/* * 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 #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 mAnimator; sp 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 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 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