mirror of
https://github.com/facebook/react-native.git
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5bd5fcdd38
Summary: The current implementation of LayoutAnimations assumed that the "previous/old" ShadowView passed into the diff mutation didn't matter except for purposes of diffing. As it turns out, iOS components could possibly use the "old" version of props, state, etc - so we should try to keep track of the current value in the tree as much as possible. This diff accomplishes that by keeping track of the "previous" view, which the AnimationDriver will update over time. This also allows us to simplify logic around conflicting animations. I'm also adding a few additional asserts to assist in debugging. This doesn't totally eliminate all asserts hit on iOS, yet, but it does reduce the number of times the asserts are hit in StubViewTree. Changelog: [Internal] Reviewed By: sammy-SC Differential Revision: D25048644 fbshipit-source-id: d00aeece5af04624d8193063be453c7ce4a6e565
1621 lines
65 KiB
C++
1621 lines
65 KiB
C++
/*
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* Copyright (c) Facebook, Inc. and its affiliates.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#include "LayoutAnimationKeyFrameManager.h"
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#include <algorithm>
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#include <chrono>
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#include <react/renderer/componentregistry/ComponentDescriptorFactory.h>
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#include <react/renderer/components/root/RootShadowNode.h>
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#include <react/renderer/components/view/ViewProps.h>
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#include <react/renderer/core/ComponentDescriptor.h>
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#include <react/renderer/core/LayoutMetrics.h>
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#include <react/renderer/core/LayoutableShadowNode.h>
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#include <react/renderer/core/Props.h>
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#include <react/renderer/core/RawValue.h>
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#include <react/renderer/mounting/MountingCoordinator.h>
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#include <react/renderer/mounting/ShadowViewMutation.h>
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#include <react/renderer/mounting/Differentiator.h>
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#include <react/renderer/mounting/ShadowTreeRevision.h>
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#include <react/renderer/mounting/ShadowView.h>
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#include <glog/logging.h>
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namespace facebook {
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namespace react {
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#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
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static std::string GetMutationInstructionString(
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ShadowViewMutation const &mutation) {
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bool mutationIsRemove = mutation.type == ShadowViewMutation::Type::Remove;
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bool mutationIsInsert = mutation.type == ShadowViewMutation::Type::Insert;
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bool mutationIsDelete = mutation.type == ShadowViewMutation::Type::Delete;
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bool mutationIsCreate = mutation.type == ShadowViewMutation::Type::Create;
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std::string mutationType =
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(mutationIsRemove
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? "REMOVE"
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: (mutationIsInsert
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? "INSERT"
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: (mutationIsDelete
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? "DELETE"
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: (mutationIsCreate ? "CREATE" : "UPDATE"))));
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return mutationType + " [" +
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std::to_string(
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mutationIsInsert || mutationIsCreate
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? mutation.newChildShadowView.tag
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: mutation.oldChildShadowView.tag) +
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"]->[" + std::to_string(mutation.parentShadowView.tag) + "] @" +
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std::to_string(mutation.index);
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}
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void PrintMutationInstruction(
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std::string message,
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ShadowViewMutation const &mutation) {
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LOG(ERROR) << message
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<< " Mutation: " << GetMutationInstructionString(mutation);
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}
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void PrintMutationInstructionRelative(
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std::string message,
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ShadowViewMutation const &mutation,
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ShadowViewMutation const &relativeMutation) {
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LOG(ERROR) << message
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<< " Mutation: " << GetMutationInstructionString(mutation)
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<< " RelativeMutation: "
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<< GetMutationInstructionString(relativeMutation);
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}
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#endif
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static better::optional<AnimationType> parseAnimationType(std::string param) {
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if (param == "spring") {
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return better::optional<AnimationType>(AnimationType::Spring);
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}
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if (param == "linear") {
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return better::optional<AnimationType>(AnimationType::Linear);
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}
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if (param == "easeInEaseOut") {
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return better::optional<AnimationType>(AnimationType::EaseInEaseOut);
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}
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if (param == "easeIn") {
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return better::optional<AnimationType>(AnimationType::EaseIn);
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}
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if (param == "easeOut") {
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return better::optional<AnimationType>(AnimationType::EaseOut);
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}
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if (param == "keyboard") {
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return better::optional<AnimationType>(AnimationType::Keyboard);
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}
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LOG(ERROR) << "Error parsing animation type: " << param;
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return {};
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}
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static better::optional<AnimationProperty> parseAnimationProperty(
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std::string param) {
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if (param == "opacity") {
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return better::optional<AnimationProperty>(AnimationProperty::Opacity);
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}
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if (param == "scaleX") {
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return better::optional<AnimationProperty>(AnimationProperty::ScaleX);
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}
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if (param == "scaleY") {
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return better::optional<AnimationProperty>(AnimationProperty::ScaleY);
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}
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if (param == "scaleXY") {
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return better::optional<AnimationProperty>(AnimationProperty::ScaleXY);
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}
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LOG(ERROR) << "Error parsing animation property: " << param;
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return {};
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}
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static better::optional<AnimationConfig> parseAnimationConfig(
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folly::dynamic const &config,
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double defaultDuration,
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bool parsePropertyType) {
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if (config.empty() || !config.isObject()) {
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return better::optional<AnimationConfig>(
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AnimationConfig{AnimationType::Linear,
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AnimationProperty::NotApplicable,
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defaultDuration,
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0,
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0,
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0});
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}
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auto const typeIt = config.find("type");
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if (typeIt == config.items().end()) {
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LOG(ERROR) << "Error parsing animation config: could not find field `type`";
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return {};
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}
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auto const animationTypeParam = typeIt->second;
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if (animationTypeParam.empty() || !animationTypeParam.isString()) {
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LOG(ERROR)
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<< "Error parsing animation config: could not unwrap field `type`";
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return {};
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}
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const auto animationType = parseAnimationType(animationTypeParam.asString());
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if (!animationType) {
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LOG(ERROR)
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<< "Error parsing animation config: could not parse field `type`";
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return {};
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}
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AnimationProperty animationProperty = AnimationProperty::NotApplicable;
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if (parsePropertyType) {
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auto const propertyIt = config.find("property");
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if (propertyIt == config.items().end()) {
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LOG(ERROR)
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<< "Error parsing animation config: could not find field `property`";
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return {};
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}
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auto const animationPropertyParam = propertyIt->second;
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if (animationPropertyParam.empty() || !animationPropertyParam.isString()) {
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LOG(ERROR)
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<< "Error parsing animation config: could not unwrap field `property`";
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return {};
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}
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const auto animationPropertyParsed =
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parseAnimationProperty(animationPropertyParam.asString());
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if (!animationPropertyParsed) {
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LOG(ERROR)
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<< "Error parsing animation config: could not parse field `property`";
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return {};
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}
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animationProperty = *animationPropertyParsed;
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}
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double duration = defaultDuration;
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double delay = 0;
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double springDamping = 0.5;
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double initialVelocity = 0;
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auto const durationIt = config.find("duration");
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if (durationIt != config.items().end()) {
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if (durationIt->second.isDouble()) {
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duration = durationIt->second.asDouble();
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} else {
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LOG(ERROR)
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<< "Error parsing animation config: field `duration` must be a number";
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return {};
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}
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}
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auto const delayIt = config.find("delay");
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if (delayIt != config.items().end()) {
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if (delayIt->second.isDouble()) {
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delay = delayIt->second.asDouble();
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} else {
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LOG(ERROR)
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<< "Error parsing animation config: field `delay` must be a number";
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return {};
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}
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}
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auto const springDampingIt = config.find("springDamping");
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if (springDampingIt != config.items().end() &&
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springDampingIt->second.isDouble()) {
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if (springDampingIt->second.isDouble()) {
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springDamping = springDampingIt->second.asDouble();
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} else {
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LOG(ERROR)
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<< "Error parsing animation config: field `springDamping` must be a number";
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return {};
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}
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}
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auto const initialVelocityIt = config.find("initialVelocity");
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if (initialVelocityIt != config.items().end()) {
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if (initialVelocityIt->second.isDouble()) {
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initialVelocity = initialVelocityIt->second.asDouble();
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} else {
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LOG(ERROR)
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<< "Error parsing animation config: field `initialVelocity` must be a number";
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return {};
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}
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}
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return better::optional<AnimationConfig>(AnimationConfig{*animationType,
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animationProperty,
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duration,
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delay,
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springDamping,
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initialVelocity});
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}
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// Parse animation config from JS
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static better::optional<LayoutAnimationConfig> parseLayoutAnimationConfig(
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folly::dynamic const &config) {
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if (config.empty() || !config.isObject()) {
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return {};
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}
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const auto durationIt = config.find("duration");
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if (durationIt == config.items().end() || !durationIt->second.isDouble()) {
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return {};
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}
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const double duration = durationIt->second.asDouble();
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const auto createConfigIt = config.find("create");
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const auto createConfig = createConfigIt == config.items().end()
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? better::optional<AnimationConfig>(AnimationConfig{})
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: parseAnimationConfig(createConfigIt->second, duration, true);
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const auto updateConfigIt = config.find("update");
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const auto updateConfig = updateConfigIt == config.items().end()
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? better::optional<AnimationConfig>(AnimationConfig{})
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: parseAnimationConfig(updateConfigIt->second, duration, false);
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const auto deleteConfigIt = config.find("delete");
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const auto deleteConfig = deleteConfigIt == config.items().end()
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? better::optional<AnimationConfig>(AnimationConfig{})
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: parseAnimationConfig(deleteConfigIt->second, duration, true);
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if (!createConfig || !updateConfig || !deleteConfig) {
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return {};
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}
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return better::optional<LayoutAnimationConfig>(LayoutAnimationConfig{
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duration, *createConfig, *updateConfig, *deleteConfig});
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}
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/**
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* Globally configure next LayoutAnimation.
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* This is guaranteed to be called only on the JS thread.
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*/
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void LayoutAnimationKeyFrameManager::uiManagerDidConfigureNextLayoutAnimation(
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jsi::Runtime &runtime,
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RawValue const &config,
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const jsi::Value &successCallbackValue,
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const jsi::Value &failureCallbackValue) const {
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bool hasSuccessCallback = successCallbackValue.isObject() &&
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successCallbackValue.getObject(runtime).isFunction(runtime);
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bool hasFailureCallback = failureCallbackValue.isObject() &&
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failureCallbackValue.getObject(runtime).isFunction(runtime);
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LayoutAnimationCallbackWrapper successCallback = hasSuccessCallback
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? LayoutAnimationCallbackWrapper(
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successCallbackValue.getObject(runtime).getFunction(runtime))
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: LayoutAnimationCallbackWrapper();
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LayoutAnimationCallbackWrapper failureCallback = hasFailureCallback
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? LayoutAnimationCallbackWrapper(
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failureCallbackValue.getObject(runtime).getFunction(runtime))
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: LayoutAnimationCallbackWrapper();
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auto layoutAnimationConfig =
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parseLayoutAnimationConfig((folly::dynamic)config);
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if (layoutAnimationConfig) {
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std::lock_guard<std::mutex> lock(currentAnimationMutex_);
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currentAnimation_ = better::optional<LayoutAnimation>{
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LayoutAnimation{-1,
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0,
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false,
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*layoutAnimationConfig,
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successCallback,
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failureCallback,
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{}}};
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} else {
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LOG(ERROR) << "Parsing LayoutAnimationConfig failed: "
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<< (folly::dynamic)config;
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callCallback(failureCallback);
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}
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}
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void LayoutAnimationKeyFrameManager::setLayoutAnimationStatusDelegate(
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LayoutAnimationStatusDelegate *delegate) const {
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std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
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layoutAnimationStatusDelegate_ = delegate;
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}
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bool LayoutAnimationKeyFrameManager::shouldOverridePullTransaction() const {
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return shouldAnimateFrame();
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}
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void LayoutAnimationKeyFrameManager::stopSurface(SurfaceId surfaceId) {
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std::lock_guard<std::mutex> lock(surfaceIdsToStopMutex_);
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surfaceIdsToStop_.push_back(surfaceId);
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}
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bool LayoutAnimationKeyFrameManager::shouldAnimateFrame() const {
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// There is potentially a race here between getting and setting
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// `currentMutation_`. We don't want to lock around this because then we're
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// creating contention between pullTransaction and the JS thread.
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return currentAnimation_ || !inflightAnimations_.empty();
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}
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static inline const float
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interpolateFloats(float coefficient, float oldValue, float newValue) {
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return oldValue + (newValue - oldValue) * coefficient;
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}
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std::pair<double, double>
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LayoutAnimationKeyFrameManager::calculateAnimationProgress(
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uint64_t now,
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const LayoutAnimation &animation,
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const AnimationConfig &mutationConfig) const {
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if (mutationConfig.animationType == AnimationType::None) {
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return {1, 1};
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}
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uint64_t startTime = animation.startTime;
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uint64_t delay = mutationConfig.delay;
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uint64_t endTime = startTime + delay + mutationConfig.duration;
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static const float PI = 3.14159265358979323846;
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if (now >= endTime) {
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return {1, 1};
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}
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if (now < startTime + delay) {
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return {0, 0};
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}
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double linearTimeProgression = 1 -
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(double)(endTime - delay - now) / (double)(endTime - animation.startTime);
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if (mutationConfig.animationType == AnimationType::Linear) {
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return {linearTimeProgression, linearTimeProgression};
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} else if (mutationConfig.animationType == AnimationType::EaseIn) {
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// This is an accelerator-style interpolator.
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// In the future, this parameter (2.0) could be adjusted. This has been the
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// default for Classic RN forever.
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return {linearTimeProgression, pow(linearTimeProgression, 2.0)};
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} else if (mutationConfig.animationType == AnimationType::EaseOut) {
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// This is an decelerator-style interpolator.
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// In the future, this parameter (2.0) could be adjusted. This has been the
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// default for Classic RN forever.
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return {linearTimeProgression, 1.0 - pow(1 - linearTimeProgression, 2.0)};
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} else if (mutationConfig.animationType == AnimationType::EaseInEaseOut) {
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// This is a combination of accelerate+decelerate.
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// The animation starts and ends slowly, and speeds up in the middle.
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return {linearTimeProgression,
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cos((linearTimeProgression + 1.0) * PI) / 2 + 0.5};
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} else if (mutationConfig.animationType == AnimationType::Spring) {
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// Using mSpringDamping in this equation is not really the exact
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// mathematical springDamping, but a good approximation We need to replace
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// this equation with the right Factor that accounts for damping and
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// friction
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double damping = mutationConfig.springDamping;
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return {
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linearTimeProgression,
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(1 +
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pow(2, -10 * linearTimeProgression) *
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sin((linearTimeProgression - damping / 4) * PI * 2 / damping))};
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} else {
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return {linearTimeProgression, linearTimeProgression};
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}
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}
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void LayoutAnimationKeyFrameManager::
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adjustImmediateMutationIndicesForDelayedMutations(
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SurfaceId surfaceId,
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ShadowViewMutation &mutation,
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bool skipLastAnimation,
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bool lastAnimationOnly) const {
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bool isRemoveMutation = mutation.type == ShadowViewMutation::Type::Remove;
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assert(isRemoveMutation || mutation.type == ShadowViewMutation::Type::Insert);
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// TODO: turn all of this into a lambda and share code?
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if (mutatedViewIsVirtual(mutation)) {
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PrintMutationInstruction(
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"[IndexAdjustment] Not calling adjustImmediateMutationIndicesForDelayedMutations, is virtual, for:",
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mutation);
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return;
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}
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PrintMutationInstruction(
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"[IndexAdjustment] Calling adjustImmediateMutationIndicesForDelayedMutations for:",
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mutation);
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// First, collect all final mutations that could impact this immediate
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// mutation.
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std::vector<ShadowViewMutation *> candidateMutations{};
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for (auto inflightAnimationIt =
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inflightAnimations_.rbegin() + (skipLastAnimation ? 1 : 0);
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inflightAnimationIt != inflightAnimations_.rend();
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inflightAnimationIt++) {
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auto &inflightAnimation = *inflightAnimationIt;
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if (inflightAnimation.surfaceId != surfaceId) {
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continue;
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}
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if (inflightAnimation.completed) {
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continue;
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}
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for (auto it = inflightAnimation.keyFrames.begin();
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it != inflightAnimation.keyFrames.end();
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it++) {
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auto &animatedKeyFrame = *it;
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if (animatedKeyFrame.invalidated) {
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continue;
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}
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// Detect if they're in the same view hierarchy, but not equivalent
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// (We've already detected direct conflicts and handled them above)
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if (animatedKeyFrame.parentView.tag != mutation.parentShadowView.tag) {
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continue;
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}
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if (!animatedKeyFrame.finalMutationForKeyFrame.has_value()) {
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continue;
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}
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auto &delayedMutation = *animatedKeyFrame.finalMutationForKeyFrame;
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if (delayedMutation.type != ShadowViewMutation::Type::Remove) {
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continue;
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}
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if (mutatedViewIsVirtual(delayedMutation)) {
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continue;
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}
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if (delayedMutation.oldChildShadowView.tag ==
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(isRemoveMutation ? mutation.oldChildShadowView.tag
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: mutation.newChildShadowView.tag)) {
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continue;
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}
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PrintMutationInstructionRelative(
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"[IndexAdjustment] adjustImmediateMutationIndicesForDelayedMutations CANDIDATE for:",
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mutation,
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delayedMutation);
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candidateMutations.push_back(&delayedMutation);
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}
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if (lastAnimationOnly) {
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break;
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}
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}
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// While the mutation keeps being affected, keep checking. We use the vector
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// so we only perform one adjustment per delayed mutation. See comments at
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// bottom of adjustDelayedMutationIndicesForMutation for further explanation.
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bool changed = true;
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int adjustedDelta = 0;
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while (changed) {
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changed = false;
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candidateMutations.erase(
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std::remove_if(
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candidateMutations.begin(),
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candidateMutations.end(),
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[&](ShadowViewMutation *candidateMutation) {
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bool indexConflicts =
|
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(candidateMutation->index < mutation.index ||
|
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(isRemoveMutation &&
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candidateMutation->index == mutation.index));
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if (indexConflicts) {
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mutation.index++;
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adjustedDelta++;
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changed = true;
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PrintMutationInstructionRelative(
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"[IndexAdjustment] adjustImmediateMutationIndicesForDelayedMutations: Adjusting mutation UPWARD",
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mutation,
|
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*candidateMutation);
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return true;
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}
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return false;
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}),
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candidateMutations.end());
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}
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}
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|
|
|
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<std::tuple<AnimationKeyFrame, AnimationConfig, LayoutAnimation *>>
|
|
LayoutAnimationKeyFrameManager::getAndEraseConflictingAnimations(
|
|
SurfaceId surfaceId,
|
|
ShadowViewMutationList const &mutations,
|
|
bool deletesOnly) const {
|
|
std::vector<std::tuple<AnimationKeyFrame, AnimationConfig, LayoutAnimation *>>
|
|
conflictingAnimations{};
|
|
|
|
for (auto const &mutation : mutations) {
|
|
if (deletesOnly && mutation.type != ShadowViewMutation::Type::Delete) {
|
|
continue;
|
|
}
|
|
PrintMutationInstruction("getAndEraseConflictingAnimations of: ", mutation);
|
|
|
|
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) {
|
|
auto const layoutAnimationConfig =
|
|
inflightAnimation.layoutAnimationConfig;
|
|
|
|
auto const mutationConfig =
|
|
(animatedKeyFrame.type == AnimationConfigurationType::Delete
|
|
? layoutAnimationConfig.deleteConfig
|
|
: (animatedKeyFrame.type ==
|
|
AnimationConfigurationType::Create
|
|
? layoutAnimationConfig.createConfig
|
|
: layoutAnimationConfig.updateConfig));
|
|
|
|
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(std::make_tuple(
|
|
animatedKeyFrame, *mutationConfig, &inflightAnimation));
|
|
}
|
|
|
|
#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.
|
|
std::vector<
|
|
std::tuple<AnimationKeyFrame, AnimationConfig, LayoutAnimation *>>
|
|
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;
|
|
|
|
auto mutationConfig =
|
|
(mutation.type == ShadowViewMutation::Type::Delete
|
|
? layoutAnimationConfig.deleteConfig
|
|
: (mutation.type == ShadowViewMutation::Type::Insert
|
|
? layoutAnimationConfig.createConfig
|
|
: layoutAnimationConfig.updateConfig));
|
|
|
|
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;
|
|
bool haveConfiguration = mutationConfig.has_value();
|
|
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.
|
|
auto movedIt = movedTags.find(mutation.newChildShadowView.tag);
|
|
wasInsertedTagRemoved = movedIt != movedTags.end();
|
|
if (wasInsertedTagRemoved) {
|
|
mutationConfig = layoutAnimationConfig.updateConfig;
|
|
}
|
|
haveConfiguration = mutationConfig.has_value();
|
|
|
|
if (wasInsertedTagRemoved && haveConfiguration) {
|
|
movesToAnimate.push_back(
|
|
AnimationKeyFrame{{},
|
|
AnimationConfigurationType::Update,
|
|
mutation.newChildShadowView.tag,
|
|
mutation.parentShadowView,
|
|
movedIt->second.oldChildShadowView,
|
|
mutation.newChildShadowView,
|
|
movedIt->second.oldChildShadowView,
|
|
0});
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// 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 &conflictingKeyframeTuple : conflictingAnimations) {
|
|
auto &conflictingKeyFrame = std::get<0>(conflictingKeyframeTuple);
|
|
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) {
|
|
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 const &conflictingKeyframeTuple : conflictingAnimations) {
|
|
auto &keyFrame = std::get<0>(conflictingKeyframeTuple);
|
|
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.
|
|
auto generatedMutation = ShadowViewMutation::UpdateMutation(
|
|
keyFrame.parentView, keyFrame.viewPrev, keyFrame.viewEnd, -1);
|
|
assert(generatedMutation.oldChildShadowView.tag != 0);
|
|
assert(generatedMutation.newChildShadowView.tag != 0);
|
|
PrintMutationInstruction(
|
|
"Queueing up final mutation instruction - synthetic",
|
|
generatedMutation);
|
|
// Create the mutation instruction
|
|
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 &conflictingKeyframeTuple : conflictingAnimations) {
|
|
auto &keyFrame = std::get<0>(conflictingKeyframeTuple);
|
|
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.
|
|
auto generatedMutation = ShadowViewMutation::UpdateMutation(
|
|
keyFrame.parentView, keyFrame.viewPrev, keyFrame.viewEnd, -1);
|
|
assert(generatedMutation.oldChildShadowView.tag != 0);
|
|
assert(generatedMutation.newChildShadowView.tag != 0);
|
|
PrintMutationInstruction(
|
|
"Queueing up final mutation instruction - synthetic",
|
|
generatedMutation);
|
|
// Create the mutation instructions
|
|
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);
|
|
auto mutatedShadowView = ShadowView(startingView);
|
|
|
|
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
|