/* * Copyright (C) 2015 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 android.os.SystemClock; import android.util.ArrayMap; import android.view.Choreographer; import java.util.ArrayList; /** * This custom, static handler handles the timing pulse that is shared by all active * ValueAnimators. This approach ensures that the setting of animation values will happen on the * same thread that animations start on, and that all animations will share the same times for * calculating their values, which makes synchronizing animations possible. * * The handler uses the Choreographer by default for doing periodic callbacks. A custom * AnimationFrameCallbackProvider can be set on the handler to provide timing pulse that * may be independent of UI frame update. This could be useful in testing. * * @hide */ public class AnimationHandler { /** * Internal per-thread collections used to avoid set collisions as animations start and end * while being processed. * @hide */ private final ArrayMap mDelayedCallbackStartTime = new ArrayMap<>(); private final ArrayList mAnimationCallbacks = new ArrayList<>(); private final ArrayList mCommitCallbacks = new ArrayList<>(); private AnimationFrameCallbackProvider mProvider; private final Choreographer.FrameCallback mFrameCallback = new Choreographer.FrameCallback() { @Override public void doFrame(long frameTimeNanos) { doAnimationFrame(getProvider().getFrameTime()); if (mAnimationCallbacks.size() > 0) { getProvider().postFrameCallback(this); } } }; public final static ThreadLocal sAnimatorHandler = new ThreadLocal<>(); private boolean mListDirty = false; public static AnimationHandler getInstance() { if (sAnimatorHandler.get() == null) { sAnimatorHandler.set(new AnimationHandler()); } return sAnimatorHandler.get(); } /** * By default, the Choreographer is used to provide timing for frame callbacks. A custom * provider can be used here to provide different timing pulse. */ public void setProvider(AnimationFrameCallbackProvider provider) { if (provider == null) { mProvider = new MyFrameCallbackProvider(); } else { mProvider = provider; } } private AnimationFrameCallbackProvider getProvider() { if (mProvider == null) { mProvider = new MyFrameCallbackProvider(); } return mProvider; } /** * Register to get a callback on the next frame after the delay. */ public void addAnimationFrameCallback(final AnimationFrameCallback callback, long delay) { if (mAnimationCallbacks.size() == 0) { getProvider().postFrameCallback(mFrameCallback); } if (!mAnimationCallbacks.contains(callback)) { mAnimationCallbacks.add(callback); } if (delay > 0) { mDelayedCallbackStartTime.put(callback, (SystemClock.uptimeMillis() + delay)); } } /** * Register to get a one shot callback for frame commit timing. Frame commit timing is the * time *after* traversals are done, as opposed to the animation frame timing, which is * before any traversals. This timing can be used to adjust the start time of an animation * when expensive traversals create big delta between the animation frame timing and the time * that animation is first shown on screen. * * Note this should only be called when the animation has already registered to receive * animation frame callbacks. This callback will be guaranteed to happen *after* the next * animation frame callback. */ public void addOneShotCommitCallback(final AnimationFrameCallback callback) { if (!mCommitCallbacks.contains(callback)) { mCommitCallbacks.add(callback); } } /** * Removes the given callback from the list, so it will no longer be called for frame related * timing. */ public void removeCallback(AnimationFrameCallback callback) { mCommitCallbacks.remove(callback); mDelayedCallbackStartTime.remove(callback); int id = mAnimationCallbacks.indexOf(callback); if (id >= 0) { mAnimationCallbacks.set(id, null); mListDirty = true; } } private void doAnimationFrame(long frameTime) { int size = mAnimationCallbacks.size(); long currentTime = SystemClock.uptimeMillis(); for (int i = 0; i < size; i++) { final AnimationFrameCallback callback = mAnimationCallbacks.get(i); if (callback == null) { continue; } if (isCallbackDue(callback, currentTime)) { callback.doAnimationFrame(frameTime); if (mCommitCallbacks.contains(callback)) { getProvider().postCommitCallback(new Runnable() { @Override public void run() { commitAnimationFrame(callback, getProvider().getFrameTime()); } }); } } } cleanUpList(); } private void commitAnimationFrame(AnimationFrameCallback callback, long frameTime) { if (!mDelayedCallbackStartTime.containsKey(callback) && mCommitCallbacks.contains(callback)) { callback.commitAnimationFrame(frameTime); mCommitCallbacks.remove(callback); } } /** * Remove the callbacks from mDelayedCallbackStartTime once they have passed the initial delay * so that they can start getting frame callbacks. * * @return true if they have passed the initial delay or have no delay, false otherwise. */ private boolean isCallbackDue(AnimationFrameCallback callback, long currentTime) { Long startTime = mDelayedCallbackStartTime.get(callback); if (startTime == null) { return true; } if (startTime < currentTime) { mDelayedCallbackStartTime.remove(callback); return true; } return false; } /** * Return the number of callbacks that have registered for frame callbacks. */ public static int getAnimationCount() { AnimationHandler handler = sAnimatorHandler.get(); if (handler == null) { return 0; } return handler.getCallbackSize(); } public static void setFrameDelay(long delay) { getInstance().getProvider().setFrameDelay(delay); } public static long getFrameDelay() { return getInstance().getProvider().getFrameDelay(); } void autoCancelBasedOn(ObjectAnimator objectAnimator) { for (int i = mAnimationCallbacks.size() - 1; i >= 0; i--) { AnimationFrameCallback cb = mAnimationCallbacks.get(i); if (cb == null) { continue; } if (objectAnimator.shouldAutoCancel(cb)) { ((Animator) mAnimationCallbacks.get(i)).cancel(); } } } private void cleanUpList() { if (mListDirty) { for (int i = mAnimationCallbacks.size() - 1; i >= 0; i--) { if (mAnimationCallbacks.get(i) == null) { mAnimationCallbacks.remove(i); } } mListDirty = false; } } private int getCallbackSize() { int count = 0; int size = mAnimationCallbacks.size(); for (int i = size - 1; i >= 0; i--) { if (mAnimationCallbacks.get(i) != null) { count++; } } return count; } /** * Default provider of timing pulse that uses Choreographer for frame callbacks. */ private class MyFrameCallbackProvider implements AnimationFrameCallbackProvider { final Choreographer mChoreographer = Choreographer.getInstance(); @Override public void postFrameCallback(Choreographer.FrameCallback callback) { mChoreographer.postFrameCallback(callback); } @Override public void postCommitCallback(Runnable runnable) { mChoreographer.postCallback(Choreographer.CALLBACK_COMMIT, runnable, null); } @Override public long getFrameTime() { return mChoreographer.getFrameTime(); } @Override public long getFrameDelay() { return Choreographer.getFrameDelay(); } @Override public void setFrameDelay(long delay) { Choreographer.setFrameDelay(delay); } } /** * Callbacks that receives notifications for animation timing and frame commit timing. */ interface AnimationFrameCallback { /** * Run animation based on the frame time. * @param frameTime The frame start time, in the {@link SystemClock#uptimeMillis()} time * base. */ void doAnimationFrame(long frameTime); /** * This notifies the callback of frame commit time. Frame commit time is the time after * traversals happen, as opposed to the normal animation frame time that is before * traversals. This is used to compensate expensive traversals that happen as the * animation starts. When traversals take a long time to complete, the rendering of the * initial frame will be delayed (by a long time). But since the startTime of the * animation is set before the traversal, by the time of next frame, a lot of time would * have passed since startTime was set, the animation will consequently skip a few frames * to respect the new frameTime. By having the commit time, we can adjust the start time to * when the first frame was drawn (after any expensive traversals) so that no frames * will be skipped. * * @param frameTime The frame time after traversals happen, if any, in the * {@link SystemClock#uptimeMillis()} time base. */ void commitAnimationFrame(long frameTime); } /** * The intention for having this interface is to increase the testability of ValueAnimator. * Specifically, we can have a custom implementation of the interface below and provide * timing pulse without using Choreographer. That way we could use any arbitrary interval for * our timing pulse in the tests. * * @hide */ public interface AnimationFrameCallbackProvider { void postFrameCallback(Choreographer.FrameCallback callback); void postCommitCallback(Runnable runnable); long getFrameTime(); long getFrameDelay(); void setFrameDelay(long delay); } }