diff options
author | 2019-06-28 21:53:56 +0100 | |
---|---|---|
committer | 2019-07-01 09:59:48 +0000 | |
commit | 34a2576340edeae79d63d78647260de85ba3398e (patch) | |
tree | c0213a42bd525c778c0a5e8e5d38a9bed0ab34cd | |
parent | 4377d5637ffe8ba3e0dc53d9d12b0bb5cce148c2 (diff) |
Split out RootRenderNode
- Deleted unused OnFinishedEvent, InvokeAnimationListeners
- Hid FinishAndInvokeListener and AnimationContextBridge in the
implmentation
Bug: 117921091
Test: all tests should pass
Change-Id: I98af836b27d06907a24696fcae03f24808c1993a
-rw-r--r-- | core/jni/android_view_ThreadedRenderer.cpp | 337 | ||||
-rw-r--r-- | libs/hwui/Android.bp | 1 | ||||
-rw-r--r-- | libs/hwui/RootRenderNode.cpp | 284 | ||||
-rw-r--r-- | libs/hwui/RootRenderNode.h | 89 | ||||
-rw-r--r-- | libs/hwui/TreeInfo.h | 1 |
5 files changed, 383 insertions, 329 deletions
diff --git a/core/jni/android_view_ThreadedRenderer.cpp b/core/jni/android_view_ThreadedRenderer.cpp index 84c3b3a8acb5..7dd0e935a08f 100644 --- a/core/jni/android_view_ThreadedRenderer.cpp +++ b/core/jni/android_view_ThreadedRenderer.cpp @@ -25,7 +25,6 @@ #include <nativehelper/JNIHelp.h> #include "core_jni_helpers.h" #include <GraphicsJNI.h> -#include <nativehelper/ScopedPrimitiveArray.h> #include <gui/BufferItemConsumer.h> #include <gui/BufferQueue.h> @@ -42,15 +41,12 @@ #include "android_os_MessageQueue.h" -#include <Animator.h> -#include <AnimationContext.h> #include <FrameInfo.h> #include <FrameMetricsObserver.h> #include <IContextFactory.h> #include <Picture.h> #include <Properties.h> -#include <PropertyValuesAnimatorSet.h> -#include <RenderNode.h> +#include <RootRenderNode.h> #include <renderthread/CanvasContext.h> #include <renderthread/RenderProxy.h> #include <renderthread/RenderTask.h> @@ -91,56 +87,18 @@ static JNIEnv* getenv(JavaVM* vm) { return env; } -class OnFinishedEvent { +class JvmErrorReporter : public ErrorHandler { public: - OnFinishedEvent(BaseRenderNodeAnimator* animator, AnimationListener* listener) - : animator(animator), listener(listener) {} - sp<BaseRenderNodeAnimator> animator; - sp<AnimationListener> listener; -}; - -class InvokeAnimationListeners : public MessageHandler { -public: - explicit InvokeAnimationListeners(std::vector<OnFinishedEvent>& events) { - mOnFinishedEvents.swap(events); - } - - static void callOnFinished(OnFinishedEvent& event) { - event.listener->onAnimationFinished(event.animator.get()); - } - - virtual void handleMessage(const Message& message) { - std::for_each(mOnFinishedEvents.begin(), mOnFinishedEvents.end(), callOnFinished); - mOnFinishedEvents.clear(); - } - -private: - std::vector<OnFinishedEvent> mOnFinishedEvents; -}; - -class FinishAndInvokeListener : public MessageHandler { -public: - explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim) - : mAnimator(anim) { - mListener = anim->getOneShotListener(); - mRequestId = anim->getRequestId(); + JvmErrorReporter(JNIEnv* env) { + env->GetJavaVM(&mVm); } - 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); + virtual void onError(const std::string& message) override { + JNIEnv* env = getenv(mVm); + jniThrowException(env, "java/lang/IllegalStateException", message.c_str()); } private: - sp<PropertyValuesAnimatorSet> mAnimator; - sp<AnimationListener> mListener; - uint32_t mRequestId; + JavaVM* mVm; }; class FrameCompleteWrapper : public LightRefBase<FrameCompleteWrapper> { @@ -175,283 +133,6 @@ private: } }; -class RootRenderNode : public RenderNode, ErrorHandler { -public: - explicit RootRenderNode(JNIEnv* env) : RenderNode() { - env->GetJavaVM(&mVm); - } - - virtual ~RootRenderNode() {} - - virtual void onError(const std::string& message) override { - JNIEnv* env = getenv(mVm); - jniThrowException(env, "java/lang/IllegalStateException", message.c_str()); - } - - virtual void prepareTree(TreeInfo& info) override { - info.errorHandler = this; - - 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 attachAnimatingNode(RenderNode* animatingNode) { - mPendingAnimatingRenderNodes.push_back(animatingNode); - } - - void attachPendingVectorDrawableAnimators() { - mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(), - mPendingVectorDrawableAnimators.end()); - mPendingVectorDrawableAnimators.clear(); - } - - void 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 pauseAnimators() { - mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end()); - for (auto& anim : mRunningVDAnimators) { - detachVectorDrawableAnimator(anim.get()); - } - mRunningVDAnimators.clear(); - } - - void 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 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 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 pushStagingVectorDrawableAnimators(AnimationContext* context) { - for (auto& anim : mRunningVDAnimators) { - anim->pushStaging(*context); - } - } - - void destroy() { - for (auto& renderNode : mPendingAnimatingRenderNodes) { - renderNode->animators().endAllStagingAnimators(); - } - mPendingAnimatingRenderNodes.clear(); - mPendingVectorDrawableAnimators.clear(); - } - - void addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) { - mPendingVectorDrawableAnimators.insert(anim); - } - -private: - JavaVM* mVm; - std::vector< sp<RenderNode> > mPendingAnimatingRenderNodes; - std::set< sp<PropertyValuesAnimatorSet> > mPendingVectorDrawableAnimators; - std::set< sp<PropertyValuesAnimatorSet> > mRunningVDAnimators; - // mPausedVDAnimators stores a list of animators that have not yet passed the finish time, but - // their VectorDrawable targets are no longer in the DisplayList. We skip these animators when - // render thread runs animators independent of UI thread (i.e. RT_ONLY mode). These animators - // need to be re-activated once their VD target is added back into DisplayList. Since that could - // only happen when we do a full sync, we need to make sure to pulse these paused animators at - // full sync. If any animator's VD target is found in DisplayList during a full sync, we move - // the animator back to the running list. - std::set< sp<PropertyValuesAnimatorSet> > mPausedVDAnimators; - void 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; -}; - -class ContextFactoryImpl : public IContextFactory { -public: - explicit ContextFactoryImpl(RootRenderNode* rootNode) : mRootNode(rootNode) {} - - virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) { - return new AnimationContextBridge(clock, mRootNode); - } - -private: - RootRenderNode* mRootNode; -}; - class ObserverProxy; class NotifyHandler : public MessageHandler { @@ -604,7 +285,7 @@ static jint android_view_ThreadedRenderer_getRenderThreadTid(JNIEnv* env, jobjec } static jlong android_view_ThreadedRenderer_createRootRenderNode(JNIEnv* env, jobject clazz) { - RootRenderNode* node = new RootRenderNode(env); + RootRenderNode* node = new RootRenderNode(std::make_unique<JvmErrorReporter>(env)); node->incStrong(0); node->setName("RootRenderNode"); return reinterpret_cast<jlong>(node); diff --git a/libs/hwui/Android.bp b/libs/hwui/Android.bp index 5814bb70475c..bfead1a70fab 100644 --- a/libs/hwui/Android.bp +++ b/libs/hwui/Android.bp @@ -250,6 +250,7 @@ cc_defaults { "ProfileData.cpp", "ProfileDataContainer.cpp", "Readback.cpp", + "RootRenderNode.cpp", "TreeInfo.cpp", "WebViewFunctorManager.cpp", "protos/graphicsstats.proto", diff --git a/libs/hwui/RootRenderNode.cpp b/libs/hwui/RootRenderNode.cpp new file mode 100644 index 000000000000..d8c1b57e2ef4 --- /dev/null +++ b/libs/hwui/RootRenderNode.cpp @@ -0,0 +1,284 @@ +/* + * 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" + +namespace android::uirenderer { + +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); +} + +} // namespace android::uirenderer diff --git a/libs/hwui/RootRenderNode.h b/libs/hwui/RootRenderNode.h new file mode 100644 index 000000000000..ea10921be20b --- /dev/null +++ b/libs/hwui/RootRenderNode.h @@ -0,0 +1,89 @@ +/* + * 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. + */ + +#pragma once + +#include <utils/Looper.h> + +#include <set> +#include <vector> + +#include "AnimationContext.h" +#include "Animator.h" +#include "PropertyValuesAnimatorSet.h" +#include "RenderNode.h" + +namespace android::uirenderer { + +class ANDROID_API RootRenderNode : public RenderNode { +public: + ANDROID_API explicit RootRenderNode(std::unique_ptr<ErrorHandler> errorHandler) + : RenderNode(), mErrorHandler(std::move(errorHandler)) {} + + ANDROID_API virtual ~RootRenderNode() {} + + virtual void prepareTree(TreeInfo& info) override; + + ANDROID_API void attachAnimatingNode(RenderNode* animatingNode); + + void attachPendingVectorDrawableAnimators(); + + void detachAnimators(); + + void pauseAnimators(); + + void doAttachAnimatingNodes(AnimationContext* context); + + // Run VectorDrawable animators after prepareTree. + void runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info); + + void trimPausedVDAnimators(AnimationContext* context); + + void pushStagingVectorDrawableAnimators(AnimationContext* context); + + ANDROID_API void destroy(); + + ANDROID_API void addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim); + +private: + const std::unique_ptr<ErrorHandler> mErrorHandler; + std::vector<sp<RenderNode> > mPendingAnimatingRenderNodes; + std::set<sp<PropertyValuesAnimatorSet> > mPendingVectorDrawableAnimators; + std::set<sp<PropertyValuesAnimatorSet> > mRunningVDAnimators; + // mPausedVDAnimators stores a list of animators that have not yet passed the finish time, but + // their VectorDrawable targets are no longer in the DisplayList. We skip these animators when + // render thread runs animators independent of UI thread (i.e. RT_ONLY mode). These animators + // need to be re-activated once their VD target is added back into DisplayList. Since that could + // only happen when we do a full sync, we need to make sure to pulse these paused animators at + // full sync. If any animator's VD target is found in DisplayList during a full sync, we move + // the animator back to the running list. + std::set<sp<PropertyValuesAnimatorSet> > mPausedVDAnimators; + + void detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim); +}; + +class ANDROID_API ContextFactoryImpl : public IContextFactory { +public: + ANDROID_API explicit ContextFactoryImpl(RootRenderNode* rootNode) : mRootNode(rootNode) {} + + ANDROID_API virtual AnimationContext* createAnimationContext( + renderthread::TimeLord& clock) override; + +private: + RootRenderNode* mRootNode; +}; + +} // namespace android::uirenderer diff --git a/libs/hwui/TreeInfo.h b/libs/hwui/TreeInfo.h index 7e8d12fd4597..f2481f83767d 100644 --- a/libs/hwui/TreeInfo.h +++ b/libs/hwui/TreeInfo.h @@ -40,7 +40,6 @@ class ErrorHandler { public: virtual void onError(const std::string& message) = 0; -protected: virtual ~ErrorHandler() = default; }; |