1 /*
2 * Copyright (C) 2019 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include "RootRenderNode.h"
18
19 #ifdef __ANDROID__ // Layoutlib does not support Looper (windows)
20 #include <utils/Looper.h>
21 #else
22 #include "utils/MessageHandler.h"
23 #endif
24
25 namespace android::uirenderer {
26
27 class FinishAndInvokeListener : public MessageHandler {
28 public:
FinishAndInvokeListener(PropertyValuesAnimatorSet * anim)29 explicit FinishAndInvokeListener(PropertyValuesAnimatorSet* anim) : mAnimator(anim) {
30 mListener = anim->getOneShotListener();
31 mRequestId = anim->getRequestId();
32 }
33
handleMessage(const Message & message)34 virtual void handleMessage(const Message& message) {
35 if (mAnimator->getRequestId() == mRequestId) {
36 // Request Id has not changed, meaning there's no animation lifecyle change since the
37 // message is posted, so go ahead and call finish to make sure the PlayState is properly
38 // updated. This is needed because before the next frame comes in from UI thread to
39 // trigger an animation update, there could be reverse/cancel etc. So we need to update
40 // the playstate in time to ensure all the subsequent events get chained properly.
41 mAnimator->end();
42 }
43 mListener->onAnimationFinished(nullptr);
44 }
45
46 private:
47 sp<PropertyValuesAnimatorSet> mAnimator;
48 sp<AnimationListener> mListener;
49 uint32_t mRequestId;
50 };
51
prepareTree(TreeInfo & info)52 void RootRenderNode::prepareTree(TreeInfo& info) {
53 info.errorHandler = mErrorHandler.get();
54
55 for (auto& anim : mRunningVDAnimators) {
56 // Assume that the property change in VD from the animators will not be consumed. Mark
57 // otherwise if the VDs are found in the display list tree. For VDs that are not in
58 // the display list tree, we stop providing animation pulses by 1) removing them from
59 // the animation list, 2) post a delayed message to end them at end time so their
60 // listeners can receive the corresponding callbacks.
61 anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
62 // Mark the VD dirty so it will damage itself during prepareTree.
63 anim->getVectorDrawable()->markDirty();
64 }
65 if (info.mode == TreeInfo::MODE_FULL) {
66 for (auto& anim : mPausedVDAnimators) {
67 anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false);
68 anim->getVectorDrawable()->markDirty();
69 }
70 }
71 // TODO: This is hacky
72 info.updateWindowPositions = true;
73 RenderNode::prepareTree(info);
74 info.updateWindowPositions = false;
75 info.errorHandler = nullptr;
76 }
77
attachAnimatingNode(RenderNode * animatingNode)78 void RootRenderNode::attachAnimatingNode(RenderNode* animatingNode) {
79 mPendingAnimatingRenderNodes.push_back(animatingNode);
80 }
81
attachPendingVectorDrawableAnimators()82 void RootRenderNode::attachPendingVectorDrawableAnimators() {
83 mRunningVDAnimators.insert(mPendingVectorDrawableAnimators.begin(),
84 mPendingVectorDrawableAnimators.end());
85 mPendingVectorDrawableAnimators.clear();
86 }
87
detachAnimators()88 void RootRenderNode::detachAnimators() {
89 // Remove animators from the list and post a delayed message in future to end the animator
90 // For infinite animators, remove the listener so we no longer hold a global ref to the AVD
91 // java object, and therefore the AVD objects in both native and Java can be properly
92 // released.
93 for (auto& anim : mRunningVDAnimators) {
94 detachVectorDrawableAnimator(anim.get());
95 anim->clearOneShotListener();
96 }
97 for (auto& anim : mPausedVDAnimators) {
98 anim->clearOneShotListener();
99 }
100 mRunningVDAnimators.clear();
101 mPausedVDAnimators.clear();
102 }
103
104 // Move all the animators to the paused list, and send a delayed message to notify the finished
105 // listener.
pauseAnimators()106 void RootRenderNode::pauseAnimators() {
107 mPausedVDAnimators.insert(mRunningVDAnimators.begin(), mRunningVDAnimators.end());
108 for (auto& anim : mRunningVDAnimators) {
109 detachVectorDrawableAnimator(anim.get());
110 }
111 mRunningVDAnimators.clear();
112 }
113
doAttachAnimatingNodes(AnimationContext * context)114 void RootRenderNode::doAttachAnimatingNodes(AnimationContext* context) {
115 for (size_t i = 0; i < mPendingAnimatingRenderNodes.size(); i++) {
116 RenderNode* node = mPendingAnimatingRenderNodes[i].get();
117 context->addAnimatingRenderNode(*node);
118 }
119 mPendingAnimatingRenderNodes.clear();
120 }
121
122 // Run VectorDrawable animators after prepareTree.
runVectorDrawableAnimators(AnimationContext * context,TreeInfo & info)123 void RootRenderNode::runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) {
124 // Push staging.
125 if (info.mode == TreeInfo::MODE_FULL) {
126 pushStagingVectorDrawableAnimators(context);
127 }
128
129 // Run the animators in the running list.
130 for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
131 if ((*it)->animate(*context)) {
132 it = mRunningVDAnimators.erase(it);
133 } else {
134 it++;
135 }
136 }
137
138 // Run the animators in paused list during full sync.
139 if (info.mode == TreeInfo::MODE_FULL) {
140 // During full sync we also need to pulse paused animators, in case their targets
141 // have been added back to the display list. All the animators that passed the
142 // scheduled finish time will be removed from the paused list.
143 for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
144 if ((*it)->animate(*context)) {
145 // Animator has finished, remove from the list.
146 it = mPausedVDAnimators.erase(it);
147 } else {
148 it++;
149 }
150 }
151 }
152
153 // Move the animators with a target not in DisplayList to paused list.
154 for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) {
155 if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
156 // Vector Drawable is not in the display list, we should remove this animator from
157 // the list, put it in the paused list, and post a delayed message to end the
158 // animator.
159 detachVectorDrawableAnimator(it->get());
160 mPausedVDAnimators.insert(*it);
161 it = mRunningVDAnimators.erase(it);
162 } else {
163 it++;
164 }
165 }
166
167 // Move the animators with a target in DisplayList from paused list to running list, and
168 // trim paused list.
169 if (info.mode == TreeInfo::MODE_FULL) {
170 // Check whether any paused animator's target is back in Display List. If so, put the
171 // animator back in the running list.
172 for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
173 if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) {
174 mRunningVDAnimators.insert(*it);
175 it = mPausedVDAnimators.erase(it);
176 } else {
177 it++;
178 }
179 }
180 // Trim paused VD animators at full sync, so that when Java loses reference to an
181 // animator, we know we won't be requested to animate it any more, then we remove such
182 // animators from the paused list so they can be properly freed. We also remove the
183 // animators from paused list when the time elapsed since start has exceeded duration.
184 trimPausedVDAnimators(context);
185 }
186
187 info.out.hasAnimations |= !mRunningVDAnimators.empty();
188 }
189
trimPausedVDAnimators(AnimationContext * context)190 void RootRenderNode::trimPausedVDAnimators(AnimationContext* context) {
191 // Trim paused vector drawable animator list.
192 for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) {
193 // Remove paused VD animator if no one else is referencing it. Note that animators that
194 // have passed scheduled finish time are removed from list when they are being pulsed
195 // before prepare tree.
196 // TODO: this is a bit hacky, need to figure out a better way to track when the paused
197 // animators should be freed.
198 if ((*it)->getStrongCount() == 1) {
199 it = mPausedVDAnimators.erase(it);
200 } else {
201 it++;
202 }
203 }
204 }
205
pushStagingVectorDrawableAnimators(AnimationContext * context)206 void RootRenderNode::pushStagingVectorDrawableAnimators(AnimationContext* context) {
207 for (auto& anim : mRunningVDAnimators) {
208 anim->pushStaging(*context);
209 }
210 }
211
destroy()212 void RootRenderNode::destroy() {
213 for (auto& renderNode : mPendingAnimatingRenderNodes) {
214 renderNode->animators().endAllStagingAnimators();
215 }
216 mPendingAnimatingRenderNodes.clear();
217 mPendingVectorDrawableAnimators.clear();
218 }
219
addVectorDrawableAnimator(PropertyValuesAnimatorSet * anim)220 void RootRenderNode::addVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
221 mPendingVectorDrawableAnimators.insert(anim);
222 }
223
detachVectorDrawableAnimator(PropertyValuesAnimatorSet * anim)224 void RootRenderNode::detachVectorDrawableAnimator(PropertyValuesAnimatorSet* anim) {
225 if (anim->isInfinite() || !anim->isRunning()) {
226 // Do not need to post anything if the animation is infinite (i.e. no meaningful
227 // end listener action), or if the animation has already ended.
228 return;
229 }
230 nsecs_t remainingTimeInMs = anim->getRemainingPlayTime();
231 // Post a delayed onFinished event that is scheduled to be handled when the animator ends.
232 if (anim->getOneShotListener()) {
233 // VectorDrawable's oneshot listener is updated when there are user triggered animation
234 // lifecycle changes, such as start(), end(), etc. By using checking and clearing
235 // one shot listener, we ensure the same end listener event gets posted only once.
236 // Therefore no duplicates. Another benefit of using one shot listener is that no
237 // removal is necessary: the end time of animation will not change unless triggered by
238 // user events, in which case the already posted listener's id will become stale, and
239 // the onFinished callback will then be ignored.
240 sp<FinishAndInvokeListener> message = new FinishAndInvokeListener(anim);
241 #ifdef __ANDROID__ // Layoutlib does not support Looper
242 auto looper = Looper::getForThread();
243 LOG_ALWAYS_FATAL_IF(looper == nullptr, "Not on a looper thread?");
244 looper->sendMessageDelayed(ms2ns(remainingTimeInMs), message, 0);
245 #else
246 message->handleMessage(0);
247 #endif
248 anim->clearOneShotListener();
249 }
250 }
251
252 class AnimationContextBridge : public AnimationContext {
253 public:
AnimationContextBridge(renderthread::TimeLord & clock,RootRenderNode * rootNode)254 AnimationContextBridge(renderthread::TimeLord& clock, RootRenderNode* rootNode)
255 : AnimationContext(clock), mRootNode(rootNode) {}
256
~AnimationContextBridge()257 virtual ~AnimationContextBridge() {}
258
259 // Marks the start of a frame, which will update the frame time and move all
260 // next frame animations into the current frame
startFrame(TreeInfo::TraversalMode mode)261 virtual void startFrame(TreeInfo::TraversalMode mode) {
262 if (mode == TreeInfo::MODE_FULL) {
263 mRootNode->doAttachAnimatingNodes(this);
264 mRootNode->attachPendingVectorDrawableAnimators();
265 }
266 AnimationContext::startFrame(mode);
267 }
268
269 // Runs any animations still left in mCurrentFrameAnimations
runRemainingAnimations(TreeInfo & info)270 virtual void runRemainingAnimations(TreeInfo& info) {
271 AnimationContext::runRemainingAnimations(info);
272 mRootNode->runVectorDrawableAnimators(this, info);
273 }
274
pauseAnimators()275 virtual void pauseAnimators() override { mRootNode->pauseAnimators(); }
276
callOnFinished(BaseRenderNodeAnimator * animator,AnimationListener * listener)277 virtual void callOnFinished(BaseRenderNodeAnimator* animator, AnimationListener* listener) {
278 listener->onAnimationFinished(animator);
279 }
280
destroy()281 virtual void destroy() {
282 AnimationContext::destroy();
283 mRootNode->detachAnimators();
284 }
285
286 private:
287 sp<RootRenderNode> mRootNode;
288 };
289
createAnimationContext(renderthread::TimeLord & clock)290 AnimationContext* ContextFactoryImpl::createAnimationContext(renderthread::TimeLord& clock) {
291 return new AnimationContextBridge(clock, mRootNode);
292 }
293
294 } // namespace android::uirenderer
295