2 * Copyright (C) 2014 The Android Open Source Project
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
16 #ifndef TREEANIMATIONTRACKER_H_
17 #define TREEANIMATIONTRACKER_H_
19 #include <cutils/compiler.h>
20 #include <utils/RefBase.h>
21 #include <utils/StrongPointer.h>
24 #include "renderthread/TimeLord.h"
25 #include "utils/Macros.h"
28 namespace uirenderer {
30 class AnimationContext;
31 class AnimationListener;
32 class BaseRenderNodeAnimator;
36 * AnimationHandle is several classes merged into one.
37 * 1: It maintains the reference to the AnimationContext required to run animators.
38 * 2: It keeps a strong reference to RenderNodes with animators so that
39 * we don't lose them if they are no longer in the display tree. This is
40 * required so that we can keep animating them, and properly notify listeners
41 * of onAnimationFinished.
42 * 3: It forms a doubly linked list so that we can cheaply move between states.
44 class AnimationHandle {
45 PREVENT_COPY_AND_ASSIGN(AnimationHandle);
47 AnimationContext& context() { return mContext; }
49 // Called by the RenderNode when it has internally pulsed its own animations
50 // this frame and does not need to be run again this frame.
51 void notifyAnimationsRan();
53 // Stops tracking the RenderNode and destroys the handle. The node must be
54 // re-attached to the AnimationContext to receive managed animation
59 friend class AnimationContext;
60 explicit AnimationHandle(AnimationContext& context);
61 AnimationHandle(RenderNode& animatingNode, AnimationContext& context);
64 void insertAfter(AnimationHandle* prev);
65 void removeFromList();
67 sp<RenderNode> mRenderNode;
69 AnimationContext& mContext;
71 AnimationHandle* mPreviousHandle;
72 AnimationHandle* mNextHandle;
75 class AnimationContext {
76 PREVENT_COPY_AND_ASSIGN(AnimationContext);
78 ANDROID_API explicit AnimationContext(renderthread::TimeLord& clock);
79 ANDROID_API virtual ~AnimationContext();
81 nsecs_t frameTimeMs() { return mFrameTimeMs; }
82 bool hasAnimations() {
83 return mCurrentFrameAnimations.mNextHandle
84 || mNextFrameAnimations.mNextHandle;
87 // Will always add to the next frame list, which is swapped when
88 // startFrame() is called
89 ANDROID_API void addAnimatingRenderNode(RenderNode& node);
91 // Marks the start of a frame, which will update the frame time and move all
92 // next frame animations into the current frame
93 ANDROID_API virtual void startFrame(TreeInfo::TraversalMode mode);
95 // Runs any animations still left in mCurrentFrameAnimations that were not run
96 // as part of the standard RenderNode:prepareTree pass.
97 ANDROID_API virtual void runRemainingAnimations(TreeInfo& info);
99 ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener);
101 ANDROID_API virtual void destroy();
103 ANDROID_API virtual void pauseAnimators() {}
106 friend class AnimationHandle;
107 void addAnimationHandle(AnimationHandle* handle);
109 renderthread::TimeLord& mClock;
111 // Animations left to run this frame, at the end of the frame this should
113 AnimationHandle mCurrentFrameAnimations;
114 // Animations queued for next frame
115 AnimationHandle mNextFrameAnimations;
117 nsecs_t mFrameTimeMs;
120 } /* namespace uirenderer */
121 } /* namespace android */
123 #endif /* TREEANIMATIONTRACKER_H_ */