/* * 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. */ #ifndef TREEANIMATIONTRACKER_H_ #define TREEANIMATIONTRACKER_H_ #include <cutils/compiler.h> #include <utils/RefBase.h> #include <utils/StrongPointer.h> #include "TreeInfo.h" #include "renderthread/TimeLord.h" #include "utils/Macros.h" namespace android { namespace uirenderer { class AnimationContext; class AnimationListener; class BaseRenderNodeAnimator; class RenderNode; /* * AnimationHandle is several classes merged into one. * 1: It maintains the reference to the AnimationContext required to run animators. * 2: It keeps a strong reference to RenderNodes with animators so that * we don't lose them if they are no longer in the display tree. This is * required so that we can keep animating them, and properly notify listeners * of onAnimationFinished. * 3: It forms a doubly linked list so that we can cheaply move between states. */ class AnimationHandle { PREVENT_COPY_AND_ASSIGN(AnimationHandle); public: AnimationContext& context() { return mContext; } // Called by the RenderNode when it has internally pulsed its own animations // this frame and does not need to be run again this frame. void notifyAnimationsRan(); // Stops tracking the RenderNode and destroys the handle. The node must be // re-attached to the AnimationContext to receive managed animation // pulses. void release(); private: friend class AnimationContext; AnimationHandle(AnimationContext& context); AnimationHandle(RenderNode& animatingNode, AnimationContext& context); ~AnimationHandle(); void insertAfter(AnimationHandle* prev); void removeFromList(); sp<RenderNode> mRenderNode; AnimationContext& mContext; AnimationHandle* mPreviousHandle; AnimationHandle* mNextHandle; }; class AnimationContext { PREVENT_COPY_AND_ASSIGN(AnimationContext); public: ANDROID_API AnimationContext(renderthread::TimeLord& clock); ANDROID_API virtual ~AnimationContext(); nsecs_t frameTimeMs() { return mFrameTimeMs; } bool hasAnimations() { return mCurrentFrameAnimations.mNextHandle || mNextFrameAnimations.mNextHandle; } // Will always add to the next frame list, which is swapped when // startFrame() is called ANDROID_API void addAnimatingRenderNode(RenderNode& node); // Marks the start of a frame, which will update the frame time and move all // next frame animations into the current frame ANDROID_API virtual void startFrame(TreeInfo::TraversalMode mode); // Runs any animations still left in mCurrentFrameAnimations that were not run // as part of the standard RenderNode:prepareTree pass. ANDROID_API virtual void runRemainingAnimations(TreeInfo& info); ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener); ANDROID_API virtual void destroy(); private: friend class AnimationHandle; void addAnimationHandle(AnimationHandle* handle); renderthread::TimeLord& mClock; // Animations left to run this frame, at the end of the frame this should // be null AnimationHandle mCurrentFrameAnimations; // Animations queued for next frame AnimationHandle mNextFrameAnimations; nsecs_t mFrameTimeMs; }; } /* namespace uirenderer */ } /* namespace android */ #endif /* TREEANIMATIONTRACKER_H_ */