android_frameworks_base/libs/hwui/AnimatorManager.cpp
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

182 lines
5.6 KiB
C++

/*
* 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 <algorithm>
#include "Animator.h"
#include "AnimationContext.h"
#include "DamageAccumulator.h"
#include "RenderNode.h"
namespace android {
namespace uirenderer {
using namespace std;
static void unref(BaseRenderNodeAnimator* animator) {
animator->detach();
animator->decStrong(nullptr);
}
AnimatorManager::AnimatorManager(RenderNode& parent)
: mParent(parent)
, mAnimationHandle(nullptr) {
}
AnimatorManager::~AnimatorManager() {
for_each(mNewAnimators.begin(), mNewAnimators.end(), unref);
for_each(mAnimators.begin(), mAnimators.end(), unref);
}
void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
animator->incStrong(nullptr);
animator->attach(&mParent);
mNewAnimators.push_back(animator.get());
}
void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
mAnimationHandle = handle;
LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
"Lost animation handle on %p (%s) with outstanding animators!",
&mParent, mParent.getName());
}
template<typename T>
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() {
if (mNewAnimators.size()) {
LOG_ALWAYS_FATAL_IF(!mAnimationHandle,
"Trying to start new animators on %p (%s) without an animation handle!",
&mParent, mParent.getName());
// Since this is a straight move, we don't need to inc/dec the ref count
move_all(mNewAnimators, mAnimators);
}
for (vector<BaseRenderNodeAnimator*>::iterator it = mAnimators.begin(); it != mAnimators.end(); it++) {
(*it)->pushStaging(mAnimationHandle->context());
}
}
class AnimateFunctor {
public:
AnimateFunctor(TreeInfo& info, AnimationContext& context)
: dirtyMask(0), mInfo(info), mContext(context) {}
bool operator() (BaseRenderNodeAnimator* animator) {
dirtyMask |= animator->dirtyMask();
bool remove = animator->animate(mContext);
if (remove) {
animator->decStrong(nullptr);
} else {
if (animator->isRunning()) {
mInfo.out.hasAnimations = true;
}
if (CC_UNLIKELY(!animator->mayRunAsync())) {
mInfo.out.requiresUiRedraw = true;
}
}
return remove;
}
uint32_t dirtyMask;
private:
TreeInfo& mInfo;
AnimationContext& mContext;
};
uint32_t AnimatorManager::animate(TreeInfo& info) {
if (!mAnimators.size()) return 0;
// 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();
uint32_t dirty = animateCommon(info);
mParent.mProperties.updateMatrix();
info.damageAccumulator->pushTransform(&mParent);
mParent.damageSelf(info);
return dirty;
}
void AnimatorManager::animateNoDamage(TreeInfo& info) {
if (!mAnimators.size()) return;
animateCommon(info);
}
uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
AnimateFunctor functor(info, mAnimationHandle->context());
std::vector< BaseRenderNodeAnimator* >::iterator newEnd;
newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.erase(newEnd, mAnimators.end());
mAnimationHandle->notifyAnimationsRan();
return functor.dirtyMask;
}
static void endStagingAnimator(BaseRenderNodeAnimator* animator) {
animator->end();
if (animator->listener()) {
animator->listener()->onAnimationFinished(animator);
}
animator->decStrong(nullptr);
}
void AnimatorManager::endAllStagingAnimators() {
ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
// This works because this state can only happen on the UI thread,
// which means we're already on the right thread to invoke listeners
for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
mNewAnimators.clear();
}
class EndActiveAnimatorsFunctor {
public:
EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
void operator() (BaseRenderNodeAnimator* animator) {
animator->forceEndNow(mContext);
animator->decStrong(nullptr);
}
private:
AnimationContext& mContext;
};
void AnimatorManager::endAllActiveAnimators() {
ALOGD("endAllStagingAnimators on %p (%s) with handle %p",
&mParent, mParent.getName(), mAnimationHandle);
EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
for_each(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.clear();
mAnimationHandle->release();
}
} /* namespace uirenderer */
} /* namespace android */