| /* |
| * Copyright (C) 2019 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. |
| */ |
| |
| #include "RootRenderNode.h" |
| |
| #ifdef __ANDROID__ // Layoutlib does not support Looper (windows) |
| #include <utils/Looper.h> |
| #endif |
| |
| namespace android::uirenderer { |
| |
| #ifdef __ANDROID__ // Layoutlib does not support Looper |
| class FinishAndInvokeListener : public MessageHandler { |
| public: |
| explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim) : mAnimator(anim) { |
| mListener = anim->getOneShotListener(); |
| mRequestId = anim->getRequestId(); |
| } |
| |
| virtual void handleMessage(const Message& message) { |
| if (mAnimator->getRequestId() == mRequestId) { |
| // Request Id has not changed, meaning there's no animation lifecyle change since the |
| // message is posted, so go ahead and call finish to make sure the PlayState is properly |
| // updated. This is needed because before the next frame comes in from UI thread to |
| // trigger an animation update, there could be reverse/cancel etc. So we need to update |
| // the playstate in time to ensure all the subsequent events get chained properly. |
| mAnimator->end(); |
| } |
| mListener->onAnimationFinished(nullptr); |
| } |
| |
| private: |
| sp<PropertyValuesAnimatorSet> mAnimator; |
| sp<AnimationListener> mListener; |
| uint32_t mRequestId; |
| }; |
| |
| void RootRenderNode::prepareTree(TreeInfo& info) { |
| info.errorHandler = mErrorHandler.get(); |
| |
| for (auto& anim : mRunningVDAnimators) { |
| // Assume that the property change in VD from the animators will not be consumed. Mark |
| // otherwise if the VDs are found in the display list tree. For VDs that are not in |
| // the display list tree, we stop providing animation pulses by 1) removing them from |
| // the animation list, 2) post a delayed message to end them at end time so their |
| // listeners can receive the corresponding callbacks. |
| anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false); |
| // Mark the VD dirty so it will damage itself during prepareTree. |
| anim->getVectorDrawable()->markDirty(); |
| } |
| if (info.mode == TreeInfo::MODE_FULL) { |
| for (auto& anim : mPausedVDAnimators) { |
| anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false); |
| anim->getVectorDrawable()->markDirty(); |
| } |
| } |
| // TODO: This is hacky |
| info.updateWindowPositions = true; |
| RenderNode::prepareTree(info); |
| info.updateWindowPositions = false; |
| info.errorHandler = nullptr; |
| } |
| |
| void RootRenderNode::attachAnimatingNode(RenderNode* animatingNode) { |
| mPendingAnimatingRenderNodes.push_back(animatingNode); |
| } |
| |
| void RootRenderNode::attachPendingVectorDrawableAnimators() { |
| mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(), |
| mPendingVectorDrawableAnimators.end()); |
| mPendingVectorDrawableAnimators.clear(); |
| } |
| |
| void RootRenderNode::detachAnimators() { |
| // Remove animators from the list and post a delayed message in future to end the animator |
| // For infinite animators, remove the listener so we no longer hold a global ref to the AVD |
| // java object, and therefore the AVD objects in both native and Java can be properly |
| // released. |
| for (auto& anim : mRunningVDAnimators) { |
| detachVectorDrawableAnimator(anim.get()); |
| anim->clearOneShotListener(); |
| } |
| for (auto& anim : mPausedVDAnimators) { |
| anim->clearOneShotListener(); |
| } |
| mRunningVDAnimators.clear(); |
| mPausedVDAnimators.clear(); |
| } |
| |
| // Move all the animators to the paused list, and send a delayed message to notify the finished |
| // listener. |
| void RootRenderNode::pauseAnimators() { |
| mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end()); |
| for (auto& anim : mRunningVDAnimators) { |
| detachVectorDrawableAnimator(anim.get()); |
| } |
| mRunningVDAnimators.clear(); |
| } |
| |
| void RootRenderNode::doAttachAnimatingNodes(AnimationContext* context) { |
| for (size_t i = 0; i < mPendingAnimatingRenderNodes.size(); i++) { |
| RenderNode* node = mPendingAnimatingRenderNodes[i].get(); |
| context->addAnimatingRenderNode(*node); |
| } |
| mPendingAnimatingRenderNodes.clear(); |
| } |
| |
| // Run VectorDrawable animators after prepareTree. |
| void RootRenderNode::runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) { |
| // Push staging. |
| if (info.mode == TreeInfo::MODE_FULL) { |
| pushStagingVectorDrawableAnimators(context); |
| } |
| |
| // Run the animators in the running list. |
| for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { |
| if ((*it)->animate(*context)) { |
| it = mRunningVDAnimators.erase(it); |
| } else { |
| it++; |
| } |
| } |
| |
| // Run the animators in paused list during full sync. |
| if (info.mode == TreeInfo::MODE_FULL) { |
| // During full sync we also need to pulse paused animators, in case their targets |
| // have been added back to the display list. All the animators that passed the |
| // scheduled finish time will be removed from the paused list. |
| for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) { |
| if ((*it)->animate(*context)) { |
| // Animator has finished, remove from the list. |
| it = mPausedVDAnimators.erase(it); |
| } else { |
| it++; |
| } |
| } |
| } |
| |
| // Move the animators with a target not in DisplayList to paused list. |
| for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { |
| if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { |
| // Vector Drawable is not in the display list, we should remove this animator from |
| // the list, put it in the paused list, and post a delayed message to end the |
| // animator. |
| detachVectorDrawableAnimator(it->get()); |
| mPausedVDAnimators.insert(*it); |
| it = mRunningVDAnimators.erase(it); |
| } else { |
| it++; |
| } |
| } |
| |
| // Move the animators with a target in DisplayList from paused list to running list, and |
| // trim paused list. |
| if (info.mode == TreeInfo::MODE_FULL) { |
| // Check whether any paused animator's target is back in Display List. If so, put the |
| // animator back in the running list. |
| for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) { |
| if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { |
| mRunningVDAnimators.insert(*it); |
| it = mPausedVDAnimators.erase(it); |
| } else { |
| it++; |
| } |
| } |
| // Trim paused VD animators at full sync, so that when Java loses reference to an |
| // animator, we know we won't be requested to animate it any more, then we remove such |
| // animators from the paused list so they can be properly freed. We also remove the |
| // animators from paused list when the time elapsed since start has exceeded duration. |
| trimPausedVDAnimators(context); |
| } |
| |
| info.out.hasAnimations |= !mRunningVDAnimators.empty(); |
| } |
| |
| void RootRenderNode::trimPausedVDAnimators(AnimationContext* context) { |
| // Trim paused vector drawable animator list. |
| for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) { |
| // Remove paused VD animator if no one else is referencing it. Note that animators that |
| // have passed scheduled finish time are removed from list when they are being pulsed |
| // before prepare tree. |
| // TODO: this is a bit hacky, need to figure out a better way to track when the paused |
| // animators should be freed. |
| if ((*it)->getStrongCount() == 1) { |
| it = mPausedVDAnimators.erase(it); |
| } else { |
| it++; |
| } |
| } |
| } |
| |
| void RootRenderNode::pushStagingVectorDrawableAnimators(AnimationContext* context) { |
| for (auto& anim : mRunningVDAnimators) { |
| anim->pushStaging(*context); |
| } |
| } |
| |
| void RootRenderNode::destroy() { |
| for (auto& renderNode : mPendingAnimatingRenderNodes) { |
| renderNode->animators().endAllStagingAnimators(); |
| } |
| mPendingAnimatingRenderNodes.clear(); |
| mPendingVectorDrawableAnimators.clear(); |
| } |
| |
| void RootRenderNode::addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) { |
| mPendingVectorDrawableAnimators.insert(anim); |
| } |
| |
| void RootRenderNode::detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) { |
| if (anim->isInfinite() || !anim->isRunning()) { |
| // Do not need to post anything if the animation is infinite (i.e. no meaningful |
| // end listener action), or if the animation has already ended. |
| return; |
| } |
| nsecs_t remainingTimeInMs = anim->getRemainingPlayTime(); |
| // Post a delayed onFinished event that is scheduled to be handled when the animator ends. |
| if (anim->getOneShotListener()) { |
| // VectorDrawable's oneshot listener is updated when there are user triggered animation |
| // lifecycle changes, such as start(), end(), etc. By using checking and clearing |
| // one shot listener, we ensure the same end listener event gets posted only once. |
| // Therefore no duplicates. Another benefit of using one shot listener is that no |
| // removal is necessary: the end time of animation will not change unless triggered by |
| // user events, in which case the already posted listener's id will become stale, and |
| // the onFinished callback will then be ignored. |
| sp<FinishAndInvokeListener> message = new FinishAndInvokeListener(anim); |
| auto looper = Looper::getForThread(); |
| LOG_ALWAYS_FATAL_IF(looper == nullptr, "Not on a looper thread?"); |
| looper->sendMessageDelayed(ms2ns(remainingTimeInMs), message, 0); |
| anim->clearOneShotListener(); |
| } |
| } |
| |
| class AnimationContextBridge : public AnimationContext { |
| public: |
| AnimationContextBridge(renderthread::TimeLord& clock, RootRenderNode* rootNode) |
| : AnimationContext(clock), mRootNode(rootNode) {} |
| |
| virtual ~AnimationContextBridge() {} |
| |
| // Marks the start of a frame, which will update the frame time and move all |
| // next frame animations into the current frame |
| virtual void startFrame(TreeInfo::TraversalMode mode) { |
| if (mode == TreeInfo::MODE_FULL) { |
| mRootNode->doAttachAnimatingNodes(this); |
| mRootNode->attachPendingVectorDrawableAnimators(); |
| } |
| AnimationContext::startFrame(mode); |
| } |
| |
| // Runs any animations still left in mCurrentFrameAnimations |
| virtual void runRemainingAnimations(TreeInfo& info) { |
| AnimationContext::runRemainingAnimations(info); |
| mRootNode->runVectorDrawableAnimators(this, info); |
| } |
| |
| virtual void pauseAnimators() override { mRootNode->pauseAnimators(); } |
| |
| virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) { |
| listener->onAnimationFinished(animator); |
| } |
| |
| virtual void destroy() { |
| AnimationContext::destroy(); |
| mRootNode->detachAnimators(); |
| } |
| |
| private: |
| sp<RootRenderNode> mRootNode; |
| }; |
| |
| AnimationContext* ContextFactoryImpl::createAnimationContext(renderthread::TimeLord& clock) { |
| return new AnimationContextBridge(clock, mRootNode); |
| } |
| #else |
| |
| void RootRenderNode::prepareTree(TreeInfo& info) { |
| info.errorHandler = mErrorHandler.get(); |
| info.updateWindowPositions = true; |
| RenderNode::prepareTree(info); |
| info.updateWindowPositions = false; |
| info.errorHandler = nullptr; |
| } |
| |
| void RootRenderNode::attachAnimatingNode(RenderNode* animatingNode) { } |
| |
| void RootRenderNode::destroy() { } |
| |
| void RootRenderNode::addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) { } |
| |
| #endif |
| |
| } // namespace android::uirenderer |