Test: No code changes, just ran through clang-format Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
126 lines
4.0 KiB
C++
126 lines
4.0 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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#ifndef TREEANIMATIONTRACKER_H_
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#define TREEANIMATIONTRACKER_H_
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#include <cutils/compiler.h>
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#include <utils/RefBase.h>
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#include <utils/StrongPointer.h>
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#include "TreeInfo.h"
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#include "renderthread/TimeLord.h"
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#include "utils/Macros.h"
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namespace android {
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namespace uirenderer {
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class AnimationContext;
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class AnimationListener;
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class BaseRenderNodeAnimator;
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class RenderNode;
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/*
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* AnimationHandle is several classes merged into one.
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* 1: It maintains the reference to the AnimationContext required to run animators.
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* 2: It keeps a strong reference to RenderNodes with animators so that
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* we don't lose them if they are no longer in the display tree. This is
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* required so that we can keep animating them, and properly notify listeners
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* of onAnimationFinished.
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* 3: It forms a doubly linked list so that we can cheaply move between states.
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*/
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class AnimationHandle {
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PREVENT_COPY_AND_ASSIGN(AnimationHandle);
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public:
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AnimationContext& context() { return mContext; }
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// Called by the RenderNode when it has internally pulsed its own animations
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// this frame and does not need to be run again this frame.
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void notifyAnimationsRan();
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// Stops tracking the RenderNode and destroys the handle. The node must be
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// re-attached to the AnimationContext to receive managed animation
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// pulses.
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void release();
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private:
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friend class AnimationContext;
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explicit AnimationHandle(AnimationContext& context);
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AnimationHandle(RenderNode& animatingNode, AnimationContext& context);
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~AnimationHandle();
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void insertAfter(AnimationHandle* prev);
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void removeFromList();
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sp<RenderNode> mRenderNode;
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AnimationContext& mContext;
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AnimationHandle* mPreviousHandle;
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AnimationHandle* mNextHandle;
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};
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class AnimationContext {
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PREVENT_COPY_AND_ASSIGN(AnimationContext);
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public:
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ANDROID_API explicit AnimationContext(renderthread::TimeLord& clock);
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ANDROID_API virtual ~AnimationContext();
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nsecs_t frameTimeMs() { return mFrameTimeMs; }
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bool hasAnimations() {
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return mCurrentFrameAnimations.mNextHandle || mNextFrameAnimations.mNextHandle;
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}
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// Will always add to the next frame list, which is swapped when
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// startFrame() is called
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ANDROID_API void addAnimatingRenderNode(RenderNode& node);
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// Marks the start of a frame, which will update the frame time and move all
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// next frame animations into the current frame
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ANDROID_API virtual void startFrame(TreeInfo::TraversalMode mode);
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// Runs any animations still left in mCurrentFrameAnimations that were not run
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// as part of the standard RenderNode:prepareTree pass.
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ANDROID_API virtual void runRemainingAnimations(TreeInfo& info);
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ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator,
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AnimationListener* listener);
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ANDROID_API virtual void destroy();
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ANDROID_API virtual void pauseAnimators() {}
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private:
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friend class AnimationHandle;
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void addAnimationHandle(AnimationHandle* handle);
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renderthread::TimeLord& mClock;
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// Animations left to run this frame, at the end of the frame this should
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// be null
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AnimationHandle mCurrentFrameAnimations;
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// Animations queued for next frame
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AnimationHandle mNextFrameAnimations;
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nsecs_t mFrameTimeMs;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* TREEANIMATIONTRACKER_H_ */
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