android_frameworks_base/libs/hwui/PropertyValuesAnimatorSet.cpp
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

163 lines
5.4 KiB
C++

/*
* Copyright (C) 2016 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 "PropertyValuesAnimatorSet.h"
#include "RenderNode.h"
#include <algorithm>
namespace android {
namespace uirenderer {
void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder,
Interpolator* interpolator, nsecs_t startDelay,
nsecs_t duration, int repeatCount) {
PropertyAnimator* animator = new PropertyAnimator(propertyValuesHolder,
interpolator, startDelay, duration, repeatCount);
mAnimators.emplace_back(animator);
setListener(new PropertyAnimatorSetListener(this));
// Check whether any child animator is infinite after adding it them to the set.
if (repeatCount == -1) {
mIsInfinite = true;
}
}
PropertyValuesAnimatorSet::PropertyValuesAnimatorSet()
: BaseRenderNodeAnimator(1.0f) {
setStartValue(0);
mLastFraction = 0.0f;
setInterpolator(new LinearInterpolator());
}
void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
if (mOneShotListener.get()) {
mOneShotListener->onAnimationFinished(animator);
mOneShotListener = nullptr;
}
}
float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
return mLastFraction;
}
void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
mLastFraction = value;
}
void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
if (playTime == 0 && mDuration > 0) {
// Reset all the animators
for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
// Note that this set may containing animators modifying the same property, so when we
// reset the animators, we need to make sure the animators that end the first will
// have the final say on what the property value should be.
(*it)->setFraction(0);
}
} else if (playTime >= mDuration) {
// Skip all the animators to end
for (auto& anim : mAnimators) {
anim->setFraction(1);
}
} else {
for (auto& anim : mAnimators) {
anim->setCurrentPlayTime(playTime);
}
}
}
void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
init();
mOneShotListener = listener;
mRequestId++;
BaseRenderNodeAnimator::start();
}
void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
init();
mOneShotListener = listener;
mRequestId++;
BaseRenderNodeAnimator::reverse();
}
void PropertyValuesAnimatorSet::reset() {
mRequestId++;
BaseRenderNodeAnimator::reset();
}
void PropertyValuesAnimatorSet::end() {
mRequestId++;
BaseRenderNodeAnimator::end();
}
void PropertyValuesAnimatorSet::init() {
if (mInitialized) {
return;
}
// Sort the animators by their total duration. Note that all the animators in the set start at
// the same time, so the ones with longer total duration (which includes start delay) will
// be the ones that end later.
std::sort(mAnimators.begin(), mAnimators.end(), [](auto& a, auto&b) {
return a->getTotalDuration() < b->getTotalDuration();
});
mDuration = mAnimators[mAnimators.size() - 1]->getTotalDuration();
mInitialized = true;
}
uint32_t PropertyValuesAnimatorSet::dirtyMask() {
return RenderNode::DISPLAY_LIST;
}
PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
nsecs_t startDelay, nsecs_t duration, int repeatCount)
: mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay),
mDuration(duration) {
if (repeatCount < 0) {
mRepeatCount = UINT32_MAX;
} else {
mRepeatCount = repeatCount;
}
mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay;
}
void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
if (playTime >= mStartDelay && playTime < mTotalDuration) {
nsecs_t currentIterationPlayTime = (playTime - mStartDelay) % mDuration;
float fraction = currentIterationPlayTime / (float) mDuration;
setFraction(fraction);
} else if (mLatestFraction < 1.0f && playTime >= mTotalDuration) {
// This makes sure we only set the fraction = 1 once. It is needed because there might
// be another animator modifying the same property after this animator finishes, we need
// to make sure we don't set conflicting values on the same property within one frame.
setFraction(1.0f);
}
}
void PropertyAnimator::setFraction(float fraction) {
mLatestFraction = fraction;
float interpolatedFraction = mInterpolator->interpolate(fraction);
mPropertyValuesHolder->setFraction(interpolatedFraction);
}
void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
mSet->onFinished(animator);
}
}
}