Split out RootRenderNode
- Deleted unused OnFinishedEvent, InvokeAnimationListeners - Hid FinishAndInvokeListener and AnimationContextBridge in the implmentation Bug: 117921091 Test: all tests should pass Change-Id: I98af836b27d06907a24696fcae03f24808c1993a
This commit is contained in:
@@ -25,7 +25,6 @@
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#include <nativehelper/JNIHelp.h>
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#include "core_jni_helpers.h"
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#include <GraphicsJNI.h>
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#include <nativehelper/ScopedPrimitiveArray.h>
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#include <gui/BufferItemConsumer.h>
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#include <gui/BufferQueue.h>
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@@ -42,15 +41,12 @@
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#include "android_os_MessageQueue.h"
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#include <Animator.h>
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#include <AnimationContext.h>
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#include <FrameInfo.h>
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#include <FrameMetricsObserver.h>
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#include <IContextFactory.h>
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#include <Picture.h>
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#include <Properties.h>
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#include <PropertyValuesAnimatorSet.h>
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#include <RenderNode.h>
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#include <RootRenderNode.h>
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#include <renderthread/CanvasContext.h>
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#include <renderthread/RenderProxy.h>
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#include <renderthread/RenderTask.h>
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@@ -91,56 +87,18 @@ static JNIEnv* getenv(JavaVM* vm) {
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return env;
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}
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class OnFinishedEvent {
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class JvmErrorReporter : public ErrorHandler {
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public:
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OnFinishedEvent(BaseRenderNodeAnimator* animator, AnimationListener* listener)
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: animator(animator), listener(listener) {}
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sp<BaseRenderNodeAnimator> animator;
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sp<AnimationListener> listener;
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};
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class InvokeAnimationListeners : public MessageHandler {
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public:
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explicit InvokeAnimationListeners(std::vector<OnFinishedEvent>& events) {
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mOnFinishedEvents.swap(events);
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JvmErrorReporter(JNIEnv* env) {
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env->GetJavaVM(&mVm);
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}
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static void callOnFinished(OnFinishedEvent& event) {
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event.listener->onAnimationFinished(event.animator.get());
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}
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virtual void handleMessage(const Message& message) {
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std::for_each(mOnFinishedEvents.begin(), mOnFinishedEvents.end(), callOnFinished);
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mOnFinishedEvents.clear();
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}
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private:
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std::vector<OnFinishedEvent> mOnFinishedEvents;
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};
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class FinishAndInvokeListener : public MessageHandler {
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public:
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explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim)
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: mAnimator(anim) {
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mListener = anim->getOneShotListener();
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mRequestId = anim->getRequestId();
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}
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virtual void handleMessage(const Message& message) {
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if (mAnimator->getRequestId() == mRequestId) {
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// Request Id has not changed, meaning there's no animation lifecyle change since the
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// message is posted, so go ahead and call finish to make sure the PlayState is properly
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// updated. This is needed because before the next frame comes in from UI thread to
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// trigger an animation update, there could be reverse/cancel etc. So we need to update
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// the playstate in time to ensure all the subsequent events get chained properly.
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mAnimator->end();
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}
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mListener->onAnimationFinished(nullptr);
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virtual void onError(const std::string& message) override {
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JNIEnv* env = getenv(mVm);
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jniThrowException(env, "java/lang/IllegalStateException", message.c_str());
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}
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private:
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sp<PropertyValuesAnimatorSet> mAnimator;
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sp<AnimationListener> mListener;
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uint32_t mRequestId;
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JavaVM* mVm;
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};
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class FrameCompleteWrapper : public LightRefBase<FrameCompleteWrapper> {
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@@ -175,283 +133,6 @@ private:
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}
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};
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class RootRenderNode : public RenderNode, ErrorHandler {
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public:
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explicit RootRenderNode(JNIEnv* env) : RenderNode() {
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env->GetJavaVM(&mVm);
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}
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virtual ~RootRenderNode() {}
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virtual void onError(const std::string& message) override {
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JNIEnv* env = getenv(mVm);
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jniThrowException(env, "java/lang/IllegalStateException", message.c_str());
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}
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virtual void prepareTree(TreeInfo& info) override {
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info.errorHandler = this;
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for (auto& anim : mRunningVDAnimators) {
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// Assume that the property change in VD from the animators will not be consumed. Mark
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// otherwise if the VDs are found in the display list tree. For VDs that are not in
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// the display list tree, we stop providing animation pulses by 1) removing them from
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// the animation list, 2) post a delayed message to end them at end time so their
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// listeners can receive the corresponding callbacks.
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anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
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// Mark the VD dirty so it will damage itself during prepareTree.
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anim->getVectorDrawable()->markDirty();
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}
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if (info.mode == TreeInfo::MODE_FULL) {
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for (auto &anim : mPausedVDAnimators) {
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anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
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anim->getVectorDrawable()->markDirty();
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}
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}
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// TODO: This is hacky
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info.updateWindowPositions = true;
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RenderNode::prepareTree(info);
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info.updateWindowPositions = false;
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info.errorHandler = nullptr;
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}
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void attachAnimatingNode(RenderNode* animatingNode) {
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mPendingAnimatingRenderNodes.push_back(animatingNode);
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}
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void attachPendingVectorDrawableAnimators() {
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mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(),
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mPendingVectorDrawableAnimators.end());
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mPendingVectorDrawableAnimators.clear();
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}
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void detachAnimators() {
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// Remove animators from the list and post a delayed message in future to end the animator
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// For infinite animators, remove the listener so we no longer hold a global ref to the AVD
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// java object, and therefore the AVD objects in both native and Java can be properly
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// released.
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for (auto& anim : mRunningVDAnimators) {
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detachVectorDrawableAnimator(anim.get());
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anim->clearOneShotListener();
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}
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for (auto& anim : mPausedVDAnimators) {
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anim->clearOneShotListener();
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}
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mRunningVDAnimators.clear();
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mPausedVDAnimators.clear();
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}
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// Move all the animators to the paused list, and send a delayed message to notify the finished
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// listener.
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void pauseAnimators() {
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mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end());
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for (auto& anim : mRunningVDAnimators) {
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detachVectorDrawableAnimator(anim.get());
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}
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mRunningVDAnimators.clear();
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}
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void doAttachAnimatingNodes(AnimationContext* context) {
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for (size_t i = 0; i < mPendingAnimatingRenderNodes.size(); i++) {
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RenderNode* node = mPendingAnimatingRenderNodes[i].get();
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context->addAnimatingRenderNode(*node);
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}
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mPendingAnimatingRenderNodes.clear();
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}
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// Run VectorDrawable animators after prepareTree.
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void runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) {
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// Push staging.
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if (info.mode == TreeInfo::MODE_FULL) {
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pushStagingVectorDrawableAnimators(context);
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}
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// Run the animators in the running list.
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for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
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if ((*it)->animate(*context)) {
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it = mRunningVDAnimators.erase(it);
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} else {
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it++;
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}
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}
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// Run the animators in paused list during full sync.
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if (info.mode == TreeInfo::MODE_FULL) {
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// During full sync we also need to pulse paused animators, in case their targets
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// have been added back to the display list. All the animators that passed the
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// scheduled finish time will be removed from the paused list.
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for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
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if ((*it)->animate(*context)) {
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// Animator has finished, remove from the list.
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it = mPausedVDAnimators.erase(it);
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} else {
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it++;
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}
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}
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}
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// Move the animators with a target not in DisplayList to paused list.
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for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
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if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
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// Vector Drawable is not in the display list, we should remove this animator from
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// the list, put it in the paused list, and post a delayed message to end the
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// animator.
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detachVectorDrawableAnimator(it->get());
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mPausedVDAnimators.insert(*it);
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it = mRunningVDAnimators.erase(it);
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} else {
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it++;
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}
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}
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// Move the animators with a target in DisplayList from paused list to running list, and
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// trim paused list.
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if (info.mode == TreeInfo::MODE_FULL) {
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// Check whether any paused animator's target is back in Display List. If so, put the
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// animator back in the running list.
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for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
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if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
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mRunningVDAnimators.insert(*it);
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it = mPausedVDAnimators.erase(it);
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} else {
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it++;
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}
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}
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// Trim paused VD animators at full sync, so that when Java loses reference to an
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// animator, we know we won't be requested to animate it any more, then we remove such
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// animators from the paused list so they can be properly freed. We also remove the
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// animators from paused list when the time elapsed since start has exceeded duration.
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trimPausedVDAnimators(context);
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}
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info.out.hasAnimations |= !mRunningVDAnimators.empty();
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}
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void trimPausedVDAnimators(AnimationContext* context) {
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// Trim paused vector drawable animator list.
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for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
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// Remove paused VD animator if no one else is referencing it. Note that animators that
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// have passed scheduled finish time are removed from list when they are being pulsed
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// before prepare tree.
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// TODO: this is a bit hacky, need to figure out a better way to track when the paused
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// animators should be freed.
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if ((*it)->getStrongCount() == 1) {
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it = mPausedVDAnimators.erase(it);
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} else {
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it++;
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}
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}
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}
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void pushStagingVectorDrawableAnimators(AnimationContext* context) {
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for (auto& anim : mRunningVDAnimators) {
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anim->pushStaging(*context);
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}
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}
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void destroy() {
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for (auto& renderNode : mPendingAnimatingRenderNodes) {
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renderNode->animators().endAllStagingAnimators();
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}
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mPendingAnimatingRenderNodes.clear();
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mPendingVectorDrawableAnimators.clear();
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}
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void addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
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mPendingVectorDrawableAnimators.insert(anim);
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}
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private:
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JavaVM* mVm;
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std::vector< sp<RenderNode> > mPendingAnimatingRenderNodes;
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std::set< sp<PropertyValuesAnimatorSet> > mPendingVectorDrawableAnimators;
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std::set< sp<PropertyValuesAnimatorSet> > mRunningVDAnimators;
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// mPausedVDAnimators stores a list of animators that have not yet passed the finish time, but
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// their VectorDrawable targets are no longer in the DisplayList. We skip these animators when
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// render thread runs animators independent of UI thread (i.e. RT_ONLY mode). These animators
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// need to be re-activated once their VD target is added back into DisplayList. Since that could
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// only happen when we do a full sync, we need to make sure to pulse these paused animators at
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// full sync. If any animator's VD target is found in DisplayList during a full sync, we move
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// the animator back to the running list.
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std::set< sp<PropertyValuesAnimatorSet> > mPausedVDAnimators;
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void detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
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if (anim->isInfinite() || !anim->isRunning()) {
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// Do not need to post anything if the animation is infinite (i.e. no meaningful
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// end listener action), or if the animation has already ended.
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return;
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}
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nsecs_t remainingTimeInMs = anim->getRemainingPlayTime();
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// Post a delayed onFinished event that is scheduled to be handled when the animator ends.
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if (anim->getOneShotListener()) {
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// VectorDrawable's oneshot listener is updated when there are user triggered animation
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// lifecycle changes, such as start(), end(), etc. By using checking and clearing
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// one shot listener, we ensure the same end listener event gets posted only once.
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// Therefore no duplicates. Another benefit of using one shot listener is that no
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// removal is necessary: the end time of animation will not change unless triggered by
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// user events, in which case the already posted listener's id will become stale, and
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// the onFinished callback will then be ignored.
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sp<FinishAndInvokeListener> message
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= new FinishAndInvokeListener(anim);
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auto looper = Looper::getForThread();
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LOG_ALWAYS_FATAL_IF(looper == nullptr, "Not on a looper thread?");
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looper->sendMessageDelayed(ms2ns(remainingTimeInMs), message, 0);
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anim->clearOneShotListener();
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}
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}
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};
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class AnimationContextBridge : public AnimationContext {
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public:
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AnimationContextBridge(renderthread::TimeLord& clock, RootRenderNode* rootNode)
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: AnimationContext(clock), mRootNode(rootNode) {
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}
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virtual ~AnimationContextBridge() {}
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// Marks the start of a frame, which will update the frame time and move all
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// next frame animations into the current frame
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virtual void startFrame(TreeInfo::TraversalMode mode) {
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if (mode == TreeInfo::MODE_FULL) {
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mRootNode->doAttachAnimatingNodes(this);
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mRootNode->attachPendingVectorDrawableAnimators();
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}
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AnimationContext::startFrame(mode);
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}
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// Runs any animations still left in mCurrentFrameAnimations
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virtual void runRemainingAnimations(TreeInfo& info) {
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AnimationContext::runRemainingAnimations(info);
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mRootNode->runVectorDrawableAnimators(this, info);
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}
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virtual void pauseAnimators() override {
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mRootNode->pauseAnimators();
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}
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virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) {
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listener->onAnimationFinished(animator);
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}
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virtual void destroy() {
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AnimationContext::destroy();
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mRootNode->detachAnimators();
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}
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private:
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sp<RootRenderNode> mRootNode;
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};
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class ContextFactoryImpl : public IContextFactory {
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public:
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explicit ContextFactoryImpl(RootRenderNode* rootNode) : mRootNode(rootNode) {}
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virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) {
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return new AnimationContextBridge(clock, mRootNode);
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}
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private:
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RootRenderNode* mRootNode;
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};
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class ObserverProxy;
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class NotifyHandler : public MessageHandler {
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@@ -604,7 +285,7 @@ static jint android_view_ThreadedRenderer_getRenderThreadTid(JNIEnv* env, jobjec
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}
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static jlong android_view_ThreadedRenderer_createRootRenderNode(JNIEnv* env, jobject clazz) {
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RootRenderNode* node = new RootRenderNode(env);
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RootRenderNode* node = new RootRenderNode(std::make_unique<JvmErrorReporter>(env));
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node->incStrong(0);
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node->setName("RootRenderNode");
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return reinterpret_cast<jlong>(node);
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@@ -250,6 +250,7 @@ cc_defaults {
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"ProfileData.cpp",
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"ProfileDataContainer.cpp",
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"Readback.cpp",
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"RootRenderNode.cpp",
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"TreeInfo.cpp",
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"WebViewFunctorManager.cpp",
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"protos/graphicsstats.proto",
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284
libs/hwui/RootRenderNode.cpp
Normal file
284
libs/hwui/RootRenderNode.cpp
Normal file
@@ -0,0 +1,284 @@
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/*
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* Copyright (C) 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
|
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
|
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* distributed under the License is distributed on an "AS IS" BASIS,
|
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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* See the License for the specific language governing permissions and
|
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* limitations under the License.
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*/
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#include "RootRenderNode.h"
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namespace android::uirenderer {
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class FinishAndInvokeListener : public MessageHandler {
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public:
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explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim) : mAnimator(anim) {
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mListener = anim->getOneShotListener();
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mRequestId = anim->getRequestId();
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}
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virtual void handleMessage(const Message& message) {
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if (mAnimator->getRequestId() == mRequestId) {
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// Request Id has not changed, meaning there's no animation lifecyle change since the
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// message is posted, so go ahead and call finish to make sure the PlayState is properly
|
||||
// updated. This is needed because before the next frame comes in from UI thread to
|
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// trigger an animation update, there could be reverse/cancel etc. So we need to update
|
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// the playstate in time to ensure all the subsequent events get chained properly.
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mAnimator->end();
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}
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mListener->onAnimationFinished(nullptr);
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}
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private:
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sp<PropertyValuesAnimatorSet> mAnimator;
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sp<AnimationListener> mListener;
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uint32_t mRequestId;
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};
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void RootRenderNode::prepareTree(TreeInfo& info) {
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info.errorHandler = mErrorHandler.get();
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for (auto& anim : mRunningVDAnimators) {
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// Assume that the property change in VD from the animators will not be consumed. Mark
|
||||
// otherwise if the VDs are found in the display list tree. For VDs that are not in
|
||||
// the display list tree, we stop providing animation pulses by 1) removing them from
|
||||
// the animation list, 2) post a delayed message to end them at end time so their
|
||||
// listeners can receive the corresponding callbacks.
|
||||
anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
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// Mark the VD dirty so it will damage itself during prepareTree.
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||||
anim->getVectorDrawable()->markDirty();
|
||||
}
|
||||
if (info.mode == TreeInfo::MODE_FULL) {
|
||||
for (auto& anim : mPausedVDAnimators) {
|
||||
anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
|
||||
anim->getVectorDrawable()->markDirty();
|
||||
}
|
||||
}
|
||||
// TODO: This is hacky
|
||||
info.updateWindowPositions = true;
|
||||
RenderNode::prepareTree(info);
|
||||
info.updateWindowPositions = false;
|
||||
info.errorHandler = nullptr;
|
||||
}
|
||||
|
||||
void RootRenderNode::attachAnimatingNode(RenderNode* animatingNode) {
|
||||
mPendingAnimatingRenderNodes.push_back(animatingNode);
|
||||
}
|
||||
|
||||
void RootRenderNode::attachPendingVectorDrawableAnimators() {
|
||||
mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(),
|
||||
mPendingVectorDrawableAnimators.end());
|
||||
mPendingVectorDrawableAnimators.clear();
|
||||
}
|
||||
|
||||
void RootRenderNode::detachAnimators() {
|
||||
// Remove animators from the list and post a delayed message in future to end the animator
|
||||
// For infinite animators, remove the listener so we no longer hold a global ref to the AVD
|
||||
// java object, and therefore the AVD objects in both native and Java can be properly
|
||||
// released.
|
||||
for (auto& anim : mRunningVDAnimators) {
|
||||
detachVectorDrawableAnimator(anim.get());
|
||||
anim->clearOneShotListener();
|
||||
}
|
||||
for (auto& anim : mPausedVDAnimators) {
|
||||
anim->clearOneShotListener();
|
||||
}
|
||||
mRunningVDAnimators.clear();
|
||||
mPausedVDAnimators.clear();
|
||||
}
|
||||
|
||||
// Move all the animators to the paused list, and send a delayed message to notify the finished
|
||||
// listener.
|
||||
void RootRenderNode::pauseAnimators() {
|
||||
mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end());
|
||||
for (auto& anim : mRunningVDAnimators) {
|
||||
detachVectorDrawableAnimator(anim.get());
|
||||
}
|
||||
mRunningVDAnimators.clear();
|
||||
}
|
||||
|
||||
void RootRenderNode::doAttachAnimatingNodes(AnimationContext* context) {
|
||||
for (size_t i = 0; i < mPendingAnimatingRenderNodes.size(); i++) {
|
||||
RenderNode* node = mPendingAnimatingRenderNodes[i].get();
|
||||
context->addAnimatingRenderNode(*node);
|
||||
}
|
||||
mPendingAnimatingRenderNodes.clear();
|
||||
}
|
||||
|
||||
// Run VectorDrawable animators after prepareTree.
|
||||
void RootRenderNode::runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) {
|
||||
// Push staging.
|
||||
if (info.mode == TreeInfo::MODE_FULL) {
|
||||
pushStagingVectorDrawableAnimators(context);
|
||||
}
|
||||
|
||||
// Run the animators in the running list.
|
||||
for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
|
||||
if ((*it)->animate(*context)) {
|
||||
it = mRunningVDAnimators.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
|
||||
// Run the animators in paused list during full sync.
|
||||
if (info.mode == TreeInfo::MODE_FULL) {
|
||||
// During full sync we also need to pulse paused animators, in case their targets
|
||||
// have been added back to the display list. All the animators that passed the
|
||||
// scheduled finish time will be removed from the paused list.
|
||||
for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
|
||||
if ((*it)->animate(*context)) {
|
||||
// Animator has finished, remove from the list.
|
||||
it = mPausedVDAnimators.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move the animators with a target not in DisplayList to paused list.
|
||||
for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
|
||||
if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
|
||||
// Vector Drawable is not in the display list, we should remove this animator from
|
||||
// the list, put it in the paused list, and post a delayed message to end the
|
||||
// animator.
|
||||
detachVectorDrawableAnimator(it->get());
|
||||
mPausedVDAnimators.insert(*it);
|
||||
it = mRunningVDAnimators.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
|
||||
// Move the animators with a target in DisplayList from paused list to running list, and
|
||||
// trim paused list.
|
||||
if (info.mode == TreeInfo::MODE_FULL) {
|
||||
// Check whether any paused animator's target is back in Display List. If so, put the
|
||||
// animator back in the running list.
|
||||
for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
|
||||
if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
|
||||
mRunningVDAnimators.insert(*it);
|
||||
it = mPausedVDAnimators.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
// Trim paused VD animators at full sync, so that when Java loses reference to an
|
||||
// animator, we know we won't be requested to animate it any more, then we remove such
|
||||
// animators from the paused list so they can be properly freed. We also remove the
|
||||
// animators from paused list when the time elapsed since start has exceeded duration.
|
||||
trimPausedVDAnimators(context);
|
||||
}
|
||||
|
||||
info.out.hasAnimations |= !mRunningVDAnimators.empty();
|
||||
}
|
||||
|
||||
void RootRenderNode::trimPausedVDAnimators(AnimationContext* context) {
|
||||
// Trim paused vector drawable animator list.
|
||||
for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
|
||||
// Remove paused VD animator if no one else is referencing it. Note that animators that
|
||||
// have passed scheduled finish time are removed from list when they are being pulsed
|
||||
// before prepare tree.
|
||||
// TODO: this is a bit hacky, need to figure out a better way to track when the paused
|
||||
// animators should be freed.
|
||||
if ((*it)->getStrongCount() == 1) {
|
||||
it = mPausedVDAnimators.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RootRenderNode::pushStagingVectorDrawableAnimators(AnimationContext* context) {
|
||||
for (auto& anim : mRunningVDAnimators) {
|
||||
anim->pushStaging(*context);
|
||||
}
|
||||
}
|
||||
|
||||
void RootRenderNode::destroy() {
|
||||
for (auto& renderNode : mPendingAnimatingRenderNodes) {
|
||||
renderNode->animators().endAllStagingAnimators();
|
||||
}
|
||||
mPendingAnimatingRenderNodes.clear();
|
||||
mPendingVectorDrawableAnimators.clear();
|
||||
}
|
||||
|
||||
void RootRenderNode::addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
|
||||
mPendingVectorDrawableAnimators.insert(anim);
|
||||
}
|
||||
|
||||
void RootRenderNode::detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
|
||||
if (anim->isInfinite() || !anim->isRunning()) {
|
||||
// Do not need to post anything if the animation is infinite (i.e. no meaningful
|
||||
// end listener action), or if the animation has already ended.
|
||||
return;
|
||||
}
|
||||
nsecs_t remainingTimeInMs = anim->getRemainingPlayTime();
|
||||
// Post a delayed onFinished event that is scheduled to be handled when the animator ends.
|
||||
if (anim->getOneShotListener()) {
|
||||
// VectorDrawable's oneshot listener is updated when there are user triggered animation
|
||||
// lifecycle changes, such as start(), end(), etc. By using checking and clearing
|
||||
// one shot listener, we ensure the same end listener event gets posted only once.
|
||||
// Therefore no duplicates. Another benefit of using one shot listener is that no
|
||||
// removal is necessary: the end time of animation will not change unless triggered by
|
||||
// user events, in which case the already posted listener's id will become stale, and
|
||||
// the onFinished callback will then be ignored.
|
||||
sp<FinishAndInvokeListener> message = new FinishAndInvokeListener(anim);
|
||||
auto looper = Looper::getForThread();
|
||||
LOG_ALWAYS_FATAL_IF(looper == nullptr, "Not on a looper thread?");
|
||||
looper->sendMessageDelayed(ms2ns(remainingTimeInMs), message, 0);
|
||||
anim->clearOneShotListener();
|
||||
}
|
||||
}
|
||||
|
||||
class AnimationContextBridge : public AnimationContext {
|
||||
public:
|
||||
AnimationContextBridge(renderthread::TimeLord& clock, RootRenderNode* rootNode)
|
||||
: AnimationContext(clock), mRootNode(rootNode) {}
|
||||
|
||||
virtual ~AnimationContextBridge() {}
|
||||
|
||||
// Marks the start of a frame, which will update the frame time and move all
|
||||
// next frame animations into the current frame
|
||||
virtual void startFrame(TreeInfo::TraversalMode mode) {
|
||||
if (mode == TreeInfo::MODE_FULL) {
|
||||
mRootNode->doAttachAnimatingNodes(this);
|
||||
mRootNode->attachPendingVectorDrawableAnimators();
|
||||
}
|
||||
AnimationContext::startFrame(mode);
|
||||
}
|
||||
|
||||
// Runs any animations still left in mCurrentFrameAnimations
|
||||
virtual void runRemainingAnimations(TreeInfo& info) {
|
||||
AnimationContext::runRemainingAnimations(info);
|
||||
mRootNode->runVectorDrawableAnimators(this, info);
|
||||
}
|
||||
|
||||
virtual void pauseAnimators() override { mRootNode->pauseAnimators(); }
|
||||
|
||||
virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) {
|
||||
listener->onAnimationFinished(animator);
|
||||
}
|
||||
|
||||
virtual void destroy() {
|
||||
AnimationContext::destroy();
|
||||
mRootNode->detachAnimators();
|
||||
}
|
||||
|
||||
private:
|
||||
sp<RootRenderNode> mRootNode;
|
||||
};
|
||||
|
||||
AnimationContext* ContextFactoryImpl::createAnimationContext(renderthread::TimeLord& clock) {
|
||||
return new AnimationContextBridge(clock, mRootNode);
|
||||
}
|
||||
|
||||
} // namespace android::uirenderer
|
||||
89
libs/hwui/RootRenderNode.h
Normal file
89
libs/hwui/RootRenderNode.h
Normal file
@@ -0,0 +1,89 @@
|
||||
/*
|
||||
* Copyright (C) 2019 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <utils/Looper.h>
|
||||
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
#include "AnimationContext.h"
|
||||
#include "Animator.h"
|
||||
#include "PropertyValuesAnimatorSet.h"
|
||||
#include "RenderNode.h"
|
||||
|
||||
namespace android::uirenderer {
|
||||
|
||||
class ANDROID_API RootRenderNode : public RenderNode {
|
||||
public:
|
||||
ANDROID_API explicit RootRenderNode(std::unique_ptr<ErrorHandler> errorHandler)
|
||||
: RenderNode(), mErrorHandler(std::move(errorHandler)) {}
|
||||
|
||||
ANDROID_API virtual ~RootRenderNode() {}
|
||||
|
||||
virtual void prepareTree(TreeInfo& info) override;
|
||||
|
||||
ANDROID_API void attachAnimatingNode(RenderNode* animatingNode);
|
||||
|
||||
void attachPendingVectorDrawableAnimators();
|
||||
|
||||
void detachAnimators();
|
||||
|
||||
void pauseAnimators();
|
||||
|
||||
void doAttachAnimatingNodes(AnimationContext* context);
|
||||
|
||||
// Run VectorDrawable animators after prepareTree.
|
||||
void runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info);
|
||||
|
||||
void trimPausedVDAnimators(AnimationContext* context);
|
||||
|
||||
void pushStagingVectorDrawableAnimators(AnimationContext* context);
|
||||
|
||||
ANDROID_API void destroy();
|
||||
|
||||
ANDROID_API void addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim);
|
||||
|
||||
private:
|
||||
const std::unique_ptr<ErrorHandler> mErrorHandler;
|
||||
std::vector<sp<RenderNode> > mPendingAnimatingRenderNodes;
|
||||
std::set<sp<PropertyValuesAnimatorSet> > mPendingVectorDrawableAnimators;
|
||||
std::set<sp<PropertyValuesAnimatorSet> > mRunningVDAnimators;
|
||||
// mPausedVDAnimators stores a list of animators that have not yet passed the finish time, but
|
||||
// their VectorDrawable targets are no longer in the DisplayList. We skip these animators when
|
||||
// render thread runs animators independent of UI thread (i.e. RT_ONLY mode). These animators
|
||||
// need to be re-activated once their VD target is added back into DisplayList. Since that could
|
||||
// only happen when we do a full sync, we need to make sure to pulse these paused animators at
|
||||
// full sync. If any animator's VD target is found in DisplayList during a full sync, we move
|
||||
// the animator back to the running list.
|
||||
std::set<sp<PropertyValuesAnimatorSet> > mPausedVDAnimators;
|
||||
|
||||
void detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim);
|
||||
};
|
||||
|
||||
class ANDROID_API ContextFactoryImpl : public IContextFactory {
|
||||
public:
|
||||
ANDROID_API explicit ContextFactoryImpl(RootRenderNode* rootNode) : mRootNode(rootNode) {}
|
||||
|
||||
ANDROID_API virtual AnimationContext* createAnimationContext(
|
||||
renderthread::TimeLord& clock) override;
|
||||
|
||||
private:
|
||||
RootRenderNode* mRootNode;
|
||||
};
|
||||
|
||||
} // namespace android::uirenderer
|
||||
@@ -40,7 +40,6 @@ class ErrorHandler {
|
||||
public:
|
||||
virtual void onError(const std::string& message) = 0;
|
||||
|
||||
protected:
|
||||
virtual ~ErrorHandler() = default;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user