refactor(force invert): use enum/intdef for force dark type in setForceDark() functions

This allows the RenderNode to differentiate between normal force dark
and force force-dark (force invert color). In the next CL we will treat
force invert slightly differently, not allowing devs to opt-out of force
dark in individual Views/RenderNodes.

This also sets us up to specify a "force light" mode for force invert,
if we ever need it.

Bug: 282821643
Test: atest ViewRootImplTest
Change-Id: I8cc0fe099cccabdd09ea072aca1e70527e91e1a8
diff --git a/libs/hwui/TreeInfo.cpp b/libs/hwui/TreeInfo.cpp
index 750f869..a3b02d8 100644
--- a/libs/hwui/TreeInfo.cpp
+++ b/libs/hwui/TreeInfo.cpp
@@ -24,7 +24,7 @@
         : mode(mode)
         , prepareTextures(mode == MODE_FULL)
         , canvasContext(canvasContext)
-        , disableForceDark(canvasContext.useForceDark() ? 0 : 1)
+        , disableForceDark(canvasContext.getForceDarkType() == ForceDarkType::NONE ? 1 : 0)
         , screenSize(canvasContext.getNextFrameSize()) {}
 
 }  // namespace android::uirenderer