Use destroy in transaction for animation

Previously, the code calls destroy which will be invoked immediately so
there needed to be ways to delay destroy. This caused some overhead
where there needed to be Runnables to ensure client state updates were
called before the destroy. Instead, use the Transaction.destroy so the
destroy doesn't get invoked until apply is called. This allows any other
client states to get updated before the destroy is called.

This is specifically necessary for reparent calls since a Surface can be
reparented from a Surface that's about to get destroyed to a valid
Surface that's not getting destroyed. This change ensures that Surfaces
will get reparented before Surfaces are destroyed when Transactions are
applied.

Change-Id: I25bb94378de2c03565ee7df8ab5ef393b57f3aec
Fixes: 72953020
Fixes: 71499373
Test: Tested issue from bug
Test: Set animation duration to 0. Ensure no crash
Test: SurfaceAnimatorTest
16 files changed