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-rw-r--r--tools/layoutlib/bridge/src/android/animation/AnimationThread.java177
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diff --git a/tools/layoutlib/bridge/src/android/animation/AnimationThread.java b/tools/layoutlib/bridge/src/android/animation/AnimationThread.java
deleted file mode 100644
index b10ec9fec2ad..000000000000
--- a/tools/layoutlib/bridge/src/android/animation/AnimationThread.java
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@@ -1,177 +0,0 @@
-/*
- * Copyright (C) 2010 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 com.android.ide.common.rendering.api.IAnimationListener;
-import com.android.ide.common.rendering.api.RenderSession;
-import com.android.ide.common.rendering.api.Result;
-import com.android.ide.common.rendering.api.Result.Status;
-import com.android.layoutlib.bridge.Bridge;
-import com.android.layoutlib.bridge.impl.RenderSessionImpl;
-
-import android.os.Handler;
-import android.os.Handler_Delegate;
-import android.os.Handler_Delegate.IHandlerCallback;
-import android.os.Message;
-
-import java.util.PriorityQueue;
-import java.util.Queue;
-
-/**
- * Abstract animation thread.
- * <p/>
- * This does not actually start an animation, instead it fakes a looper that will play whatever
- * animation is sending messages to its own {@link Handler}.
- * <p/>
- * Classes should implement {@link #preAnimation()} and {@link #postAnimation()}.
- * <p/>
- * If {@link #preAnimation()} does not start an animation somehow then the thread doesn't do
- * anything.
- *
- */
-public abstract class AnimationThread extends Thread {
-
- private static class MessageBundle implements Comparable<MessageBundle> {
- final Handler mTarget;
- final Message mMessage;
- final long mUptimeMillis;
-
- MessageBundle(Handler target, Message message, long uptimeMillis) {
- mTarget = target;
- mMessage = message;
- mUptimeMillis = uptimeMillis;
- }
-
- @Override
- public int compareTo(MessageBundle bundle) {
- if (mUptimeMillis < bundle.mUptimeMillis) {
- return -1;
- }
- return 1;
- }
- }
-
- private final RenderSessionImpl mSession;
-
- private Queue<MessageBundle> mQueue = new PriorityQueue<MessageBundle>();
- private final IAnimationListener mListener;
-
- public AnimationThread(RenderSessionImpl scene, String threadName,
- IAnimationListener listener) {
- super(threadName);
- mSession = scene;
- mListener = listener;
- }
-
- public abstract Result preAnimation();
- public abstract void postAnimation();
-
- @Override
- public void run() {
- Bridge.prepareThread();
- try {
- /* FIXME: The ANIMATION_FRAME message no longer exists. Instead, the
- * animation timing loop is completely based on a Choreographer objects
- * that schedules animation and drawing frames. The animation handler is
- * no longer even a handler; it is just a Runnable enqueued on the Choreographer.
- Handler_Delegate.setCallback(new IHandlerCallback() {
- @Override
- public void sendMessageAtTime(Handler handler, Message msg, long uptimeMillis) {
- if (msg.what == ValueAnimator.ANIMATION_START ||
- msg.what == ValueAnimator.ANIMATION_FRAME) {
- mQueue.add(new MessageBundle(handler, msg, uptimeMillis));
- } else {
- // just ignore.
- }
- }
- });
- */
-
- // call out to the pre-animation work, which should start an animation or more.
- Result result = preAnimation();
- if (result.isSuccess() == false) {
- mListener.done(result);
- }
-
- // loop the animation
- RenderSession session = mSession.getSession();
- do {
- // check early.
- if (mListener.isCanceled()) {
- break;
- }
-
- // get the next message.
- MessageBundle bundle = mQueue.poll();
- if (bundle == null) {
- break;
- }
-
- // sleep enough for this bundle to be on time
- long currentTime = System.currentTimeMillis();
- if (currentTime < bundle.mUptimeMillis) {
- try {
- sleep(bundle.mUptimeMillis - currentTime);
- } catch (InterruptedException e) {
- // FIXME log/do something/sleep again?
- e.printStackTrace();
- }
- }
-
- // check after sleeping.
- if (mListener.isCanceled()) {
- break;
- }
-
- // ready to do the work, acquire the scene.
- result = mSession.acquire(250);
- if (result.isSuccess() == false) {
- mListener.done(result);
- return;
- }
-
- // process the bundle. If the animation is not finished, this will enqueue
- // the next message, so mQueue will have another one.
- try {
- // check after acquiring in case it took a while.
- if (mListener.isCanceled()) {
- break;
- }
-
- bundle.mTarget.handleMessage(bundle.mMessage);
- if (mSession.render(false /*freshRender*/).isSuccess()) {
- mListener.onNewFrame(session);
- }
- } finally {
- mSession.release();
- }
- } while (mListener.isCanceled() == false && mQueue.size() > 0);
-
- mListener.done(Status.SUCCESS.createResult());
-
- } catch (Throwable throwable) {
- // can't use Bridge.getLog() as the exception might be thrown outside
- // of an acquire/release block.
- mListener.done(Status.ERROR_UNKNOWN.createResult("Error playing animation", throwable));
-
- } finally {
- postAnimation();
- Handler_Delegate.setCallback(null);
- Bridge.cleanupThread();
- }
- }
-}