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/*
* 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