Loading core/jni/android_view_ThreadedRenderer.cpp +50 −47 Original line number Diff line number Diff line Loading @@ -195,10 +195,13 @@ public: // the animation list, 2) post a delayed message to end them at end time so their // listeners can receive the corresponding callbacks. anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false); // Mark the VD dirty so it will damage itself during prepareTree. anim->getVectorDrawable()->markDirty(); } if (info.mode == TreeInfo::MODE_FULL) { for (auto &anim : mPausedVDAnimators) { anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false); anim->getVectorDrawable()->markDirty(); } } // TODO: This is hacky Loading @@ -210,34 +213,6 @@ public: info.windowInsetLeft = 0; info.windowInsetTop = 0; info.errorHandler = nullptr; for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { // Vector Drawable is not in the display list, we should remove this animator from // the list, put it in the paused list, and post a delayed message to end the // animator. detachVectorDrawableAnimator(it->get()); mPausedVDAnimators.insert(*it); it = mRunningVDAnimators.erase(it); } else { it++; } } if (info.mode == TreeInfo::MODE_FULL) { // Check whether any paused animator's target is back in Display List. If so, put the // animator back in the running list. for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) { if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { mRunningVDAnimators.insert(*it); it = mPausedVDAnimators.erase(it); } else { it++; } } } info.out.hasAnimations |= !mRunningVDAnimators.empty(); } void sendMessage(const sp<MessageHandler>& handler) { Loading Loading @@ -275,7 +250,14 @@ public: mPendingAnimatingRenderNodes.clear(); } void runVectorDrawableAnimators(AnimationContext* context, TreeInfo::TraversalMode mode) { // Run VectorDrawable animators after prepareTree. void runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) { // Push staging. if (info.mode == TreeInfo::MODE_FULL) { pushStagingVectorDrawableAnimators(context); } // Run the animators in the running list. for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { if ((*it)->animate(*context)) { it = mRunningVDAnimators.erase(it); Loading @@ -284,7 +266,8 @@ public: } } if (mode == TreeInfo::MODE_FULL) { // Run the animators in paused list during full sync. if (info.mode == TreeInfo::MODE_FULL) { // During full sync we also need to pulse paused animators, in case their targets // have been added back to the display list. All the animators that passed the // scheduled finish time will be removed from the paused list. Loading @@ -297,6 +280,42 @@ public: } } } // Move the animators with a target not in DisplayList to paused list. for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { // Vector Drawable is not in the display list, we should remove this animator from // the list, put it in the paused list, and post a delayed message to end the // animator. detachVectorDrawableAnimator(it->get()); mPausedVDAnimators.insert(*it); it = mRunningVDAnimators.erase(it); } else { it++; } } // Move the animators with a target in DisplayList from paused list to running list, and // trim paused list. if (info.mode == TreeInfo::MODE_FULL) { // Check whether any paused animator's target is back in Display List. If so, put the // animator back in the running list. for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) { if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { mRunningVDAnimators.insert(*it); it = mPausedVDAnimators.erase(it); } else { it++; } } // Trim paused VD animators at full sync, so that when Java loses reference to an // animator, we know we won't be requested to animate it any more, then we remove such // animators from the paused list so they can be properly freed. We also remove the // animators from paused list when the time elapsed since start has exceeded duration. trimPausedVDAnimators(context); } info.out.hasAnimations |= !mRunningVDAnimators.empty(); } void trimPausedVDAnimators(AnimationContext* context) { Loading Loading @@ -387,29 +406,13 @@ public: mRootNode->attachPendingVectorDrawableAnimators(); } AnimationContext::startFrame(mode); // Run VectorDrawable animators in the beginning of the frame instead of during prepareTree, // because one VD can be in multiple render nodes' display list. So it's more simple to // run them all at once before prepareTree than running them or checking whether they have // already ran in each RenderNode. Note that these animators don't damage the RenderNodes. // The damaging is done in prepareTree as needed after checking whether a VD has been // modified. if (mode == TreeInfo::MODE_FULL) { mRootNode->pushStagingVectorDrawableAnimators(this); } mRootNode->runVectorDrawableAnimators(this, mode); } // Runs any animations still left in mCurrentFrameAnimations virtual void runRemainingAnimations(TreeInfo& info) { AnimationContext::runRemainingAnimations(info); mRootNode->runVectorDrawableAnimators(this, info); postOnFinishedEvents(); if (info.mode == TreeInfo::MODE_FULL) { // Trim paused VD animators at full sync, so that when Java loses reference to an // animator, we know we won't be requested to animate it any more, then we remove such // animators from the paused list so they can be properly freed. We also remove the // animators from paused list when the time elapsed since start has exceeded duration. mRootNode->trimPausedVDAnimators(this); } } virtual void detachAnimators() override { Loading libs/hwui/VectorDrawable.h +1 −0 Original line number Diff line number Diff line Loading @@ -678,6 +678,7 @@ public: TreeProperties* mutateProperties() { return &mProperties; } // This should always be called from RT. void markDirty() { mCache.dirty = true; } bool isDirty() const { return mCache.dirty; } bool getPropertyChangeWillBeConsumed() const { return mWillBeConsumed; } void setPropertyChangeWillBeConsumed(bool willBeConsumed) { mWillBeConsumed = willBeConsumed; } Loading Loading
core/jni/android_view_ThreadedRenderer.cpp +50 −47 Original line number Diff line number Diff line Loading @@ -195,10 +195,13 @@ public: // the animation list, 2) post a delayed message to end them at end time so their // listeners can receive the corresponding callbacks. anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false); // Mark the VD dirty so it will damage itself during prepareTree. anim->getVectorDrawable()->markDirty(); } if (info.mode == TreeInfo::MODE_FULL) { for (auto &anim : mPausedVDAnimators) { anim->getVectorDrawable()->setPropertyChangeWillBeConsumed(false); anim->getVectorDrawable()->markDirty(); } } // TODO: This is hacky Loading @@ -210,34 +213,6 @@ public: info.windowInsetLeft = 0; info.windowInsetTop = 0; info.errorHandler = nullptr; for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { // Vector Drawable is not in the display list, we should remove this animator from // the list, put it in the paused list, and post a delayed message to end the // animator. detachVectorDrawableAnimator(it->get()); mPausedVDAnimators.insert(*it); it = mRunningVDAnimators.erase(it); } else { it++; } } if (info.mode == TreeInfo::MODE_FULL) { // Check whether any paused animator's target is back in Display List. If so, put the // animator back in the running list. for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) { if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { mRunningVDAnimators.insert(*it); it = mPausedVDAnimators.erase(it); } else { it++; } } } info.out.hasAnimations |= !mRunningVDAnimators.empty(); } void sendMessage(const sp<MessageHandler>& handler) { Loading Loading @@ -275,7 +250,14 @@ public: mPendingAnimatingRenderNodes.clear(); } void runVectorDrawableAnimators(AnimationContext* context, TreeInfo::TraversalMode mode) { // Run VectorDrawable animators after prepareTree. void runVectorDrawableAnimators(AnimationContext* context, TreeInfo& info) { // Push staging. if (info.mode == TreeInfo::MODE_FULL) { pushStagingVectorDrawableAnimators(context); } // Run the animators in the running list. for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { if ((*it)->animate(*context)) { it = mRunningVDAnimators.erase(it); Loading @@ -284,7 +266,8 @@ public: } } if (mode == TreeInfo::MODE_FULL) { // Run the animators in paused list during full sync. if (info.mode == TreeInfo::MODE_FULL) { // During full sync we also need to pulse paused animators, in case their targets // have been added back to the display list. All the animators that passed the // scheduled finish time will be removed from the paused list. Loading @@ -297,6 +280,42 @@ public: } } } // Move the animators with a target not in DisplayList to paused list. for (auto it = mRunningVDAnimators.begin(); it != mRunningVDAnimators.end();) { if (!(*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { // Vector Drawable is not in the display list, we should remove this animator from // the list, put it in the paused list, and post a delayed message to end the // animator. detachVectorDrawableAnimator(it->get()); mPausedVDAnimators.insert(*it); it = mRunningVDAnimators.erase(it); } else { it++; } } // Move the animators with a target in DisplayList from paused list to running list, and // trim paused list. if (info.mode == TreeInfo::MODE_FULL) { // Check whether any paused animator's target is back in Display List. If so, put the // animator back in the running list. for (auto it = mPausedVDAnimators.begin(); it != mPausedVDAnimators.end();) { if ((*it)->getVectorDrawable()->getPropertyChangeWillBeConsumed()) { mRunningVDAnimators.insert(*it); it = mPausedVDAnimators.erase(it); } else { it++; } } // Trim paused VD animators at full sync, so that when Java loses reference to an // animator, we know we won't be requested to animate it any more, then we remove such // animators from the paused list so they can be properly freed. We also remove the // animators from paused list when the time elapsed since start has exceeded duration. trimPausedVDAnimators(context); } info.out.hasAnimations |= !mRunningVDAnimators.empty(); } void trimPausedVDAnimators(AnimationContext* context) { Loading Loading @@ -387,29 +406,13 @@ public: mRootNode->attachPendingVectorDrawableAnimators(); } AnimationContext::startFrame(mode); // Run VectorDrawable animators in the beginning of the frame instead of during prepareTree, // because one VD can be in multiple render nodes' display list. So it's more simple to // run them all at once before prepareTree than running them or checking whether they have // already ran in each RenderNode. Note that these animators don't damage the RenderNodes. // The damaging is done in prepareTree as needed after checking whether a VD has been // modified. if (mode == TreeInfo::MODE_FULL) { mRootNode->pushStagingVectorDrawableAnimators(this); } mRootNode->runVectorDrawableAnimators(this, mode); } // Runs any animations still left in mCurrentFrameAnimations virtual void runRemainingAnimations(TreeInfo& info) { AnimationContext::runRemainingAnimations(info); mRootNode->runVectorDrawableAnimators(this, info); postOnFinishedEvents(); if (info.mode == TreeInfo::MODE_FULL) { // Trim paused VD animators at full sync, so that when Java loses reference to an // animator, we know we won't be requested to animate it any more, then we remove such // animators from the paused list so they can be properly freed. We also remove the // animators from paused list when the time elapsed since start has exceeded duration. mRootNode->trimPausedVDAnimators(this); } } virtual void detachAnimators() override { Loading
libs/hwui/VectorDrawable.h +1 −0 Original line number Diff line number Diff line Loading @@ -678,6 +678,7 @@ public: TreeProperties* mutateProperties() { return &mProperties; } // This should always be called from RT. void markDirty() { mCache.dirty = true; } bool isDirty() const { return mCache.dirty; } bool getPropertyChangeWillBeConsumed() const { return mWillBeConsumed; } void setPropertyChangeWillBeConsumed(bool willBeConsumed) { mWillBeConsumed = willBeConsumed; } Loading