/* * 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 ANIMATOR_H #define ANIMATOR_H #include <memory> #include <cutils/compiler.h> #include <utils/RefBase.h> #include <utils/StrongPointer.h> #include <utils/Timers.h> #include "utils/Macros.h" #include <vector> namespace android { namespace uirenderer { class AnimationContext; class BaseRenderNodeAnimator; class CanvasPropertyPrimitive; class CanvasPropertyPaint; class Interpolator; class RenderNode; class RenderProperties; class AnimationListener : public VirtualLightRefBase { public: ANDROID_API virtual void onAnimationFinished(BaseRenderNodeAnimator*) = 0; protected: ANDROID_API virtual ~AnimationListener() {} }; enum class RepeatMode { // These are the same values as the RESTART and REVERSE in ValueAnimator.java. Restart = 1, Reverse = 2 }; class BaseRenderNodeAnimator : public VirtualLightRefBase { PREVENT_COPY_AND_ASSIGN(BaseRenderNodeAnimator); public: ANDROID_API void setStartValue(float value); ANDROID_API void setInterpolator(Interpolator* interpolator); ANDROID_API void setDuration(nsecs_t durationInMs); ANDROID_API nsecs_t duration() { return mDuration; } ANDROID_API void setStartDelay(nsecs_t startDelayInMs); ANDROID_API nsecs_t startDelay() { return mStartDelay; } ANDROID_API void setListener(AnimationListener* listener) { mListener = listener; } AnimationListener* listener() { return mListener.get(); } ANDROID_API void setAllowRunningAsync(bool mayRunAsync) { mMayRunAsync = mayRunAsync; } bool mayRunAsync() { return mMayRunAsync; } ANDROID_API void start(); ANDROID_API virtual void reset(); ANDROID_API void reverse(); // Terminates the animation at its current progress. ANDROID_API void cancel(); // Terminates the animation and skip to the end of the animation. ANDROID_API virtual void end(); void attach(RenderNode* target); virtual void onAttached() {} void detach() { mTarget = nullptr; } ANDROID_API void pushStaging(AnimationContext& context); ANDROID_API bool animate(AnimationContext& context); // Returns the remaining time in ms for the animation. Note this should only be called during // an animation on RenderThread. ANDROID_API nsecs_t getRemainingPlayTime(); bool isRunning() { return mPlayState == PlayState::Running || mPlayState == PlayState::Reversing; } bool isFinished() { return mPlayState == PlayState::Finished; } float finalValue() { return mFinalValue; } ANDROID_API virtual uint32_t dirtyMask() = 0; void forceEndNow(AnimationContext& context); RenderNode* target() { return mTarget; } RenderNode* stagingTarget() { return mStagingTarget; } protected: // PlayState is used by mStagingPlayState and mPlayState to track the state initiated from UI // thread and Render Thread animation state, respectively. // From the UI thread, mStagingPlayState transition looks like // NotStarted -> Running/Reversing -> Finished // ^ | // | | // ---------------------- // Note: For mStagingState, the Finished state (optional) is only set when the animation is // terminated by user. // // On Render Thread, mPlayState transition: // NotStart -> Running/Reversing-> Finished // ^ | // | | // ------------------ // Note that if the animation is in Running/Reversing state, calling start or reverse again // would do nothing if the animation has the same play direction as the request; otherwise, // the animation would start from where it is and change direction (i.e. Reversing <-> Running) enum class PlayState { NotStarted, Running, Reversing, Finished, }; BaseRenderNodeAnimator(float finalValue); virtual ~BaseRenderNodeAnimator(); virtual float getValue(RenderNode* target) const = 0; virtual void setValue(RenderNode* target, float value) = 0; void callOnFinishedListener(AnimationContext& context); virtual void onStagingPlayStateChanged() {} virtual void onPlayTimeChanged(nsecs_t playTime) {} virtual void onPushStaging() {} RenderNode* mTarget; RenderNode* mStagingTarget; float mFinalValue; float mDeltaValue; float mFromValue; std::unique_ptr<Interpolator> mInterpolator; PlayState mStagingPlayState; PlayState mPlayState; bool mHasStartValue; nsecs_t mStartTime; nsecs_t mDuration; nsecs_t mStartDelay; bool mMayRunAsync; // Play Time tracks the progress of animation, it should always be [0, mDuration], 0 being // the beginning of the animation, will reach mDuration at the end of an animation. nsecs_t mPlayTime; sp<AnimationListener> mListener; private: enum class Request { Start, Reverse, Reset, Cancel, End }; // Defines different actions upon finish. enum class Action { // For animations that got canceled or finished normally. no more action needs to be done. None, // For animations that get reset, the reset will happen in the next animation pulse. Reset, // For animations being ended, in the next animation pulse the animation will skip to end. End }; inline void checkMutable(); virtual void transitionToRunning(AnimationContext& context); void doSetStartValue(float value); bool updatePlayTime(nsecs_t playTime); void resolveStagingRequest(Request request); std::vector<Request> mStagingRequests; Action mPendingActionUponFinish = Action::None; }; class RenderPropertyAnimator : public BaseRenderNodeAnimator { public: enum RenderProperty { TRANSLATION_X = 0, TRANSLATION_Y, TRANSLATION_Z, SCALE_X, SCALE_Y, ROTATION, ROTATION_X, ROTATION_Y, X, Y, Z, ALPHA, }; ANDROID_API RenderPropertyAnimator(RenderProperty property, float finalValue); ANDROID_API virtual uint32_t dirtyMask(); protected: virtual float getValue(RenderNode* target) const override; virtual void setValue(RenderNode* target, float value) override; virtual void onAttached() override; virtual void onStagingPlayStateChanged() override; virtual void onPushStaging() override; private: typedef bool (RenderProperties::*SetFloatProperty)(float value); typedef float (RenderProperties::*GetFloatProperty)() const; struct PropertyAccessors; const PropertyAccessors* mPropertyAccess; static const PropertyAccessors PROPERTY_ACCESSOR_LUT[]; bool mShouldSyncPropertyFields = false; bool mShouldUpdateStagingProperties = false; }; class CanvasPropertyPrimitiveAnimator : public BaseRenderNodeAnimator { public: ANDROID_API CanvasPropertyPrimitiveAnimator(CanvasPropertyPrimitive* property, float finalValue); ANDROID_API virtual uint32_t dirtyMask(); protected: virtual float getValue(RenderNode* target) const override; virtual void setValue(RenderNode* target, float value) override; private: sp<CanvasPropertyPrimitive> mProperty; }; class CanvasPropertyPaintAnimator : public BaseRenderNodeAnimator { public: enum PaintField { STROKE_WIDTH = 0, ALPHA, }; ANDROID_API CanvasPropertyPaintAnimator(CanvasPropertyPaint* property, PaintField field, float finalValue); ANDROID_API virtual uint32_t dirtyMask(); protected: virtual float getValue(RenderNode* target) const override; virtual void setValue(RenderNode* target, float value) override; private: sp<CanvasPropertyPaint> mProperty; PaintField mField; }; class RevealAnimator : public BaseRenderNodeAnimator { public: ANDROID_API RevealAnimator(int centerX, int centerY, float startValue, float finalValue); ANDROID_API virtual uint32_t dirtyMask(); protected: virtual float getValue(RenderNode* target) const override; virtual void setValue(RenderNode* target, float value) override; private: int mCenterX, mCenterY; }; } /* namespace uirenderer */ } /* namespace android */ #endif /* ANIMATOR_H */