AnimationContext.h revision c82e879e563ad692cabf19f61a08559c6220171e
1/*
2 * Copyright (C) 2014 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16#ifndef TREEANIMATIONTRACKER_H_
17#define TREEANIMATIONTRACKER_H_
18
19#include <cutils/compiler.h>
20#include <utils/RefBase.h>
21#include <utils/StrongPointer.h>
22
23#include "TreeInfo.h"
24#include "renderthread/TimeLord.h"
25#include "utils/Macros.h"
26
27namespace android {
28namespace uirenderer {
29
30class AnimationContext;
31class AnimationListener;
32class BaseRenderNodeAnimator;
33class RenderNode;
34
35/*
36 * AnimationHandle is several classes merged into one.
37 * 1: It maintains the reference to the AnimationContext required to run animators.
38 * 2: It keeps a strong reference to RenderNodes with animators so that
39 *    we don't lose them if they are no longer in the display tree. This is
40 *    required so that we can keep animating them, and properly notify listeners
41 *    of onAnimationFinished.
42 * 3: It forms a doubly linked list so that we can cheaply move between states.
43 */
44class AnimationHandle {
45    PREVENT_COPY_AND_ASSIGN(AnimationHandle);
46public:
47    AnimationContext& context() { return mContext; }
48
49    // Called by the RenderNode when it has internally pulsed its own animations
50    // this frame and does not need to be run again this frame.
51    void notifyAnimationsRan();
52
53    // Stops tracking the RenderNode and destroys the handle. The node must be
54    // re-attached to the AnimationContext to receive managed animation
55    // pulses.
56    void release();
57
58private:
59    friend class AnimationContext;
60    AnimationHandle(AnimationContext& context);
61    AnimationHandle(RenderNode& animatingNode, AnimationContext& context);
62    ~AnimationHandle();
63
64    void insertAfter(AnimationHandle* prev);
65    void removeFromList();
66
67    sp<RenderNode> mRenderNode;
68
69    AnimationContext& mContext;
70
71    AnimationHandle* mPreviousHandle;
72    AnimationHandle* mNextHandle;
73};
74
75class AnimationContext {
76    PREVENT_COPY_AND_ASSIGN(AnimationContext);
77public:
78    ANDROID_API AnimationContext(renderthread::TimeLord& clock);
79    ANDROID_API virtual ~AnimationContext();
80
81    nsecs_t frameTimeMs() { return mFrameTimeMs; }
82    bool hasAnimations() {
83        return mCurrentFrameAnimations.mNextHandle
84                || mNextFrameAnimations.mNextHandle;
85    }
86
87    // Will always add to the next frame list, which is swapped when
88    // startFrame() is called
89    ANDROID_API void addAnimatingRenderNode(RenderNode& node);
90
91    // Marks the start of a frame, which will update the frame time and move all
92    // next frame animations into the current frame
93    ANDROID_API virtual void startFrame(TreeInfo::TraversalMode mode);
94
95    // Runs any animations still left in mCurrentFrameAnimations that were not run
96    // as part of the standard RenderNode:prepareTree pass.
97    ANDROID_API virtual void runRemainingAnimations(TreeInfo& info);
98
99    ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener);
100
101    ANDROID_API virtual void destroy();
102
103    ANDROID_API virtual void pauseAnimators() {}
104
105private:
106    friend class AnimationHandle;
107    void addAnimationHandle(AnimationHandle* handle);
108
109    renderthread::TimeLord& mClock;
110
111    // Animations left to run this frame, at the end of the frame this should
112    // be null
113    AnimationHandle mCurrentFrameAnimations;
114    // Animations queued for next frame
115    AnimationHandle mNextFrameAnimations;
116
117    nsecs_t mFrameTimeMs;
118};
119
120} /* namespace uirenderer */
121} /* namespace android */
122
123#endif /* TREEANIMATIONTRACKER_H_ */
124