Files
react-native/ReactCommon/react/renderer/animations/LayoutAnimationDriver.cpp
T
Joshua Gross 95cab24a6e LayoutAnimations: assert that tag >0 instead of != 0
Summary:
LayoutAnimations: assert that tag >0 instead of != 0. It's possible that a corrupt tag value would be below zero which is not valid.

Changelog: [Internal]

Reviewed By: mdvacca

Differential Revision: D26271515

fbshipit-source-id: a62445ad29d60e5180e62ec4c6d5b08784655808
2021-02-05 00:57:42 -08:00

167 lines
5.9 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 "LayoutAnimationDriver.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/mounting/MountingCoordinator.h>
#include <react/renderer/mounting/Differentiator.h>
#include <react/renderer/mounting/ShadowTreeRevision.h>
#include <react/renderer/mounting/ShadowView.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <glog/logging.h>
namespace facebook {
namespace react {
void LayoutAnimationDriver::animationMutationsForFrame(
SurfaceId surfaceId,
ShadowViewMutation::List &mutationsList,
uint64_t now) const {
for (auto &animation : inflightAnimations_) {
if (animation.surfaceId != surfaceId) {
continue;
}
if (animation.completed) {
continue;
}
int incompleteAnimations = 0;
for (auto &keyframe : animation.keyFrames) {
if (keyframe.type == AnimationConfigurationType::Noop) {
continue;
}
if (keyframe.invalidated) {
continue;
}
auto const &baselineShadowView = keyframe.viewStart;
auto const &finalShadowView = keyframe.viewEnd;
// The contract with the "keyframes generation" phase is that any animated
// node will have a valid configuration.
auto const layoutAnimationConfig = animation.layoutAnimationConfig;
auto const &mutationConfig =
(keyframe.type == AnimationConfigurationType::Delete
? layoutAnimationConfig.deleteConfig
: (keyframe.type == AnimationConfigurationType::Create
? layoutAnimationConfig.createConfig
: layoutAnimationConfig.updateConfig));
// Interpolate
std::pair<double, double> progress =
calculateAnimationProgress(now, animation, mutationConfig);
double animationTimeProgressLinear = progress.first;
double animationInterpolationFactor = progress.second;
auto mutatedShadowView = createInterpolatedShadowView(
animationInterpolationFactor, baselineShadowView, finalShadowView);
// Create the mutation instruction
auto updateMutation = ShadowViewMutation::UpdateMutation(
keyframe.viewPrev, mutatedShadowView);
// All generated Update mutations must have an "old" and "new"
// ShadowView. Checking for nonzero tag doesn't guarantee that the views
// are valid/correct, just that something is there.
assert(updateMutation.oldChildShadowView.tag > 0);
assert(updateMutation.newChildShadowView.tag > 0);
mutationsList.push_back(updateMutation);
PrintMutationInstruction("Animation Progress:", updateMutation);
keyframe.viewPrev = mutatedShadowView;
if (animationTimeProgressLinear < 1) {
incompleteAnimations++;
}
}
// Are there no ongoing mutations left in this animation?
if (incompleteAnimations == 0) {
animation.completed = true;
}
}
// Clear out finished animations
for (auto it = inflightAnimations_.begin();
it != inflightAnimations_.end();) {
const auto &animation = *it;
if (animation.completed) {
callCallback(animation.successCallback);
// Queue up "final" mutations for all keyframes in the completed animation
for (auto const &keyframe : animation.keyFrames) {
if (keyframe.invalidated) {
continue;
}
if (keyframe.finalMutationForKeyFrame.hasValue()) {
auto const &finalMutationForKeyFrame =
*keyframe.finalMutationForKeyFrame;
PrintMutationInstruction(
"Animation Complete: Queuing up Final Mutation:",
finalMutationForKeyFrame);
// Copy so that if something else mutates the inflight animations, it
// won't change this mutation after this point.
auto mutation = ShadowViewMutation{
finalMutationForKeyFrame.type,
finalMutationForKeyFrame.parentShadowView,
keyframe.viewPrev,
finalMutationForKeyFrame.newChildShadowView,
finalMutationForKeyFrame.index};
assert(mutation.oldChildShadowView.tag > 0);
assert(
mutation.newChildShadowView.tag > 0 ||
finalMutationForKeyFrame.type == ShadowViewMutation::Remove ||
finalMutationForKeyFrame.type == ShadowViewMutation::Delete);
mutationsList.push_back(mutation);
} else {
// Issue a final UPDATE so that the final props object sent to the
// mounting layer is the same as the one on the ShadowTree. This is
// mostly to make the MountingCoordinator StubViewTree assertions
// pass.
auto mutation = ShadowViewMutation{
ShadowViewMutation::Type::Update,
keyframe.parentView,
keyframe.viewPrev,
keyframe.viewEnd,
-1};
assert(mutation.oldChildShadowView.tag > 0);
assert(mutation.newChildShadowView.tag > 0);
mutationsList.push_back(mutation);
}
}
it = inflightAnimations_.erase(it);
} else {
it++;
}
}
// Final step: make sure that all operations execute in the proper order.
// REMOVE operations with highest indices must operate first.
std::stable_sort(
mutationsList.begin(),
mutationsList.end(),
&shouldFirstComeBeforeSecondMutation);
}
} // namespace react
} // namespace facebook