fix:32705240
fix:32683765
fix:32831830
fix:32705244
Test: make offline-sdk-docs and view the HTML file.
Change-Id: I6ae3e5850494f13a241b2e9e4d2c5b95d5199aae
This CL changes the AVD xml parsing to parsing only within the current
element, which prevents AVD parsing from always skipping to the end of
the doucment. So things that are defined after AVD in the same document
can be picked up by the xml parser.
The same fix has been applied to VD as well.
BUG: 31865175
Test: Manually following comment #1 in the bug above
Change-Id: I4ebdce1eb2e92d6f6e2c37caed9607253d24602f
This CL adds a summary of what developers can expect from running
AVD on RenderThread.
Also re-structure the class level Javadoc summary to better organize
the examples.
Test: make offline-sdk-docs
BUG: 30402908
Change-Id: I7111f67db5f2ec352730f633bb34f2e89e1c70e9
When AVD fall back on UI thread, in addition to transfer the pending
actions from RT animator to UI animator, we also need to transfer
the listener, if any.
BUG: 30901495
Change-Id: Ib4a7ebb2996a02596bb5789704617c894a5dd474
AVD will fall back to UI thread animation if the host view is
rendering onto a SW layer.
BUG: 27617346
Change-Id: I5b644529048a0c30aada3abf2f4e95e40760936d
Previously, wrong valueType error is swallowed in jni. As a result,
some animations are quietly skipped without letting developers know.
This CL maintains that behavior for pre-N, and throws Exception
to notify developers of the error for N and above.
Bug: 29009391
Change-Id: I3e8f003cdb97d214da72af3f93a84f64797b1c2c
(cherry picked from commit 94db09917a)
This CL changes the target of VD specific animators to VectorDrawable,
instead of RenderNode. The benefit of doing so is that animators can
now detect whether the animation is meaningful by checking whether
their VD target is in the display list. If not, that means the VD is
not drawing for the current frame, in which case we can be smarter
and more power efficient by removing the animator from the list and
posting a delayed onFinished listener callback.
By setting VD as the animation target, when an ImageView decides to
update its drawable from one AVD to something else, we'll be able
to detect that the previous AVD is no longer in the display list,
and stop providing animation pulse to the stale AVD, which is
something we couldn't do previously. This change also
handles the case where one AVD instance could be drawn in two
different views.
Bug: 27441375
Change-Id: Iaad1ed09cfd526276b95db0dd695275c28e074e8
Previously, the VectorDrawable animators modify the VD properties by
doing reflection based on the property name. This CL avoids the overhead
of calling reflection by wrapping the setters of VD objects in
Float/IntProperty.
Bug: 28124049
Change-Id: I562c8d749fdfe508564c82a700a92e835cdd9ff4
(cherry picked from commit 9f3b31b953)
This CL introduces staging properties to VectorDrawable, which holds
properties coming from UI thread. When staging properties are changed,
they are marked dirty, and the staging properties then get pushed to
RenderThread at sync point. In cases where no staging property has
been changed, at sync point we sync the render thread properties back
to staging properties to reflect the latest render thread animation
value change.
Also, update Vector Drawable bitmap only when it's dirty
Bug: 27343970
Bug: 27385912
Bug: 27263667
Bug: 27927674
Bug: 27774383
Change-Id: Ia864f5400a53a08dbfb284fae581fb1aac4fff87
We have created AnimatorSet from XML, but it is assigned to the AVD only when
we start the animation due to theme-ing operations.
Given listeners can be added to AVD at any time, we have to cache them if
AnimatorSet is not setup yet.
b/26979225
Change-Id: I94315892de83f93a0205efe5e70dca0cd0f0a8e3
Previously we were using native config flags in some places that expected
Java flags, and vice-versa. All usages of config flags are now annotated
to ensure we're using the right type.
Cleans up annotations on most methods that were touched.
Bug: 21161798
Change-Id: Ifd87dfb12199fc8258915d8a510e03ddb681ca89
static VectorDrawable should be returning Transparent while root alpha is 0.
AnimatedVectorDrawable running on RenderThread now, and the opacity should
be conservatively set as Translucent.
http://b/27554766
Change-Id: I9a78696cab94f10ba40a733cc9c00f1c2d7ebb7f
By default, AVD animates on RT thread. But since in some cases there's a
need for a finer control on when the frame update for the animation should
happen, such as coordiating the AVD animation with other animations that
run on UI thread, we are providing a way to force the AVD to run on UI
thread.
Bug: 27278616
Change-Id: I372ecd3dc52e3fa0bdce3a1e9c19443f9b199027
This is reverting the revert of what reverts the revert of the original
implementation. Fourth revert is a charm!
This reverts commit df7fdb1e0b.
Change-Id: I6fc3a5accfd8b79c3da31bbc101ad9e9b4d6e7dd
Also added API check so that for pre-N we ignore invalid VD animation,
in order to avoid breaking old apps.
Bug: 26975469
Bug: 26949340
Change-Id: I498539ad6a05de3d886e7dcdc8a167e78333ab11
This CL runs VectorDrawable animation on RenderThread. The changes in this CL
include:
- Convert all the animators in AnimatorSet for AVD into a set of RenderNodeAnimators.
- Hook up the new animators with RenderThread
- Add drawOp in RecordingCanvas for drawing VD so that during the animation
on RenderThread, all the property changes on VD can be reflected on the screen.
TODO:
- Implement reverse and reset for AVD.
Change-Id: I2df1d754f2db0ad098d9c15dde4bb2bdfafc2315
There was an issue with some vector drawables, particularly those with more
than one underlying, sequential animators, where the final frame would not be
drawn when battery saver mode was enabled (or animators were set to have durations
of 0). This resulted in an incorrect fingerprint graphic on the lockscreen, because
the animation effectively didn't run at all.
The fix is to always invalidate whenever the AnimatedVectorDrawble draws itself. This
causes us to constantly invalidate() the view while the animation is running.
Issue #26591987 Fingerprint icon displayed as dots when batter saver mode is on
Change-Id: I13cbd71fd229db09418c6dcacfec5a13bbb44b2e
This allows us to run fine-grained level animations.
Backwards compatibility:
Another CL will add DrawableCompat.setLevel(float) to forward calls to
the existing integer-based method. For callbacks, developers can override
onLevelChanged(int) and use DrawableCompat.getLevelFloat() to obtain the
floating-point level. Overriding onLevelChanged(float) will only work on
current API.
Bug: 23566299
Change-Id: I431fe6f3679c8f23f9cf3c2bb1f92a4059ee68e3