Files
frameworks_base/libs/hwui/Animator.cpp
Chris Craik d41c4d8c73 Add overrides and switch to nullptr keyword for all files
Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.

Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
2015-01-05 16:49:13 -08:00

324 lines
10 KiB
C++

/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "Animator.h"
#include <inttypes.h>
#include <set>
#include "AnimationContext.h"
#include "Interpolator.h"
#include "RenderNode.h"
#include "RenderProperties.h"
namespace android {
namespace uirenderer {
/************************************************************
* BaseRenderNodeAnimator
************************************************************/
BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue)
: mTarget(nullptr)
, mFinalValue(finalValue)
, mDeltaValue(0)
, mFromValue(0)
, mStagingPlayState(NOT_STARTED)
, mPlayState(NOT_STARTED)
, mHasStartValue(false)
, mStartTime(0)
, mDuration(300)
, mStartDelay(0)
, mMayRunAsync(true) {
}
BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {
}
void BaseRenderNodeAnimator::checkMutable() {
// Should be impossible to hit as the Java-side also has guards for this
LOG_ALWAYS_FATAL_IF(mStagingPlayState != NOT_STARTED,
"Animator has already been started!");
}
void BaseRenderNodeAnimator::setInterpolator(Interpolator* interpolator) {
checkMutable();
mInterpolator.reset(interpolator);
}
void BaseRenderNodeAnimator::setStartValue(float value) {
checkMutable();
doSetStartValue(value);
}
void BaseRenderNodeAnimator::doSetStartValue(float value) {
mFromValue = value;
mDeltaValue = (mFinalValue - mFromValue);
mHasStartValue = true;
}
void BaseRenderNodeAnimator::setDuration(nsecs_t duration) {
checkMutable();
mDuration = duration;
}
void BaseRenderNodeAnimator::setStartDelay(nsecs_t startDelay) {
checkMutable();
mStartDelay = startDelay;
}
void BaseRenderNodeAnimator::attach(RenderNode* target) {
mTarget = target;
onAttached();
}
void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) {
if (!mHasStartValue) {
doSetStartValue(getValue(mTarget));
}
if (mStagingPlayState > mPlayState) {
mPlayState = mStagingPlayState;
// Oh boy, we're starting! Man the battle stations!
if (mPlayState == RUNNING) {
transitionToRunning(context);
} else if (mPlayState == FINISHED) {
callOnFinishedListener(context);
}
}
}
void BaseRenderNodeAnimator::transitionToRunning(AnimationContext& context) {
nsecs_t frameTimeMs = context.frameTimeMs();
LOG_ALWAYS_FATAL_IF(frameTimeMs <= 0, "%" PRId64 " isn't a real frame time!", frameTimeMs);
if (mStartDelay < 0 || mStartDelay > 50000) {
ALOGW("Your start delay is strange and confusing: %" PRId64, mStartDelay);
}
mStartTime = frameTimeMs + mStartDelay;
if (mStartTime < 0) {
ALOGW("Ended up with a really weird start time of %" PRId64
" with frame time %" PRId64 " and start delay %" PRId64,
mStartTime, frameTimeMs, mStartDelay);
// Set to 0 so that the animate() basically instantly finishes
mStartTime = 0;
}
// No interpolator was set, use the default
if (!mInterpolator) {
mInterpolator.reset(Interpolator::createDefaultInterpolator());
}
if (mDuration < 0 || mDuration > 50000) {
ALOGW("Your duration is strange and confusing: %" PRId64, mDuration);
}
}
bool BaseRenderNodeAnimator::animate(AnimationContext& context) {
if (mPlayState < RUNNING) {
return false;
}
if (mPlayState == FINISHED) {
return true;
}
// 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()) {
setValue(mTarget, mFromValue);
return false;
}
float fraction = 1.0f;
if (mPlayState == RUNNING && mDuration > 0) {
fraction = (float)(context.frameTimeMs() - mStartTime) / mDuration;
}
if (fraction >= 1.0f) {
fraction = 1.0f;
mPlayState = FINISHED;
}
fraction = mInterpolator->interpolate(fraction);
setValue(mTarget, mFromValue + (mDeltaValue * fraction));
if (mPlayState == FINISHED) {
callOnFinishedListener(context);
return true;
}
return false;
}
void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) {
if (mPlayState < FINISHED) {
mPlayState = FINISHED;
callOnFinishedListener(context);
}
}
void BaseRenderNodeAnimator::callOnFinishedListener(AnimationContext& context) {
if (mListener.get()) {
context.callOnFinished(this, mListener.get());
}
}
/************************************************************
* RenderPropertyAnimator
************************************************************/
struct RenderPropertyAnimator::PropertyAccessors {
RenderNode::DirtyPropertyMask dirtyMask;
GetFloatProperty getter;
SetFloatProperty setter;
};
// Maps RenderProperty enum to accessors
const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY_ACCESSOR_LUT[] = {
{RenderNode::TRANSLATION_X, &RenderProperties::getTranslationX, &RenderProperties::setTranslationX },
{RenderNode::TRANSLATION_Y, &RenderProperties::getTranslationY, &RenderProperties::setTranslationY },
{RenderNode::TRANSLATION_X, &RenderProperties::getTranslationZ, &RenderProperties::setTranslationZ },
{RenderNode::SCALE_X, &RenderProperties::getScaleX, &RenderProperties::setScaleX },
{RenderNode::SCALE_Y, &RenderProperties::getScaleY, &RenderProperties::setScaleY },
{RenderNode::ROTATION, &RenderProperties::getRotation, &RenderProperties::setRotation },
{RenderNode::ROTATION_X, &RenderProperties::getRotationX, &RenderProperties::setRotationX },
{RenderNode::ROTATION_Y, &RenderProperties::getRotationY, &RenderProperties::setRotationY },
{RenderNode::X, &RenderProperties::getX, &RenderProperties::setX },
{RenderNode::Y, &RenderProperties::getY, &RenderProperties::setY },
{RenderNode::Z, &RenderProperties::getZ, &RenderProperties::setZ },
{RenderNode::ALPHA, &RenderProperties::getAlpha, &RenderProperties::setAlpha },
};
RenderPropertyAnimator::RenderPropertyAnimator(RenderProperty property, float finalValue)
: BaseRenderNodeAnimator(finalValue)
, mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {
}
void RenderPropertyAnimator::onAttached() {
if (!mHasStartValue
&& mTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) {
setStartValue((mTarget->stagingProperties().*mPropertyAccess->getter)());
}
}
void RenderPropertyAnimator::onStagingPlayStateChanged() {
if (mStagingPlayState == RUNNING) {
(mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue());
} else if (mStagingPlayState == FINISHED) {
// We're being canceled, so make sure that whatever values the UI thread
// is observing for us is pushed over
mTarget->setPropertyFieldsDirty(dirtyMask());
}
}
uint32_t RenderPropertyAnimator::dirtyMask() {
return mPropertyAccess->dirtyMask;
}
float RenderPropertyAnimator::getValue(RenderNode* target) const {
return (target->properties().*mPropertyAccess->getter)();
}
void RenderPropertyAnimator::setValue(RenderNode* target, float value) {
(target->animatorProperties().*mPropertyAccess->setter)(value);
}
/************************************************************
* CanvasPropertyPrimitiveAnimator
************************************************************/
CanvasPropertyPrimitiveAnimator::CanvasPropertyPrimitiveAnimator(
CanvasPropertyPrimitive* property, float finalValue)
: BaseRenderNodeAnimator(finalValue)
, mProperty(property) {
}
float CanvasPropertyPrimitiveAnimator::getValue(RenderNode* target) const {
return mProperty->value;
}
void CanvasPropertyPrimitiveAnimator::setValue(RenderNode* target, float value) {
mProperty->value = value;
}
uint32_t CanvasPropertyPrimitiveAnimator::dirtyMask() {
return RenderNode::DISPLAY_LIST;
}
/************************************************************
* CanvasPropertySkPaintAnimator
************************************************************/
CanvasPropertyPaintAnimator::CanvasPropertyPaintAnimator(
CanvasPropertyPaint* property, PaintField field, float finalValue)
: BaseRenderNodeAnimator(finalValue)
, mProperty(property)
, mField(field) {
}
float CanvasPropertyPaintAnimator::getValue(RenderNode* target) const {
switch (mField) {
case STROKE_WIDTH:
return mProperty->value.getStrokeWidth();
case ALPHA:
return mProperty->value.getAlpha();
}
LOG_ALWAYS_FATAL("Unknown field %d", (int) mField);
return -1;
}
static uint8_t to_uint8(float value) {
int c = (int) (value + .5f);
return static_cast<uint8_t>( c < 0 ? 0 : c > 255 ? 255 : c );
}
void CanvasPropertyPaintAnimator::setValue(RenderNode* target, float value) {
switch (mField) {
case STROKE_WIDTH:
mProperty->value.setStrokeWidth(value);
return;
case ALPHA:
mProperty->value.setAlpha(to_uint8(value));
return;
}
LOG_ALWAYS_FATAL("Unknown field %d", (int) mField);
}
uint32_t CanvasPropertyPaintAnimator::dirtyMask() {
return RenderNode::DISPLAY_LIST;
}
RevealAnimator::RevealAnimator(int centerX, int centerY,
float startValue, float finalValue)
: BaseRenderNodeAnimator(finalValue)
, mCenterX(centerX)
, mCenterY(centerY) {
setStartValue(startValue);
}
float RevealAnimator::getValue(RenderNode* target) const {
return target->properties().getRevealClip().getRadius();
}
void RevealAnimator::setValue(RenderNode* target, float value) {
target->animatorProperties().mutableRevealClip().set(true,
mCenterX, mCenterY, value);
}
uint32_t RevealAnimator::dirtyMask() {
return RenderNode::GENERIC;
}
} /* namespace uirenderer */
} /* namespace android */