Doris Liu 718cd3eb70 Handle hidden RT VectorDrawable animators
This CL changes the target of VD specific animators to VectorDrawable,
instead of RenderNode. The benefit of doing so is that animators can
now detect whether the animation is meaningful by checking whether
their VD target is in the display list. If not, that means the VD is
not drawing for the current frame, in which case we can be smarter
and more power efficient by removing the animator from the list and
posting a delayed onFinished listener callback.

By setting VD as the animation target, when an ImageView decides to
update its drawable from one AVD to something else, we'll be able
to detect that the previous AVD is no longer in the display list,
and stop providing animation pulse to the stale AVD, which is
something we couldn't do previously.  This change also
handles the case where one AVD instance could be drawn in two
different views.

Bug: 27441375
Change-Id: Iaad1ed09cfd526276b95db0dd695275c28e074e8
2016-06-09 10:27:59 -07:00

265 lines
8.2 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.
*/
#ifndef ANIMATOR_H
#define ANIMATOR_H
#include <memory>
#include <cutils/compiler.h>
#include <utils/RefBase.h>
#include <utils/StrongPointer.h>
#include <utils/Timers.h>
#include "utils/Macros.h"
#include <vector>
namespace android {
namespace uirenderer {
class AnimationContext;
class BaseRenderNodeAnimator;
class CanvasPropertyPrimitive;
class CanvasPropertyPaint;
class Interpolator;
class RenderNode;
class RenderProperties;
class AnimationListener : public VirtualLightRefBase {
public:
ANDROID_API virtual void onAnimationFinished(BaseRenderNodeAnimator*) = 0;
protected:
ANDROID_API virtual ~AnimationListener() {}
};
class BaseRenderNodeAnimator : public VirtualLightRefBase {
PREVENT_COPY_AND_ASSIGN(BaseRenderNodeAnimator);
public:
ANDROID_API void setStartValue(float value);
ANDROID_API void setInterpolator(Interpolator* interpolator);
ANDROID_API void setDuration(nsecs_t durationInMs);
ANDROID_API nsecs_t duration() { return mDuration; }
ANDROID_API void setStartDelay(nsecs_t startDelayInMs);
ANDROID_API nsecs_t startDelay() { return mStartDelay; }
ANDROID_API void setListener(AnimationListener* listener) {
mListener = listener;
}
AnimationListener* listener() { return mListener.get(); }
ANDROID_API void setAllowRunningAsync(bool mayRunAsync) {
mMayRunAsync = mayRunAsync;
}
bool mayRunAsync() { return mMayRunAsync; }
ANDROID_API void start();
ANDROID_API virtual void reset();
ANDROID_API void reverse();
// Terminates the animation at its current progress.
ANDROID_API void cancel();
// Terminates the animation and skip to the end of the animation.
ANDROID_API virtual void end();
void attach(RenderNode* target);
virtual void onAttached() {}
void detach() { mTarget = nullptr; }
ANDROID_API void pushStaging(AnimationContext& context);
ANDROID_API bool animate(AnimationContext& context);
// Returns the remaining time in ms for the animation. Note this should only be called during
// an animation on RenderThread.
ANDROID_API nsecs_t getRemainingPlayTime();
bool isRunning() { return mPlayState == PlayState::Running
|| mPlayState == PlayState::Reversing; }
bool isFinished() { return mPlayState == PlayState::Finished; }
float finalValue() { return mFinalValue; }
ANDROID_API virtual uint32_t dirtyMask() = 0;
void forceEndNow(AnimationContext& context);
RenderNode* target() { return mTarget; }
RenderNode* stagingTarget() { return mStagingTarget; }
protected:
// PlayState is used by mStagingPlayState and mPlayState to track the state initiated from UI
// thread and Render Thread animation state, respectively.
// From the UI thread, mStagingPlayState transition looks like
// NotStarted -> Running/Reversing -> Finished
// ^ |
// | |
// ----------------------
// Note: For mStagingState, the Finished state (optional) is only set when the animation is
// terminated by user.
//
// On Render Thread, mPlayState transition:
// NotStart -> Running/Reversing-> Finished
// ^ |
// | |
// ------------------
// Note that if the animation is in Running/Reversing state, calling start or reverse again
// would do nothing if the animation has the same play direction as the request; otherwise,
// the animation would start from where it is and change direction (i.e. Reversing <-> Running)
enum class PlayState {
NotStarted,
Running,
Reversing,
Finished,
};
BaseRenderNodeAnimator(float finalValue);
virtual ~BaseRenderNodeAnimator();
virtual float getValue(RenderNode* target) const = 0;
virtual void setValue(RenderNode* target, float value) = 0;
void callOnFinishedListener(AnimationContext& context);
virtual void onStagingPlayStateChanged() {}
virtual void onPlayTimeChanged(nsecs_t playTime) {}
virtual void onPushStaging() {}
RenderNode* mTarget;
RenderNode* mStagingTarget;
float mFinalValue;
float mDeltaValue;
float mFromValue;
std::unique_ptr<Interpolator> mInterpolator;
PlayState mStagingPlayState;
PlayState mPlayState;
bool mHasStartValue;
nsecs_t mStartTime;
nsecs_t mDuration;
nsecs_t mStartDelay;
bool mMayRunAsync;
// Play Time tracks the progress of animation, it should always be [0, mDuration], 0 being
// the beginning of the animation, will reach mDuration at the end of an animation.
nsecs_t mPlayTime;
sp<AnimationListener> mListener;
private:
enum class Request {
Start,
Reverse,
Reset,
Cancel,
End
};
inline void checkMutable();
virtual void transitionToRunning(AnimationContext& context);
void doSetStartValue(float value);
bool updatePlayTime(nsecs_t playTime);
void resolveStagingRequest(Request request);
std::vector<Request> mStagingRequests;
};
class RenderPropertyAnimator : public BaseRenderNodeAnimator {
public:
enum RenderProperty {
TRANSLATION_X = 0,
TRANSLATION_Y,
TRANSLATION_Z,
SCALE_X,
SCALE_Y,
ROTATION,
ROTATION_X,
ROTATION_Y,
X,
Y,
Z,
ALPHA,
};
ANDROID_API RenderPropertyAnimator(RenderProperty property, float finalValue);
ANDROID_API virtual uint32_t dirtyMask();
protected:
virtual float getValue(RenderNode* target) const override;
virtual void setValue(RenderNode* target, float value) override;
virtual void onAttached() override;
virtual void onStagingPlayStateChanged() override;
virtual void onPushStaging() override;
private:
typedef bool (RenderProperties::*SetFloatProperty)(float value);
typedef float (RenderProperties::*GetFloatProperty)() const;
struct PropertyAccessors;
const PropertyAccessors* mPropertyAccess;
static const PropertyAccessors PROPERTY_ACCESSOR_LUT[];
bool mShouldSyncPropertyFields = false;
bool mShouldUpdateStagingProperties = false;
};
class CanvasPropertyPrimitiveAnimator : public BaseRenderNodeAnimator {
public:
ANDROID_API CanvasPropertyPrimitiveAnimator(CanvasPropertyPrimitive* property,
float finalValue);
ANDROID_API virtual uint32_t dirtyMask();
protected:
virtual float getValue(RenderNode* target) const override;
virtual void setValue(RenderNode* target, float value) override;
private:
sp<CanvasPropertyPrimitive> mProperty;
};
class CanvasPropertyPaintAnimator : public BaseRenderNodeAnimator {
public:
enum PaintField {
STROKE_WIDTH = 0,
ALPHA,
};
ANDROID_API CanvasPropertyPaintAnimator(CanvasPropertyPaint* property,
PaintField field, float finalValue);
ANDROID_API virtual uint32_t dirtyMask();
protected:
virtual float getValue(RenderNode* target) const override;
virtual void setValue(RenderNode* target, float value) override;
private:
sp<CanvasPropertyPaint> mProperty;
PaintField mField;
};
class RevealAnimator : public BaseRenderNodeAnimator {
public:
ANDROID_API RevealAnimator(int centerX, int centerY,
float startValue, float finalValue);
ANDROID_API virtual uint32_t dirtyMask();
protected:
virtual float getValue(RenderNode* target) const override;
virtual void setValue(RenderNode* target, float value) override;
private:
int mCenterX, mCenterY;
};
} /* namespace uirenderer */
} /* namespace android */
#endif /* ANIMATOR_H */