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:
Fedor Kudasov
2019-06-28 21:53:56 +01:00
parent 4377d5637f
commit 34a2576340
5 changed files with 383 additions and 329 deletions

View File

@@ -25,7 +25,6 @@
#include <nativehelper/JNIHelp.h>
#include "core_jni_helpers.h"
#include <GraphicsJNI.h>
#include <nativehelper/ScopedPrimitiveArray.h>
#include <gui/BufferItemConsumer.h>
#include <gui/BufferQueue.h>
@@ -42,15 +41,12 @@
#include "android_os_MessageQueue.h"
#include <Animator.h>
#include <AnimationContext.h>
#include <FrameInfo.h>
#include <FrameMetricsObserver.h>
#include <IContextFactory.h>
#include <Picture.h>
#include <Properties.h>
#include <PropertyValuesAnimatorSet.h>
#include <RenderNode.h>
#include <RootRenderNode.h>
#include <renderthread/CanvasContext.h>
#include <renderthread/RenderProxy.h>
#include <renderthread/RenderTask.h>
@@ -91,56 +87,18 @@ static JNIEnv* getenv(JavaVM* vm) {
return env;
}
class OnFinishedEvent {
class JvmErrorReporter : public ErrorHandler {
public:
OnFinishedEvent(BaseRenderNodeAnimator* animator, AnimationListener* listener)
: animator(animator), listener(listener) {}
sp<BaseRenderNodeAnimator> animator;
sp<AnimationListener> listener;
};
class InvokeAnimationListeners : public MessageHandler {
public:
explicit InvokeAnimationListeners(std::vector<OnFinishedEvent>& events) {
mOnFinishedEvents.swap(events);
JvmErrorReporter(JNIEnv* env) {
env->GetJavaVM(&mVm);
}
static void callOnFinished(OnFinishedEvent& event) {
event.listener->onAnimationFinished(event.animator.get());
}
virtual void handleMessage(const Message& message) {
std::for_each(mOnFinishedEvents.begin(), mOnFinishedEvents.end(), callOnFinished);
mOnFinishedEvents.clear();
}
private:
std::vector<OnFinishedEvent> mOnFinishedEvents;
};
class FinishAndInvokeListener : public MessageHandler {
public:
explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim)
: mAnimator(anim) {
mListener = anim->getOneShotListener();
mRequestId = anim->getRequestId();
}
virtual void handleMessage(const Message& message) {
if (mAnimator->getRequestId() == mRequestId) {
// Request Id has not changed, meaning there's no animation lifecyle change since the
// 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
// trigger an animation update, there could be reverse/cancel etc. So we need to update
// the playstate in time to ensure all the subsequent events get chained properly.
mAnimator->end();
}
mListener->onAnimationFinished(nullptr);
virtual void onError(const std::string& message) override {
JNIEnv* env = getenv(mVm);
jniThrowException(env, "java/lang/IllegalStateException", message.c_str());
}
private:
sp<PropertyValuesAnimatorSet> mAnimator;
sp<AnimationListener> mListener;
uint32_t mRequestId;
JavaVM* mVm;
};
class FrameCompleteWrapper : public LightRefBase<FrameCompleteWrapper> {
@@ -175,283 +133,6 @@ private:
}
};
class RootRenderNode : public RenderNode, ErrorHandler {
public:
explicit RootRenderNode(JNIEnv* env) : RenderNode() {
env->GetJavaVM(&mVm);
}
virtual ~RootRenderNode() {}
virtual void onError(const std::string& message) override {
JNIEnv* env = getenv(mVm);
jniThrowException(env, "java/lang/IllegalStateException", message.c_str());
}
virtual void prepareTree(TreeInfo& info) override {
info.errorHandler = this;
for (auto& anim : mRunningVDAnimators) {
// 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);
// Mark the VD dirty so it will damage itself during prepareTree.
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 attachAnimatingNode(RenderNode* animatingNode) {
mPendingAnimatingRenderNodes.push_back(animatingNode);
}
void attachPendingVectorDrawableAnimators() {
mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(),
mPendingVectorDrawableAnimators.end());
mPendingVectorDrawableAnimators.clear();
}
void 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 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();
context->addAnimatingRenderNode(*node);
}
mPendingAnimatingRenderNodes.clear();
}
// Run VectorDrawable animators after prepareTree.
void 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 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 pushStagingVectorDrawableAnimators(AnimationContext* context) {
for (auto& anim : mRunningVDAnimators) {
anim->pushStaging(*context);
}
}
void destroy() {
for (auto& renderNode : mPendingAnimatingRenderNodes) {
renderNode->animators().endAllStagingAnimators();
}
mPendingAnimatingRenderNodes.clear();
mPendingVectorDrawableAnimators.clear();
}
void addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
mPendingVectorDrawableAnimators.insert(anim);
}
private:
JavaVM* mVm;
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) {
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;
};
class ContextFactoryImpl : public IContextFactory {
public:
explicit ContextFactoryImpl(RootRenderNode* rootNode) : mRootNode(rootNode) {}
virtual AnimationContext* createAnimationContext(renderthread::TimeLord& clock) {
return new AnimationContextBridge(clock, mRootNode);
}
private:
RootRenderNode* mRootNode;
};
class ObserverProxy;
class NotifyHandler : public MessageHandler {
@@ -604,7 +285,7 @@ static jint android_view_ThreadedRenderer_getRenderThreadTid(JNIEnv* env, jobjec
}
static jlong android_view_ThreadedRenderer_createRootRenderNode(JNIEnv* env, jobject clazz) {
RootRenderNode* node = new RootRenderNode(env);
RootRenderNode* node = new RootRenderNode(std::make_unique<JvmErrorReporter>(env));
node->incStrong(0);
node->setName("RootRenderNode");
return reinterpret_cast<jlong>(node);

View File

@@ -250,6 +250,7 @@ cc_defaults {
"ProfileData.cpp",
"ProfileDataContainer.cpp",
"Readback.cpp",
"RootRenderNode.cpp",
"TreeInfo.cpp",
"WebViewFunctorManager.cpp",
"protos/graphicsstats.proto",

View File

@@ -0,0 +1,284 @@
/*
* 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.
*/
#include "RootRenderNode.h"
namespace android::uirenderer {
class FinishAndInvokeListener : public MessageHandler {
public:
explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim) : mAnimator(anim) {
mListener = anim->getOneShotListener();
mRequestId = anim->getRequestId();
}
virtual void handleMessage(const Message& message) {
if (mAnimator->getRequestId() == mRequestId) {
// Request Id has not changed, meaning there's no animation lifecyle change since the
// 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
// trigger an animation update, there could be reverse/cancel etc. So we need to update
// the playstate in time to ensure all the subsequent events get chained properly.
mAnimator->end();
}
mListener->onAnimationFinished(nullptr);
}
private:
sp<PropertyValuesAnimatorSet> mAnimator;
sp<AnimationListener> mListener;
uint32_t mRequestId;
};
void RootRenderNode::prepareTree(TreeInfo& info) {
info.errorHandler = mErrorHandler.get();
for (auto& anim : mRunningVDAnimators) {
// 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);
// Mark the VD dirty so it will damage itself during prepareTree.
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

View 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

View File

@@ -40,7 +40,6 @@ class ErrorHandler {
public:
virtual void onError(const std::string& message) = 0;
protected:
virtual ~ErrorHandler() = default;
};