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Diffstat (limited to 'libs/hwui/RootRenderNode.cpp')
-rw-r--r-- | libs/hwui/RootRenderNode.cpp | 306 |
1 files changed, 306 insertions, 0 deletions
diff --git a/libs/hwui/RootRenderNode.cpp b/libs/hwui/RootRenderNode.cpp new file mode 100644 index 000000000000..ddbbf58b3071 --- /dev/null +++ b/libs/hwui/RootRenderNode.cpp @@ -0,0 +1,306 @@ +/* + * 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 |