/* * 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 #include #include "AnimationContext.h" #include "Interpolator.h" #include "RenderNode.h" #include "RenderProperties.h" namespace android { namespace uirenderer { /************************************************************ * BaseRenderNodeAnimator ************************************************************/ BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue) : mTarget(nullptr) , mStagingTarget(nullptr) , mFinalValue(finalValue) , mDeltaValue(0) , mFromValue(0) , mStagingPlayState(PlayState::NotStarted) , mPlayState(PlayState::NotStarted) , mHasStartValue(false) , mStartTime(0) , mDuration(300) , mStartDelay(0) , mMayRunAsync(true) , mPlayTime(0) {} BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {} void BaseRenderNodeAnimator::checkMutable() { // Should be impossible to hit as the Java-side also has guards for this LOG_ALWAYS_FATAL_IF(mStagingPlayState != PlayState::NotStarted, "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) { mStagingTarget = target; onAttached(); } void BaseRenderNodeAnimator::start() { mStagingPlayState = PlayState::Running; mStagingRequests.push_back(Request::Start); onStagingPlayStateChanged(); } void BaseRenderNodeAnimator::cancel() { mStagingPlayState = PlayState::Finished; mStagingRequests.push_back(Request::Cancel); onStagingPlayStateChanged(); } void BaseRenderNodeAnimator::reset() { mStagingPlayState = PlayState::Finished; mStagingRequests.push_back(Request::Reset); onStagingPlayStateChanged(); } void BaseRenderNodeAnimator::reverse() { mStagingPlayState = PlayState::Reversing; mStagingRequests.push_back(Request::Reverse); onStagingPlayStateChanged(); } void BaseRenderNodeAnimator::end() { mStagingPlayState = PlayState::Finished; mStagingRequests.push_back(Request::End); onStagingPlayStateChanged(); } void BaseRenderNodeAnimator::resolveStagingRequest(Request request) { switch (request) { case Request::Start: mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ? mPlayTime : 0; mPlayState = PlayState::Running; mPendingActionUponFinish = Action::None; break; case Request::Reverse: mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ? mPlayTime : mDuration; mPlayState = PlayState::Reversing; mPendingActionUponFinish = Action::None; break; case Request::Reset: mPlayTime = 0; mPlayState = PlayState::Finished; mPendingActionUponFinish = Action::Reset; break; case Request::Cancel: mPlayState = PlayState::Finished; mPendingActionUponFinish = Action::None; break; case Request::End: mPlayTime = mPlayState == PlayState::Reversing ? 0 : mDuration; mPlayState = PlayState::Finished; mPendingActionUponFinish = Action::End; break; default: LOG_ALWAYS_FATAL("Invalid staging request: %d", static_cast(request)); }; } void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) { if (mStagingTarget) { RenderNode* oldTarget = mTarget; mTarget = mStagingTarget; mStagingTarget = nullptr; if (oldTarget && oldTarget != mTarget) { oldTarget->onAnimatorTargetChanged(this); } } if (!mHasStartValue) { doSetStartValue(getValue(mTarget)); } if (!mStagingRequests.empty()) { // No interpolator was set, use the default if (mPlayState == PlayState::NotStarted && !mInterpolator) { mInterpolator.reset(Interpolator::createDefaultInterpolator()); } // Keep track of the play state and play time before they are changed when // staging requests are resolved. nsecs_t currentPlayTime = mPlayTime; PlayState prevFramePlayState = mPlayState; // Resolve staging requests one by one. for (Request request : mStagingRequests) { resolveStagingRequest(request); } mStagingRequests.clear(); if (mStagingPlayState == PlayState::Finished) { callOnFinishedListener(context); } else if (mStagingPlayState == PlayState::Running || mStagingPlayState == PlayState::Reversing) { bool changed = currentPlayTime != mPlayTime || prevFramePlayState != mStagingPlayState; if (prevFramePlayState != mStagingPlayState) { transitionToRunning(context); } if (changed) { // Now we need to seek to the stagingPlayTime (i.e. the animation progress that was // requested from UI thread). It is achieved by modifying mStartTime, such that // current time - mStartTime = stagingPlayTime (or mDuration -stagingPlayTime in the // case of reversing) nsecs_t currentFrameTime = context.frameTimeMs(); if (mPlayState == PlayState::Reversing) { // Reverse is not supported for animations with a start delay, so here we // assume no start delay. mStartTime = currentFrameTime - (mDuration - mPlayTime); } else { // Animation should play forward if (mPlayTime == 0) { // If the request is to start from the beginning, include start delay. mStartTime = currentFrameTime + mStartDelay; } else { // If the request is to seek to a non-zero play time, then we skip start // delay. mStartTime = currentFrameTime - mPlayTime; } } } } } onPushStaging(); } 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; } if (mDuration < 0) { ALOGW("Your duration is strange and confusing: %" PRId64, mDuration); } } bool BaseRenderNodeAnimator::animate(AnimationContext& context) { if (mPlayState < PlayState::Running) { return false; } if (mPlayState == PlayState::Finished) { if (mPendingActionUponFinish == Action::Reset) { // Skip to start. updatePlayTime(0); } else if (mPendingActionUponFinish == Action::End) { // Skip to end. updatePlayTime(mDuration); } // Reset pending action. mPendingActionUponFinish = Action::None; return true; } // This should be set before setValue() so animators can query this time when setValue // is called. nsecs_t currentPlayTime = context.frameTimeMs() - mStartTime; bool finished = updatePlayTime(currentPlayTime); if (finished && mPlayState != PlayState::Finished) { mPlayState = PlayState::Finished; callOnFinishedListener(context); } return finished; } bool BaseRenderNodeAnimator::updatePlayTime(nsecs_t playTime) { mPlayTime = mPlayState == PlayState::Reversing ? mDuration - playTime : playTime; onPlayTimeChanged(mPlayTime); // 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 (playTime < 0) { setValue(mTarget, mFromValue); return false; } float fraction = 1.0f; if ((mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) && mDuration > 0) { fraction = mPlayTime / (float)mDuration; } fraction = MathUtils::clamp(fraction, 0.0f, 1.0f); fraction = mInterpolator->interpolate(fraction); setValue(mTarget, mFromValue + (mDeltaValue * fraction)); return playTime >= mDuration; } nsecs_t BaseRenderNodeAnimator::getRemainingPlayTime() { return mPlayState == PlayState::Reversing ? mPlayTime : mDuration - mPlayTime; } void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) { if (mPlayState < PlayState::Finished) { mPlayState = PlayState::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_Z, &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 && mStagingTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) { setStartValue((mStagingTarget->stagingProperties().*mPropertyAccess->getter)()); } } void RenderPropertyAnimator::onStagingPlayStateChanged() { if (mStagingPlayState == PlayState::Running) { if (mStagingTarget) { (mStagingTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); } else { // In the case of start delay where stagingTarget has been sync'ed over and null'ed // we delay the properties update to push staging. mShouldUpdateStagingProperties = true; } } else if (mStagingPlayState == PlayState::Finished) { // We're being canceled, so make sure that whatever values the UI thread // is observing for us is pushed over mShouldSyncPropertyFields = true; } } void RenderPropertyAnimator::onPushStaging() { if (mShouldUpdateStagingProperties) { (mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); mShouldUpdateStagingProperties = false; } if (mShouldSyncPropertyFields) { mTarget->setPropertyFieldsDirty(dirtyMask()); mShouldSyncPropertyFields = false; } } 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(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 */