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/renderthread/RenderProxy.cpp b/libs/hwui/renderthread/RenderProxy.cpp
index be163ba..c3c136f 100644
--- a/libs/hwui/renderthread/RenderProxy.cpp
+++ b/libs/hwui/renderthread/RenderProxy.cpp
@@ -417,8 +417,8 @@
     });
 }
 
-void RenderProxy::setForceDark(bool enable) {
-    mRenderThread.queue().post([this, enable]() { mContext->setForceDark(enable); });
+void RenderProxy::setForceDark(ForceDarkType type) {
+    mRenderThread.queue().post([this, type]() { mContext->setForceDark(type); });
 }
 
 void RenderProxy::copySurfaceInto(ANativeWindow* window, std::shared_ptr<CopyRequest>&& request) {