Revert "Revert "Revert "VectorDrawable native rendering - Step 5 of MANY"""

This reverts commit 0d20a275a5baf8579c8b9111cf2ce6615874a6b6.

Change-Id: I97c782f1164a5d39ab74dc098cca71d9e1b30cd8
diff --git a/libs/hwui/Animator.cpp b/libs/hwui/Animator.cpp
index 372bcb3..7bd2b24 100644
--- a/libs/hwui/Animator.cpp
+++ b/libs/hwui/Animator.cpp
@@ -42,8 +42,7 @@
         , mStartTime(0)
         , mDuration(300)
         , mStartDelay(0)
-        , mMayRunAsync(true)
-        , mPlayTime(0) {
+        , mMayRunAsync(true) {
 }
 
 BaseRenderNodeAnimator::~BaseRenderNodeAnimator() {
@@ -86,113 +85,20 @@
     onAttached();
 }
 
-void BaseRenderNodeAnimator::start() {
-    mStagingPlayState = PlayState::Running;
-    mStagingRequests.push_back(Request::Start);
-    onStagingPlayStateChanged();
-}
-
-void BaseRenderNodeAnimator::cancel() {
-    mStagingPlayState = PlayState::Finished;
-    mStagingRequests.push_back(Request::Cancel);
-    onStagingPlayStateChanged();
-}
-
-void BaseRenderNodeAnimator::reset() {
-    mStagingPlayState = PlayState::Finished;
-    mStagingRequests.push_back(Request::Reset);
-    onStagingPlayStateChanged();
-}
-
-void BaseRenderNodeAnimator::reverse() {
-    mStagingPlayState = PlayState::Reversing;
-    mStagingRequests.push_back(Request::Reverse);
-    onStagingPlayStateChanged();
-}
-
-void BaseRenderNodeAnimator::end() {
-    mStagingPlayState = PlayState::Finished;
-    mStagingRequests.push_back(Request::End);
-    onStagingPlayStateChanged();
-}
-
-void BaseRenderNodeAnimator::resolveStagingRequest(Request request) {
-    switch (request) {
-    case Request::Start:
-        mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ?
-                        mPlayTime : 0;
-        mPlayState = PlayState::Running;
-        break;
-    case Request::Reverse:
-        mPlayTime = (mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) ?
-                        mPlayTime : mDuration;
-        mPlayState = PlayState::Reversing;
-        break;
-    case Request::Reset:
-        mPlayTime = 0;
-        mPlayState = PlayState::Finished;
-        break;
-    case Request::Cancel:
-        mPlayState = PlayState::Finished;
-        break;
-    case Request::End:
-        mPlayTime = mPlayState == PlayState::Reversing ? 0 : mDuration;
-        mPlayState = PlayState::Finished;
-        break;
-    default:
-        LOG_ALWAYS_FATAL("Invalid staging request: %d", static_cast<int>(request));
-    };
-}
-
 void BaseRenderNodeAnimator::pushStaging(AnimationContext& context) {
     if (!mHasStartValue) {
         doSetStartValue(getValue(mTarget));
     }
-
-    if (!mStagingRequests.empty()) {
-        // Keep track of the play state and play time before they are changed when
-        // staging requests are resolved.
-        nsecs_t currentPlayTime = mPlayTime;
-        PlayState prevFramePlayState = mPlayState;
-
-        // Resolve staging requests one by one.
-        for (Request request : mStagingRequests) {
-            resolveStagingRequest(request);
+    if (mStagingPlayState > mPlayState) {
+        if (mStagingPlayState == PlayState::Restarted) {
+            mStagingPlayState = PlayState::Running;
         }
-        mStagingRequests.clear();
-
-        if (mStagingPlayState == PlayState::Finished) {
-            // Set the staging play time and end the animation
-            updatePlayTime(mPlayTime);
+        mPlayState = mStagingPlayState;
+        // Oh boy, we're starting! Man the battle stations!
+        if (mPlayState == PlayState::Running) {
+            transitionToRunning(context);
+        } else if (mPlayState == PlayState::Finished) {
             callOnFinishedListener(context);
-        } else if (mStagingPlayState == PlayState::Running
-                || mStagingPlayState == PlayState::Reversing) {
-            bool changed = currentPlayTime != mPlayTime || prevFramePlayState != mStagingPlayState;
-            if (prevFramePlayState != mStagingPlayState) {
-                transitionToRunning(context);
-            }
-            if (changed) {
-                // Now we need to seek to the stagingPlayTime (i.e. the animation progress that was
-                // requested from UI thread). It is achieved by modifying mStartTime, such that
-                // current time - mStartTime = stagingPlayTime (or mDuration -stagingPlayTime in the
-                // case of reversing)
-                nsecs_t currentFrameTime = context.frameTimeMs();
-                if (mPlayState == PlayState::Reversing) {
-                    // Reverse is not supported for animations with a start delay, so here we
-                    // assume no start delay.
-                    mStartTime = currentFrameTime  - (mDuration - mPlayTime);
-                } else {
-                    // Animation should play forward
-                    if (mPlayTime == 0) {
-                        // If the request is to start from the beginning, include start delay.
-                        mStartTime = currentFrameTime + mStartDelay;
-                    } else {
-                        // If the request is to seek to a non-zero play time, then we skip start
-                        // delay.
-                        mStartTime = currentFrameTime - mPlayTime;
-                    }
-                }
-            }
         }
     }
 }
@@ -230,37 +136,37 @@
 
     // This should be set before setValue() so animators can query this time when setValue
     // is called.
-    nsecs_t currentPlayTime = context.frameTimeMs() - mStartTime;
-    bool finished = updatePlayTime(currentPlayTime);
-    if (finished && mPlayState != PlayState::Finished) {
-        mPlayState = PlayState::Finished;
-        callOnFinishedListener(context);
-    }
-    return finished;
-}
+    nsecs_t currentFrameTime = context.frameTimeMs();
+    onPlayTimeChanged(currentFrameTime - mStartTime);
 
-bool BaseRenderNodeAnimator::updatePlayTime(nsecs_t playTime) {
-    mPlayTime = mPlayState == PlayState::Reversing ? mDuration - playTime : playTime;
-    onPlayTimeChanged(mPlayTime);
     // If BaseRenderNodeAnimator is handling the delay (not typical), then
     // because the staging properties reflect the final value, we always need
     // to call setValue even if the animation isn't yet running or is still
     // being delayed as we need to override the staging value
-    if (playTime < 0) {
+    if (mStartTime > context.frameTimeMs()) {
         setValue(mTarget, mFromValue);
         return false;
     }
 
     float fraction = 1.0f;
-    if ((mPlayState == PlayState::Running || mPlayState == PlayState::Reversing) && mDuration > 0) {
-        fraction = mPlayTime / (float) mDuration;
+
+    if (mPlayState == PlayState::Running && mDuration > 0) {
+        fraction = (float)(currentFrameTime - mStartTime) / mDuration;
     }
-    fraction = MathUtils::clamp(fraction, 0.0f, 1.0f);
+    if (fraction >= 1.0f) {
+        fraction = 1.0f;
+        mPlayState = PlayState::Finished;
+    }
 
     fraction = mInterpolator->interpolate(fraction);
     setValue(mTarget, mFromValue + (mDeltaValue * fraction));
 
-    return playTime >= mDuration;
+    if (mPlayState == PlayState::Finished) {
+        callOnFinishedListener(context);
+        return true;
+    }
+
+    return false;
 }
 
 void BaseRenderNodeAnimator::forceEndNow(AnimationContext& context) {