PropertyValuesAnimatorSet.cpp revision f7167e8f286cff91dec01fdf617bf568f1d100e6
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, nsecs_t duration, int repeatCount,
27        RepeatMode repeatMode) {
28
29    PropertyAnimator* animator = new PropertyAnimator(propertyValuesHolder,
30            interpolator, startDelay, duration, repeatCount, repeatMode);
31    mAnimators.emplace_back(animator);
32
33    // Check whether any child animator is infinite after adding it them to the set.
34    if (repeatCount == -1) {
35        mIsInfinite = true;
36    }
37}
38
39PropertyValuesAnimatorSet::PropertyValuesAnimatorSet()
40        : BaseRenderNodeAnimator(1.0f) {
41    setStartValue(0);
42    mLastFraction = 0.0f;
43    setInterpolator(new LinearInterpolator());
44    setListener(new PropertyAnimatorSetListener(this));
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, 0);
70        }
71    } else  {
72        for (auto& anim : mAnimators) {
73            anim->setCurrentPlayTime(playTime);
74        }
75    }
76}
77
78void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
79    init();
80    mOneShotListener = listener;
81    mRequestId++;
82    BaseRenderNodeAnimator::start();
83}
84
85void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
86    init();
87    mOneShotListener = listener;
88    mRequestId++;
89    BaseRenderNodeAnimator::reverse();
90}
91
92void PropertyValuesAnimatorSet::reset() {
93    mRequestId++;
94    BaseRenderNodeAnimator::reset();
95}
96
97void PropertyValuesAnimatorSet::end() {
98    mRequestId++;
99    BaseRenderNodeAnimator::end();
100}
101
102void PropertyValuesAnimatorSet::init() {
103    if (mInitialized) {
104        return;
105    }
106
107    // Sort the animators by their total duration. Note that all the animators in the set start at
108    // the same time, so the ones with longer total duration (which includes start delay) will
109    // be the ones that end later.
110    std::sort(mAnimators.begin(), mAnimators.end(), [](auto& a, auto&b) {
111        return a->getTotalDuration() < b->getTotalDuration();
112    });
113    mDuration = mAnimators.empty() ? 0 : mAnimators[mAnimators.size() - 1]->getTotalDuration();
114    mInitialized = true;
115}
116
117uint32_t PropertyValuesAnimatorSet::dirtyMask() {
118    return RenderNode::DISPLAY_LIST;
119}
120
121PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
122        nsecs_t startDelay, nsecs_t duration, int repeatCount,
123        RepeatMode repeatMode)
124        : mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay),
125          mDuration(duration) {
126    if (repeatCount < 0) {
127        mRepeatCount = UINT32_MAX;
128    } else {
129        mRepeatCount = repeatCount;
130    }
131    mRepeatMode = repeatMode;
132    mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay;
133}
134
135void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
136    if (playTime < mStartDelay) {
137        return;
138    }
139
140    float currentIterationFraction;
141    long iteration;
142    if (playTime >= mTotalDuration) {
143        // Reached the end of the animation.
144        iteration = mRepeatCount;
145        currentIterationFraction = 1.0f;
146    } else {
147        // play time here is in range [mStartDelay, mTotalDuration)
148        iteration = (playTime - mStartDelay) / mDuration;
149        currentIterationFraction = ((playTime - mStartDelay) % mDuration) / (float) mDuration;
150    }
151    setFraction(currentIterationFraction, iteration);
152}
153
154void PropertyAnimator::setFraction(float fraction, long iteration) {
155    double totalFraction = fraction + iteration;
156    // This makes sure we only set the fraction = repeatCount + 1 once. It is needed because there
157    // might be another animator modifying the same property after this animator finishes, we need
158    // to make sure we don't set conflicting values on the same property within one frame.
159    if ((mLatestFraction == mRepeatCount + 1) && (totalFraction >= mRepeatCount + 1)) {
160        return;
161    }
162
163    mLatestFraction = totalFraction;
164    // Check the play direction (i.e. reverse or restart) every other iteration, and calculate the
165    // fraction based on the play direction.
166    if (iteration % 2 && mRepeatMode == RepeatMode::Reverse) {
167        fraction = 1.0f - fraction;
168    }
169    float interpolatedFraction = mInterpolator->interpolate(fraction);
170    mPropertyValuesHolder->setFraction(interpolatedFraction);
171}
172
173void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
174    mSet->onFinished(animator);
175}
176
177}
178}
179