Adding force-dark support to RippleDrawable

Add force-dark support to RippleDrawable by modifying the ink color.

Test: manual
Test: atest CanvasOp
Fixes: 186130682
Change-Id: I89eaaf3afa5ec53a74d2d08de8cff6484e55a912
diff --git a/libs/hwui/SkiaCanvas.h b/libs/hwui/SkiaCanvas.h
index 995f00c..438a40c 100644
--- a/libs/hwui/SkiaCanvas.h
+++ b/libs/hwui/SkiaCanvas.h
@@ -25,6 +25,7 @@
 #include "hwui/Paint.h"
 
 #include <SkCanvas.h>
+#include "pipeline/skia/AnimatedDrawables.h"
 #include "src/core/SkArenaAlloc.h"
 
 #include <cassert>
@@ -148,13 +149,7 @@
                             uirenderer::CanvasPropertyPrimitive* y,
                             uirenderer::CanvasPropertyPrimitive* radius,
                             uirenderer::CanvasPropertyPaint* paint) override;
-    virtual void drawRipple(uirenderer::CanvasPropertyPrimitive* x,
-                            uirenderer::CanvasPropertyPrimitive* y,
-                            uirenderer::CanvasPropertyPrimitive* radius,
-                            uirenderer::CanvasPropertyPaint* paint,
-                            uirenderer::CanvasPropertyPrimitive* progress,
-                            uirenderer::CanvasPropertyPrimitive* turbulencePhase,
-                            const SkRuntimeShaderBuilder& effectBuilder) override;
+    virtual void drawRipple(const uirenderer::skiapipeline::RippleDrawableParams& params) override;
 
     virtual void drawLayer(uirenderer::DeferredLayerUpdater* layerHandle) override;
     virtual void drawRenderNode(uirenderer::RenderNode* renderNode) override;