VectorDrawable native rendering - Step 5 of MANY

Implemented reset() (public API for AVD)
and reverse() (internal API that needs to be supported)

Change-Id: Ife1650049f271cad1347943151a5800c40c20aa2
This commit is contained in:
Doris Liu
2016-02-02 14:14:04 -08:00
parent 7f036f8bce
commit 18bdf443e3
10 changed files with 304 additions and 169 deletions

View File

@@ -807,6 +807,8 @@ public final class AnimatorSet extends Animator {
}
/**
* AnimatorSet is only reversible when the set contains no sequential animation, and no child
* animators have a start delay.
* @hide
*/
@Override

View File

@@ -43,12 +43,13 @@ static JNIEnv* getEnv(JavaVM* vm) {
return env;
}
static AnimationListener* createAnimationListener(JNIEnv* env, jobject finishListener) {
static AnimationListener* createAnimationListener(JNIEnv* env, jobject finishListener, jint id) {
class AnimationListenerBridge : public AnimationListener {
public:
AnimationListenerBridge(JNIEnv* env, jobject finishListener) {
AnimationListenerBridge(JNIEnv* env, jobject finishListener, jint id) {
mFinishListener = env->NewGlobalRef(finishListener);
env->GetJavaVM(&mJvm);
mId = id;
}
virtual ~AnimationListenerBridge() {
@@ -63,7 +64,7 @@ static AnimationListener* createAnimationListener(JNIEnv* env, jobject finishLis
env->CallStaticVoidMethod(
gVectorDrawableAnimatorClassInfo.clazz,
gVectorDrawableAnimatorClassInfo.callOnFinished,
mFinishListener);
mFinishListener, mId);
releaseJavaObject();
}
@@ -76,8 +77,9 @@ static AnimationListener* createAnimationListener(JNIEnv* env, jobject finishLis
JavaVM* mJvm;
jobject mFinishListener;
jint mId;
};
return new AnimationListenerBridge(env, finishListener);
return new AnimationListenerBridge(env, finishListener, id);
}
static void addAnimator(JNIEnv*, jobject, jlong animatorSetPtr, jlong propertyHolderPtr,
@@ -142,15 +144,16 @@ static void setPropertyHolderData(JNIEnv* env, jobject, jlong propertyHolderPtr,
holder->setPropertyDataSource(propertyData, length);
env->ReleaseFloatArrayElements(srcData, propertyData, JNI_ABORT);
}
static void start(JNIEnv* env, jobject, jlong animatorSetPtr, jobject finishListener) {
static void start(JNIEnv* env, jobject, jlong animatorSetPtr, jobject finishListener, jint id) {
PropertyValuesAnimatorSet* set = reinterpret_cast<PropertyValuesAnimatorSet*>(animatorSetPtr);
// TODO: keep a ref count in finish listener
AnimationListener* listener = createAnimationListener(env, finishListener);
AnimationListener* listener = createAnimationListener(env, finishListener, id);
set->start(listener);
}
static void reverse(JNIEnv* env, jobject, jlong animatorSetPtr, jobject finishListener) {
// TODO: implement reverse
static void reverse(JNIEnv* env, jobject, jlong animatorSetPtr, jobject finishListener, jint id) {
PropertyValuesAnimatorSet* set = reinterpret_cast<PropertyValuesAnimatorSet*>(animatorSetPtr);
AnimationListener* listener = createAnimationListener(env, finishListener, id);
set->reverse(listener);
}
static void end(JNIEnv*, jobject, jlong animatorSetPtr) {
@@ -172,8 +175,8 @@ static const JNINativeMethod gMethods[] = {
{"nCreatePathPropertyHolder", "!(JIFF)J", (void*)createPathPropertyHolder},
{"nCreateRootAlphaPropertyHolder", "!(JFF)J", (void*)createRootAlphaPropertyHolder},
{"nSetPropertyHolderData", "(J[FI)V", (void*)setPropertyHolderData},
{"nStart", "(JLandroid/graphics/drawable/AnimatedVectorDrawable$VectorDrawableAnimator;)V", (void*)start},
{"nReverse", "(JLandroid/graphics/drawable/AnimatedVectorDrawable$VectorDrawableAnimator;)V", (void*)reverse},
{"nStart", "(JLandroid/graphics/drawable/AnimatedVectorDrawable$VectorDrawableAnimator;I)V", (void*)start},
{"nReverse", "(JLandroid/graphics/drawable/AnimatedVectorDrawable$VectorDrawableAnimator;I)V", (void*)reverse},
{"nEnd", "!(J)V", (void*)end},
{"nReset", "!(J)V", (void*)reset},
};
@@ -186,7 +189,7 @@ int register_android_graphics_drawable_AnimatedVectorDrawable(JNIEnv* env) {
gVectorDrawableAnimatorClassInfo.callOnFinished = GetStaticMethodIDOrDie(
env, gVectorDrawableAnimatorClassInfo.clazz, "callOnFinished",
"(Landroid/graphics/drawable/AnimatedVectorDrawable$VectorDrawableAnimator;)V");
"(Landroid/graphics/drawable/AnimatedVectorDrawable$VectorDrawableAnimator;I)V");
return RegisterMethodsOrDie(env, "android/graphics/drawable/AnimatedVectorDrawable",
gMethods, NELEM(gMethods));
}

View File

@@ -184,7 +184,7 @@ static void start(JNIEnv* env, jobject clazz, jlong animatorPtr) {
static void end(JNIEnv* env, jobject clazz, jlong animatorPtr) {
BaseRenderNodeAnimator* animator = reinterpret_cast<BaseRenderNodeAnimator*>(animatorPtr);
animator->end();
animator->cancel();
}
// ----------------------------------------------------------------------------

View File

@@ -238,9 +238,6 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
mAnimatorSet.recordLastSeenTarget((DisplayListCanvas) canvas);
}
mAnimatedVectorState.mVectorDrawable.draw(canvas);
if (isStarted()) {
invalidateSelf();
}
}
@Override
@@ -611,10 +608,6 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
return mAnimatorSet.isRunning();
}
private boolean isStarted() {
return mAnimatorSet.isStarted();
}
/**
* Resets the AnimatedVectorDrawable to the start state as specified in the animators.
*/
@@ -626,12 +619,6 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
@Override
public void start() {
ensureAnimatorSet();
// If any one of the animator has not ended, do nothing.
if (isStarted()) {
return;
}
mAnimatorSet.start();
invalidateSelf();
}
@@ -652,6 +639,7 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
@Override
public void stop() {
mAnimatorSet.end();
invalidateSelf();
}
/**
@@ -774,6 +762,9 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
* @hide
*/
public static class VectorDrawableAnimator {
private static final int NONE = 0;
private static final int START_ANIMATION = 1;
private static final int REVERSE_ANIMATION = 2;
private AnimatorListener mListener = null;
private final LongArray mStartDelays = new LongArray();
private PropertyValuesHolder.PropertyValues mTmpValues =
@@ -782,7 +773,6 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
private boolean mContainsSequentialAnimators = false;
private boolean mStarted = false;
private boolean mInitialized = false;
private boolean mAnimationPending = false;
private boolean mIsReversible = false;
// This needs to be set before parsing starts.
private boolean mShouldIgnoreInvalidAnim;
@@ -790,7 +780,8 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
private final VirtualRefBasePtr mSetRefBasePtr;
private WeakReference<RenderNode> mTarget = null;
private WeakReference<RenderNode> mLastSeenTarget = null;
private int mLastListenerId = 0;
private int mPendingAnimationAction = NONE;
VectorDrawableAnimator() {
mSetPtr = nCreateAnimatorSet();
@@ -810,6 +801,7 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
mInitialized = true;
// Check reversible.
mIsReversible = true;
if (mContainsSequentialAnimators) {
mIsReversible = false;
} else {
@@ -821,7 +813,6 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
}
}
}
mIsReversible = true;
}
private void parseAnimatorSet(AnimatorSet set, long startTime) {
@@ -1042,27 +1033,22 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
* to the last seen RenderNode target and start right away.
*/
protected void recordLastSeenTarget(DisplayListCanvas canvas) {
if (mAnimationPending) {
mLastSeenTarget = new WeakReference<RenderNode>(
RenderNodeAnimatorSetHelper.getTarget(canvas));
mLastSeenTarget = new WeakReference<RenderNode>(
RenderNodeAnimatorSetHelper.getTarget(canvas));
if (mPendingAnimationAction != NONE) {
if (DBG_ANIMATION_VECTOR_DRAWABLE) {
Log.d(LOGTAG, "Target is set in the next frame");
}
mAnimationPending = false;
start();
} else {
mLastSeenTarget = new WeakReference<RenderNode>(
RenderNodeAnimatorSetHelper.getTarget(canvas));
if (mPendingAnimationAction == START_ANIMATION) {
start();
} else if (mPendingAnimationAction == REVERSE_ANIMATION) {
reverse();
}
mPendingAnimationAction = NONE;
}
}
private boolean setTarget(RenderNode node) {
if (mTarget != null && mTarget.get() != null) {
// TODO: Maybe we want to support target change.
throw new IllegalStateException("Target already set!");
}
node.addAnimator(this);
mTarget = new WeakReference<RenderNode>(node);
return true;
@@ -1081,12 +1067,8 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
return;
}
if (mStarted) {
return;
}
if (!useLastSeenTarget()) {
mAnimationPending = true;
mPendingAnimationAction = START_ANIMATION;
return;
}
@@ -1094,38 +1076,45 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
Log.d(LOGTAG, "Target is set. Starting VDAnimatorSet from java");
}
nStart(mSetPtr, this);
mStarted = true;
nStart(mSetPtr, this, ++mLastListenerId);
if (mListener != null) {
mListener.onAnimationStart(null);
}
mStarted = true;
}
public void end() {
if (mInitialized && mStarted) {
if (mInitialized && useLastSeenTarget()) {
// If no target has ever been set, no-op
nEnd(mSetPtr);
onAnimationEnd();
}
}
void reset() {
if (!mInitialized) {
return;
public void reset() {
if (mInitialized && useLastSeenTarget()) {
// If no target has ever been set, no-op
nReset(mSetPtr);
}
// TODO: Need to implement reset.
Log.w(LOGTAG, "Reset is yet to be implemented");
nReset(mSetPtr);
}
// Current (imperfect) Java AnimatorSet cannot be reversed when the set contains sequential
// animators or when the animator set has a start delay
void reverse() {
if (!mIsReversible) {
if (!mIsReversible || !mInitialized) {
return;
}
// TODO: Need to support reverse (non-public API)
Log.w(LOGTAG, "Reverse is yet to be implemented");
nReverse(mSetPtr, this);
if (!useLastSeenTarget()) {
mPendingAnimationAction = REVERSE_ANIMATION;
return;
}
if (DBG_ANIMATION_VECTOR_DRAWABLE) {
Log.d(LOGTAG, "Target is set. Reversing VDAnimatorSet from java");
}
mStarted = true;
nReverse(mSetPtr, this, ++mLastListenerId);
if (mListener != null) {
mListener.onAnimationStart(null);
}
}
public long getAnimatorNativePtr() {
@@ -1155,7 +1144,13 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
mListener = null;
}
private void onAnimationEnd() {
private void onAnimationEnd(int listenerId) {
if (listenerId != mLastListenerId) {
return;
}
if (DBG_ANIMATION_VECTOR_DRAWABLE) {
Log.d(LOGTAG, "on finished called from native");
}
mStarted = false;
if (mListener != null) {
mListener.onAnimationEnd(null);
@@ -1164,11 +1159,8 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
}
// onFinished: should be called from native
private static void callOnFinished(VectorDrawableAnimator set) {
if (DBG_ANIMATION_VECTOR_DRAWABLE) {
Log.d(LOGTAG, "on finished called from native");
}
set.onAnimationEnd();
private static void callOnFinished(VectorDrawableAnimator set, int id) {
set.onAnimationEnd(id);
}
}
@@ -1188,8 +1180,8 @@ public class AnimatedVectorDrawable extends Drawable implements Animatable2 {
private static native long nCreateRootAlphaPropertyHolder(long nativePtr, float startValue,
float endValue);
private static native void nSetPropertyHolderData(long nativePtr, float[] data, int length);
private static native void nStart(long animatorSetPtr, VectorDrawableAnimator set);
private static native void nReverse(long animatorSetPtr, VectorDrawableAnimator set);
private static native void nStart(long animatorSetPtr, VectorDrawableAnimator set, int id);
private static native void nReverse(long animatorSetPtr, VectorDrawableAnimator set, int id);
private static native void nEnd(long animatorSetPtr);
private static native void nReset(long animatorSetPtr);
}

View File

@@ -42,7 +42,8 @@ BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue)
, mStartTime(0)
, mDuration(300)
, mStartDelay(0)
, mMayRunAsync(true) {
, mMayRunAsync(true)
, mPlayTime(0) {
}
BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {
@@ -85,20 +86,113 @@ void BaseRenderNodeAnimator::attach(RenderNode* target) {
onAttached();
}
void BaseRenderNodeAnimator::start() {
mStagingPlayState = PlayState::Running;
mStagingRequests.push_back(Request::Start);
onStagingPlayStateChanged();
}
void BaseRenderNodeAnimator::cancel() {
mStagingPlayState = PlayState::Finished;
mStagingRequests.push_back(Request::Cancel);
onStagingPlayStateChanged();
}
void BaseRenderNodeAnimator::reset() {
mStagingPlayState = PlayState::Finished;
mStagingRequests.push_back(Request::Reset);
onStagingPlayStateChanged();
}
void BaseRenderNodeAnimator::reverse() {
mStagingPlayState = PlayState::Reversing;
mStagingRequests.push_back(Request::Reverse);
onStagingPlayStateChanged();
}
void BaseRenderNodeAnimator::end() {
mStagingPlayState = PlayState::Finished;
mStagingRequests.push_back(Request::End);
onStagingPlayStateChanged();
}
void BaseRenderNodeAnimator::resolveStagingRequest(Request request) {
switch (request) {
case Request::Start:
mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ?
mPlayTime : 0;
mPlayState = PlayState::Running;
break;
case Request::Reverse:
mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ?
mPlayTime : mDuration;
mPlayState = PlayState::Reversing;
break;
case Request::Reset:
mPlayTime = 0;
mPlayState = PlayState::Finished;
break;
case Request::Cancel:
mPlayState = PlayState::Finished;
break;
case Request::End:
mPlayTime = mPlayState == PlayState::Reversing ? 0 : mDuration;
mPlayState = PlayState::Finished;
break;
default:
LOG_ALWAYS_FATAL("Invalid staging request: %d", static_cast<int>(request));
};
}
void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) {
if (!mHasStartValue) {
doSetStartValue(getValue(mTarget));
}
if (mStagingPlayState > mPlayState) {
if (mStagingPlayState == PlayState::Restarted) {
mStagingPlayState = PlayState::Running;
if (!mStagingRequests.empty()) {
// Keep track of the play state and play time before they are changed when
// staging requests are resolved.
nsecs_t currentPlayTime = mPlayTime;
PlayState prevFramePlayState = mPlayState;
// Resolve staging requests one by one.
for (Request request : mStagingRequests) {
resolveStagingRequest(request);
}
mPlayState = mStagingPlayState;
// Oh boy, we're starting! Man the battle stations!
if (mPlayState == PlayState::Running) {
transitionToRunning(context);
} else if (mPlayState == PlayState::Finished) {
mStagingRequests.clear();
if (mStagingPlayState == PlayState::Finished) {
// Set the staging play time and end the animation
updatePlayTime(mPlayTime);
callOnFinishedListener(context);
} else if (mStagingPlayState == PlayState::Running
|| mStagingPlayState == PlayState::Reversing) {
bool changed = currentPlayTime != mPlayTime || prevFramePlayState != mStagingPlayState;
if (prevFramePlayState != mStagingPlayState) {
transitionToRunning(context);
}
if (changed) {
// Now we need to seek to the stagingPlayTime (i.e. the animation progress that was
// requested from UI thread). It is achieved by modifying mStartTime, such that
// current time - mStartTime = stagingPlayTime (or mDuration -stagingPlayTime in the
// case of reversing)
nsecs_t currentFrameTime = context.frameTimeMs();
if (mPlayState == PlayState::Reversing) {
// Reverse is not supported for animations with a start delay, so here we
// assume no start delay.
mStartTime = currentFrameTime - (mDuration - mPlayTime);
} else {
// Animation should play forward
if (mPlayTime == 0) {
// If the request is to start from the beginning, include start delay.
mStartTime = currentFrameTime + mStartDelay;
} else {
// If the request is to seek to a non-zero play time, then we skip start
// delay.
mStartTime = currentFrameTime - mPlayTime;
}
}
}
}
}
}
@@ -136,37 +230,37 @@ bool BaseRenderNodeAnimator::animate(AnimationContext& context) {
// This should be set before setValue() so animators can query this time when setValue
// is called.
nsecs_t currentFrameTime = context.frameTimeMs();
onPlayTimeChanged(currentFrameTime - mStartTime);
nsecs_t currentPlayTime = context.frameTimeMs() - mStartTime;
bool finished = updatePlayTime(currentPlayTime);
if (finished && mPlayState != PlayState::Finished) {
mPlayState = PlayState::Finished;
callOnFinishedListener(context);
}
return finished;
}
bool BaseRenderNodeAnimator::updatePlayTime(nsecs_t playTime) {
mPlayTime = mPlayState == PlayState::Reversing ? mDuration - playTime : playTime;
onPlayTimeChanged(mPlayTime);
// If BaseRenderNodeAnimator is handling the delay (not typical), then
// because the staging properties reflect the final value, we always need
// to call setValue even if the animation isn't yet running or is still
// being delayed as we need to override the staging value
if (mStartTime > context.frameTimeMs()) {
if (playTime < 0) {
setValue(mTarget, mFromValue);
return false;
}
float fraction = 1.0f;
if (mPlayState == PlayState::Running && mDuration > 0) {
fraction = (float)(currentFrameTime - mStartTime) / mDuration;
}
if (fraction >= 1.0f) {
fraction = 1.0f;
mPlayState = PlayState::Finished;
if ((mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) && mDuration > 0) {
fraction = mPlayTime / (float) mDuration;
}
fraction = MathUtils::clamp(fraction, 0.0f, 1.0f);
fraction = mInterpolator->interpolate(fraction);
setValue(mTarget, mFromValue + (mDeltaValue * fraction));
if (mPlayState == PlayState::Finished) {
callOnFinishedListener(context);
return true;
}
return false;
return playTime >= mDuration;
}
void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) {

View File

@@ -24,6 +24,8 @@
#include "utils/Macros.h"
#include <vector>
namespace android {
namespace uirenderer {
@@ -59,14 +61,14 @@ public:
mMayRunAsync = mayRunAsync;
}
bool mayRunAsync() { return mMayRunAsync; }
ANDROID_API void start() {
if (mStagingPlayState == PlayState::NotStarted) {
mStagingPlayState = PlayState::Running;
} else {
mStagingPlayState = PlayState::Restarted;
}
onStagingPlayStateChanged(); }
ANDROID_API void end() { mStagingPlayState = PlayState::Finished; onStagingPlayStateChanged(); }
ANDROID_API void start();
ANDROID_API void reset();
ANDROID_API void reverse();
// Terminates the animation at its current progress.
ANDROID_API void cancel();
// Terminates the animation and skip to the end of the animation.
ANDROID_API void end();
void attach(RenderNode* target);
virtual void onAttached() {}
@@ -74,36 +76,41 @@ public:
void pushStaging(AnimationContext& context);
bool animate(AnimationContext& context);
bool isRunning() { return mPlayState == PlayState::Running; }
bool isRunning() { return mPlayState == PlayState::Running
|| mPlayState == PlayState::Reversing; }
bool isFinished() { return mPlayState == PlayState::Finished; }
float finalValue() { return mFinalValue; }
ANDROID_API virtual uint32_t dirtyMask() = 0;
void forceEndNow(AnimationContext& context);
RenderNode* target() { return mTarget; }
protected:
// PlayState is used by mStagingPlayState and mPlayState to track the state initiated from UI
// thread and Render Thread animation state, respectively.
// From the UI thread, mStagingPlayState transition looks like
// NotStarted -> Running -> Finished
// ^ |
// | |
// Restarted <------
// NotStarted -> Running/Reversing -> Finished
// ^ |
// | |
// ----------------------
// Note: For mStagingState, the Finished state (optional) is only set when the animation is
// terminated by user.
//
// On Render Thread, mPlayState transition:
// NotStart -> Running -> Finished
// ^ |
// | |
// -------------
// NotStart -> Running/Reversing-> Finished
// ^ |
// | |
// ------------------
// Note that if the animation is in Running/Reversing state, calling start or reverse again
// would do nothing if the animation has the same play direction as the request; otherwise,
// the animation would start from where it is and change direction (i.e. Reversing <-> Running)
enum class PlayState {
NotStarted,
Running,
Reversing,
Finished,
Restarted,
};
BaseRenderNodeAnimator(float finalValue);
@@ -111,7 +118,6 @@ protected:
virtual float getValue(RenderNode* target) const = 0;
virtual void setValue(RenderNode* target, float value) = 0;
RenderNode* target() { return mTarget; }
void callOnFinishedListener(AnimationContext& context);
@@ -132,13 +138,28 @@ protected:
nsecs_t mDuration;
nsecs_t mStartDelay;
bool mMayRunAsync;
// Play Time tracks the progress of animation, it should always be [0, mDuration], 0 being
// the beginning of the animation, will reach mDuration at the end of an animation.
nsecs_t mPlayTime;
sp<AnimationListener> mListener;
private:
enum class Request {
Start,
Reverse,
Reset,
Cancel,
End
};
inline void checkMutable();
virtual void transitionToRunning(AnimationContext& context);
void doSetStartValue(float value);
bool updatePlayTime(nsecs_t playTime);
void resolveStagingRequest(Request request);
std::vector<Request> mStagingRequests;
};
class RenderPropertyAnimator : public BaseRenderNodeAnimator {

View File

@@ -27,9 +27,8 @@ namespace uirenderer {
using namespace std;
static void unref(BaseRenderNodeAnimator* animator) {
static void detach(sp<BaseRenderNodeAnimator>& animator) {
animator->detach();
animator->decStrong(nullptr);
}
AnimatorManager::AnimatorManager(RenderNode& parent)
@@ -38,14 +37,12 @@ AnimatorManager::AnimatorManager(RenderNode& parent)
}
AnimatorManager::~AnimatorManager() {
for_each(mNewAnimators.begin(), mNewAnimators.end(), unref);
for_each(mAnimators.begin(), mAnimators.end(), unref);
for_each(mNewAnimators.begin(), mNewAnimators.end(), detach);
for_each(mAnimators.begin(), mAnimators.end(), detach);
}
void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
animator->incStrong(nullptr);
animator->attach(&mParent);
mNewAnimators.push_back(animator.get());
mNewAnimators.emplace_back(animator.get());
}
void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
@@ -56,25 +53,31 @@ void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
&mParent, mParent.getName());
}
template<typename T>
static void move_all(T& source, T& dest) {
dest.reserve(source.size() + dest.size());
for (typename T::iterator it = source.begin(); it != source.end(); it++) {
dest.push_back(*it);
}
source.clear();
}
void AnimatorManager::pushStaging() {
if (mNewAnimators.size()) {
LOG_ALWAYS_FATAL_IF(!mAnimationHandle,
"Trying to start new animators on %p (%s) without an animation handle!",
&mParent, mParent.getName());
// Since this is a straight move, we don't need to inc/dec the ref count
move_all(mNewAnimators, mAnimators);
// Only add animators that are not already in the on-going animator list.
for (auto& animator : mNewAnimators) {
RenderNode* targetRenderNode = animator->target();
if (targetRenderNode == &mParent) {
// Animator already in the animator list: skip adding again
continue;
}
if (targetRenderNode){
// If the animator is already in another RenderNode's animator list, remove animator from
// that list and add animator to current RenderNode's list.
targetRenderNode->animators().removeActiveAnimator(animator);
}
animator->attach(&mParent);
mAnimators.push_back(std::move(animator));
}
mNewAnimators.clear();
}
for (vector<BaseRenderNodeAnimator*>::iterator it = mAnimators.begin(); it != mAnimators.end(); it++) {
(*it)->pushStaging(mAnimationHandle->context());
for (auto& animator : mAnimators) {
animator->pushStaging(mAnimationHandle->context());
}
}
@@ -83,11 +86,11 @@ public:
AnimateFunctor(TreeInfo& info, AnimationContext& context)
: dirtyMask(0), mInfo(info), mContext(context) {}
bool operator() (BaseRenderNodeAnimator* animator) {
bool operator() (sp<BaseRenderNodeAnimator>& animator) {
dirtyMask |= animator->dirtyMask();
bool remove = animator->animate(mContext);
if (remove) {
animator->decStrong(nullptr);
animator->detach();
} else {
if (animator->isRunning()) {
mInfo.out.hasAnimations = true;
@@ -129,20 +132,18 @@ void AnimatorManager::animateNoDamage(TreeInfo& info) {
uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
AnimateFunctor functor(info, mAnimationHandle->context());
std::vector< BaseRenderNodeAnimator* >::iterator newEnd;
newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
auto newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.erase(newEnd, mAnimators.end());
mAnimationHandle->notifyAnimationsRan();
mParent.mProperties.updateMatrix();
return functor.dirtyMask;
}
static void endStagingAnimator(BaseRenderNodeAnimator* animator) {
animator->end();
static void endStagingAnimator(sp<BaseRenderNodeAnimator>& animator) {
animator->cancel();
if (animator->listener()) {
animator->listener()->onAnimationFinished(animator);
animator->listener()->onAnimationFinished(animator.get());
}
animator->decStrong(nullptr);
}
void AnimatorManager::endAllStagingAnimators() {
@@ -153,13 +154,16 @@ void AnimatorManager::endAllStagingAnimators() {
mNewAnimators.clear();
}
void AnimatorManager::removeActiveAnimator(const sp<BaseRenderNodeAnimator>& animator) {
std::remove(mAnimators.begin(), mAnimators.end(), animator);
}
class EndActiveAnimatorsFunctor {
public:
EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
void operator() (BaseRenderNodeAnimator* animator) {
void operator() (sp<BaseRenderNodeAnimator>& animator) {
animator->forceEndNow(mContext);
animator->decStrong(nullptr);
}
private:

View File

@@ -62,13 +62,17 @@ public:
private:
uint32_t animateCommon(TreeInfo& info);
// This would remove the animator from mAnimators list. It should only be called during
// push staging.
void removeActiveAnimator(const sp<BaseRenderNodeAnimator>& animator);
RenderNode& mParent;
AnimationHandle* mAnimationHandle;
// To improve the efficiency of resizing & removing from the vector
// use manual ref counting instead of sp<>.
std::vector<BaseRenderNodeAnimator*> mNewAnimators;
std::vector<BaseRenderNodeAnimator*> mAnimators;
std::vector< sp<BaseRenderNodeAnimator> > mNewAnimators;
std::vector< sp<BaseRenderNodeAnimator> > mAnimators;
};
} /* namespace uirenderer */

View File

@@ -17,6 +17,8 @@
#include "PropertyValuesAnimatorSet.h"
#include "RenderNode.h"
#include <algorithm>
namespace android {
namespace uirenderer {
@@ -53,16 +55,26 @@ void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
}
void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t playTime) {
for (size_t i = 0; i < mAnimators.size(); i++) {
mAnimators[i]->setCurrentPlayTime(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::reset() {
// TODO: implement reset through adding a play state because we need to support reset() even
// during an animation run.
}
void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
init();
mOneShotListener = listener;
@@ -70,20 +82,23 @@ void PropertyValuesAnimatorSet::start(AnimationListener* listener) {
}
void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
// TODO: implement reverse
init();
mOneShotListener = listener;
BaseRenderNodeAnimator::reverse();
}
void PropertyValuesAnimatorSet::init() {
if (mInitialized) {
return;
}
nsecs_t maxDuration = 0;
for (size_t i = 0; i < mAnimators.size(); i++) {
if (maxDuration < mAnimators[i]->getTotalDuration()) {
maxDuration = mAnimators[i]->getTotalDuration();
}
}
mDuration = maxDuration;
// 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;
}
@@ -106,18 +121,19 @@ PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* i
void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
if (playTime >= mStartDelay && playTime < mTotalDuration) {
nsecs_t currentIterationPlayTime = (playTime - mStartDelay) % mDuration;
mLatestFraction = currentIterationPlayTime / (float) mDuration;
float fraction = currentIterationPlayTime / (float) mDuration;
setFraction(fraction);
} else if (mLatestFraction < 1.0f && playTime >= mTotalDuration) {
mLatestFraction = 1.0f;
} else {
return;
// 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);
}
setFraction(mLatestFraction);
}
void PropertyAnimator::setFraction(float fraction) {
float interpolatedFraction = mInterpolator->interpolate(mLatestFraction);
mLatestFraction = fraction;
float interpolatedFraction = mInterpolator->interpolate(fraction);
mPropertyValuesHolder->setFraction(interpolatedFraction);
}

View File

@@ -50,7 +50,6 @@ public:
void start(AnimationListener* listener);
void reverse(AnimationListener* listener);
void reset();
void addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder,
Interpolator* interpolators, int64_t startDelays,