Split out RootRenderNode
- Deleted unused OnFinishedEvent, InvokeAnimationListeners
- Hid FinishAndInvokeListener and AnimationContextBridge in the
implmentation
Bug: 117921091
Test: all tests should pass
Change-Id: I98af836b27d06907a24696fcae03f24808c1993a
diff --git a/libs/hwui/RootRenderNode.cpp b/libs/hwui/RootRenderNode.cpp
new file mode 100644
index 0000000..d8c1b57e2
--- /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