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Fedor Kudasov34a25762019-06-28 21:53:56 +01001/*
2 * Copyright (C) 2019 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include "RootRenderNode.h"
18
Fedor Kudasov09cfce02019-07-04 09:41:13 +010019#ifdef __ANDROID__ // Layoutlib does not support Looper (windows)
Fedor Kudasovbc409cf2019-07-03 13:56:56 +010020#include <utils/Looper.h>
Fedor Kudasov09cfce02019-07-04 09:41:13 +010021#endif
Fedor Kudasovbc409cf2019-07-03 13:56:56 +010022
Fedor Kudasov34a25762019-06-28 21:53:56 +010023namespace android::uirenderer {
24
Fedor Kudasov09cfce02019-07-04 09:41:13 +010025#ifdef __ANDROID__ // Layoutlib does not support Looper
Fedor Kudasov34a25762019-06-28 21:53:56 +010026class FinishAndInvokeListener : public MessageHandler {
27public:
28 explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim) : mAnimator(anim) {
29 mListener = anim->getOneShotListener();
30 mRequestId = anim->getRequestId();
31 }
32
33 virtual void handleMessage(const Message& message) {
34 if (mAnimator->getRequestId() == mRequestId) {
35 // Request Id has not changed, meaning there's no animation lifecyle change since the
36 // message is posted, so go ahead and call finish to make sure the PlayState is properly
37 // updated. This is needed because before the next frame comes in from UI thread to
38 // trigger an animation update, there could be reverse/cancel etc. So we need to update
39 // the playstate in time to ensure all the subsequent events get chained properly.
40 mAnimator->end();
41 }
42 mListener->onAnimationFinished(nullptr);
43 }
44
45private:
46 sp<PropertyValuesAnimatorSet> mAnimator;
47 sp<AnimationListener> mListener;
48 uint32_t mRequestId;
49};
50
51void RootRenderNode::prepareTree(TreeInfo& info) {
52 info.errorHandler = mErrorHandler.get();
53
54 for (auto& anim : mRunningVDAnimators) {
55 // Assume that the property change in VD from the animators will not be consumed. Mark
56 // otherwise if the VDs are found in the display list tree. For VDs that are not in
57 // the display list tree, we stop providing animation pulses by 1) removing them from
58 // the animation list, 2) post a delayed message to end them at end time so their
59 // listeners can receive the corresponding callbacks.
60 anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
61 // Mark the VD dirty so it will damage itself during prepareTree.
62 anim->getVectorDrawable()->markDirty();
63 }
64 if (info.mode == TreeInfo::MODE_FULL) {
65 for (auto& anim : mPausedVDAnimators) {
66 anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
67 anim->getVectorDrawable()->markDirty();
68 }
69 }
70 // TODO: This is hacky
71 info.updateWindowPositions = true;
72 RenderNode::prepareTree(info);
73 info.updateWindowPositions = false;
74 info.errorHandler = nullptr;
75}
76
77void RootRenderNode::attachAnimatingNode(RenderNode* animatingNode) {
78 mPendingAnimatingRenderNodes.push_back(animatingNode);
79}
80
81void RootRenderNode::attachPendingVectorDrawableAnimators() {
82 mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(),
83 mPendingVectorDrawableAnimators.end());
84 mPendingVectorDrawableAnimators.clear();
85}
86
87void RootRenderNode::detachAnimators() {
88 // Remove animators from the list and post a delayed message in future to end the animator
89 // For infinite animators, remove the listener so we no longer hold a global ref to the AVD
90 // java object, and therefore the AVD objects in both native and Java can be properly
91 // released.
92 for (auto& anim : mRunningVDAnimators) {
93 detachVectorDrawableAnimator(anim.get());
94 anim->clearOneShotListener();
95 }
96 for (auto& anim : mPausedVDAnimators) {
97 anim->clearOneShotListener();
98 }
99 mRunningVDAnimators.clear();
100 mPausedVDAnimators.clear();
101}
102
103// Move all the animators to the paused list, and send a delayed message to notify the finished
104// listener.
105void RootRenderNode::pauseAnimators() {
106 mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end());
107 for (auto& anim : mRunningVDAnimators) {
108 detachVectorDrawableAnimator(anim.get());
109 }
110 mRunningVDAnimators.clear();
111}
112
113void RootRenderNode::doAttachAnimatingNodes(AnimationContext* context) {
114 for (size_t i = 0; i < mPendingAnimatingRenderNodes.size(); i++) {
115 RenderNode* node = mPendingAnimatingRenderNodes[i].get();
116 context->addAnimatingRenderNode(*node);
117 }
118 mPendingAnimatingRenderNodes.clear();
119}
120
121// Run VectorDrawable animators after prepareTree.
122void RootRenderNode::runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) {
123 // Push staging.
124 if (info.mode == TreeInfo::MODE_FULL) {
125 pushStagingVectorDrawableAnimators(context);
126 }
127
128 // Run the animators in the running list.
129 for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
130 if ((*it)->animate(*context)) {
131 it = mRunningVDAnimators.erase(it);
132 } else {
133 it++;
134 }
135 }
136
137 // Run the animators in paused list during full sync.
138 if (info.mode == TreeInfo::MODE_FULL) {
139 // During full sync we also need to pulse paused animators, in case their targets
140 // have been added back to the display list. All the animators that passed the
141 // scheduled finish time will be removed from the paused list.
142 for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
143 if ((*it)->animate(*context)) {
144 // Animator has finished, remove from the list.
145 it = mPausedVDAnimators.erase(it);
146 } else {
147 it++;
148 }
149 }
150 }
151
152 // Move the animators with a target not in DisplayList to paused list.
153 for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
154 if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
155 // Vector Drawable is not in the display list, we should remove this animator from
156 // the list, put it in the paused list, and post a delayed message to end the
157 // animator.
158 detachVectorDrawableAnimator(it->get());
159 mPausedVDAnimators.insert(*it);
160 it = mRunningVDAnimators.erase(it);
161 } else {
162 it++;
163 }
164 }
165
166 // Move the animators with a target in DisplayList from paused list to running list, and
167 // trim paused list.
168 if (info.mode == TreeInfo::MODE_FULL) {
169 // Check whether any paused animator's target is back in Display List. If so, put the
170 // animator back in the running list.
171 for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
172 if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
173 mRunningVDAnimators.insert(*it);
174 it = mPausedVDAnimators.erase(it);
175 } else {
176 it++;
177 }
178 }
179 // Trim paused VD animators at full sync, so that when Java loses reference to an
180 // animator, we know we won't be requested to animate it any more, then we remove such
181 // animators from the paused list so they can be properly freed. We also remove the
182 // animators from paused list when the time elapsed since start has exceeded duration.
183 trimPausedVDAnimators(context);
184 }
185
186 info.out.hasAnimations |= !mRunningVDAnimators.empty();
187}
188
189void RootRenderNode::trimPausedVDAnimators(AnimationContext* context) {
190 // Trim paused vector drawable animator list.
191 for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
192 // Remove paused VD animator if no one else is referencing it. Note that animators that
193 // have passed scheduled finish time are removed from list when they are being pulsed
194 // before prepare tree.
195 // TODO: this is a bit hacky, need to figure out a better way to track when the paused
196 // animators should be freed.
197 if ((*it)->getStrongCount() == 1) {
198 it = mPausedVDAnimators.erase(it);
199 } else {
200 it++;
201 }
202 }
203}
204
205void RootRenderNode::pushStagingVectorDrawableAnimators(AnimationContext* context) {
206 for (auto& anim : mRunningVDAnimators) {
207 anim->pushStaging(*context);
208 }
209}
210
211void RootRenderNode::destroy() {
212 for (auto& renderNode : mPendingAnimatingRenderNodes) {
213 renderNode->animators().endAllStagingAnimators();
214 }
215 mPendingAnimatingRenderNodes.clear();
216 mPendingVectorDrawableAnimators.clear();
217}
218
219void RootRenderNode::addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
220 mPendingVectorDrawableAnimators.insert(anim);
221}
222
223void RootRenderNode::detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
224 if (anim->isInfinite() || !anim->isRunning()) {
225 // Do not need to post anything if the animation is infinite (i.e. no meaningful
226 // end listener action), or if the animation has already ended.
227 return;
228 }
229 nsecs_t remainingTimeInMs = anim->getRemainingPlayTime();
230 // Post a delayed onFinished event that is scheduled to be handled when the animator ends.
231 if (anim->getOneShotListener()) {
232 // VectorDrawable's oneshot listener is updated when there are user triggered animation
233 // lifecycle changes, such as start(), end(), etc. By using checking and clearing
234 // one shot listener, we ensure the same end listener event gets posted only once.
235 // Therefore no duplicates. Another benefit of using one shot listener is that no
236 // removal is necessary: the end time of animation will not change unless triggered by
237 // user events, in which case the already posted listener's id will become stale, and
238 // the onFinished callback will then be ignored.
239 sp<FinishAndInvokeListener> message = new FinishAndInvokeListener(anim);
240 auto looper = Looper::getForThread();
241 LOG_ALWAYS_FATAL_IF(looper == nullptr, "Not on a looper thread?");
242 looper->sendMessageDelayed(ms2ns(remainingTimeInMs), message, 0);
243 anim->clearOneShotListener();
244 }
245}
246
247class AnimationContextBridge : public AnimationContext {
248public:
249 AnimationContextBridge(renderthread::TimeLord& clock, RootRenderNode* rootNode)
250 : AnimationContext(clock), mRootNode(rootNode) {}
251
252 virtual ~AnimationContextBridge() {}
253
254 // Marks the start of a frame, which will update the frame time and move all
255 // next frame animations into the current frame
256 virtual void startFrame(TreeInfo::TraversalMode mode) {
257 if (mode == TreeInfo::MODE_FULL) {
258 mRootNode->doAttachAnimatingNodes(this);
259 mRootNode->attachPendingVectorDrawableAnimators();
260 }
261 AnimationContext::startFrame(mode);
262 }
263
264 // Runs any animations still left in mCurrentFrameAnimations
265 virtual void runRemainingAnimations(TreeInfo& info) {
266 AnimationContext::runRemainingAnimations(info);
267 mRootNode->runVectorDrawableAnimators(this, info);
268 }
269
270 virtual void pauseAnimators() override { mRootNode->pauseAnimators(); }
271
272 virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) {
273 listener->onAnimationFinished(animator);
274 }
275
276 virtual void destroy() {
277 AnimationContext::destroy();
278 mRootNode->detachAnimators();
279 }
280
281private:
282 sp<RootRenderNode> mRootNode;
283};
284
285AnimationContext* ContextFactoryImpl::createAnimationContext(renderthread::TimeLord& clock) {
286 return new AnimationContextBridge(clock, mRootNode);
287}
Fedor Kudasov09cfce02019-07-04 09:41:13 +0100288#else
289
290void RootRenderNode::prepareTree(TreeInfo& info) {
291 info.errorHandler = mErrorHandler.get();
292 info.updateWindowPositions = true;
293 RenderNode::prepareTree(info);
294 info.updateWindowPositions = false;
295 info.errorHandler = nullptr;
296}
297
298void RootRenderNode::attachAnimatingNode(RenderNode* animatingNode) { }
299
300void RootRenderNode::destroy() { }
301
302void RootRenderNode::addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) { }
303
304#endif
Fedor Kudasov34a25762019-06-28 21:53:56 +0100305
306} // namespace android::uirenderer