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Commit 1bcacfdc authored by John Reck's avatar John Reck
Browse files

Format the world (or just HWUI)

Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
parent 30ec71c0
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+47 −52
Original line number Original line Diff line number Diff line
@@ -56,8 +56,8 @@
#include "Vertex.h"
#include "Vertex.h"
#include "VertexBuffer.h"
#include "VertexBuffer.h"


#include <algorithm>
#include <utils/Log.h>
#include <utils/Log.h>
#include <algorithm>


namespace android {
namespace android {
namespace uirenderer {
namespace uirenderer {
@@ -79,8 +79,8 @@ inline float getAlphaFromFactoredZ(float factoredZ) {
    return 1.0 / (1 + std::max(factoredZ, 0.0f));
    return 1.0 / (1 + std::max(factoredZ, 0.0f));
}
}


inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike, const Vector3& secondVertex,
        const Vector3& secondVertex, const Vector3& centroid) {
                                      const Vector3& centroid) {
    Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
    Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
    secondSpike.normalize();
    secondSpike.normalize();


@@ -92,11 +92,11 @@ inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,


// Given the caster's vertex count, compute all the buffers size depending on
// Given the caster's vertex count, compute all the buffers size depending on
// whether or not the caster is opaque.
// whether or not the caster is opaque.
inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount,
inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount, int* totalUmbraCount,
        int* totalUmbraCount, int casterVertexCount, bool isCasterOpaque) {
                              int casterVertexCount, bool isCasterOpaque) {
    // Compute the size of the vertex buffer.
    // Compute the size of the vertex buffer.
    int outerVertexCount = casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER +
    int outerVertexCount =
        MAX_EXTRA_EDGE_VERTEX_NUMBER;
            casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER + MAX_EXTRA_EDGE_VERTEX_NUMBER;
    int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
    int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
    *totalVertexCount = outerVertexCount + innerVertexCount;
    *totalVertexCount = outerVertexCount + innerVertexCount;


@@ -163,27 +163,25 @@ inline bool needsExtraForEdge(float firstAlpha, float secondAlpha) {
 *           |                                 |
 *           |                                 |
 *        (V3)-----------------------------------(V2)
 *        (V3)-----------------------------------(V2)
 */
 */
void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
void AmbientShadow::createAmbientShadow(bool isCasterOpaque, const Vector3* casterVertices,
        const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
                                        int casterVertexCount, const Vector3& centroid3d,
        float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) {
                                        float heightFactor, float geomFactor,
                                        VertexBuffer& shadowVertexBuffer) {
    shadowVertexBuffer.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices);
    shadowVertexBuffer.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices);


    // In order to computer the outer vertices in one loop, we need pre-compute
    // In order to computer the outer vertices in one loop, we need pre-compute
    // the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
    // the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
    // for vertex 0.
    // for vertex 0.
    Vector2 previousNormal = getNormalFromVertices(casterVertices,
    Vector2 previousNormal = getNormalFromVertices(casterVertices, casterVertexCount - 1, 0);
            casterVertexCount - 1 , 0);
    Vector2 currentSpike = {casterVertices[0].x - centroid3d.x, casterVertices[0].y - centroid3d.y};
    Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
        casterVertices[0].y - centroid3d.y};
    currentSpike.normalize();
    currentSpike.normalize();
    float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
    float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);


    // Preparing all the output data.
    // Preparing all the output data.
    int totalVertexCount, totalIndexCount, totalUmbraCount;
    int totalVertexCount, totalIndexCount, totalUmbraCount;
    computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount,
    computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount, casterVertexCount,
            casterVertexCount, isCasterOpaque);
                      isCasterOpaque);
    AlphaVertex* shadowVertices =
    AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
            shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
    int vertexBufferIndex = 0;
    int vertexBufferIndex = 0;
    uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
    uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
    int indexBufferIndex = 0;
    int indexBufferIndex = 0;
@@ -193,11 +191,11 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
    for (int i = 0; i < casterVertexCount; i++) {
    for (int i = 0; i < casterVertexCount; i++) {
        // Corner: first figure out the extra vertices we need for the corner.
        // Corner: first figure out the extra vertices we need for the corner.
        const Vector3& innerVertex = casterVertices[i];
        const Vector3& innerVertex = casterVertices[i];
        Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
        Vector2 currentNormal =
                (i + 1) % casterVertexCount);
                getNormalFromVertices(casterVertices, i, (i + 1) % casterVertexCount);


        int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(currentNormal,
        int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(
                previousNormal, CORNER_RADIANS_DIVISOR);
                currentNormal, previousNormal, CORNER_RADIANS_DIVISOR);


        float expansionDist = innerVertex.z * heightFactor * geomFactor;
        float expansionDist = innerVertex.z * heightFactor * geomFactor;
        const int cornerSlicesNumber = extraVerticesNumber + 1;  // Minimal as 1.
        const int cornerSlicesNumber = extraVerticesNumber + 1;  // Minimal as 1.
@@ -212,9 +210,8 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
        if (!isCasterOpaque) {
        if (!isCasterOpaque) {
            umbraVertices[umbraIndex++] = vertexBufferIndex;
            umbraVertices[umbraIndex++] = vertexBufferIndex;
        }
        }
        AlphaVertex::set(&shadowVertices[vertexBufferIndex++],
        AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
                casterVertices[i].x, casterVertices[i].y,
                         casterVertices[i].y, currentAlpha);
                currentAlpha);


        const Vector3& innerStart = casterVertices[i];
        const Vector3& innerStart = casterVertices[i];


@@ -225,8 +222,7 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
        // This will create vertices from [0, cornerSlicesNumber] inclusively,
        // This will create vertices from [0, cornerSlicesNumber] inclusively,
        // which means minimally 2 vertices even without the extra ones.
        // which means minimally 2 vertices even without the extra ones.
        for (int j = 0; j <= cornerSlicesNumber; j++) {
        for (int j = 0; j <= cornerSlicesNumber; j++) {
            Vector2 averageNormal =
            Vector2 averageNormal = previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
                previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
            averageNormal /= cornerSlicesNumber;
            averageNormal /= cornerSlicesNumber;
            averageNormal.normalize();
            averageNormal.normalize();
            Vector2 outerVertex;
            Vector2 outerVertex;
@@ -235,8 +231,8 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,


            indexBuffer[indexBufferIndex++] = vertexBufferIndex;
            indexBuffer[indexBufferIndex++] = vertexBufferIndex;
            indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
            indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
            AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
            AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x, outerVertex.y,
                    outerVertex.y, OUTER_ALPHA);
                             OUTER_ALPHA);


            if (j == 0) {
            if (j == 0) {
                outerStart = outerVertex;
                outerStart = outerVertex;
@@ -257,8 +253,8 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
            outerNext.y = innerNext.y + currentNormal.y * expansionDist;
            outerNext.y = innerNext.y + currentNormal.y * expansionDist;


            // Compute the angle and see how many extra points we need.
            // Compute the angle and see how many extra points we need.
            int extraVerticesNumber = getEdgeExtraAndUpdateSpike(&currentSpike,
            int extraVerticesNumber =
                    innerNext, centroid3d);
                    getEdgeExtraAndUpdateSpike(&currentSpike, innerNext, centroid3d);
#if DEBUG_SHADOW
#if DEBUG_SHADOW
            ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
            ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
#endif
#endif
@@ -293,11 +289,10 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,


    if (!isCasterOpaque) {
    if (!isCasterOpaque) {
        // Add the centroid as the last one in the vertex buffer.
        // Add the centroid as the last one in the vertex buffer.
        float centroidOpacity =
        float centroidOpacity = getAlphaFromFactoredZ(centroid3d.z * heightFactor);
            getAlphaFromFactoredZ(centroid3d.z * heightFactor);
        int centroidIndex = vertexBufferIndex;
        int centroidIndex = vertexBufferIndex;
        AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
        AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x, centroid3d.y,
                centroid3d.y, centroidOpacity);
                         centroidOpacity);


        for (int i = 0; i < umbraIndex; i++) {
        for (int i = 0; i < umbraIndex; i++) {
            // Note that umbraVertices[0] is always 0.
            // Note that umbraVertices[0] is always 0.
+7 −7
Original line number Original line Diff line number Diff line
@@ -31,9 +31,9 @@ class VertexBuffer;
 */
 */
class AmbientShadow {
class AmbientShadow {
public:
public:
    static void createAmbientShadow(bool isCasterOpaque, const Vector3* poly,
    static void createAmbientShadow(bool isCasterOpaque, const Vector3* poly, int polyLength,
            int polyLength, const Vector3& centroid3d, float heightFactor,
                                    const Vector3& centroid3d, float heightFactor, float geomFactor,
            float geomFactor, VertexBuffer& shadowVertexBuffer);
                                    VertexBuffer& shadowVertexBuffer);
};  // AmbientShadow
};  // AmbientShadow


};  // namespace uirenderer
};  // namespace uirenderer
+9 −14
Original line number Original line Diff line number Diff line
@@ -26,11 +26,9 @@ AnimationContext::AnimationContext(renderthread::TimeLord& clock)
        : mClock(clock)
        : mClock(clock)
        , mCurrentFrameAnimations(*this)
        , mCurrentFrameAnimations(*this)
        , mNextFrameAnimations(*this)
        , mNextFrameAnimations(*this)
        , mFrameTimeMs(0) {
        , mFrameTimeMs(0) {}
}


AnimationContext::~AnimationContext() {
AnimationContext::~AnimationContext() {}
}


void AnimationContext::destroy() {
void AnimationContext::destroy() {
    startFrame(TreeInfo::MODE_RT_ONLY);
    startFrame(TreeInfo::MODE_RT_ONLY);
@@ -83,10 +81,7 @@ void AnimationContext::callOnFinished(BaseRenderNodeAnimator* animator,
}
}


AnimationHandle::AnimationHandle(AnimationContext& context)
AnimationHandle::AnimationHandle(AnimationContext& context)
        : mContext(context)
        : mContext(context), mPreviousHandle(nullptr), mNextHandle(nullptr) {}
        , mPreviousHandle(nullptr)
        , mNextHandle(nullptr) {
}


AnimationHandle::AnimationHandle(RenderNode& animatingNode, AnimationContext& context)
AnimationHandle::AnimationHandle(RenderNode& animatingNode, AnimationContext& context)
        : mRenderNode(&animatingNode)
        : mRenderNode(&animatingNode)
+5 −3
Original line number Original line Diff line number Diff line
@@ -43,6 +43,7 @@ class RenderNode;
 */
 */
class AnimationHandle {
class AnimationHandle {
    PREVENT_COPY_AND_ASSIGN(AnimationHandle);
    PREVENT_COPY_AND_ASSIGN(AnimationHandle);

public:
public:
    AnimationContext& context() { return mContext; }
    AnimationContext& context() { return mContext; }


@@ -74,14 +75,14 @@ private:


class AnimationContext {
class AnimationContext {
    PREVENT_COPY_AND_ASSIGN(AnimationContext);
    PREVENT_COPY_AND_ASSIGN(AnimationContext);

public:
public:
    ANDROID_API explicit AnimationContext(renderthread::TimeLord& clock);
    ANDROID_API explicit AnimationContext(renderthread::TimeLord& clock);
    ANDROID_API virtual ~AnimationContext();
    ANDROID_API virtual ~AnimationContext();


    nsecs_t frameTimeMs() { return mFrameTimeMs; }
    nsecs_t frameTimeMs() { return mFrameTimeMs; }
    bool hasAnimations() {
    bool hasAnimations() {
        return mCurrentFrameAnimations.mNextHandle
        return mCurrentFrameAnimations.mNextHandle || mNextFrameAnimations.mNextHandle;
                || mNextFrameAnimations.mNextHandle;
    }
    }


    // Will always add to the next frame list, which is swapped when
    // Will always add to the next frame list, which is swapped when
@@ -96,7 +97,8 @@ public:
    // as part of the standard RenderNode:prepareTree pass.
    // as part of the standard RenderNode:prepareTree pass.
    ANDROID_API virtual void runRemainingAnimations(TreeInfo& info);
    ANDROID_API virtual void runRemainingAnimations(TreeInfo& info);


    ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener);
    ANDROID_API virtual void callOnFinished(BaseRenderNodeAnimator* animator,
                                            AnimationListener* listener);


    ANDROID_API virtual void destroy();
    ANDROID_API virtual void destroy();


+84 −93
Original line number Original line Diff line number Diff line
@@ -44,11 +44,9 @@ BaseRenderNodeAnimator::BaseRenderNodeAnimator(float finalValue)
        , mDuration(300)
        , mDuration(300)
        , mStartDelay(0)
        , mStartDelay(0)
        , mMayRunAsync(true)
        , mMayRunAsync(true)
        , mPlayTime(0) {
        , mPlayTime(0) {}
}


BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {
BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {}
}


void BaseRenderNodeAnimator::checkMutable() {
void BaseRenderNodeAnimator::checkMutable() {
    // Should be impossible to hit as the Java-side also has guards for this
    // Should be impossible to hit as the Java-side also has guards for this
@@ -120,14 +118,16 @@ void BaseRenderNodeAnimator::end() {
void BaseRenderNodeAnimator::resolveStagingRequest(Request request) {
void BaseRenderNodeAnimator::resolveStagingRequest(Request request) {
    switch (request) {
    switch (request) {
        case Request::Start:
        case Request::Start:
        mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ?
            mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing)
                        mPlayTime : 0;
                                ? mPlayTime
                                : 0;
            mPlayState = PlayState::Running;
            mPlayState = PlayState::Running;
            mPendingActionUponFinish = Action::None;
            mPendingActionUponFinish = Action::None;
            break;
            break;
        case Request::Reverse:
        case Request::Reverse:
        mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ?
            mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing)
                        mPlayTime : mDuration;
                                ? mPlayTime
                                : mDuration;
            mPlayState = PlayState::Reversing;
            mPlayState = PlayState::Reversing;
            mPendingActionUponFinish = Action::None;
            mPendingActionUponFinish = Action::None;
            break;
            break;
@@ -182,8 +182,8 @@ void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) {


        if (mStagingPlayState == PlayState::Finished) {
        if (mStagingPlayState == PlayState::Finished) {
            callOnFinishedListener(context);
            callOnFinishedListener(context);
        } else if (mStagingPlayState == PlayState::Running
        } else if (mStagingPlayState == PlayState::Running ||
                || mStagingPlayState == PlayState::Reversing) {
                   mStagingPlayState == PlayState::Reversing) {
            bool changed = currentPlayTime != mPlayTime || prevFramePlayState != mStagingPlayState;
            bool changed = currentPlayTime != mPlayTime || prevFramePlayState != mStagingPlayState;
            if (prevFramePlayState != mStagingPlayState) {
            if (prevFramePlayState != mStagingPlayState) {
                transitionToRunning(context);
                transitionToRunning(context);
@@ -223,8 +223,8 @@ void BaseRenderNodeAnimator::transitionToRunning(AnimationContext& context) {
    }
    }
    mStartTime = frameTimeMs + mStartDelay;
    mStartTime = frameTimeMs + mStartDelay;
    if (mStartTime < 0) {
    if (mStartTime < 0) {
        ALOGW("Ended up with a really weird start time of %" PRId64
        ALOGW("Ended up with a really weird start time of %" PRId64 " with frame time %" PRId64
                " with frame time %" PRId64 " and start delay %" PRId64,
              " and start delay %" PRId64,
              mStartTime, frameTimeMs, mStartDelay);
              mStartTime, frameTimeMs, mStartDelay);
        // Set to 0 so that the animate() basically instantly finishes
        // Set to 0 so that the animate() basically instantly finishes
        mStartTime = 0;
        mStartTime = 0;
@@ -315,9 +315,12 @@ struct RenderPropertyAnimator::PropertyAccessors {


// Maps RenderProperty enum to accessors
// Maps RenderProperty enum to accessors
const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY_ACCESSOR_LUT[] = {
const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY_ACCESSOR_LUT[] = {
    {RenderNode::TRANSLATION_X, &RenderProperties::getTranslationX, &RenderProperties::setTranslationX },
        {RenderNode::TRANSLATION_X, &RenderProperties::getTranslationX,
    {RenderNode::TRANSLATION_Y, &RenderProperties::getTranslationY, &RenderProperties::setTranslationY },
         &RenderProperties::setTranslationX},
    {RenderNode::TRANSLATION_Z, &RenderProperties::getTranslationZ, &RenderProperties::setTranslationZ },
        {RenderNode::TRANSLATION_Y, &RenderProperties::getTranslationY,
         &RenderProperties::setTranslationY},
        {RenderNode::TRANSLATION_Z, &RenderProperties::getTranslationZ,
         &RenderProperties::setTranslationZ},
        {RenderNode::SCALE_X, &RenderProperties::getScaleX, &RenderProperties::setScaleX},
        {RenderNode::SCALE_X, &RenderProperties::getScaleX, &RenderProperties::setScaleX},
        {RenderNode::SCALE_Y, &RenderProperties::getScaleY, &RenderProperties::setScaleY},
        {RenderNode::SCALE_Y, &RenderProperties::getScaleY, &RenderProperties::setScaleY},
        {RenderNode::ROTATION, &RenderProperties::getRotation, &RenderProperties::setRotation},
        {RenderNode::ROTATION, &RenderProperties::getRotation, &RenderProperties::setRotation},
@@ -330,13 +333,10 @@ const RenderPropertyAnimator::PropertyAccessors RenderPropertyAnimator::PROPERTY
};
};


RenderPropertyAnimator::RenderPropertyAnimator(RenderProperty property, float finalValue)
RenderPropertyAnimator::RenderPropertyAnimator(RenderProperty property, float finalValue)
        : BaseRenderNodeAnimator(finalValue)
        : BaseRenderNodeAnimator(finalValue), mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {}
        , mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {
}


void RenderPropertyAnimator::onAttached() {
void RenderPropertyAnimator::onAttached() {
    if (!mHasStartValue
    if (!mHasStartValue && mStagingTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) {
            && mStagingTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) {
        setStartValue((mStagingTarget->stagingProperties().*mPropertyAccess->getter)());
        setStartValue((mStagingTarget->stagingProperties().*mPropertyAccess->getter)());
    }
    }
}
}
@@ -385,11 +385,9 @@ void RenderPropertyAnimator::setValue(RenderNode* target, float value) {
 *  CanvasPropertyPrimitiveAnimator
 *  CanvasPropertyPrimitiveAnimator
 ************************************************************/
 ************************************************************/


CanvasPropertyPrimitiveAnimator::CanvasPropertyPrimitiveAnimator(
CanvasPropertyPrimitiveAnimator::CanvasPropertyPrimitiveAnimator(CanvasPropertyPrimitive* property,
                CanvasPropertyPrimitive* property, float finalValue)
                                                                 float finalValue)
        : BaseRenderNodeAnimator(finalValue)
        : BaseRenderNodeAnimator(finalValue), mProperty(property) {}
        , mProperty(property) {
}


float CanvasPropertyPrimitiveAnimator::getValue(RenderNode* target) const {
float CanvasPropertyPrimitiveAnimator::getValue(RenderNode* target) const {
    return mProperty->value;
    return mProperty->value;
@@ -407,12 +405,9 @@ uint32_t CanvasPropertyPrimitiveAnimator::dirtyMask() {
 *  CanvasPropertySkPaintAnimator
 *  CanvasPropertySkPaintAnimator
 ************************************************************/
 ************************************************************/


CanvasPropertyPaintAnimator::CanvasPropertyPaintAnimator(
CanvasPropertyPaintAnimator::CanvasPropertyPaintAnimator(CanvasPropertyPaint* property,
                CanvasPropertyPaint* property, PaintField field, float finalValue)
                                                         PaintField field, float finalValue)
        : BaseRenderNodeAnimator(finalValue)
        : BaseRenderNodeAnimator(finalValue), mProperty(property), mField(field) {}
        , mProperty(property)
        , mField(field) {
}


float CanvasPropertyPaintAnimator::getValue(RenderNode* target) const {
float CanvasPropertyPaintAnimator::getValue(RenderNode* target) const {
    switch (mField) {
    switch (mField) {
@@ -446,11 +441,8 @@ uint32_t CanvasPropertyPaintAnimator::dirtyMask() {
    return RenderNode::DISPLAY_LIST;
    return RenderNode::DISPLAY_LIST;
}
}


RevealAnimator::RevealAnimator(int centerX, int centerY,
RevealAnimator::RevealAnimator(int centerX, int centerY, float startValue, float finalValue)
        float startValue, float finalValue)
        : BaseRenderNodeAnimator(finalValue), mCenterX(centerX), mCenterY(centerY) {
        : BaseRenderNodeAnimator(finalValue)
        , mCenterX(centerX)
        , mCenterY(centerY) {
    setStartValue(startValue);
    setStartValue(startValue);
}
}


@@ -459,8 +451,7 @@ float RevealAnimator::getValue(RenderNode* target) const {
}
}


void RevealAnimator::setValue(RenderNode* target, float value) {
void RevealAnimator::setValue(RenderNode* target, float value) {
    target->animatorProperties().mutableRevealClip().set(true,
    target->animatorProperties().mutableRevealClip().set(true, mCenterX, mCenterY, value);
            mCenterX, mCenterY, value);
}
}


uint32_t RevealAnimator::dirtyMask() {
uint32_t RevealAnimator::dirtyMask() {
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