Put VD animators on paused list when RT stops drawing

When we stop scheduling for new frames on RenderThread, we should
put the running animations on pause, rather than purge the list
of the running animations, such that in the next full
sync, the animations that were paused will continue to run.

BUG: 30226711
Change-Id: I36ff6f5d26ffa7999f60ca0ff676a35157577dc2
diff --git a/core/jni/android_view_ThreadedRenderer.cpp b/core/jni/android_view_ThreadedRenderer.cpp
index 3669da8..7cd0d2a 100644
--- a/core/jni/android_view_ThreadedRenderer.cpp
+++ b/core/jni/android_view_ThreadedRenderer.cpp
@@ -242,6 +242,16 @@
         mPausedVDAnimators.clear();
     }
 
+    // Move all the animators to the paused list, and send a delayed message to notify the finished
+    // listener.
+    void pauseAnimators() {
+        mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end());
+        for (auto& anim : mRunningVDAnimators) {
+            detachVectorDrawableAnimator(anim.get());
+        }
+        mRunningVDAnimators.clear();
+    }
+
     void doAttachAnimatingNodes(AnimationContext* context) {
         for (size_t i = 0; i < mPendingAnimatingRenderNodes.size(); i++) {
             RenderNode* node = mPendingAnimatingRenderNodes[i].get();
@@ -415,8 +425,8 @@
         postOnFinishedEvents();
     }
 
-    virtual void detachAnimators() override {
-        mRootNode->detachAnimators();
+    virtual void pauseAnimators() override {
+        mRootNode->pauseAnimators();
     }
 
     virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) {
@@ -426,7 +436,7 @@
 
     virtual void destroy() {
         AnimationContext::destroy();
-        detachAnimators();
+        mRootNode->detachAnimators();
         postOnFinishedEvents();
     }