Revert "VectorDrawable native rendering - Step 5 of MANY"

Bug: 27136799

This reverts commit 18bdf443e371e9f293439b4ff92cc79abaa422e5.

Change-Id: I825b061eec2a591f2d18119ba64494624b9ad4f2
diff --git a/libs/hwui/Animator.h b/libs/hwui/Animator.h
index fcbc11b..2c9c9c3 100644
--- a/libs/hwui/Animator.h
+++ b/libs/hwui/Animator.h
@@ -24,8 +24,6 @@
 
 #include "utils/Macros.h"
 
-#include <vector>
-
 namespace android {
 namespace uirenderer {
 
@@ -61,14 +59,14 @@
         mMayRunAsync = mayRunAsync;
     }
     bool mayRunAsync() { return mMayRunAsync; }
-    ANDROID_API void start();
-    ANDROID_API 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 void start() {
+        if (mStagingPlayState == PlayState::NotStarted) {
+            mStagingPlayState = PlayState::Running;
+        } else {
+            mStagingPlayState = PlayState::Restarted;
+        }
+        onStagingPlayStateChanged(); }
+    ANDROID_API void end() { mStagingPlayState = PlayState::Finished; onStagingPlayStateChanged(); }
 
     void attach(RenderNode* target);
     virtual void onAttached() {}
@@ -76,41 +74,36 @@
     void pushStaging(AnimationContext& context);
     bool animate(AnimationContext& context);
 
-    bool isRunning() { return mPlayState == PlayState::Running
-            || mPlayState == PlayState::Reversing; }
+    bool isRunning() { return mPlayState == PlayState::Running; }
     bool isFinished() { return mPlayState == PlayState::Finished; }
     float finalValue() { return mFinalValue; }
 
     ANDROID_API virtual uint32_t dirtyMask() = 0;
 
     void forceEndNow(AnimationContext& context);
-    RenderNode* target() { return mTarget; }
 
 protected:
     // PlayState is used by mStagingPlayState and mPlayState to track the state initiated from UI
     // thread and Render Thread animation state, respectively.
     // From the UI thread, mStagingPlayState transition looks like
-    // NotStarted -> Running/Reversing -> Finished
-    //                ^                     |
-    //                |                     |
-    //                ----------------------
+    // NotStarted -> Running -> Finished
+    //                ^            |
+    //                |            |
+    //            Restarted <------
     // Note: For mStagingState, the Finished state (optional) is only set when the animation is
     // terminated by user.
     //
     // On Render Thread, mPlayState transition:
-    // NotStart -> Running/Reversing-> Finished
-    //                ^                 |
-    //                |                 |
-    //                ------------------
-    // Note that if the animation is in Running/Reversing state, calling start or reverse again
-    // would do nothing if the animation has the same play direction as the request; otherwise,
-    // the animation would start from where it is and change direction (i.e. Reversing <-> Running)
+    // NotStart -> Running -> Finished
+    //                ^            |
+    //                |            |
+    //                -------------
 
     enum class PlayState {
         NotStarted,
         Running,
-        Reversing,
         Finished,
+        Restarted,
     };
 
     BaseRenderNodeAnimator(float finalValue);
@@ -118,6 +111,7 @@
 
     virtual float getValue(RenderNode* target) const = 0;
     virtual void setValue(RenderNode* target, float value) = 0;
+    RenderNode* target() { return mTarget; }
 
     void callOnFinishedListener(AnimationContext& context);
 
@@ -138,28 +132,13 @@
     nsecs_t mDuration;
     nsecs_t mStartDelay;
     bool mMayRunAsync;
-    // Play Time tracks the progress of animation, it should always be [0, mDuration], 0 being
-    // the beginning of the animation, will reach mDuration at the end of an animation.
-    nsecs_t mPlayTime;
 
     sp<AnimationListener> mListener;
 
 private:
-    enum class Request {
-        Start,
-        Reverse,
-        Reset,
-        Cancel,
-        End
-    };
     inline void checkMutable();
     virtual void transitionToRunning(AnimationContext& context);
     void doSetStartValue(float value);
-    bool updatePlayTime(nsecs_t playTime);
-    void resolveStagingRequest(Request request);
-
-    std::vector<Request> mStagingRequests;
-
 };
 
 class RenderPropertyAnimator : public BaseRenderNodeAnimator {