Switch to callback animation
Modified current animation logic to use callbacks from the controllers
to further clean and modularize code.
Test: Pixel 3XL device, atest PointerController_test, compile
Change-Id: I1073bd78687cca491663c0349751dab4b30aa8e2
diff --git a/libs/input/MouseCursorController.h b/libs/input/MouseCursorController.h
index 448165b..e6dfc4c 100644
--- a/libs/input/MouseCursorController.h
+++ b/libs/input/MouseCursorController.h
@@ -25,6 +25,7 @@
#include <utils/Looper.h>
#include <utils/RefBase.h>
+#include <functional>
#include <map>
#include <memory>
#include <vector>
@@ -61,8 +62,7 @@
void getAdditionalMouseResources();
bool isViewportValid();
- bool doBitmapAnimation(nsecs_t timestamp);
- bool doFadingAnimation(nsecs_t timestamp, bool keepAnimating);
+ bool doAnimations(nsecs_t timestamp);
bool resourcesLoaded();
@@ -96,6 +96,8 @@
int32_t buttonState;
+ bool animating{false};
+
} mLocked GUARDED_BY(mLock);
bool getBoundsLocked(float* outMinX, float* outMinY, float* outMaxX, float* outMaxY) const;
@@ -104,6 +106,11 @@
void updatePointerLocked();
void loadResourcesLocked(bool getAdditionalMouseResources);
+
+ bool doBitmapAnimationLocked(nsecs_t timestamp);
+ bool doFadingAnimationLocked(nsecs_t timestamp);
+
+ void startAnimationLocked();
};
} // namespace android