AnimationContext.h revision 1bcacfdcab0eaa0cee92bd7f5a1b5e271dd68e52
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);
46
47public:
48    AnimationContext& context() { return mContext; }
49
50    // Called by the RenderNode when it has internally pulsed its own animations
51    // this frame and does not need to be run again this frame.
52    void notifyAnimationsRan();
53
54    // Stops tracking the RenderNode and destroys the handle. The node must be
55    // re-attached to the AnimationContext to receive managed animation
56    // pulses.
57    void release();
58
59private:
60    friend class AnimationContext;
61    explicit AnimationHandle(AnimationContext& context);
62    AnimationHandle(RenderNode& animatingNode, AnimationContext& context);
63    ~AnimationHandle();
64
65    void insertAfter(AnimationHandle* prev);
66    void removeFromList();
67
68    sp<RenderNode> mRenderNode;
69
70    AnimationContext& mContext;
71
72    AnimationHandle* mPreviousHandle;
73    AnimationHandle* mNextHandle;
74};
75
76class AnimationContext {
77    PREVENT_COPY_AND_ASSIGN(AnimationContext);
78
79public:
80    ANDROID_API explicit AnimationContext(renderthread::TimeLord& clock);
81    ANDROID_API virtual ~AnimationContext();
82
83    nsecs_t frameTimeMs() { return mFrameTimeMs; }
84    bool hasAnimations() {
85        return mCurrentFrameAnimations.mNextHandle || mNextFrameAnimations.mNextHandle;
86    }
87
88    // Will always add to the next frame list, which is swapped when
89    // startFrame() is called
90    ANDROID_API void addAnimatingRenderNode(RenderNode& node);
91
92    // Marks the start of a frame, which will update the frame time and move all
93    // next frame animations into the current frame
94    ANDROID_API virtual void startFrame(TreeInfo::TraversalMode mode);
95
96    // Runs any animations still left in mCurrentFrameAnimations that were not run
97    // as part of the standard RenderNode:prepareTree pass.
98    ANDROID_API virtual void runRemainingAnimations(TreeInfo& info);
99
100    ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator,
101                                            AnimationListener* listener);
102
103    ANDROID_API virtual void destroy();
104
105    ANDROID_API virtual void pauseAnimators() {}
106
107private:
108    friend class AnimationHandle;
109    void addAnimationHandle(AnimationHandle* handle);
110
111    renderthread::TimeLord& mClock;
112
113    // Animations left to run this frame, at the end of the frame this should
114    // be null
115    AnimationHandle mCurrentFrameAnimations;
116    // Animations queued for next frame
117    AnimationHandle mNextFrameAnimations;
118
119    nsecs_t mFrameTimeMs;
120};
121
122} /* namespace uirenderer */
123} /* namespace android */
124
125#endif /* TREEANIMATIONTRACKER_H_ */
126