summaryrefslogtreecommitdiff
path: root/android/animation/AnimationThread.java
diff options
context:
space:
mode:
Diffstat (limited to 'android/animation/AnimationThread.java')
-rw-r--r--android/animation/AnimationThread.java176
1 files changed, 176 insertions, 0 deletions
diff --git a/android/animation/AnimationThread.java b/android/animation/AnimationThread.java
new file mode 100644
index 00000000..ce2aec79
--- /dev/null
+++ b/android/animation/AnimationThread.java
@@ -0,0 +1,176 @@
+/*
+ * Copyright (C) 2010 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.animation;
+
+import com.android.ide.common.rendering.api.IAnimationListener;
+import com.android.ide.common.rendering.api.RenderSession;
+import com.android.ide.common.rendering.api.Result;
+import com.android.ide.common.rendering.api.Result.Status;
+import com.android.layoutlib.bridge.Bridge;
+import com.android.layoutlib.bridge.impl.RenderSessionImpl;
+
+import android.os.Handler;
+import android.os.Handler_Delegate;
+import android.os.Message;
+
+import java.util.PriorityQueue;
+import java.util.Queue;
+
+/**
+ * Abstract animation thread.
+ * <p/>
+ * This does not actually start an animation, instead it fakes a looper that will play whatever
+ * animation is sending messages to its own {@link Handler}.
+ * <p/>
+ * Classes should implement {@link #preAnimation()} and {@link #postAnimation()}.
+ * <p/>
+ * If {@link #preAnimation()} does not start an animation somehow then the thread doesn't do
+ * anything.
+ *
+ */
+public abstract class AnimationThread extends Thread {
+
+ private static class MessageBundle implements Comparable<MessageBundle> {
+ final Handler mTarget;
+ final Message mMessage;
+ final long mUptimeMillis;
+
+ MessageBundle(Handler target, Message message, long uptimeMillis) {
+ mTarget = target;
+ mMessage = message;
+ mUptimeMillis = uptimeMillis;
+ }
+
+ @Override
+ public int compareTo(MessageBundle bundle) {
+ if (mUptimeMillis < bundle.mUptimeMillis) {
+ return -1;
+ }
+ return 1;
+ }
+ }
+
+ private final RenderSessionImpl mSession;
+
+ private Queue<MessageBundle> mQueue = new PriorityQueue<MessageBundle>();
+ private final IAnimationListener mListener;
+
+ public AnimationThread(RenderSessionImpl scene, String threadName,
+ IAnimationListener listener) {
+ super(threadName);
+ mSession = scene;
+ mListener = listener;
+ }
+
+ public abstract Result preAnimation();
+ public abstract void postAnimation();
+
+ @Override
+ public void run() {
+ Bridge.prepareThread();
+ try {
+ /* FIXME: The ANIMATION_FRAME message no longer exists. Instead, the
+ * animation timing loop is completely based on a Choreographer objects
+ * that schedules animation and drawing frames. The animation handler is
+ * no longer even a handler; it is just a Runnable enqueued on the Choreographer.
+ Handler_Delegate.setCallback(new IHandlerCallback() {
+ @Override
+ public void sendMessageAtTime(Handler handler, Message msg, long uptimeMillis) {
+ if (msg.what == ValueAnimator.ANIMATION_START ||
+ msg.what == ValueAnimator.ANIMATION_FRAME) {
+ mQueue.add(new MessageBundle(handler, msg, uptimeMillis));
+ } else {
+ // just ignore.
+ }
+ }
+ });
+ */
+
+ // call out to the pre-animation work, which should start an animation or more.
+ Result result = preAnimation();
+ if (result.isSuccess() == false) {
+ mListener.done(result);
+ }
+
+ // loop the animation
+ RenderSession session = mSession.getSession();
+ do {
+ // check early.
+ if (mListener.isCanceled()) {
+ break;
+ }
+
+ // get the next message.
+ MessageBundle bundle = mQueue.poll();
+ if (bundle == null) {
+ break;
+ }
+
+ // sleep enough for this bundle to be on time
+ long currentTime = System.currentTimeMillis();
+ if (currentTime < bundle.mUptimeMillis) {
+ try {
+ sleep(bundle.mUptimeMillis - currentTime);
+ } catch (InterruptedException e) {
+ // FIXME log/do something/sleep again?
+ e.printStackTrace();
+ }
+ }
+
+ // check after sleeping.
+ if (mListener.isCanceled()) {
+ break;
+ }
+
+ // ready to do the work, acquire the scene.
+ result = mSession.acquire(250);
+ if (result.isSuccess() == false) {
+ mListener.done(result);
+ return;
+ }
+
+ // process the bundle. If the animation is not finished, this will enqueue
+ // the next message, so mQueue will have another one.
+ try {
+ // check after acquiring in case it took a while.
+ if (mListener.isCanceled()) {
+ break;
+ }
+
+ bundle.mTarget.handleMessage(bundle.mMessage);
+ if (mSession.render(false /*freshRender*/).isSuccess()) {
+ mListener.onNewFrame(session);
+ }
+ } finally {
+ mSession.release();
+ }
+ } while (mListener.isCanceled() == false && mQueue.size() > 0);
+
+ mListener.done(Status.SUCCESS.createResult());
+
+ } catch (Throwable throwable) {
+ // can't use Bridge.getLog() as the exception might be thrown outside
+ // of an acquire/release block.
+ mListener.done(Status.ERROR_UNKNOWN.createResult("Error playing animation", throwable));
+
+ } finally {
+ postAnimation();
+ Handler_Delegate.setCallback(null);
+ Bridge.cleanupThread();
+ }
+ }
+}