Files
frameworks_base/libs/hwui/AnimatorManager.cpp
Doris Liu 6725d581eb Remove animation value change from push staging
This CL ensures that animation values are only updated during
animation pulses.

This CL also includes the revert of
https://googleplex-android-review.git.corp.google.com/#/c/1285913/

BUG: 30659748

Change-Id: Iadc84462dc61157efd3c18a23767bba9faf00f6e
2016-08-04 22:43:07 +00:00

192 lines
6.2 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 "AnimatorManager.h"
#include <algorithm>
#include "Animator.h"
#include "AnimationContext.h"
#include "DamageAccumulator.h"
#include "RenderNode.h"
namespace android {
namespace uirenderer {
using namespace std;
static void detach(sp<BaseRenderNodeAnimator>& animator) {
animator->detach();
}
AnimatorManager::AnimatorManager(RenderNode& parent)
: mParent(parent)
, mAnimationHandle(nullptr) {
}
AnimatorManager::~AnimatorManager() {
for_each(mNewAnimators.begin(), mNewAnimators.end(), detach);
for_each(mAnimators.begin(), mAnimators.end(), detach);
}
void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
RenderNode* stagingTarget = animator->stagingTarget();
if (stagingTarget == &mParent) {
return;
}
mNewAnimators.emplace_back(animator.get());
// If the animator is already attached to other RenderNode, remove it from that RenderNode's
// new animator list. This ensures one animator only ends up in one newAnimatorList during one
// frame, even when it's added multiple times to multiple targets.
if (stagingTarget) {
stagingTarget->removeAnimator(animator);
}
animator->attach(&mParent);
}
void AnimatorManager::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
mNewAnimators.erase(std::remove(mNewAnimators.begin(), mNewAnimators.end(), animator),
mNewAnimators.end());
}
void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
mAnimationHandle = handle;
LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
"Lost animation handle on %p (%s) with outstanding animators!",
&mParent, mParent.getName());
}
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());
// Only add new animators that are not already in the mAnimators list
for (auto& anim : mNewAnimators) {
if (anim->target() != &mParent) {
mAnimators.push_back(std::move(anim));
}
}
mNewAnimators.clear();
}
for (auto& animator : mAnimators) {
animator->pushStaging(mAnimationHandle->context());
}
}
void AnimatorManager::onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) {
LOG_ALWAYS_FATAL_IF(animator->target() == &mParent, "Target has not been changed");
mAnimators.erase(std::remove(mAnimators.begin(), mAnimators.end(), animator), mAnimators.end());
}
class AnimateFunctor {
public:
AnimateFunctor(TreeInfo& info, AnimationContext& context, uint32_t* outDirtyMask)
: mInfo(info), mContext(context), mDirtyMask(outDirtyMask) {}
bool operator() (sp<BaseRenderNodeAnimator>& animator) {
*mDirtyMask |= animator->dirtyMask();
bool remove = animator->animate(mContext);
if (remove) {
animator->detach();
} else {
if (animator->isRunning()) {
mInfo.out.hasAnimations = true;
}
if (CC_UNLIKELY(!animator->mayRunAsync())) {
mInfo.out.requiresUiRedraw = true;
}
}
return remove;
}
private:
TreeInfo& mInfo;
AnimationContext& mContext;
uint32_t* mDirtyMask;
};
uint32_t AnimatorManager::animate(TreeInfo& info) {
if (!mAnimators.size()) return 0;
// TODO: Can we target this better? For now treat it like any other staging
// property push and just damage self before and after animators are run
mParent.damageSelf(info);
info.damageAccumulator->popTransform();
uint32_t dirty = animateCommon(info);
info.damageAccumulator->pushTransform(&mParent);
mParent.damageSelf(info);
return dirty;
}
void AnimatorManager::animateNoDamage(TreeInfo& info) {
animateCommon(info);
}
uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
uint32_t dirtyMask;
AnimateFunctor functor(info, mAnimationHandle->context(), &dirtyMask);
auto newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.erase(newEnd, mAnimators.end());
mAnimationHandle->notifyAnimationsRan();
mParent.mProperties.updateMatrix();
return dirtyMask;
}
static void endStagingAnimator(sp<BaseRenderNodeAnimator>& animator) {
animator->cancel();
if (animator->listener()) {
animator->listener()->onAnimationFinished(animator.get());
}
}
void AnimatorManager::endAllStagingAnimators() {
ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
// This works because this state can only happen on the UI thread,
// which means we're already on the right thread to invoke listeners
for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
mNewAnimators.clear();
}
class EndActiveAnimatorsFunctor {
public:
EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
void operator() (sp<BaseRenderNodeAnimator>& animator) {
animator->forceEndNow(mContext);
}
private:
AnimationContext& mContext;
};
void AnimatorManager::endAllActiveAnimators() {
ALOGD("endAllActiveAnimators on %p (%s) with handle %p",
&mParent, mParent.getName(), mAnimationHandle);
EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
for_each(mAnimators.begin(), mAnimators.end(), functor);
mAnimators.clear();
mAnimationHandle->release();
}
} /* namespace uirenderer */
} /* namespace android */