Searched refs:AnimationContext (Results 1 – 11 of 11) sorted by relevance
30 class AnimationContext; variable47 AnimationContext& context() { return mContext; } in context()59 friend class AnimationContext;60 AnimationHandle(AnimationContext& context);61 AnimationHandle(RenderNode& animatingNode, AnimationContext& context);69 AnimationContext& mContext;75 class AnimationContext {76 PREVENT_COPY_AND_ASSIGN(AnimationContext);78 ANDROID_API AnimationContext(renderthread::TimeLord& clock);79 ANDROID_API virtual ~AnimationContext();
25 AnimationContext::AnimationContext(renderthread::TimeLord& clock) in AnimationContext() function in android::uirenderer::AnimationContext32 AnimationContext::~AnimationContext() { in ~AnimationContext()35 void AnimationContext::destroy() { in destroy()46 void AnimationContext::addAnimatingRenderNode(RenderNode& node) { in addAnimatingRenderNode()53 void AnimationContext::addAnimationHandle(AnimationHandle* handle) { in addAnimationHandle()57 void AnimationContext::startFrame(TreeInfo::TraversalMode mode) { in startFrame()69 void AnimationContext::runRemainingAnimations(TreeInfo& info) { in runRemainingAnimations()80 void AnimationContext::callOnFinished(BaseRenderNodeAnimator* animator, in callOnFinished()85 AnimationHandle::AnimationHandle(AnimationContext& context) in AnimationHandle()91 AnimationHandle::AnimationHandle(RenderNode& animatingNode, AnimationContext& context) in AnimationHandle()
31 class AnimationContext; variable66 void pushStaging(AnimationContext& context);67 bool animate(AnimationContext& context);75 void forceEndNow(AnimationContext& context);85 void callOnFinishedListener(AnimationContext& context);114 virtual void transitionToRunning(AnimationContext& context);
26 class AnimationContext; variable30 virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) = 0;
81 AnimateFunctor(TreeInfo& info, AnimationContext& context) in AnimateFunctor()104 AnimationContext& mContext;158 EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {} in EndActiveAnimatorsFunctor()166 AnimationContext& mContext;
90 void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) { in pushStaging()105 void BaseRenderNodeAnimator::transitionToRunning(AnimationContext& context) { in transitionToRunning()128 bool BaseRenderNodeAnimator::animate(AnimationContext& context) { in animate()165 void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) { in forceEndNow()172 void BaseRenderNodeAnimator::callOnFinishedListener(AnimationContext& context) { in callOnFinishedListener()
15 AnimationContext.cpp \
137 void doAttachAnimatingNodes(AnimationContext* context) { in doAttachAnimatingNodes()151 class AnimationContextBridge : public AnimationContext {154 : AnimationContext(clock), mRootNode(rootNode) { in AnimationContextBridge()165 AnimationContext::startFrame(mode); in startFrame()170 AnimationContext::runRemainingAnimations(info); in runRemainingAnimations()180 AnimationContext::destroy(); in destroy()201 virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) { in createAnimationContext()
382 virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) { in createAnimationContext()383 return new AnimationContext(clock); in createAnimationContext()
40 class AnimationContext; variable131 AnimationContext* mAnimationContext;
36 virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) { in createAnimationContext()37 return new AnimationContext(clock); in createAnimationContext()