PropertyValuesAnimatorSet.cpp revision 67ce99b66ebc816ae8bbc222db8f3695fb15495b
1/*
2 * Copyright (C) 2016 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
17#include "PropertyValuesAnimatorSet.h"
18#include "RenderNode.h"
19
20#include <algorithm>
21
22namespace android {
23namespace uirenderer {
24
25void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder,
26            Interpolator* interpolator, nsecs_t startDelay,
27            nsecs_t duration, int repeatCount) {
28
29    PropertyAnimator* animator = new PropertyAnimator(propertyValuesHolder,
30            interpolator, startDelay, duration, repeatCount);
31    mAnimators.emplace_back(animator);
32    setListener(new PropertyAnimatorSetListener(this));
33
34    // Check whether any child animator is infinite after adding it them to the set.
35    if (repeatCount == -1) {
36        mIsInfinite = true;
37    }
38}
39
40PropertyValuesAnimatorSet::PropertyValuesAnimatorSet()
41        : BaseRenderNodeAnimator(1.0f) {
42    setStartValue(0);
43    mLastFraction = 0.0f;
44    setInterpolator(new LinearInterpolator());
45}
46
47void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
48    if (mOneShotListener.get()) {
49        mOneShotListener->onAnimationFinished(animator);
50        mOneShotListener = nullptr;
51    }
52}
53
54float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
55    return mLastFraction;
56}
57
58void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
59    mLastFraction = value;
60}
61
62void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
63    if (playTime == 0 && mDuration > 0) {
64        // Reset all the animators
65        for (auto it = mAnimators.rbegin(); it != mAnimators.rend(); it++) {
66            // Note that this set may containing animators modifying the same property, so when we
67            // reset the animators, we need to make sure the animators that end the first will
68            // have the final say on what the property value should be.
69            (*it)->setFraction(0);
70        }
71    } else if (playTime >= mDuration) {
72        // Skip all the animators to end
73        for (auto& anim : mAnimators) {
74            anim->setFraction(1);
75        }
76    } else {
77        for (auto& anim : mAnimators) {
78            anim->setCurrentPlayTime(playTime);
79        }
80    }
81}
82
83void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
84    init();
85    mOneShotListener = listener;
86    mRequestId++;
87    BaseRenderNodeAnimator::start();
88}
89
90void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
91    init();
92    mOneShotListener = listener;
93    mRequestId++;
94    BaseRenderNodeAnimator::reverse();
95}
96
97void PropertyValuesAnimatorSet::reset() {
98    mRequestId++;
99    BaseRenderNodeAnimator::reset();
100}
101
102void PropertyValuesAnimatorSet::end() {
103    mRequestId++;
104    BaseRenderNodeAnimator::end();
105}
106
107void PropertyValuesAnimatorSet::init() {
108    if (mInitialized) {
109        return;
110    }
111
112    // Sort the animators by their total duration. Note that all the animators in the set start at
113    // the same time, so the ones with longer total duration (which includes start delay) will
114    // be the ones that end later.
115    std::sort(mAnimators.begin(), mAnimators.end(), [](auto& a, auto&b) {
116        return a->getTotalDuration() < b->getTotalDuration();
117    });
118    mDuration = mAnimators[mAnimators.size() - 1]->getTotalDuration();
119    mInitialized = true;
120}
121
122uint32_t PropertyValuesAnimatorSet::dirtyMask() {
123    return RenderNode::DISPLAY_LIST;
124}
125
126PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
127        nsecs_t startDelay, nsecs_t duration, int repeatCount)
128        : mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay),
129          mDuration(duration) {
130    if (repeatCount < 0) {
131        mRepeatCount = UINT32_MAX;
132    } else {
133        mRepeatCount = repeatCount;
134    }
135    mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay;
136}
137
138void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
139    if (playTime >= mStartDelay && playTime < mTotalDuration) {
140         nsecs_t currentIterationPlayTime = (playTime - mStartDelay) % mDuration;
141         float fraction = currentIterationPlayTime / (float) mDuration;
142         setFraction(fraction);
143    } else if (mLatestFraction < 1.0f && playTime >= mTotalDuration) {
144        // This makes sure we only set the fraction = 1 once. It is needed because there might
145        // be another animator modifying the same property after this animator finishes, we need
146        // to make sure we don't set conflicting values on the same property within one frame.
147        setFraction(1.0f);
148    }
149}
150
151void PropertyAnimator::setFraction(float fraction) {
152    mLatestFraction = fraction;
153    float interpolatedFraction = mInterpolator->interpolate(fraction);
154    mPropertyValuesHolder->setFraction(interpolatedFraction);
155}
156
157void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
158    mSet->onFinished(animator);
159}
160
161}
162}
163