFunctor functor(info, mAnimationHandle->context());
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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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mAnimationHandle->notifyAnimationsRan();
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mParent.mProperties.updateMatrix();
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return functor.dirtyMask;
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}
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static void endStagingAnimator(BaseRenderNodeAnimator* animator) {
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animator->end();
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if (animator->listener()) {
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animator->listener()->onAnimationFinished(animator);
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}
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animator->decStrong(nullptr);
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}
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void AnimatorManager::endAllStagingAnimators() {
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ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
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// This works because this state can only happen on the UI thread,
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// which means we're already on the right thread to invoke listeners
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for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
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mNewAnimators.clear();
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}
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class EndActiveAnimatorsFunctor {
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public:
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EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
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void operator() (BaseRenderNodeAnimator* animator) {
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animator->forceEndNow(mContext);
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animator->decStrong(nullptr);
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}
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private:
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AnimationContext& mContext;
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};
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void AnimatorManager::endAllActiveAnimators() {
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ALOGD("endAllActiveAnimators on %p (%s) with handle %p",
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&mParent, mParent.getName(), mAnimationHandle);
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EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
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for_each(mAnimators.begin(), mAnimators.end(), functor);
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mAnimators.clear();
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mAnimationHandle->release();
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}
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} /* namespace uirenderer */
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} /* namespace android */
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