Handle hidden RT VectorDrawable animators

This CL changes the target of VD specific animators to VectorDrawable,
instead of RenderNode. The benefit of doing so is that animators can
now detect whether the animation is meaningful by checking whether
their VD target is in the display list. If not, that means the VD is
not drawing for the current frame, in which case we can be smarter
and more power efficient by removing the animator from the list and
posting a delayed onFinished listener callback.

By setting VD as the animation target, when an ImageView decides to
update its drawable from one AVD to something else, we'll be able
to detect that the previous AVD is no longer in the display list,
and stop providing animation pulse to the stale AVD, which is
something we couldn't do previously.  This change also
handles the case where one AVD instance could be drawn in two
different views.

Bug: 27441375
Change-Id: Iaad1ed09cfd526276b95db0dd695275c28e074e8
diff --git a/libs/hwui/Animator.h b/libs/hwui/Animator.h
index fdae0f3..9476750 100644
--- a/libs/hwui/Animator.h
+++ b/libs/hwui/Animator.h
@@ -62,19 +62,23 @@
     }
     bool mayRunAsync() { return mMayRunAsync; }
     ANDROID_API void start();
-    ANDROID_API void reset();
+    ANDROID_API virtual void reset();
     ANDROID_API void reverse();
     // Terminates the animation at its current progress.
     ANDROID_API void cancel();
 
     // Terminates the animation and skip to the end of the animation.
-    ANDROID_API void end();
+    ANDROID_API virtual void end();
 
     void attach(RenderNode* target);
     virtual void onAttached() {}
     void detach() { mTarget = nullptr; }
-    void pushStaging(AnimationContext& context);
-    bool animate(AnimationContext& context);
+    ANDROID_API void pushStaging(AnimationContext& context);
+    ANDROID_API bool animate(AnimationContext& context);
+
+    // Returns the remaining time in ms for the animation. Note this should only be called during
+    // an animation on RenderThread.
+    ANDROID_API nsecs_t getRemainingPlayTime();
 
     bool isRunning() { return mPlayState == PlayState::Running
             || mPlayState == PlayState::Reversing; }