Bug: 22667315 HWUI internally always assumes that RenderNode->properties() has a fully-baked matrix. However, RenderThread animations violate this and will perform an update of that matrix after they run. This was missing in the fallback scenario where an animation was running on a View that is detached from the tree. If a RenderThread animation is started on an attached view, it becomes detached, and is then re-attached it will crash in the staging properties push. The fix for this is to move the call to updateMatrix from animate() to animateCommon() so that the animateNoDamage() path will similarly perform the necessary matrix update. Change-Id: I4c899a6f68659342a6515f1d7f20d3c4af65caf0
182 lines
5.6 KiB
C++
182 lines
5.6 KiB
C++
/*
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* Copyright (C) 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "AnimatorManager.h"
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#include <algorithm>
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#include "Animator.h"
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#include "AnimationContext.h"
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#include "DamageAccumulator.h"
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#include "RenderNode.h"
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namespace android {
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namespace uirenderer {
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using namespace std;
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static void unref(BaseRenderNodeAnimator* animator) {
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animator->detach();
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animator->decStrong(nullptr);
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}
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AnimatorManager::AnimatorManager(RenderNode& parent)
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: mParent(parent)
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, mAnimationHandle(nullptr) {
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}
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AnimatorManager::~AnimatorManager() {
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for_each(mNewAnimators.begin(), mNewAnimators.end(), unref);
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for_each(mAnimators.begin(), mAnimators.end(), unref);
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}
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void AnimatorManager::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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animator->incStrong(nullptr);
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animator->attach(&mParent);
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mNewAnimators.push_back(animator.get());
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}
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void AnimatorManager::setAnimationHandle(AnimationHandle* handle) {
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LOG_ALWAYS_FATAL_IF(mAnimationHandle && handle, "Already have an AnimationHandle!");
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mAnimationHandle = handle;
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LOG_ALWAYS_FATAL_IF(!mAnimationHandle && mAnimators.size(),
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"Lost animation handle on %p (%s) with outstanding animators!",
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&mParent, mParent.getName());
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}
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template<typename T>
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static void move_all(T& source, T& dest) {
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dest.reserve(source.size() + dest.size());
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for (typename T::iterator it = source.begin(); it != source.end(); it++) {
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dest.push_back(*it);
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}
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source.clear();
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}
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void AnimatorManager::pushStaging() {
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if (mNewAnimators.size()) {
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LOG_ALWAYS_FATAL_IF(!mAnimationHandle,
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"Trying to start new animators on %p (%s) without an animation handle!",
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&mParent, mParent.getName());
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// Since this is a straight move, we don't need to inc/dec the ref count
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move_all(mNewAnimators, mAnimators);
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}
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for (vector<BaseRenderNodeAnimator*>::iterator it = mAnimators.begin(); it != mAnimators.end(); it++) {
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(*it)->pushStaging(mAnimationHandle->context());
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}
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}
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class AnimateFunctor {
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public:
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AnimateFunctor(TreeInfo& info, AnimationContext& context)
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: dirtyMask(0), mInfo(info), mContext(context) {}
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bool operator() (BaseRenderNodeAnimator* animator) {
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dirtyMask |= animator->dirtyMask();
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bool remove = animator->animate(mContext);
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if (remove) {
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animator->decStrong(nullptr);
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} else {
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if (animator->isRunning()) {
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mInfo.out.hasAnimations = true;
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}
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if (CC_UNLIKELY(!animator->mayRunAsync())) {
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mInfo.out.requiresUiRedraw = true;
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}
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}
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return remove;
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}
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uint32_t dirtyMask;
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private:
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TreeInfo& mInfo;
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AnimationContext& mContext;
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};
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uint32_t AnimatorManager::animate(TreeInfo& info) {
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if (!mAnimators.size()) return 0;
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// TODO: Can we target this better? For now treat it like any other staging
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// property push and just damage self before and after animators are run
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mParent.damageSelf(info);
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info.damageAccumulator->popTransform();
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uint32_t dirty = animateCommon(info);
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info.damageAccumulator->pushTransform(&mParent);
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mParent.damageSelf(info);
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return dirty;
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}
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void AnimatorManager::animateNoDamage(TreeInfo& info) {
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if (!mAnimators.size()) return;
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animateCommon(info);
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}
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uint32_t AnimatorManager::animateCommon(TreeInfo& info) {
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AnimateFunctor functor(info, mAnimationHandle->context());
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std::vector< BaseRenderNodeAnimator* >::iterator newEnd;
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newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
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mAnimators.erase(newEnd, mAnimators.end());
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mAnimationHandle->notifyAnimationsRan();
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mParent.mProperties.updateMatrix();
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return functor.dirtyMask;
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}
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static void endStagingAnimator(BaseRenderNodeAnimator* animator) {
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animator->end();
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if (animator->listener()) {
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animator->listener()->onAnimationFinished(animator);
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}
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animator->decStrong(nullptr);
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}
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void AnimatorManager::endAllStagingAnimators() {
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ALOGD("endAllStagingAnimators on %p (%s)", &mParent, mParent.getName());
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// This works because this state can only happen on the UI thread,
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// which means we're already on the right thread to invoke listeners
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for_each(mNewAnimators.begin(), mNewAnimators.end(), endStagingAnimator);
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mNewAnimators.clear();
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}
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class EndActiveAnimatorsFunctor {
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public:
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EndActiveAnimatorsFunctor(AnimationContext& context) : mContext(context) {}
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void operator() (BaseRenderNodeAnimator* animator) {
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animator->forceEndNow(mContext);
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animator->decStrong(nullptr);
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}
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private:
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AnimationContext& mContext;
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};
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void AnimatorManager::endAllActiveAnimators() {
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ALOGD("endAllStagingAnimators on %p (%s) with handle %p",
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&mParent, mParent.getName(), mAnimationHandle);
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EndActiveAnimatorsFunctor functor(mAnimationHandle->context());
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for_each(mAnimators.begin(), mAnimators.end(), functor);
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mAnimators.clear();
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mAnimationHandle->release();
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}
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} /* namespace uirenderer */
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} /* namespace android */
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