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.h b/libs/hwui/renderthread/RenderProxy.h
index 47c1b0c..f2d8e94 100644
--- a/libs/hwui/renderthread/RenderProxy.h
+++ b/libs/hwui/renderthread/RenderProxy.h
@@ -31,6 +31,7 @@
 #include "DrawFrameTask.h"
 #include "SwapBehavior.h"
 #include "hwui/Bitmap.h"
+#include "utils/ForceDark.h"
 
 class SkBitmap;
 class SkPicture;
@@ -142,7 +143,7 @@
 
     void addFrameMetricsObserver(FrameMetricsObserver* observer);
     void removeFrameMetricsObserver(FrameMetricsObserver* observer);
-    void setForceDark(bool enable);
+    void setForceDark(ForceDarkType type);
 
     static void copySurfaceInto(ANativeWindow* window, std::shared_ptr<CopyRequest>&& request);
     static void prepareToDraw(Bitmap& bitmap);