Files
react-native/ReactCommon/react/renderer/animations/LayoutAnimationKeyFrameManager.cpp
T
Joshua Gross 266108d7d8 LayoutAnimations: use the final view as the baseline for animations, instead of the initial view
Summary:
To ensure that we're not sending old eventEmitters or State objects to the mounting layer, or potentially out-of-date Props objects, base
animated interpolations on the final ShadowNode instead of the initial.

Changelog: [Internal]

Reviewed By: shergin

Differential Revision: D25727481

fbshipit-source-id: 560ae8d25c7cec4c2137e70b4571b762f461edff
2020-12-29 15:54:45 -08:00

1707 lines
68 KiB
C++

/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#include "LayoutAnimationKeyFrameManager.h"
#include <algorithm>
#include <chrono>
#include <react/renderer/componentregistry/ComponentDescriptorFactory.h>
#include <react/renderer/components/root/RootShadowNode.h>
#include <react/renderer/components/view/ViewProps.h>
#include <react/renderer/core/ComponentDescriptor.h>
#include <react/renderer/core/LayoutMetrics.h>
#include <react/renderer/core/LayoutableShadowNode.h>
#include <react/renderer/core/Props.h>
#include <react/renderer/core/RawValue.h>
#include <react/renderer/mounting/MountingCoordinator.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <react/renderer/mounting/Differentiator.h>
#include <react/renderer/mounting/ShadowTreeRevision.h>
#include <react/renderer/mounting/ShadowView.h>
#include <glog/logging.h>
namespace facebook {
namespace react {
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
static std::string GetMutationInstructionString(
ShadowViewMutation const &mutation) {
bool mutationIsRemove = mutation.type == ShadowViewMutation::Type::Remove;
bool mutationIsInsert = mutation.type == ShadowViewMutation::Type::Insert;
bool mutationIsDelete = mutation.type == ShadowViewMutation::Type::Delete;
bool mutationIsCreate = mutation.type == ShadowViewMutation::Type::Create;
std::string mutationType =
(mutationIsRemove
? "REMOVE"
: (mutationIsInsert
? "INSERT"
: (mutationIsDelete
? "DELETE"
: (mutationIsCreate ? "CREATE" : "UPDATE"))));
return mutationType + " [" +
std::to_string(
mutationIsInsert || mutationIsCreate
? mutation.newChildShadowView.tag
: mutation.oldChildShadowView.tag) +
"]->[" + std::to_string(mutation.parentShadowView.tag) + "] @" +
std::to_string(mutation.index);
}
void PrintMutationInstruction(
std::string message,
ShadowViewMutation const &mutation) {
LOG(ERROR) << message
<< " Mutation: " << GetMutationInstructionString(mutation);
}
void PrintMutationInstructionRelative(
std::string message,
ShadowViewMutation const &mutation,
ShadowViewMutation const &relativeMutation) {
LOG(ERROR) << message
<< " Mutation: " << GetMutationInstructionString(mutation)
<< " RelativeMutation: "
<< GetMutationInstructionString(relativeMutation);
}
#endif
static better::optional<AnimationType> parseAnimationType(std::string param) {
if (param == "spring") {
return AnimationType::Spring;
}
if (param == "linear") {
return AnimationType::Linear;
}
if (param == "easeInEaseOut") {
return AnimationType::EaseInEaseOut;
}
if (param == "easeIn") {
return AnimationType::EaseIn;
}
if (param == "easeOut") {
return AnimationType::EaseOut;
}
if (param == "keyboard") {
return AnimationType::Keyboard;
}
LOG(ERROR) << "Error parsing animation type: " << param;
return {};
}
static better::optional<AnimationProperty> parseAnimationProperty(
std::string param) {
if (param == "opacity") {
return AnimationProperty::Opacity;
}
if (param == "scaleX") {
return AnimationProperty::ScaleX;
}
if (param == "scaleY") {
return AnimationProperty::ScaleY;
}
if (param == "scaleXY") {
return AnimationProperty::ScaleXY;
}
LOG(ERROR) << "Error parsing animation property: " << param;
return {};
}
static better::optional<AnimationConfig> parseAnimationConfig(
folly::dynamic const &config,
double defaultDuration,
bool parsePropertyType) {
if (config.empty() || !config.isObject()) {
return AnimationConfig{AnimationType::Linear,
AnimationProperty::NotApplicable,
defaultDuration,
0,
0,
0};
}
auto const typeIt = config.find("type");
if (typeIt == config.items().end()) {
LOG(ERROR) << "Error parsing animation config: could not find field `type`";
return {};
}
auto const animationTypeParam = typeIt->second;
if (animationTypeParam.empty() || !animationTypeParam.isString()) {
LOG(ERROR)
<< "Error parsing animation config: could not unwrap field `type`";
return {};
}
const auto animationType = parseAnimationType(animationTypeParam.asString());
if (!animationType) {
LOG(ERROR)
<< "Error parsing animation config: could not parse field `type`";
return {};
}
AnimationProperty animationProperty = AnimationProperty::NotApplicable;
if (parsePropertyType) {
auto const propertyIt = config.find("property");
if (propertyIt == config.items().end()) {
LOG(ERROR)
<< "Error parsing animation config: could not find field `property`";
return {};
}
auto const animationPropertyParam = propertyIt->second;
if (animationPropertyParam.empty() || !animationPropertyParam.isString()) {
LOG(ERROR)
<< "Error parsing animation config: could not unwrap field `property`";
return {};
}
const auto animationPropertyParsed =
parseAnimationProperty(animationPropertyParam.asString());
if (!animationPropertyParsed) {
LOG(ERROR)
<< "Error parsing animation config: could not parse field `property`";
return {};
}
animationProperty = *animationPropertyParsed;
}
double duration = defaultDuration;
double delay = 0;
double springDamping = 0.5;
double initialVelocity = 0;
auto const durationIt = config.find("duration");
if (durationIt != config.items().end()) {
if (durationIt->second.isDouble()) {
duration = durationIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `duration` must be a number";
return {};
}
}
auto const delayIt = config.find("delay");
if (delayIt != config.items().end()) {
if (delayIt->second.isDouble()) {
delay = delayIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `delay` must be a number";
return {};
}
}
auto const springDampingIt = config.find("springDamping");
if (springDampingIt != config.items().end() &&
springDampingIt->second.isDouble()) {
if (springDampingIt->second.isDouble()) {
springDamping = springDampingIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `springDamping` must be a number";
return {};
}
}
auto const initialVelocityIt = config.find("initialVelocity");
if (initialVelocityIt != config.items().end()) {
if (initialVelocityIt->second.isDouble()) {
initialVelocity = initialVelocityIt->second.asDouble();
} else {
LOG(ERROR)
<< "Error parsing animation config: field `initialVelocity` must be a number";
return {};
}
}
return better::optional<AnimationConfig>(AnimationConfig{*animationType,
animationProperty,
duration,
delay,
springDamping,
initialVelocity});
}
// Parse animation config from JS
static better::optional<LayoutAnimationConfig> parseLayoutAnimationConfig(
folly::dynamic const &config) {
if (config.empty() || !config.isObject()) {
return {};
}
const auto durationIt = config.find("duration");
if (durationIt == config.items().end() || !durationIt->second.isDouble()) {
return {};
}
const double duration = durationIt->second.asDouble();
const auto createConfigIt = config.find("create");
const auto createConfig = createConfigIt == config.items().end()
? better::optional<AnimationConfig>(AnimationConfig{})
: parseAnimationConfig(createConfigIt->second, duration, true);
const auto updateConfigIt = config.find("update");
const auto updateConfig = updateConfigIt == config.items().end()
? better::optional<AnimationConfig>(AnimationConfig{})
: parseAnimationConfig(updateConfigIt->second, duration, false);
const auto deleteConfigIt = config.find("delete");
const auto deleteConfig = deleteConfigIt == config.items().end()
? better::optional<AnimationConfig>(AnimationConfig{})
: parseAnimationConfig(deleteConfigIt->second, duration, true);
if (!createConfig || !updateConfig || !deleteConfig) {
return {};
}
return better::optional<LayoutAnimationConfig>(LayoutAnimationConfig{
duration, *createConfig, *updateConfig, *deleteConfig});
}
/**
* Globally configure next LayoutAnimation.
* This is guaranteed to be called only on the JS thread.
*/
void LayoutAnimationKeyFrameManager::uiManagerDidConfigureNextLayoutAnimation(
jsi::Runtime &runtime,
RawValue const &config,
const jsi::Value &successCallbackValue,
const jsi::Value &failureCallbackValue) const {
bool hasSuccessCallback = successCallbackValue.isObject() &&
successCallbackValue.getObject(runtime).isFunction(runtime);
bool hasFailureCallback = failureCallbackValue.isObject() &&
failureCallbackValue.getObject(runtime).isFunction(runtime);
LayoutAnimationCallbackWrapper successCallback = hasSuccessCallback
? LayoutAnimationCallbackWrapper(
successCallbackValue.getObject(runtime).getFunction(runtime))
: LayoutAnimationCallbackWrapper();
LayoutAnimationCallbackWrapper failureCallback = hasFailureCallback
? LayoutAnimationCallbackWrapper(
failureCallbackValue.getObject(runtime).getFunction(runtime))
: LayoutAnimationCallbackWrapper();
auto layoutAnimationConfig =
parseLayoutAnimationConfig((folly::dynamic)config);
if (layoutAnimationConfig) {
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
currentAnimation_ = better::optional<LayoutAnimation>{
LayoutAnimation{-1,
0,
false,
*layoutAnimationConfig,
successCallback,
failureCallback,
{}}};
} else {
LOG(ERROR) << "Parsing LayoutAnimationConfig failed: "
<< (folly::dynamic)config;
callCallback(failureCallback);
}
}
void LayoutAnimationKeyFrameManager::setLayoutAnimationStatusDelegate(
LayoutAnimationStatusDelegate *delegate) const {
std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
layoutAnimationStatusDelegate_ = delegate;
}
bool LayoutAnimationKeyFrameManager::shouldOverridePullTransaction() const {
return shouldAnimateFrame();
}
void LayoutAnimationKeyFrameManager::stopSurface(SurfaceId surfaceId) {
std::lock_guard<std::mutex> lock(surfaceIdsToStopMutex_);
surfaceIdsToStop_.push_back(surfaceId);
}
bool LayoutAnimationKeyFrameManager::shouldAnimateFrame() const {
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
return currentAnimation_ || !inflightAnimations_.empty();
}
static inline const float
interpolateFloats(float coefficient, float oldValue, float newValue) {
return oldValue + (newValue - oldValue) * coefficient;
}
std::pair<double, double>
LayoutAnimationKeyFrameManager::calculateAnimationProgress(
uint64_t now,
const LayoutAnimation &animation,
const AnimationConfig &mutationConfig) const {
if (mutationConfig.animationType == AnimationType::None) {
return {1, 1};
}
uint64_t startTime = animation.startTime;
uint64_t delay = mutationConfig.delay;
uint64_t endTime = startTime + delay + mutationConfig.duration;
static const float PI = 3.14159265358979323846;
if (now >= endTime) {
return {1, 1};
}
if (now < startTime + delay) {
return {0, 0};
}
double linearTimeProgression = 1 -
(double)(endTime - delay - now) / (double)(endTime - animation.startTime);
if (mutationConfig.animationType == AnimationType::Linear) {
return {linearTimeProgression, linearTimeProgression};
} else if (mutationConfig.animationType == AnimationType::EaseIn) {
// This is an accelerator-style interpolator.
// In the future, this parameter (2.0) could be adjusted. This has been the
// default for Classic RN forever.
return {linearTimeProgression, pow(linearTimeProgression, 2.0)};
} else if (mutationConfig.animationType == AnimationType::EaseOut) {
// This is an decelerator-style interpolator.
// In the future, this parameter (2.0) could be adjusted. This has been the
// default for Classic RN forever.
return {linearTimeProgression, 1.0 - pow(1 - linearTimeProgression, 2.0)};
} else if (mutationConfig.animationType == AnimationType::EaseInEaseOut) {
// This is a combination of accelerate+decelerate.
// The animation starts and ends slowly, and speeds up in the middle.
return {linearTimeProgression,
cos((linearTimeProgression + 1.0) * PI) / 2 + 0.5};
} else if (mutationConfig.animationType == AnimationType::Spring) {
// Using mSpringDamping in this equation is not really the exact
// mathematical springDamping, but a good approximation We need to replace
// this equation with the right Factor that accounts for damping and
// friction
double damping = mutationConfig.springDamping;
return {
linearTimeProgression,
(1 +
pow(2, -10 * linearTimeProgression) *
sin((linearTimeProgression - damping / 4) * PI * 2 / damping))};
} else {
return {linearTimeProgression, linearTimeProgression};
}
}
void LayoutAnimationKeyFrameManager::
adjustImmediateMutationIndicesForDelayedMutations(
SurfaceId surfaceId,
ShadowViewMutation &mutation,
bool skipLastAnimation,
bool lastAnimationOnly) const {
bool isRemoveMutation = mutation.type == ShadowViewMutation::Type::Remove;
assert(isRemoveMutation || mutation.type == ShadowViewMutation::Type::Insert);
// TODO: turn all of this into a lambda and share code?
if (mutatedViewIsVirtual(mutation)) {
PrintMutationInstruction(
"[IndexAdjustment] Not calling adjustImmediateMutationIndicesForDelayedMutations, is virtual, for:",
mutation);
return;
}
PrintMutationInstruction(
"[IndexAdjustment] Calling adjustImmediateMutationIndicesForDelayedMutations for:",
mutation);
// First, collect all final mutations that could impact this immediate
// mutation.
std::vector<ShadowViewMutation *> candidateMutations{};
for (auto inflightAnimationIt =
inflightAnimations_.rbegin() + (skipLastAnimation ? 1 : 0);
inflightAnimationIt != inflightAnimations_.rend();
inflightAnimationIt++) {
auto &inflightAnimation = *inflightAnimationIt;
if (inflightAnimation.surfaceId != surfaceId) {
continue;
}
if (inflightAnimation.completed) {
continue;
}
for (auto it = inflightAnimation.keyFrames.begin();
it != inflightAnimation.keyFrames.end();
it++) {
auto &animatedKeyFrame = *it;
if (animatedKeyFrame.invalidated) {
continue;
}
// Detect if they're in the same view hierarchy, but not equivalent
// (We've already detected direct conflicts and handled them above)
if (animatedKeyFrame.parentView.tag != mutation.parentShadowView.tag) {
continue;
}
if (!animatedKeyFrame.finalMutationForKeyFrame.has_value()) {
continue;
}
auto &delayedMutation = *animatedKeyFrame.finalMutationForKeyFrame;
if (delayedMutation.type != ShadowViewMutation::Type::Remove) {
continue;
}
if (mutatedViewIsVirtual(delayedMutation)) {
continue;
}
if (delayedMutation.oldChildShadowView.tag ==
(isRemoveMutation ? mutation.oldChildShadowView.tag
: mutation.newChildShadowView.tag)) {
continue;
}
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustImmediateMutationIndicesForDelayedMutations CANDIDATE for:",
mutation,
delayedMutation);
candidateMutations.push_back(&delayedMutation);
}
if (lastAnimationOnly) {
break;
}
}
// While the mutation keeps being affected, keep checking. We use the vector
// so we only perform one adjustment per delayed mutation. See comments at
// bottom of adjustDelayedMutationIndicesForMutation for further explanation.
bool changed = true;
int adjustedDelta = 0;
while (changed) {
changed = false;
candidateMutations.erase(
std::remove_if(
candidateMutations.begin(),
candidateMutations.end(),
[&changed, &mutation, &adjustedDelta, &isRemoveMutation](
ShadowViewMutation *candidateMutation) {
bool indexConflicts =
(candidateMutation->index < mutation.index ||
(isRemoveMutation &&
candidateMutation->index == mutation.index));
if (indexConflicts) {
mutation.index++;
adjustedDelta++;
changed = true;
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustImmediateMutationIndicesForDelayedMutations: Adjusting mutation UPWARD",
mutation,
*candidateMutation);
return true;
}
return false;
}),
candidateMutations.end());
}
}
void LayoutAnimationKeyFrameManager::adjustDelayedMutationIndicesForMutation(
SurfaceId surfaceId,
ShadowViewMutation const &mutation,
bool skipLastAnimation) const {
bool isRemoveMutation = mutation.type == ShadowViewMutation::Type::Remove;
bool isInsertMutation = mutation.type == ShadowViewMutation::Type::Insert;
assert(isRemoveMutation || isInsertMutation);
if (mutatedViewIsVirtual(mutation)) {
PrintMutationInstruction(
"[IndexAdjustment] Not calling adjustDelayedMutationIndicesForMutation, is virtual, for:",
mutation);
return;
}
// First, collect all final mutations that could impact this immediate
// mutation.
std::vector<ShadowViewMutation *> candidateMutations{};
for (auto inflightAnimationIt =
inflightAnimations_.rbegin() + (skipLastAnimation ? 1 : 0);
inflightAnimationIt != inflightAnimations_.rend();
inflightAnimationIt++) {
auto &inflightAnimation = *inflightAnimationIt;
if (inflightAnimation.surfaceId != surfaceId) {
continue;
}
if (inflightAnimation.completed) {
continue;
}
for (auto it = inflightAnimation.keyFrames.begin();
it != inflightAnimation.keyFrames.end();
it++) {
auto &animatedKeyFrame = *it;
if (animatedKeyFrame.invalidated) {
continue;
}
// Detect if they're in the same view hierarchy, but not equivalent
// (We've already detected direct conflicts and handled them above)
if (animatedKeyFrame.parentView.tag != mutation.parentShadowView.tag) {
continue;
}
if (!animatedKeyFrame.finalMutationForKeyFrame.has_value()) {
continue;
}
ShadowViewMutation &finalAnimationMutation =
*animatedKeyFrame.finalMutationForKeyFrame;
if (finalAnimationMutation.oldChildShadowView.tag ==
(isRemoveMutation ? mutation.oldChildShadowView.tag
: mutation.newChildShadowView.tag)) {
continue;
}
if (finalAnimationMutation.type != ShadowViewMutation::Type::Remove) {
continue;
}
if (mutatedViewIsVirtual(*animatedKeyFrame.finalMutationForKeyFrame)) {
continue;
}
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustDelayedMutationIndicesForMutation: CANDIDATE:",
mutation,
*animatedKeyFrame.finalMutationForKeyFrame);
candidateMutations.push_back(
animatedKeyFrame.finalMutationForKeyFrame.get_pointer());
}
}
// Because the finalAnimations are not sorted in any way, it is possible to
// have some sequence like:
// * DELAYED REMOVE 10 from {TAG}
// * DELAYED REMOVE 9 from {TAG}
// * ...
// * DELAYED REMOVE 5 from {TAG}
// with mutation: INSERT 6/REMOVE 6. This would cause the first few mutations
// to *not* be adjusted, even though they would be impacted by mutation or
// vice-versa after later adjustments are applied. Therefore, we just keep
// recursing while there are any changes. This isn't great, but is good enough
// for now until we change these data-structures.
bool changed = true;
while (changed) {
changed = false;
candidateMutations.erase(
std::remove_if(
candidateMutations.begin(),
candidateMutations.end(),
[&mutation, &isRemoveMutation, &isInsertMutation, &changed](
ShadowViewMutation *candidateMutation) {
if (isRemoveMutation &&
mutation.index <= candidateMutation->index) {
candidateMutation->index--;
changed = true;
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustDelayedMutationIndicesForMutation: Adjusting mutation DOWNWARD",
mutation,
*candidateMutation);
return true;
} else if (
isInsertMutation &&
mutation.index <= candidateMutation->index) {
candidateMutation->index++;
changed = true;
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustDelayedMutationIndicesForMutation: Adjusting mutation UPWARD",
mutation,
*candidateMutation);
return true;
}
return false;
}),
candidateMutations.end());
}
}
std::vector<AnimationKeyFrame>
LayoutAnimationKeyFrameManager::getAndEraseConflictingAnimations(
SurfaceId surfaceId,
ShadowViewMutationList const &mutations,
bool deletesOnly) const {
std::vector<AnimationKeyFrame> conflictingAnimations{};
for (auto const &mutation : mutations) {
if (deletesOnly && mutation.type != ShadowViewMutation::Type::Delete) {
continue;
}
auto const &baselineShadowView =
(mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Create)
? mutation.newChildShadowView
: mutation.oldChildShadowView;
for (auto &inflightAnimation : inflightAnimations_) {
if (inflightAnimation.surfaceId != surfaceId) {
continue;
}
if (inflightAnimation.completed) {
continue;
}
for (auto it = inflightAnimation.keyFrames.begin();
it != inflightAnimation.keyFrames.end();) {
auto &animatedKeyFrame = *it;
if (animatedKeyFrame.invalidated) {
continue;
}
bool conflicting = animatedKeyFrame.tag == baselineShadowView.tag ||
((mutation.type == ShadowViewMutation::Type::Delete ||
mutation.type == ShadowViewMutation::Type::Create) &&
animatedKeyFrame.parentView.tag == baselineShadowView.tag);
// Conflicting animation detected: if we're mutating a tag under
// animation, or deleting the parent of a tag under animation, or
// reparenting.
if (conflicting) {
animatedKeyFrame.invalidated = true;
// We construct a list of all conflicting animations, whether or not
// they have a "final mutation" to execute. This is important with,
// for example, "insert" mutations where the final update needs to set
// opacity to "1", even if there's no final ShadowNode update.
if (!(animatedKeyFrame.finalMutationForKeyFrame.has_value() &&
mutatedViewIsVirtual(
*animatedKeyFrame.finalMutationForKeyFrame))) {
conflictingAnimations.push_back(animatedKeyFrame);
}
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
if (animatedKeyFrame.finalMutationForKeyFrame.has_value()) {
PrintMutationInstructionRelative(
"Found mutation that conflicts with existing in-flight animation:",
mutation,
*animatedKeyFrame.finalMutationForKeyFrame);
} else {
PrintMutationInstruction(
"Found mutation that conflicts with existing in-flight animation (no final mutation):",
mutation);
}
#endif
// Delete from existing animation
it = inflightAnimation.keyFrames.erase(it);
} else {
it++;
}
}
}
}
return conflictingAnimations;
}
better::optional<MountingTransaction>
LayoutAnimationKeyFrameManager::pullTransaction(
SurfaceId surfaceId,
MountingTransaction::Number transactionNumber,
TransactionTelemetry const &telemetry,
ShadowViewMutationList mutations) const {
// Current time in milliseconds
uint64_t now =
std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::high_resolution_clock::now().time_since_epoch())
.count();
bool inflightAnimationsExistInitially = !inflightAnimations_.empty();
// Execute stopSurface on any ongoing animations
if (inflightAnimationsExistInitially) {
std::vector<SurfaceId> surfaceIdsToStop{};
{
std::lock_guard<std::mutex> lock(surfaceIdsToStopMutex_);
surfaceIdsToStop = surfaceIdsToStop_;
surfaceIdsToStop_ = {};
}
for (auto it = inflightAnimations_.begin();
it != inflightAnimations_.end();) {
const auto &animation = *it;
if (std::find(
surfaceIdsToStop.begin(),
surfaceIdsToStop.end(),
animation.surfaceId) != surfaceIdsToStop.end()) {
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR)
<< "LayoutAnimations: stopping animation due to stopSurface on "
<< surfaceId;
#endif
it = inflightAnimations_.erase(it);
} else {
it++;
}
}
}
if (!mutations.empty()) {
#ifdef RN_SHADOW_TREE_INTROSPECTION
{
std::stringstream ss(getDebugDescription(mutations, {}));
std::string to;
while (std::getline(ss, to, '\n')) {
LOG(ERROR)
<< "LayoutAnimationKeyFrameManager.cpp: got mutation list: Line: "
<< to;
}
};
#endif
// DEBUG ONLY: list existing inflight animations
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR) << "BEGINNING DISPLAYING ONGOING inflightAnimations_!";
int i = 0;
int j = 0;
for (auto const &inflightAnimation : inflightAnimations_) {
i++;
j = 0;
if (inflightAnimation.completed) {
continue;
}
for (auto &keyframe : inflightAnimation.keyFrames) {
j++;
if (keyframe.invalidated) {
continue;
}
if (keyframe.finalMutationForKeyFrame &&
!mutatedViewIsVirtual(*keyframe.finalMutationForKeyFrame)) {
std::string msg = "Animation " + std::to_string(i) + " keyframe " +
std::to_string(j) + ": Final Animation";
PrintMutationInstruction(msg, *keyframe.finalMutationForKeyFrame);
} else {
LOG(ERROR) << "Animation " << i << " keyframe " << j << ": on tag: ["
<< keyframe.viewStart.tag << "]";
}
}
}
LOG(ERROR) << "BEGINNING DONE DISPLAYING ONGOING inflightAnimations_!";
#endif
// What to do if we detect a conflict? Get current value and make
// that the baseline of the next animation. Scale the remaining time
// in the animation
// Types of conflicts and how we handle them:
// Update -> update: remove the previous update, make it the baseline of the
// next update (with current progress) Update -> remove: same, with final
// mutation being a remove Insert -> update: treat as update->update Insert
// -> remove: same, as update->remove Remove -> update/insert: not possible
// We just collect pairs here of <Mutation, AnimationConfig> and delete them
// from active animations. If another animation is queued up from the
// current mutations then these deleted mutations will serve as the baseline
// for the next animation. If not, the current mutations are executed
// immediately without issues.
auto conflictingAnimations =
getAndEraseConflictingAnimations(surfaceId, mutations);
// Are we animating this list of mutations?
better::optional<LayoutAnimation> currentAnimation{};
{
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
if (currentAnimation_) {
currentAnimation = std::move(currentAnimation_);
currentAnimation_ = {};
}
}
if (currentAnimation) {
LayoutAnimation animation = std::move(currentAnimation.value());
currentAnimation = {};
animation.surfaceId = surfaceId;
animation.startTime = now;
// Pre-process list to:
// Catch remove+reinsert (reorders)
// Catch delete+create (reparenting) (this should be optimized away at
// the diffing level eventually?)
// TODO: to prevent this step we could tag Remove/Insert mutations as
// being moves on the Differ level, since we know that there? We could use
// TinyMap here, but it's not exposed by Differentiator (yet).
std::vector<Tag> insertedTags;
std::vector<Tag> deletedTags;
std::vector<Tag> reparentedTags; // tags that are deleted and recreated
std::unordered_map<Tag, ShadowViewMutation> movedTags;
for (const auto &mutation : mutations) {
if (mutation.type == ShadowViewMutation::Type::Insert) {
insertedTags.push_back(mutation.newChildShadowView.tag);
}
if (mutation.type == ShadowViewMutation::Type::Delete) {
deletedTags.push_back(mutation.oldChildShadowView.tag);
}
if (mutation.type == ShadowViewMutation::Type::Create) {
if (std::find(
deletedTags.begin(),
deletedTags.end(),
mutation.newChildShadowView.tag) != deletedTags.end()) {
reparentedTags.push_back(mutation.newChildShadowView.tag);
}
}
}
// Process mutations list into operations that can be sent to platform
// immediately, and those that need to be animated Deletions, removals,
// updates are delayed and animated. Creations and insertions are sent to
// platform and then "animated in" with opacity updates. Upon completion,
// removals and deletions are sent to platform
ShadowViewMutation::List immediateMutations;
// Remove operations that are actually moves should be copied to
// "immediate mutations". The corresponding "insert" will also be executed
// immediately and animated as an update.
std::vector<AnimationKeyFrame> keyFramesToAnimate;
std::vector<AnimationKeyFrame> movesToAnimate;
auto const layoutAnimationConfig = animation.layoutAnimationConfig;
for (auto const &mutation : mutations) {
ShadowView baselineShadowView =
(mutation.type == ShadowViewMutation::Type::Delete ||
mutation.type == ShadowViewMutation::Type::Remove ||
mutation.type == ShadowViewMutation::Type::Update
? mutation.oldChildShadowView
: mutation.newChildShadowView);
bool haveComponentDescriptor =
hasComponentDescriptorForShadowView(baselineShadowView);
bool executeMutationImmediately = false;
bool isRemoveReinserted =
mutation.type == ShadowViewMutation::Type::Remove &&
std::find(
insertedTags.begin(),
insertedTags.end(),
mutation.oldChildShadowView.tag) != insertedTags.end();
// Reparenting can result in a node being removed, inserted (moved) and
// also deleted and created in the same frame, with the same props etc.
// This should eventually be optimized out of the diffing algorithm, but
// for now we detect reparenting and prevent the corresponding
// Delete/Create instructions from being animated.
bool isReparented = std::find(
reparentedTags.begin(),
reparentedTags.end(),
baselineShadowView.tag) != reparentedTags.end();
if (isRemoveReinserted) {
movedTags.insert({mutation.oldChildShadowView.tag, mutation});
}
// Inserts that follow a "remove" of the same tag should be treated as
// an update (move) animation.
bool wasInsertedTagRemoved = false;
auto movedIt = movedTags.end();
if (mutation.type == ShadowViewMutation::Type::Insert) {
// If this is a move, we actually don't want to copy this insert
// instruction to animated instructions - we want to
// generate an Update mutation for Remove+Insert pairs to animate
// the layout.
// The corresponding Remove and Insert instructions will instead
// be treated as "immediate" instructions.
movedIt = movedTags.find(mutation.newChildShadowView.tag);
wasInsertedTagRemoved = movedIt != movedTags.end();
}
auto const &mutationConfig =
(mutation.type == ShadowViewMutation::Type::Delete ||
(mutation.type == ShadowViewMutation::Type::Remove &&
!wasInsertedTagRemoved)
? layoutAnimationConfig.deleteConfig
: (mutation.type == ShadowViewMutation::Type::Insert &&
!wasInsertedTagRemoved
? layoutAnimationConfig.createConfig
: layoutAnimationConfig.updateConfig));
bool haveConfiguration =
mutationConfig.animationType != AnimationType::None;
if (wasInsertedTagRemoved && haveConfiguration) {
movesToAnimate.push_back(
AnimationKeyFrame{{},
AnimationConfigurationType::Update,
mutation.newChildShadowView.tag,
mutation.parentShadowView,
movedIt->second.oldChildShadowView,
mutation.newChildShadowView});
}
// Creates and inserts should also be executed immediately.
// Mutations that would otherwise be animated, but have no
// configuration, are also executed immediately.
if (isRemoveReinserted || !haveConfiguration || isReparented ||
mutation.type == ShadowViewMutation::Type::Create ||
mutation.type == ShadowViewMutation::Type::Insert) {
executeMutationImmediately = true;
// It is possible, especially in the case of "moves", that we have a
// sequence of operations like:
// UPDATE X
// REMOVE X
// INSERT X
// In these cases, we will have queued up an animation for the UPDATE
// and delayed its execution; the REMOVE and INSERT will be executed
// first; and then the UPDATE will be animating to/from ShadowViews
// that are out-of-sync with what's on the mounting layer. Thus, for
// any UPDATE animations already queued up for this tag, we adjust the
// "previous" ShadowView.
if (mutation.type == ShadowViewMutation::Type::Insert) {
for (auto &keyframe : keyFramesToAnimate) {
if (keyframe.tag == baselineShadowView.tag) {
// If there's already an animation queued up, followed by this
// Insert, it *must* be an Update mutation animation. Other
// sequences should not be possible.
assert(keyframe.type == AnimationConfigurationType::Update);
keyframe.viewPrev = mutation.newChildShadowView.tag != 0
? mutation.newChildShadowView
: mutation.oldChildShadowView;
}
}
}
}
// Deletes, non-move inserts, updates get animated
if (!wasInsertedTagRemoved && !isRemoveReinserted && !isReparented &&
haveConfiguration &&
mutation.type != ShadowViewMutation::Type::Create) {
ShadowView viewStart = ShadowView(
mutation.type == ShadowViewMutation::Type::Insert
? mutation.newChildShadowView
: mutation.oldChildShadowView);
ShadowView viewFinal = ShadowView(
mutation.type == ShadowViewMutation::Type::Update
? mutation.newChildShadowView
: viewStart);
ShadowView parent = mutation.parentShadowView;
Tag tag = viewStart.tag;
AnimationKeyFrame keyFrame{};
if (mutation.type == ShadowViewMutation::Type::Insert) {
if (mutationConfig.animationProperty ==
AnimationProperty::Opacity &&
haveComponentDescriptor) {
auto props =
getComponentDescriptorForShadowView(baselineShadowView)
.cloneProps(viewStart.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->opacity = 0;
}
viewStart.props = props;
}
bool isScaleX =
mutationConfig.animationProperty == AnimationProperty::ScaleX ||
mutationConfig.animationProperty == AnimationProperty::ScaleXY;
bool isScaleY =
mutationConfig.animationProperty == AnimationProperty::ScaleY ||
mutationConfig.animationProperty == AnimationProperty::ScaleXY;
if ((isScaleX || isScaleY) && haveComponentDescriptor) {
auto props =
getComponentDescriptorForShadowView(baselineShadowView)
.cloneProps(viewStart.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->transform =
Transform::Scale(isScaleX ? 0 : 1, isScaleY ? 0 : 1, 1);
}
viewStart.props = props;
}
keyFrame = AnimationKeyFrame{{},
AnimationConfigurationType::Create,
tag,
parent,
viewStart,
viewFinal,
baselineShadowView,
0};
} else if (mutation.type == ShadowViewMutation::Type::Delete) {
if (mutationConfig.animationProperty ==
AnimationProperty::Opacity &&
haveComponentDescriptor) {
auto props =
getComponentDescriptorForShadowView(baselineShadowView)
.cloneProps(viewFinal.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->opacity = 0;
}
viewFinal.props = props;
}
bool isScaleX =
mutationConfig.animationProperty == AnimationProperty::ScaleX ||
mutationConfig.animationProperty == AnimationProperty::ScaleXY;
bool isScaleY =
mutationConfig.animationProperty == AnimationProperty::ScaleY ||
mutationConfig.animationProperty == AnimationProperty::ScaleXY;
if ((isScaleX || isScaleY) && haveComponentDescriptor) {
auto props =
getComponentDescriptorForShadowView(baselineShadowView)
.cloneProps(viewFinal.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->transform =
Transform::Scale(isScaleX ? 0 : 1, isScaleY ? 0 : 1, 1);
}
viewFinal.props = props;
}
keyFrame = AnimationKeyFrame{
better::optional<ShadowViewMutation>(mutation),
AnimationConfigurationType::Delete,
tag,
parent,
viewStart,
viewFinal,
baselineShadowView,
0};
} else if (mutation.type == ShadowViewMutation::Type::Update) {
viewFinal = ShadowView(mutation.newChildShadowView);
keyFrame = AnimationKeyFrame{
better::optional<ShadowViewMutation>(mutation),
AnimationConfigurationType::Update,
tag,
parent,
viewStart,
viewFinal,
baselineShadowView,
0};
} else {
// This should just be "Remove" instructions that are not animated
// (either this is a "move", or there's a corresponding "Delete"
// that is animated). We configure it as a Noop animation so it is
// executed when all the other animations are completed.
assert(mutation.type == ShadowViewMutation::Type::Remove);
Tag removeTag = mutation.oldChildShadowView.tag;
auto correspondingInsertIt = std::find_if(
mutations.begin(),
mutations.end(),
[&removeTag](auto &mutation) {
return mutation.type == ShadowViewMutation::Type::Insert &&
mutation.newChildShadowView.tag == removeTag;
});
if (correspondingInsertIt == mutations.end()) {
PrintMutationInstruction("Queueing Delayed", mutation);
keyFrame = AnimationKeyFrame{
better::optional<ShadowViewMutation>(mutation),
AnimationConfigurationType::Noop,
tag,
parent,
mutation.oldChildShadowView,
mutation.oldChildShadowView,
mutation.oldChildShadowView,
0};
} else {
PrintMutationInstruction(
"Executing Remove Immediately, due to reordering operation",
mutation);
immediateMutations.push_back(mutation);
continue;
}
}
// Handle conflicting animations
for (auto &conflictingKeyFrame : conflictingAnimations) {
auto const &conflictingMutationBaselineShadowView =
conflictingKeyFrame.viewStart;
// We've found a conflict.
if (conflictingMutationBaselineShadowView.tag == tag) {
// Pick a Prop or layout property, depending on the current
// animation configuration. Figure out how much progress we've
// already made in the current animation, and start the animation
// from this point.
keyFrame.viewStart = conflictingKeyFrame.viewPrev;
assert(keyFrame.viewStart.tag != 0);
keyFrame.initialProgress = 0;
// We're guaranteed that a tag only has one animation associated
// with it, so we can break here. If we support multiple
// animations and animation curves over the same tag in the
// future, this will need to be modified to support that.
break;
}
}
assert(keyFrame.viewStart.tag != 0);
assert(keyFrame.viewEnd.tag != 0);
assert(keyFrame.viewPrev.tag != 0);
keyFramesToAnimate.push_back(keyFrame);
}
if (executeMutationImmediately) {
PrintMutationInstruction(
"Queue Up Animation For Immediate Execution", mutation);
immediateMutations.push_back(mutation);
}
}
#ifdef RN_SHADOW_TREE_INTROSPECTION
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
{
int idx = 0;
for (auto &mutation : immediateMutations) {
PrintMutationInstruction(
std::string("IMMEDIATE list: ") + std::to_string(idx) + "/" +
std::to_string(immediateMutations.size()),
mutation);
idx++;
}
}
{
int idx = 0;
for (const auto &keyframe : keyFramesToAnimate) {
if (keyframe.finalMutationForKeyFrame.has_value()) {
PrintMutationInstruction(
std::string("FINAL list: ") + std::to_string(idx) + "/" +
std::to_string(keyFramesToAnimate.size()),
*keyframe.finalMutationForKeyFrame);
}
idx++;
}
}
#endif
#endif
auto finalConflictingMutations = ShadowViewMutationList{};
for (auto &keyFrame : conflictingAnimations) {
// Special-case: if we have some (1) ongoing UPDATE animation,
// (2) it conflicted with a new MOVE operation (REMOVE+INSERT)
// without another corresponding UPDATE, we should re-queue the
// keyframe so that its position/props don't suddenly "jump".
if (keyFrame.type == AnimationConfigurationType::Update) {
auto movedIt = movedTags.find(keyFrame.tag);
if (movedIt != movedTags.end()) {
auto newKeyFrameForUpdate = std::find_if(
keyFramesToAnimate.begin(),
keyFramesToAnimate.end(),
[&](auto const &newKeyFrame) {
return newKeyFrame.type ==
AnimationConfigurationType::Update &&
newKeyFrame.tag == keyFrame.tag;
});
if (newKeyFrameForUpdate == keyFramesToAnimate.end()) {
keyFrame.invalidated = false;
// The animation will continue from the current position - we
// restart viewStart to make sure there are no sudden jumps
keyFrame.viewStart = keyFrame.viewPrev;
// Find the insert mutation that conflicted with this update
for (auto &mutation : immediateMutations) {
if (mutation.newChildShadowView.tag == keyFrame.tag &&
(mutation.type == ShadowViewMutation::Insert ||
mutation.type == ShadowViewMutation::Create)) {
keyFrame.viewPrev = mutation.newChildShadowView;
keyFrame.viewEnd = mutation.newChildShadowView;
}
}
keyFramesToAnimate.push_back(keyFrame);
continue;
}
}
}
if (keyFrame.finalMutationForKeyFrame.hasValue()) {
auto &finalMutation = *keyFrame.finalMutationForKeyFrame;
auto mutationInstruction =
ShadowViewMutation{finalMutation.type,
finalMutation.parentShadowView,
keyFrame.viewPrev,
finalMutation.newChildShadowView,
finalMutation.index};
PrintMutationInstruction(
"Queueing up final mutation instruction - update:",
mutationInstruction);
assert(mutationInstruction.oldChildShadowView.tag != 0);
assert(
mutationInstruction.newChildShadowView.tag != 0 ||
mutationInstruction.type == ShadowViewMutation::Delete ||
mutationInstruction.type == ShadowViewMutation::Remove);
finalConflictingMutations.push_back(mutationInstruction);
} else {
// If there's no final mutation associated, create a mutation that
// corresponds to the animation being 100% complete. This is important
// for, for example, INSERT mutations being animated from opacity 0
// to 1. If the animation is interrupted we must force the View to be
// at opacity 1.
// For Android - since it passes along only deltas, not an entire bag
// of props - generate an "animation" frame corresponding to a final
// update for this view. Only then, generate an update that will cause
// the ShadowTree to be consistent with the Mounting layer by passing
// viewEnd, unmodified, to the mounting layer. This helps with, for
// example, opacity animations.
auto mutatedShadowView = createInterpolatedShadowView(
1, keyFrame.viewStart, keyFrame.viewEnd);
auto generatedPenultimateMutation =
ShadowViewMutation::UpdateMutation(
keyFrame.viewPrev, mutatedShadowView);
assert(generatedPenultimateMutation.oldChildShadowView.tag != 0);
assert(generatedPenultimateMutation.newChildShadowView.tag != 0);
PrintMutationInstruction(
"Queueing up penultimate mutation instruction - synthetic",
generatedPenultimateMutation);
finalConflictingMutations.push_back(generatedPenultimateMutation);
auto generatedMutation = ShadowViewMutation::UpdateMutation(
mutatedShadowView, keyFrame.viewEnd);
assert(generatedMutation.oldChildShadowView.tag != 0);
assert(generatedMutation.newChildShadowView.tag != 0);
PrintMutationInstruction(
"Queueing up final mutation instruction - synthetic",
generatedMutation);
finalConflictingMutations.push_back(generatedMutation);
}
}
// Make sure that all operations execute in the proper order, since
// conflicting animations are not sorted in any reasonable way.
std::stable_sort(
finalConflictingMutations.begin(),
finalConflictingMutations.end(),
&shouldFirstComeBeforeSecondMutation);
std::stable_sort(
immediateMutations.begin(),
immediateMutations.end(),
&shouldFirstComeBeforeSecondRemovesOnly);
animation.keyFrames = keyFramesToAnimate;
inflightAnimations_.push_back(std::move(animation));
// At this point, we have the following information and knowledge graph:
// Knowledge Graph:
// [ImmediateMutations] -> assumes [FinalConflicting], [FrameDelayed],
// [Delayed] already executed [FrameDelayed] -> assumes
// [FinalConflicting], [Delayed] already executed [FinalConflicting] -> is
// adjusted based on [Delayed], no dependency on [FinalConflicting],
// [FrameDelayed] [Delayed] -> assumes [FinalConflicting],
// [ImmediateMutations] not executed yet
// Adjust [Delayed] based on [FinalConflicting]
// Knowledge Graph:
// [ImmediateMutations] -> assumes [FinalConflicting], [FrameDelayed],
// [Delayed] already executed [FrameDelayed] -> assumes
// [FinalConflicting], [Delayed] already executed [FinalConflicting] -> is
// adjusted based on [Delayed], no dependency on [FinalConflicting],
// [FrameDelayed] [Delayed] -> adjusted for [FinalConflicting]; assumes
// [ImmediateMutations] not executed yet
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR) << "Adjust [Delayed] based on [FinalConflicting]";
#endif
for (auto &mutation : finalConflictingMutations) {
if (mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Remove) {
adjustDelayedMutationIndicesForMutation(surfaceId, mutation, true);
}
}
// Adjust [FrameDelayed] based on [Delayed]
// Knowledge Graph:
// [ImmediateExecutions] -> assumes [FinalConflicting], [Delayed],
// [FrameDelayed] already executed [FrameDelayed] -> adjusted for
// [Delayed]; assumes [FinalConflicting] already executed
// [FinalConflicting] -> is adjusted based on [Delayed], no dependency on
// [FinalConflicting], [FrameDelayed] [Delayed] -> adjusted for
// [FinalConflicting]; assumes [ImmediateExecutions] not executed yet
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR) << "Adjust [FrameDelayed] based on [Delayed]";
#endif
for (auto &keyframe : inflightAnimations_.back().keyFrames) {
if (keyframe.finalMutationForKeyFrame.has_value()) {
auto &mutation = *keyframe.finalMutationForKeyFrame;
if (mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Remove) {
// When adjusting, skip adjusting against last animation - because
// all `mutation`s here come from the last animation, so we can't
// adjust a batch against itself.
adjustImmediateMutationIndicesForDelayedMutations(
surfaceId, mutation, true);
}
}
}
// Adjust [ImmediateExecutions] based on [Delayed]
// Knowledge Graph:
// [ImmediateExecutions] -> adjusted for [FrameDelayed], [Delayed];
// assumes [FinalConflicting] already executed [FrameDelayed] -> adjusted
// for [Delayed]; assumes [FinalConflicting] already executed
// [FinalConflicting] -> is adjusted based on [Delayed], no dependency on
// [FinalConflicting], [FrameDelayed] [Delayed] -> adjusted for
// [FinalConflicting]; assumes [ImmediateExecutions] not executed yet
//
// THEN,
// Adjust [Delayed] based on [ImmediateExecutions] and [FinalConflicting]
// Knowledge Graph:
// [ImmediateExecutions] -> adjusted for [FrameDelayed], [Delayed];
// assumes [FinalConflicting] already executed [FrameDelayed] -> adjusted
// for [Delayed]; assumes [FinalConflicting] already executed
// [FinalConflicting] -> is adjusted based on [Delayed], no dependency on
// [FinalConflicting], [FrameDelayed] [Delayed] -> adjusted for
// [FinalConflicting], [ImmediateExecutions]
//
// We do these in the same loop because each immediate execution is
// impacted by each delayed mutation, and also can impact each delayed
// mutation, and these effects compound.
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR)
<< "Adjust each [ImmediateExecution] based on [Delayed] and [Delayed] based on each [ImmediateExecution]";
#endif
for (auto &mutation : immediateMutations) {
// Note: when adjusting [ImmediateExecutions] based on [FrameDelayed],
// we need only adjust Inserts. Since inserts are executed
// highest-index-first, lower indices being delayed does not impact the
// higher-index removals; and conversely, higher indices being delayed
// cannot impact lower index removal, regardless of order.
if (mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Remove) {
adjustImmediateMutationIndicesForDelayedMutations(
surfaceId,
mutation,
mutation.type == ShadowViewMutation::Type::Remove);
// Here we need to adjust both Delayed and FrameDelayed mutations.
// Delayed Removes can be impacted by non-delayed Inserts from the
// same frame.
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
}
}
// If the knowledge graph progression above is correct, it is now safe to
// execute finalConflictingMutations and immediateMutations in that order,
// and to queue the delayed animations from this frame.
//
// Execute the conflicting, delayed operations immediately. Any UPDATE
// operations that smoothly transition into another animation will be
// overridden by generated UPDATE operations at the end of the list, and
// we want any REMOVE or DELETE operations to execute immediately.
// Additionally, this should allow us to avoid performing index adjustment
// between this list of conflicting animations and the batch we're about
// to execute.
finalConflictingMutations.insert(
finalConflictingMutations.end(),
immediateMutations.begin(),
immediateMutations.end());
mutations = finalConflictingMutations;
} /* if (currentAnimation) */ else {
// If there's no "next" animation, make sure we queue up "final"
// operations from all ongoing, conflicting animations.
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR) << "No Animation: Queue up final conflicting animations";
#endif
ShadowViewMutationList finalMutationsForConflictingAnimations{};
for (auto const &keyFrame : conflictingAnimations) {
if (keyFrame.finalMutationForKeyFrame.hasValue()) {
auto &finalMutation = (*keyFrame.finalMutationForKeyFrame);
auto mutation = ShadowViewMutation{finalMutation.type,
finalMutation.parentShadowView,
keyFrame.viewPrev,
finalMutation.newChildShadowView,
finalMutation.index};
PrintMutationInstruction(
"No Animation: Queueing up final conflicting mutation instruction",
mutation);
finalMutationsForConflictingAnimations.push_back(mutation);
} else {
// If there's no final mutation associated, create a mutation that
// corresponds to the animation being 100% complete. This is important
// for, for example, INSERT mutations being animated from opacity 0
// to 1. If the animation is interrupted we must force the View to be
// at opacity 1.
// For Android - since it passes along only deltas, not an entire bag
// of props - generate an "animation" frame corresponding to a final
// update for this view. Only then, generate an update that will cause
// the ShadowTree to be consistent with the Mounting layer by passing
// viewEnd, unmodified, to the mounting layer. This helps with, for
// example, opacity animations.
auto mutatedShadowView = createInterpolatedShadowView(
1, keyFrame.viewStart, keyFrame.viewEnd);
auto generatedPenultimateMutation =
ShadowViewMutation::UpdateMutation(
keyFrame.viewPrev, mutatedShadowView);
assert(generatedPenultimateMutation.oldChildShadowView.tag != 0);
assert(generatedPenultimateMutation.newChildShadowView.tag != 0);
PrintMutationInstruction(
"No Animation: Queueing up penultimate mutation instruction - synthetic",
generatedPenultimateMutation);
finalMutationsForConflictingAnimations.push_back(
generatedPenultimateMutation);
auto generatedMutation = ShadowViewMutation::UpdateMutation(
mutatedShadowView, keyFrame.viewEnd);
assert(generatedMutation.oldChildShadowView.tag != 0);
assert(generatedMutation.newChildShadowView.tag != 0);
PrintMutationInstruction(
"No Animation: Queueing up final mutation instruction - synthetic",
generatedMutation);
finalMutationsForConflictingAnimations.push_back(generatedMutation);
}
}
// Make sure that all operations execute in the proper order.
// REMOVE operations with highest indices must operate first.
std::stable_sort(
finalMutationsForConflictingAnimations.begin(),
finalMutationsForConflictingAnimations.end(),
&shouldFirstComeBeforeSecondMutation);
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR)
<< "No Animation: Adjust delayed mutations based on all finalMutationsForConflictingAnimations";
#endif
for (auto const &mutation : finalMutationsForConflictingAnimations) {
if (mutation.type == ShadowViewMutation::Type::Remove ||
mutation.type == ShadowViewMutation::Type::Insert) {
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
}
}
// The ShadowTree layer doesn't realize that certain operations have been
// delayed, so we must adjust all Remove and Insert operations based on
// what else has been deferred, whether we are executing this immediately
// or later.
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR)
<< "No Animation: Adjust mutations based on remaining delayed mutations / adjust delayed, based on each";
#endif
for (auto &mutation : mutations) {
if (mutation.type == ShadowViewMutation::Type::Remove ||
mutation.type == ShadowViewMutation::Type::Insert) {
adjustImmediateMutationIndicesForDelayedMutations(
surfaceId, mutation);
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
}
}
// Append mutations to this list and swap - so that the final
// conflicting mutations happen before any other mutations
finalMutationsForConflictingAnimations.insert(
finalMutationsForConflictingAnimations.end(),
mutations.begin(),
mutations.end());
mutations = finalMutationsForConflictingAnimations;
}
} // if (mutations)
// We never commit a different root or modify anything -
// we just send additional mutations to the mounting layer until the
// animations are finished and the mounting layer (view) represents exactly
// what is in the most recent shadow tree
// Add animation mutations to the end of our existing mutations list in this
// function.
ShadowViewMutationList mutationsForAnimation{};
animationMutationsForFrame(surfaceId, mutationsForAnimation, now);
// If any delayed removes were executed, update remaining delayed keyframes
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR)
<< "Adjust all delayed mutations based on final mutations generated by animation driver";
#endif
for (auto const &mutation : mutationsForAnimation) {
if (mutation.type == ShadowViewMutation::Type::Remove) {
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
}
}
mutations.insert(
mutations.end(),
mutationsForAnimation.begin(),
mutationsForAnimation.end());
// DEBUG ONLY: list existing inflight animations
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR) << "FINISHING DISPLAYING ONGOING inflightAnimations_!";
int i = 0;
int j = 0;
for (auto const &inflightAnimation : inflightAnimations_) {
i++;
j = 0;
if (inflightAnimation.completed) {
continue;
}
for (auto &keyframe : inflightAnimation.keyFrames) {
j++;
if (keyframe.invalidated) {
continue;
}
if (keyframe.finalMutationForKeyFrame &&
!mutatedViewIsVirtual(*keyframe.finalMutationForKeyFrame)) {
std::string msg = "Animation " + std::to_string(i) + " keyframe " +
std::to_string(j) + ": Final Animation";
PrintMutationInstruction(msg, *keyframe.finalMutationForKeyFrame);
} else {
LOG(ERROR) << "Animation " << i << " keyframe " << j << ": on tag: ["
<< keyframe.viewStart.tag << "]";
}
}
}
LOG(ERROR) << "FINISHING DONE DISPLAYING ONGOING inflightAnimations_!";
#endif
// Signal to delegate if all animations are complete, or if we were not
// animating anything and now some animation exists.
if (inflightAnimationsExistInitially && inflightAnimations_.empty()) {
std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
if (layoutAnimationStatusDelegate_ != nullptr) {
layoutAnimationStatusDelegate_->onAllAnimationsComplete();
}
} else if (
!inflightAnimationsExistInitially && !inflightAnimations_.empty()) {
std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
if (layoutAnimationStatusDelegate_ != nullptr) {
layoutAnimationStatusDelegate_->onAnimationStarted();
}
}
return MountingTransaction{
surfaceId, transactionNumber, std::move(mutations), telemetry};
}
bool LayoutAnimationKeyFrameManager::mutatedViewIsVirtual(
ShadowViewMutation const &mutation) const {
bool viewIsVirtual = false;
// TODO: extract this into an Android platform-specific class?
// Explanation: for "Insert" mutations, oldChildShadowView is always empty.
// for "Remove" mutations, newChildShadowView is always empty.
#ifdef ANDROID
viewIsVirtual =
mutation.newChildShadowView.layoutMetrics == EmptyLayoutMetrics &&
mutation.oldChildShadowView.layoutMetrics == EmptyLayoutMetrics;
#endif
return viewIsVirtual;
}
bool LayoutAnimationKeyFrameManager::hasComponentDescriptorForShadowView(
ShadowView const &shadowView) const {
return componentDescriptorRegistry_->hasComponentDescriptorAt(
shadowView.componentHandle);
}
ComponentDescriptor const &
LayoutAnimationKeyFrameManager::getComponentDescriptorForShadowView(
ShadowView const &shadowView) const {
return componentDescriptorRegistry_->at(shadowView.componentHandle);
}
void LayoutAnimationKeyFrameManager::setComponentDescriptorRegistry(
const SharedComponentDescriptorRegistry &componentDescriptorRegistry) {
componentDescriptorRegistry_ = componentDescriptorRegistry;
}
/**
* Given a `progress` between 0 and 1, a mutation and LayoutAnimation config,
* return a ShadowView with mutated props and/or LayoutMetrics.
*
* @param progress
* @param layoutAnimation
* @param animatedMutation
* @return
*/
ShadowView LayoutAnimationKeyFrameManager::createInterpolatedShadowView(
double progress,
ShadowView startingView,
ShadowView finalView) const {
if (!hasComponentDescriptorForShadowView(startingView)) {
return finalView;
}
ComponentDescriptor const &componentDescriptor =
getComponentDescriptorForShadowView(startingView);
// Base the mutated view on the finalView, so that the following stay
// consistent:
// - state
// - eventEmitter
// For now, we do not allow interpolation of state. And we probably never
// will, so make sure we always keep the mounting layer consistent with the
// "final" state.
auto mutatedShadowView = ShadowView(finalView);
if (startingView.props == nullptr || finalView.props == nullptr) {
return finalView;
}
// Animate opacity or scale/transform
mutatedShadowView.props = componentDescriptor.interpolateProps(
progress, startingView.props, finalView.props);
// Interpolate LayoutMetrics
LayoutMetrics const &finalLayoutMetrics = finalView.layoutMetrics;
LayoutMetrics const &baselineLayoutMetrics = startingView.layoutMetrics;
LayoutMetrics interpolatedLayoutMetrics = finalLayoutMetrics;
interpolatedLayoutMetrics.frame.origin.x = interpolateFloats(
progress,
baselineLayoutMetrics.frame.origin.x,
finalLayoutMetrics.frame.origin.x);
interpolatedLayoutMetrics.frame.origin.y = interpolateFloats(
progress,
baselineLayoutMetrics.frame.origin.y,
finalLayoutMetrics.frame.origin.y);
interpolatedLayoutMetrics.frame.size.width = interpolateFloats(
progress,
baselineLayoutMetrics.frame.size.width,
finalLayoutMetrics.frame.size.width);
interpolatedLayoutMetrics.frame.size.height = interpolateFloats(
progress,
baselineLayoutMetrics.frame.size.height,
finalLayoutMetrics.frame.size.height);
mutatedShadowView.layoutMetrics = interpolatedLayoutMetrics;
return mutatedShadowView;
}
void LayoutAnimationKeyFrameManager::callCallback(
const LayoutAnimationCallbackWrapper &callback) const {
if (callback.readyForCleanup()) {
return;
}
// Callbacks can only be called once. Replace the callsite with an empty
// CallbackWrapper. We use a unique_ptr to avoid copying into the vector.
std::unique_ptr<LayoutAnimationCallbackWrapper> copiedCallback(
std::make_unique<LayoutAnimationCallbackWrapper>(callback));
// Call the callback that is being retained in the vector
copiedCallback->call(runtimeExecutor_);
// Protect with a mutex: this can be called on failure callbacks in the JS
// thread and success callbacks on the UI thread
{
std::lock_guard<std::mutex> lock(callbackWrappersPendingMutex_);
// Clean any stale data in the retention vector
callbackWrappersPending_.erase(
std::remove_if(
callbackWrappersPending_.begin(),
callbackWrappersPending_.end(),
[](const std::unique_ptr<LayoutAnimationCallbackWrapper> &wrapper) {
return wrapper->readyForCleanup();
}),
callbackWrappersPending_.end());
// Hold onto a reference to the callback, only while
// LayoutAnimationKeyFrameManager is alive and the callback hasn't completed
// yet.
callbackWrappersPending_.push_back(std::move(copiedCallback));
}
}
} // namespace react
} // namespace facebook