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649 lines
24 KiB
Java
649 lines
24 KiB
Java
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.view;
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//import android.hardware.display.DisplayManagerGlobal;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Message;
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import android.os.SystemClock;
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//import android.os.SystemProperties;
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import android.util.Log;
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/**
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* Coordinates the timing of animations, input and drawing.
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* <p>
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* The choreographer receives timing pulses (such as vertical synchronization)
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* from the display subsystem then schedules work to occur as part of rendering
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* the next display frame.
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* </p><p>
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* Applications typically interact with the choreographer indirectly using
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* higher level abstractions in the animation framework or the view hierarchy.
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* Here are some examples of things you can do using the higher-level APIs.
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* </p>
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* <ul>
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* <li>To post an animation to be processed on a regular time basis synchronized with
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* display frame rendering, use {@link android.animation.ValueAnimator#start}.</li>
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* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
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* frame, use {@link View#postOnAnimation}.</li>
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* <li>To post a {@link Runnable} to be invoked once at the beginning of the next display
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* frame after a delay, use {@link View#postOnAnimationDelayed}.</li>
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* <li>To post a call to {@link View#invalidate()} to occur once at the beginning of the
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* next display frame, use {@link View#postInvalidateOnAnimation()} or
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* {@link View#postInvalidateOnAnimation(int, int, int, int)}.</li>
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* <li>To ensure that the contents of a {@link View} scroll smoothly and are drawn in
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* sync with display frame rendering, do nothing. This already happens automatically.
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* {@link View#onDraw} will be called at the appropriate time.</li>
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* </ul>
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* <p>
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* However, there are a few cases where you might want to use the functions of the
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* choreographer directly in your application. Here are some examples.
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* </p>
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* <ul>
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* <li>If your application does its rendering in a different thread, possibly using GL,
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* or does not use the animation framework or view hierarchy at all
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* and you want to ensure that it is appropriately synchronized with the display, then use
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* {@link Choreographer#postFrameCallback}.</li>
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* <li>... and that's about it.</li>
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* </ul>
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* <p>
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* Each {@link Looper} thread has its own choreographer. Other threads can
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* post callbacks to run on the choreographer but they will run on the {@link Looper}
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* to which the choreographer belongs.
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* </p>
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*/
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public final class Choreographer {
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private static final String TAG = "Choreographer";
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private static final boolean DEBUG = false;
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// The default amount of time in ms between animation frames.
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// When vsync is not enabled, we want to have some idea of how long we should
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// wait before posting the next animation message. It is important that the
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// default value be less than the true inter-frame delay on all devices to avoid
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// situations where we might skip frames by waiting too long (we must compensate
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// for jitter and hardware variations). Regardless of this value, the animation
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// and display loop is ultimately rate-limited by how fast new graphics buffers can
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// be dequeued.
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private static final long DEFAULT_FRAME_DELAY = 10;
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// The number of milliseconds between animation frames.
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private static volatile long sFrameDelay = DEFAULT_FRAME_DELAY;
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// Thread local storage for the choreographer.
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private static final ThreadLocal<Choreographer> sThreadInstance =
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new ThreadLocal<Choreographer>() {
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@Override
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protected Choreographer initialValue() {
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Looper looper = Looper.myLooper();
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if (looper == null) {
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throw new IllegalStateException("The current thread must have a looper!");
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}
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return new Choreographer(looper);
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}
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};
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// Enable/disable vsync for animations and drawing.
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private static final boolean USE_VSYNC = false;
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// Enable/disable using the frame time instead of returning now.
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private static final boolean USE_FRAME_TIME = false;
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// Set a limit to warn about skipped frames.
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// Skipped frames imply jank.
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private static final int SKIPPED_FRAME_WARNING_LIMIT = 30;
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private static final long NANOS_PER_MS = 1000000;
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private static final int MSG_DO_FRAME = 0;
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private static final int MSG_DO_SCHEDULE_VSYNC = 1;
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private static final int MSG_DO_SCHEDULE_CALLBACK = 2;
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// All frame callbacks posted by applications have this token.
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private static final Object FRAME_CALLBACK_TOKEN = new Object() {
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public String toString() { return "FRAME_CALLBACK_TOKEN"; }
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};
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private final Object mLock = new Object();
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private final Looper mLooper;
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private final FrameHandler mHandler;
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// The display event receiver can only be accessed by the looper thread to which
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// it is attached. We take care to ensure that we post message to the looper
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// if appropriate when interacting with the display event receiver.
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private CallbackRecord mCallbackPool;
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private final CallbackQueue[] mCallbackQueues;
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private boolean mFrameScheduled;
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private boolean mCallbacksRunning;
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private long mLastFrameTimeNanos;
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private long mFrameIntervalNanos;
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/**
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* Callback type: Input callback. Runs first.
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* @hide
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*/
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public static final int CALLBACK_INPUT = 0;
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/**
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* Callback type: Animation callback. Runs before traversals.
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* @hide
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*/
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public static final int CALLBACK_ANIMATION = 1;
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/**
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* Callback type: Traversal callback. Handles layout and draw. Runs last
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* after all other asynchronous messages have been handled.
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* @hide
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*/
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public static final int CALLBACK_TRAVERSAL = 2;
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private static final int CALLBACK_LAST = CALLBACK_TRAVERSAL;
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private Choreographer(Looper looper) {
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mLooper = looper;
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mHandler = new FrameHandler(looper);
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mLastFrameTimeNanos = Long.MIN_VALUE;
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mFrameIntervalNanos = (long)(1000000000 / getRefreshRate());
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mCallbackQueues = new CallbackQueue[CALLBACK_LAST + 1];
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for (int i = 0; i <= CALLBACK_LAST; i++) {
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mCallbackQueues[i] = new CallbackQueue();
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}
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}
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private static float getRefreshRate() {
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/* DisplayInfo di = DisplayManagerGlobal.getInstance().getDisplayInfo(
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Display.DEFAULT_DISPLAY);*/
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return 60/*di.refreshRate*/; // FIXME
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}
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/**
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* Gets the choreographer for the calling thread. Must be called from
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* a thread that already has a {@link android.os.Looper} associated with it.
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*
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* @return The choreographer for this thread.
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* @throws IllegalStateException if the thread does not have a looper.
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*/
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public static Choreographer getInstance() {
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return sThreadInstance.get();
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}
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/**
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* The amount of time, in milliseconds, between each frame of the animation.
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* <p>
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* This is a requested time that the animation will attempt to honor, but the actual delay
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* between frames may be different, depending on system load and capabilities. This is a static
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* function because the same delay will be applied to all animations, since they are all
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* run off of a single timing loop.
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* </p><p>
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* The frame delay may be ignored when the animation system uses an external timing
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* source, such as the display refresh rate (vsync), to govern animations.
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* </p>
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*
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* @return the requested time between frames, in milliseconds
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* @hide
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*/
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public static long getFrameDelay() {
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return sFrameDelay;
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}
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/**
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* The amount of time, in milliseconds, between each frame of the animation.
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* <p>
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* This is a requested time that the animation will attempt to honor, but the actual delay
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* between frames may be different, depending on system load and capabilities. This is a static
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* function because the same delay will be applied to all animations, since they are all
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* run off of a single timing loop.
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* </p><p>
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* The frame delay may be ignored when the animation system uses an external timing
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* source, such as the display refresh rate (vsync), to govern animations.
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* </p>
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*
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* @param frameDelay the requested time between frames, in milliseconds
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* @hide
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*/
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public static void setFrameDelay(long frameDelay) {
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sFrameDelay = frameDelay;
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}
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/**
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* Subtracts typical frame delay time from a delay interval in milliseconds.
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* <p>
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* This method can be used to compensate for animation delay times that have baked
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* in assumptions about the frame delay. For example, it's quite common for code to
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* assume a 60Hz frame time and bake in a 16ms delay. When we call
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* {@link #postAnimationCallbackDelayed} we want to know how long to wait before
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* posting the animation callback but let the animation timer take care of the remaining
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* frame delay time.
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* </p><p>
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* This method is somewhat conservative about how much of the frame delay it
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* subtracts. It uses the same value returned by {@link #getFrameDelay} which by
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* default is 10ms even though many parts of the system assume 16ms. Consequently,
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* we might still wait 6ms before posting an animation callback that we want to run
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* on the next frame, but this is much better than waiting a whole 16ms and likely
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* missing the deadline.
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* </p>
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*
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* @param delayMillis The original delay time including an assumed frame delay.
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* @return The adjusted delay time with the assumed frame delay subtracted out.
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* @hide
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*/
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public static long subtractFrameDelay(long delayMillis) {
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final long frameDelay = sFrameDelay;
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return delayMillis <= frameDelay ? 0 : delayMillis - frameDelay;
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}
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/**
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* Posts a callback to run on the next frame.
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* <p>
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* The callback runs once then is automatically removed.
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* </p>
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*
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* @param callbackType The callback type.
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* @param action The callback action to run during the next frame.
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* @param token The callback token, or null if none.
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*
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* @see #removeCallbacks
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* @hide
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*/
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public void postCallback(int callbackType, Runnable action, Object token) {
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postCallbackDelayed(callbackType, action, token, 0);
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}
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/**
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* Posts a callback to run on the next frame after the specified delay.
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* <p>
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* The callback runs once then is automatically removed.
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* </p>
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*
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* @param callbackType The callback type.
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* @param action The callback action to run during the next frame after the specified delay.
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* @param token The callback token, or null if none.
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* @param delayMillis The delay time in milliseconds.
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*
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* @see #removeCallback
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* @hide
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*/
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public void postCallbackDelayed(int callbackType,
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Runnable action, Object token, long delayMillis) {
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if (action == null) {
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throw new IllegalArgumentException("action must not be null");
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}
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if (callbackType < 0 || callbackType > CALLBACK_LAST) {
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throw new IllegalArgumentException("callbackType is invalid");
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}
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postCallbackDelayedInternal(callbackType, action, token, delayMillis);
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}
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private void postCallbackDelayedInternal(int callbackType,
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Object action, Object token, long delayMillis) {
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if (DEBUG) {
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Log.d(TAG, "PostCallback: type=" + callbackType + ", action=" + action + ", token=" + token + ", delayMillis=" + delayMillis);
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}
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synchronized (mLock) {
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final long now = SystemClock.uptimeMillis();
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final long dueTime = now + delayMillis;
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mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
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if (dueTime <= now) {
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scheduleFrameLocked(now);
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} else {
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Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
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msg.arg1 = callbackType;
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msg.setAsynchronous(true);
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mHandler.sendMessageAtTime(msg, dueTime);
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}
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}
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}
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/**
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* Removes callbacks that have the specified action and token.
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*
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* @param callbackType The callback type.
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* @param action The action property of the callbacks to remove, or null to remove
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* callbacks with any action.
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* @param token The token property of the callbacks to remove, or null to remove
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* callbacks with any token.
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*
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* @see #postCallback
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* @see #postCallbackDelayed
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* @hide
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*/
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public void removeCallbacks(int callbackType, Runnable action, Object token) {
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if (callbackType < 0 || callbackType > CALLBACK_LAST) {
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throw new IllegalArgumentException("callbackType is invalid");
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}
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removeCallbacksInternal(callbackType, action, token);
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}
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private void removeCallbacksInternal(int callbackType, Object action, Object token) {
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if (DEBUG) {
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Log.d(TAG, "RemoveCallbacks: type=" + callbackType + ", action=" + action + ", token=" + token);
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}
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synchronized (mLock) {
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mCallbackQueues[callbackType].removeCallbacksLocked(action, token);
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if (action != null && token == null) {
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mHandler.removeMessages(MSG_DO_SCHEDULE_CALLBACK, action);
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}
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}
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}
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/**
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* Posts a frame callback to run on the next frame.
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* <p>
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* The callback runs once then is automatically removed.
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* </p>
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*
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* @param callback The frame callback to run during the next frame.
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*
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* @see #postFrameCallbackDelayed
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* @see #removeFrameCallback
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*/
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public void postFrameCallback(FrameCallback callback) {
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postFrameCallbackDelayed(callback, 0);
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}
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/**
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* Posts a frame callback to run on the next frame after the specified delay.
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* <p>
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* The callback runs once then is automatically removed.
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* </p>
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*
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* @param callback The frame callback to run during the next frame.
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* @param delayMillis The delay time in milliseconds.
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*
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* @see #postFrameCallback
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* @see #removeFrameCallback
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*/
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public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {
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if (callback == null) {
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throw new IllegalArgumentException("callback must not be null");
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}
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postCallbackDelayedInternal(CALLBACK_ANIMATION,
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callback, FRAME_CALLBACK_TOKEN, delayMillis);
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}
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/**
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* Removes a previously posted frame callback.
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*
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* @param callback The frame callback to remove.
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*
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* @see #postFrameCallback
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* @see #postFrameCallbackDelayed
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*/
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public void removeFrameCallback(FrameCallback callback) {
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if (callback == null) {
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throw new IllegalArgumentException("callback must not be null");
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}
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removeCallbacksInternal(CALLBACK_ANIMATION, callback, FRAME_CALLBACK_TOKEN);
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}
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/**
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* Gets the time when the current frame started.
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* <p>
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* This method provides the time in nanoseconds when the frame started being rendered.
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* The frame time provides a stable time base for synchronizing animations
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* and drawing. It should be used instead of {@link SystemClock#uptimeMillis()}
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* or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
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* time helps to reduce inter-frame jitter because the frame time is fixed at the time
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* the frame was scheduled to start, regardless of when the animations or drawing
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* callback actually runs. All callbacks that run as part of rendering a frame will
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* observe the same frame time so using the frame time also helps to synchronize effects
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* that are performed by different callbacks.
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* </p><p>
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* Please note that the framework already takes care to process animations and
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* drawing using the frame time as a stable time base. Most applications should
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* not need to use the frame time information directly.
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* </p><p>
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* This method should only be called from within a callback.
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* </p>
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*
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* @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base.
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*
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* @throws IllegalStateException if no frame is in progress.
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* @hide
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*/
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public long getFrameTime() {
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return getFrameTimeNanos() / NANOS_PER_MS;
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}
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/**
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* Same as {@link #getFrameTime()} but with nanosecond precision.
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*
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* @return The frame start time, in the {@link System#nanoTime()} time base.
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*
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* @throws IllegalStateException if no frame is in progress.
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* @hide
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*/
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public long getFrameTimeNanos() {
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synchronized (mLock) {
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if (!mCallbacksRunning) {
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throw new IllegalStateException("This method must only be called as "
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+ "part of a callback while a frame is in progress.");
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}
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return USE_FRAME_TIME ? mLastFrameTimeNanos : System.nanoTime();
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}
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}
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private void scheduleFrameLocked(long now) {
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if (!mFrameScheduled) {
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mFrameScheduled = true;
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final long nextFrameTime = Math.max(
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mLastFrameTimeNanos / NANOS_PER_MS + sFrameDelay, now);
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if (DEBUG) {
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Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
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}
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Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
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msg.setAsynchronous(true);
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mHandler.sendMessageAtTime(msg, nextFrameTime);
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}
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}
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void doFrame(long frameTimeNanos, int frame) {
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final long startNanos;
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synchronized (mLock) {
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if (!mFrameScheduled) {
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return; // no work to do
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}
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startNanos = System.nanoTime();
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final long jitterNanos = startNanos - frameTimeNanos;
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if (jitterNanos >= mFrameIntervalNanos) {
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final long skippedFrames = jitterNanos / mFrameIntervalNanos;
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if (skippedFrames >= SKIPPED_FRAME_WARNING_LIMIT) {
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Log.i(TAG, "Skipped " + skippedFrames + " frames! "
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+ "The application may be doing too much work on its main thread.");
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}
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final long lastFrameOffset = jitterNanos % mFrameIntervalNanos;
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if (DEBUG) {
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Log.d(TAG, "Missed vsync by " + (jitterNanos * 0.000001f) + " ms "
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+ "which is more than the frame interval of " + (mFrameIntervalNanos * 0.000001f) + " ms! "
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+ "Skipping " + skippedFrames + " frames and setting frame "
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+ "time to " + (lastFrameOffset * 0.000001f) + " ms in the past.");
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}
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frameTimeNanos = startNanos - lastFrameOffset;
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}
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if (frameTimeNanos < mLastFrameTimeNanos) {
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if (DEBUG) {
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Log.d(TAG, "Frame time appears to be going backwards. May be due to a "
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+ "previously skipped frame. Waiting for next vsync.");
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}
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// scheduleVsyncLocked();
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return;
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}
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mFrameScheduled = false;
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mLastFrameTimeNanos = frameTimeNanos;
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}
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doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);
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doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);
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doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);
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if (DEBUG) {
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final long endNanos = System.nanoTime();
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Log.d(TAG, "Frame " + frame + ": Finished, took " + (endNanos - startNanos) * 0.000001f + " ms, latency " + (startNanos - frameTimeNanos) * 0.000001f + " ms.");
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}
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}
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void doCallbacks(int callbackType, long frameTimeNanos) {
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CallbackRecord callbacks;
|
|
synchronized (mLock) {
|
|
// We use "now" to determine when callbacks become due because it's possible
|
|
// for earlier processing phases in a frame to post callbacks that should run
|
|
// in a following phase, such as an input event that causes an animation to start.
|
|
final long now = SystemClock.uptimeMillis();
|
|
callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(now);
|
|
if (callbacks == null) {
|
|
return;
|
|
}
|
|
mCallbacksRunning = true;
|
|
}
|
|
try {
|
|
for (CallbackRecord c = callbacks; c != null; c = c.next) {
|
|
if (DEBUG) {
|
|
Log.d(TAG, "RunCallback: type=" + callbackType + ", action=" + c.action + ", token=" + c.token + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
|
|
}
|
|
c.run(frameTimeNanos);
|
|
}
|
|
} finally {
|
|
synchronized (mLock) {
|
|
mCallbacksRunning = false;
|
|
do {
|
|
final CallbackRecord next = callbacks.next;
|
|
recycleCallbackLocked(callbacks);
|
|
callbacks = next;
|
|
} while (callbacks != null);
|
|
}
|
|
}
|
|
}
|
|
void doScheduleCallback(int callbackType) {
|
|
synchronized (mLock) {
|
|
if (!mFrameScheduled) {
|
|
final long now = SystemClock.uptimeMillis();
|
|
if (mCallbackQueues[callbackType].hasDueCallbacksLocked(now)) {
|
|
scheduleFrameLocked(now);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
private boolean isRunningOnLooperThreadLocked() {
|
|
return Looper.myLooper() == mLooper;
|
|
}
|
|
private CallbackRecord obtainCallbackLocked(long dueTime, Object action, Object token) {
|
|
CallbackRecord callback = mCallbackPool;
|
|
if (callback == null) {
|
|
callback = new CallbackRecord();
|
|
} else {
|
|
mCallbackPool = callback.next;
|
|
callback.next = null;
|
|
}
|
|
callback.dueTime = dueTime;
|
|
callback.action = action;
|
|
callback.token = token;
|
|
return callback;
|
|
}
|
|
private void recycleCallbackLocked(CallbackRecord callback) {
|
|
callback.action = null;
|
|
callback.token = null;
|
|
callback.next = mCallbackPool;
|
|
mCallbackPool = callback;
|
|
}
|
|
/**
|
|
* Implement this interface to receive a callback when a new display frame is
|
|
* being rendered. The callback is invoked on the {@link Looper} thread to
|
|
* which the {@link Choreographer} is attached.
|
|
*/
|
|
public interface FrameCallback {
|
|
/**
|
|
* Called when a new display frame is being rendered.
|
|
* <p>
|
|
* This method provides the time in nanoseconds when the frame started being rendered.
|
|
* The frame time provides a stable time base for synchronizing animations
|
|
* and drawing. It should be used instead of {@link SystemClock#uptimeMillis()}
|
|
* or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
|
|
* time helps to reduce inter-frame jitter because the frame time is fixed at the time
|
|
* the frame was scheduled to start, regardless of when the animations or drawing
|
|
* callback actually runs. All callbacks that run as part of rendering a frame will
|
|
* observe the same frame time so using the frame time also helps to synchronize effects
|
|
* that are performed by different callbacks.
|
|
* </p><p>
|
|
* Please note that the framework already takes care to process animations and
|
|
* drawing using the frame time as a stable time base. Most applications should
|
|
* not need to use the frame time information directly.
|
|
* </p>
|
|
*
|
|
* @param frameTimeNanos The time in nanoseconds when the frame started being rendered,
|
|
* in the {@link System#nanoTime()} timebase. Divide this value by {@code 1000000}
|
|
* to convert it to the {@link SystemClock#uptimeMillis()} time base.
|
|
*/
|
|
public void doFrame(long frameTimeNanos);
|
|
}
|
|
private final class FrameHandler extends Handler {
|
|
public FrameHandler(Looper looper) {
|
|
super(looper);
|
|
}
|
|
@Override
|
|
public void handleMessage(Message msg) {
|
|
switch (msg.what) {
|
|
case MSG_DO_FRAME:
|
|
doFrame(System.nanoTime(), 0);
|
|
break;
|
|
case MSG_DO_SCHEDULE_VSYNC:
|
|
Log.d(TAG, "VSYNC not supported!");
|
|
// doScheduleVsync();
|
|
break;
|
|
case MSG_DO_SCHEDULE_CALLBACK:
|
|
doScheduleCallback(msg.arg1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static final class CallbackRecord {
|
|
public CallbackRecord next;
|
|
public long dueTime;
|
|
public Object action; // Runnable or FrameCallback
|
|
public Object token;
|
|
public void run(long frameTimeNanos) {
|
|
if (token == FRAME_CALLBACK_TOKEN) {
|
|
((FrameCallback)action).doFrame(frameTimeNanos);
|
|
} else {
|
|
((Runnable)action).run();
|
|
}
|
|
}
|
|
}
|
|
private final class CallbackQueue {
|
|
private CallbackRecord mHead;
|
|
public boolean hasDueCallbacksLocked(long now) {
|
|
return mHead != null && mHead.dueTime <= now;
|
|
}
|
|
public CallbackRecord extractDueCallbacksLocked(long now) {
|
|
CallbackRecord callbacks = mHead;
|
|
if (callbacks == null || callbacks.dueTime > now) {
|
|
return null;
|
|
}
|
|
CallbackRecord last = callbacks;
|
|
CallbackRecord next = last.next;
|
|
while (next != null) {
|
|
if (next.dueTime > now) {
|
|
last.next = null;
|
|
break;
|
|
}
|
|
last = next;
|
|
next = next.next;
|
|
}
|
|
mHead = next;
|
|
return callbacks;
|
|
}
|
|
public void addCallbackLocked(long dueTime, Object action, Object token) {
|
|
CallbackRecord callback = obtainCallbackLocked(dueTime, action, token);
|
|
CallbackRecord entry = mHead;
|
|
if (entry == null) {
|
|
mHead = callback;
|
|
return;
|
|
}
|
|
if (dueTime < entry.dueTime) {
|
|
callback.next = entry;
|
|
mHead = callback;
|
|
return;
|
|
}
|
|
while (entry.next != null) {
|
|
if (dueTime < entry.next.dueTime) {
|
|
callback.next = entry.next;
|
|
break;
|
|
}
|
|
entry = entry.next;
|
|
}
|
|
entry.next = callback;
|
|
}
|
|
public void removeCallbacksLocked(Object action, Object token) {
|
|
CallbackRecord predecessor = null;
|
|
for (CallbackRecord callback = mHead; callback != null;) {
|
|
final CallbackRecord next = callback.next;
|
|
if ((action == null || callback.action == action) && (token == null || callback.token == token)) {
|
|
if (predecessor != null) {
|
|
predecessor.next = next;
|
|
} else {
|
|
mHead = next;
|
|
}
|
|
recycleCallbackLocked(callback);
|
|
} else {
|
|
predecessor = callback;
|
|
}
|
|
callback = next;
|
|
}
|
|
}
|
|
}
|
|
}
|