Files
frameworks_base/graphics/java/android/graphics/drawable/RippleComponent.java
Alan Viverette 5bc0144302 Update ripple drawable target radius on bounds change
Only bothers with the background and active ripple, since the exiting
ripples are in hardware animation mode anyway and can't be updated.

Bug: 21079749
Change-Id: I0f70c0c0feea32e2c70bb9b1b0fa3b7846b20c7f
2015-05-15 17:22:24 -07:00

340 lines
10 KiB
Java

/*
* Copyright (C) 2015 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.
*/
package android.graphics.drawable;
import android.animation.Animator;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Rect;
import android.view.DisplayListCanvas;
import android.view.RenderNodeAnimator;
import java.util.ArrayList;
/**
* Abstract class that handles hardware/software hand-off and lifecycle for
* animated ripple foreground and background components.
*/
abstract class RippleComponent {
private final RippleDrawable mOwner;
/** Bounds used for computing max radius. May be modified by the owner. */
protected final Rect mBounds;
/** Whether we can use hardware acceleration for the exit animation. */
private boolean mHasDisplayListCanvas;
private boolean mHasPendingHardwareAnimator;
private RenderNodeAnimatorSet mHardwareAnimator;
private Animator mSoftwareAnimator;
/** Whether we have an explicit maximum radius. */
private boolean mHasMaxRadius;
/** How big this ripple should be when fully entered. */
protected float mTargetRadius;
/** Screen density used to adjust pixel-based constants. */
protected float mDensity;
public RippleComponent(RippleDrawable owner, Rect bounds) {
mOwner = owner;
mBounds = bounds;
}
public void onBoundsChange() {
if (!mHasMaxRadius) {
mTargetRadius = getTargetRadius(mBounds);
onTargetRadiusChanged(mTargetRadius);
}
}
public final void setup(float maxRadius, float density) {
if (maxRadius >= 0) {
mHasMaxRadius = true;
mTargetRadius = maxRadius;
} else {
mTargetRadius = getTargetRadius(mBounds);
}
mDensity = density;
onTargetRadiusChanged(mTargetRadius);
}
private static float getTargetRadius(Rect bounds) {
final float halfWidth = bounds.width() / 2.0f;
final float halfHeight = bounds.height() / 2.0f;
return (float) Math.sqrt(halfWidth * halfWidth + halfHeight * halfHeight);
}
/**
* Starts a ripple enter animation.
*
* @param fast whether the ripple should enter quickly
*/
public final void enter(boolean fast) {
cancel();
mSoftwareAnimator = createSoftwareEnter(fast);
if (mSoftwareAnimator != null) {
mSoftwareAnimator.start();
}
}
/**
* Starts a ripple exit animation.
*/
public final void exit() {
cancel();
if (mHasDisplayListCanvas) {
// We don't have access to a canvas here, but we expect one on the
// next frame. We'll start the render thread animation then.
mHasPendingHardwareAnimator = true;
// Request another frame.
invalidateSelf();
} else {
mSoftwareAnimator = createSoftwareExit();
mSoftwareAnimator.start();
}
}
/**
* Cancels all animations. Software animation values are left in the
* current state, while hardware animation values jump to the end state.
*/
public void cancel() {
cancelSoftwareAnimations();
endHardwareAnimations();
}
/**
* Ends all animations, jumping values to the end state.
*/
public void end() {
endSoftwareAnimations();
endHardwareAnimations();
}
/**
* Draws the ripple to the canvas, inheriting the paint's color and alpha
* properties.
*
* @param c the canvas to which the ripple should be drawn
* @param p the paint used to draw the ripple
* @return {@code true} if something was drawn, {@code false} otherwise
*/
public boolean draw(Canvas c, Paint p) {
final boolean hasDisplayListCanvas = c.isHardwareAccelerated()
&& c instanceof DisplayListCanvas;
if (mHasDisplayListCanvas != hasDisplayListCanvas) {
mHasDisplayListCanvas = hasDisplayListCanvas;
if (!hasDisplayListCanvas) {
// We've switched from hardware to non-hardware mode. Panic.
endHardwareAnimations();
}
}
if (hasDisplayListCanvas) {
final DisplayListCanvas hw = (DisplayListCanvas) c;
startPendingAnimation(hw, p);
if (mHardwareAnimator != null) {
return drawHardware(hw);
}
}
return drawSoftware(c, p);
}
/**
* Populates {@code bounds} with the maximum drawing bounds of the ripple
* relative to its center. The resulting bounds should be translated into
* parent drawable coordinates before use.
*
* @param bounds the rect to populate with drawing bounds
*/
public void getBounds(Rect bounds) {
final int r = (int) Math.ceil(mTargetRadius);
bounds.set(-r, -r, r, r);
}
/**
* Starts the pending hardware animation, if available.
*
* @param hw hardware canvas on which the animation should draw
* @param p paint whose properties the hardware canvas should use
*/
private void startPendingAnimation(DisplayListCanvas hw, Paint p) {
if (mHasPendingHardwareAnimator) {
mHasPendingHardwareAnimator = false;
mHardwareAnimator = createHardwareExit(new Paint(p));
mHardwareAnimator.start(hw);
// Preemptively jump the software values to the end state now that
// the hardware exit has read whatever values it needs.
jumpValuesToExit();
}
}
/**
* Cancels any current software animations, leaving the values in their
* current state.
*/
private void cancelSoftwareAnimations() {
if (mSoftwareAnimator != null) {
mSoftwareAnimator.cancel();
mSoftwareAnimator = null;
}
}
/**
* Ends any current software animations, jumping the values to their end
* state.
*/
private void endSoftwareAnimations() {
if (mSoftwareAnimator != null) {
mSoftwareAnimator.end();
mSoftwareAnimator = null;
}
}
/**
* Ends any pending or current hardware animations.
* <p>
* Hardware animations can't synchronize values back to the software
* thread, so there is no "cancel" equivalent.
*/
private void endHardwareAnimations() {
if (mHardwareAnimator != null) {
mHardwareAnimator.end();
mHardwareAnimator = null;
}
if (mHasPendingHardwareAnimator) {
mHasPendingHardwareAnimator = false;
}
}
protected final void invalidateSelf() {
mOwner.invalidateSelf();
}
protected final boolean isHardwareAnimating() {
return mHardwareAnimator != null && mHardwareAnimator.isRunning()
|| mHasPendingHardwareAnimator;
}
protected final void onHotspotBoundsChanged() {
if (!mHasMaxRadius) {
final float halfWidth = mBounds.width() / 2.0f;
final float halfHeight = mBounds.height() / 2.0f;
final float targetRadius = (float) Math.sqrt(halfWidth * halfWidth
+ halfHeight * halfHeight);
onTargetRadiusChanged(targetRadius);
}
}
/**
* Called when the target radius changes.
*
* @param targetRadius the new target radius
*/
protected void onTargetRadiusChanged(float targetRadius) {
// Stub.
}
protected abstract Animator createSoftwareEnter(boolean fast);
protected abstract Animator createSoftwareExit();
protected abstract RenderNodeAnimatorSet createHardwareExit(Paint p);
protected abstract boolean drawHardware(DisplayListCanvas c);
protected abstract boolean drawSoftware(Canvas c, Paint p);
/**
* Called when the hardware exit is cancelled. Jumps software values to end
* state to ensure that software and hardware values are synchronized.
*/
protected abstract void jumpValuesToExit();
public static class RenderNodeAnimatorSet {
private final ArrayList<RenderNodeAnimator> mAnimators = new ArrayList<>();
public void add(RenderNodeAnimator anim) {
mAnimators.add(anim);
}
public void clear() {
mAnimators.clear();
}
public void start(DisplayListCanvas target) {
if (target == null) {
throw new IllegalArgumentException("Hardware canvas must be non-null");
}
final ArrayList<RenderNodeAnimator> animators = mAnimators;
final int N = animators.size();
for (int i = 0; i < N; i++) {
final RenderNodeAnimator anim = animators.get(i);
anim.setTarget(target);
anim.start();
}
}
public void cancel() {
final ArrayList<RenderNodeAnimator> animators = mAnimators;
final int N = animators.size();
for (int i = 0; i < N; i++) {
final RenderNodeAnimator anim = animators.get(i);
anim.cancel();
}
}
public void end() {
final ArrayList<RenderNodeAnimator> animators = mAnimators;
final int N = animators.size();
for (int i = 0; i < N; i++) {
final RenderNodeAnimator anim = animators.get(i);
anim.end();
}
}
public boolean isRunning() {
final ArrayList<RenderNodeAnimator> animators = mAnimators;
final int N = animators.size();
for (int i = 0; i < N; i++) {
final RenderNodeAnimator anim = animators.get(i);
if (anim.isRunning()) {
return true;
}
}
return false;
}
}
}