| /* | 
 |  * 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" | 
 |  | 
 | #ifdef __ANDROID__ // Layoutlib does not support Looper (windows) | 
 | #include <utils/Looper.h> | 
 | #endif | 
 |  | 
 | namespace android::uirenderer { | 
 |  | 
 | #ifdef __ANDROID__ // Layoutlib does not support Looper | 
 | 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); | 
 | } | 
 | #else | 
 |  | 
 | void RootRenderNode::prepareTree(TreeInfo& info) { | 
 |     info.errorHandler = mErrorHandler.get(); | 
 |     info.updateWindowPositions = true; | 
 |     RenderNode::prepareTree(info); | 
 |     info.updateWindowPositions = false; | 
 |     info.errorHandler = nullptr; | 
 | } | 
 |  | 
 | void RootRenderNode::attachAnimatingNode(RenderNode* animatingNode) { } | 
 |  | 
 | void RootRenderNode::destroy() { } | 
 |  | 
 | void RootRenderNode::addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) { } | 
 |  | 
 | #endif | 
 |  | 
 | }  // namespace android::uirenderer |