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/*
* Copyright (C) 2016 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 "PropertyValuesAnimatorSet.h"
#include "RenderNode.h"
#include <algorithm>
namespace android {
namespace uirenderer {
void PropertyValuesAnimatorSet::addPropertyAnimator(PropertyValuesHolder* propertyValuesHolder,
Interpolator* interpolator, nsecs_t startDelay,
nsecs_t duration, int repeatCount) {
PropertyAnimator* animator = new PropertyAnimator(propertyValuesHolder,
interpolator, startDelay, duration, repeatCount);
mAnimators.emplace_back(animator);
setListener(new PropertyAnimatorSetListener(this));
}
PropertyValuesAnimatorSet::PropertyValuesAnimatorSet()
: BaseRenderNodeAnimator(1.0f) {
setStartValue(0);
mLastFraction = 0.0f;
setInterpolator(new LinearInterpolator());
}
void PropertyValuesAnimatorSet::onFinished(BaseRenderNodeAnimator* animator) {
if (mOneShotListener.get()) {
mOneShotListener->onAnimationFinished(animator);
mOneShotListener = nullptr;
}
}
float PropertyValuesAnimatorSet::getValue(RenderNode* target) const {
return mLastFraction;
}
void PropertyValuesAnimatorSet::setValue(RenderNode* target, float value) {
mLastFraction = value;
}
void PropertyValuesAnimatorSet::onPlayTimeChanged(nsecs_t 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::start(AnimationListener* listener) {
init();
mOneShotListener = listener;
BaseRenderNodeAnimator::start();
}
void PropertyValuesAnimatorSet::reverse(AnimationListener* listener) {
init();
mOneShotListener = listener;
BaseRenderNodeAnimator::reverse();
}
void PropertyValuesAnimatorSet::init() {
if (mInitialized) {
return;
}
// 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;
}
uint32_t PropertyValuesAnimatorSet::dirtyMask() {
return RenderNode::DISPLAY_LIST;
}
PropertyAnimator::PropertyAnimator(PropertyValuesHolder* holder, Interpolator* interpolator,
nsecs_t startDelay, nsecs_t duration, int repeatCount)
: mPropertyValuesHolder(holder), mInterpolator(interpolator), mStartDelay(startDelay),
mDuration(duration) {
if (repeatCount < 0) {
mRepeatCount = UINT32_MAX;
} else {
mRepeatCount = repeatCount;
}
mTotalDuration = ((nsecs_t) mRepeatCount + 1) * mDuration + mStartDelay;
}
void PropertyAnimator::setCurrentPlayTime(nsecs_t playTime) {
if (playTime >= mStartDelay && playTime < mTotalDuration) {
nsecs_t currentIterationPlayTime = (playTime - mStartDelay) % mDuration;
float fraction = currentIterationPlayTime / (float) mDuration;
setFraction(fraction);
} else if (mLatestFraction < 1.0f && playTime >= mTotalDuration) {
// 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);
}
}
void PropertyAnimator::setFraction(float fraction) {
mLatestFraction = fraction;
float interpolatedFraction = mInterpolator->interpolate(fraction);
mPropertyValuesHolder->setFraction(interpolatedFraction);
}
void PropertyAnimatorSetListener::onAnimationFinished(BaseRenderNodeAnimator* animator) {
mSet->onFinished(animator);
}
}
}
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