Files
react-native/ReactCommon/react/renderer/animations/LayoutAnimationKeyFrameManager.h
T
Samuel Susla cb58c84dc0 Use set instead of vector to hold stopped surfaces
Summary:
changelog: [internal]

Use set instead of vector. It makes for nicer API to check if the element exists.

Reviewed By: cortinico

Differential Revision: D30728211

fbshipit-source-id: 7b7cc1e94bb82a44b064e2945a753adbbce5dc2c
2021-09-08 06:46:52 -07:00

363 lines
12 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.
*/
#pragma once
#include <ReactCommon/RuntimeExecutor.h>
#include <better/optional.h>
#include <better/set.h>
#include <react/renderer/core/EventTarget.h>
#include <react/renderer/core/RawValue.h>
#include <react/renderer/debug/flags.h>
#include <react/renderer/mounting/Differentiator.h>
#include <react/renderer/mounting/MountingCoordinator.h>
#include <react/renderer/mounting/MountingOverrideDelegate.h>
#include <react/renderer/mounting/MountingTransaction.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <react/renderer/uimanager/LayoutAnimationStatusDelegate.h>
#include <react/renderer/uimanager/UIManagerAnimationDelegate.h>
namespace facebook {
namespace react {
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
void PrintMutationInstruction(
std::string message,
ShadowViewMutation const &mutation);
void PrintMutationInstructionRelative(
std::string message,
ShadowViewMutation const &mutation,
ShadowViewMutation const &relativeMutation);
#else
#define PrintMutationInstruction(a, b)
#define PrintMutationInstructionRelative(a, b, c)
#endif
// This corresponds exactly with JS.
enum class AnimationType {
None = 0,
Spring = 1,
Linear = 2,
EaseInEaseOut = 4,
EaseIn = 8,
EaseOut = 16,
Keyboard = 32
};
enum class AnimationProperty {
NotApplicable = 0,
Opacity = 1,
ScaleX = 2,
ScaleY = 4,
ScaleXY = 8
};
enum class AnimationConfigurationType { Create = 1, Update = 2, Delete = 4 };
// This corresponds exactly with JS.
struct AnimationConfig {
AnimationType animationType = AnimationType::None;
AnimationProperty animationProperty = AnimationProperty::NotApplicable;
double duration =
0; // these are perhaps better represented as uint64_t, but they
// come from JS as doubles
double delay = 0;
double springDamping = 0;
double initialVelocity = 0;
};
// This corresponds exactly with JS.
struct LayoutAnimationConfig {
double duration; // ms
AnimationConfig createConfig;
AnimationConfig updateConfig;
AnimationConfig deleteConfig;
};
struct AnimationKeyFrame {
// The mutation(s) that should be executed once the animation completes.
// This maybe empty.
// For CREATE/INSERT this will contain CREATE, INSERT in that order.
// For REMOVE/DELETE, same.
std::vector<ShadowViewMutation> finalMutationsForKeyFrame;
// The type of animation this is (for configuration purposes)
AnimationConfigurationType type;
// Tag representing the node being animated.
Tag tag;
ShadowView parentView;
// ShadowView representing the start and end points of this animation.
ShadowView viewStart;
ShadowView viewEnd;
// ShadowView representing the previous frame of the animation.
ShadowView viewPrev;
// If an animation interrupts an existing one, the starting state may actually
// be halfway through the intended transition.
double initialProgress;
bool invalidated{false};
// In the case where some mutation conflicts with this keyframe,
// should we generate final synthetic UPDATE mutations for this keyframe?
bool generateFinalSyntheticMutations{true};
};
class LayoutAnimationCallbackWrapper {
public:
LayoutAnimationCallbackWrapper(jsi::Function &&callback)
: callback_(std::make_shared<jsi::Function>(std::move(callback))) {}
LayoutAnimationCallbackWrapper() : callback_(nullptr) {}
// Copy and assignment-copy constructors should copy callback_, and not
// std::move it. Copying is desirable, otherwise the shared_ptr and
// jsi::Function will be deallocated too early.
bool readyForCleanup() const {
return callback_ == nullptr || *callComplete_;
}
void call(const RuntimeExecutor &runtimeExecutor) const {
if (readyForCleanup()) {
return;
}
std::weak_ptr<jsi::Function> callable = callback_;
std::shared_ptr<std::atomic_bool> callComplete = callComplete_;
runtimeExecutor(
[=, callComplete = std::move(callComplete)](jsi::Runtime &runtime) {
auto fn = callable.lock();
if (!fn || *callComplete) {
return;
}
fn->call(runtime);
*callComplete = true;
});
}
private:
std::shared_ptr<std::atomic_bool> callComplete_ =
std::make_shared<std::atomic_bool>(false);
std::shared_ptr<jsi::Function> callback_;
};
struct LayoutAnimation {
SurfaceId surfaceId;
uint64_t startTime;
bool completed = false;
LayoutAnimationConfig layoutAnimationConfig;
LayoutAnimationCallbackWrapper successCallback;
LayoutAnimationCallbackWrapper failureCallback;
std::vector<AnimationKeyFrame> keyFrames;
};
class LayoutAnimationKeyFrameManager : public UIManagerAnimationDelegate,
public MountingOverrideDelegate {
public:
LayoutAnimationKeyFrameManager(
RuntimeExecutor runtimeExecutor,
LayoutAnimationStatusDelegate *delegate)
: runtimeExecutor_(runtimeExecutor),
layoutAnimationStatusDelegate_(delegate),
now_([]() {
return std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::high_resolution_clock::now()
.time_since_epoch())
.count();
}) {}
~LayoutAnimationKeyFrameManager() {}
#pragma mark UIManagerAnimationDelegate methods
void uiManagerDidConfigureNextLayoutAnimation(
jsi::Runtime &runtime,
RawValue const &config,
const jsi::Value &successCallbackValue,
const jsi::Value &failureCallbackValue) const override;
void setComponentDescriptorRegistry(SharedComponentDescriptorRegistry const &
componentDescriptorRegistry) override;
// TODO: add SurfaceId to this API as well
bool shouldAnimateFrame() const override;
void stopSurface(SurfaceId surfaceId) override;
#pragma mark MountingOverrideDelegate methods
bool shouldOverridePullTransaction() const override;
// This is used to "hijack" the diffing process to figure out which mutations
// should be animated. The mutations returned by this function will be
// executed immediately.
better::optional<MountingTransaction> pullTransaction(
SurfaceId surfaceId,
MountingTransaction::Number number,
TransactionTelemetry const &telemetry,
ShadowViewMutationList mutations) const override;
// Exposed for testing.
public:
void uiManagerDidConfigureNextLayoutAnimation(
LayoutAnimation layoutAnimation) const;
// LayoutAnimationStatusDelegate - this is for the platform to get
// signal when animations start and complete. Setting and resetting this
// delegate is protected by a mutex; ALL method calls into this delegate are
// also protected by the mutex! The only way to set this without a mutex is
// via a constructor.
public:
void setLayoutAnimationStatusDelegate(
LayoutAnimationStatusDelegate *delegate) const;
private:
RuntimeExecutor runtimeExecutor_;
mutable std::mutex layoutAnimationStatusDelegateMutex_;
mutable LayoutAnimationStatusDelegate *layoutAnimationStatusDelegate_{};
// Function that returns current time in milliseconds
std::function<uint64_t()> now_;
void adjustImmediateMutationIndicesForDelayedMutations(
SurfaceId surfaceId,
ShadowViewMutation &mutation,
bool skipLastAnimation = false,
bool lastAnimationOnly = false) const;
void adjustDelayedMutationIndicesForMutation(
SurfaceId surfaceId,
ShadowViewMutation const &mutation,
bool skipLastAnimation = false) const;
void getAndEraseConflictingAnimations(
SurfaceId surfaceId,
ShadowViewMutationList const &mutations,
std::vector<AnimationKeyFrame> &conflictingAnimations) const;
mutable std::mutex surfaceIdsToStopMutex_;
mutable better::set<SurfaceId> surfaceIdsToStop_{};
protected:
bool hasComponentDescriptorForShadowView(ShadowView const &shadowView) const;
ComponentDescriptor const &getComponentDescriptorForShadowView(
ShadowView const &shadowView) const;
std::pair<double, double> calculateAnimationProgress(
uint64_t now,
LayoutAnimation const &animation,
AnimationConfig const &mutationConfig) const;
ShadowView createInterpolatedShadowView(
double progress,
ShadowView startingView,
ShadowView finalView) const;
void callCallback(const LayoutAnimationCallbackWrapper &callback) const;
virtual void animationMutationsForFrame(
SurfaceId surfaceId,
ShadowViewMutation::List &mutationsList,
uint64_t now) const = 0;
/**
* Queue (and potentially synthesize) final mutations for a finished keyframe.
* Keyframe animation may have timed-out, or be canceled due to a conflict.
*/
void queueFinalMutationsForCompletedKeyFrame(
AnimationKeyFrame const &keyframe,
ShadowViewMutation::List &mutationsList,
bool interrupted,
std::string logPrefix) const;
SharedComponentDescriptorRegistry componentDescriptorRegistry_;
mutable better::optional<LayoutAnimation> currentAnimation_{};
mutable std::mutex currentAnimationMutex_;
/**
* All mutations of inflightAnimations_ are thread-safe as long as
* we keep the contract of: only mutate it within the context of
* `pullTransaction`. If that contract is held, this is implicitly protected
* by the MountingCoordinator's mutex.
*/
mutable std::vector<LayoutAnimation> inflightAnimations_{};
private:
// A vector of callable function wrappers that are in the process of being
// called
mutable std::mutex callbackWrappersPendingMutex_;
mutable std::vector<std::unique_ptr<LayoutAnimationCallbackWrapper>>
callbackWrappersPending_{};
public:
void setClockNow(std::function<uint64_t()> now);
};
static inline bool shouldFirstComeBeforeSecondRemovesOnly(
ShadowViewMutation const &lhs,
ShadowViewMutation const &rhs) noexcept {
// Make sure that removes on the same level are sorted - highest indices must
// come first.
return (lhs.type == ShadowViewMutation::Type::Remove &&
lhs.type == rhs.type) &&
(lhs.parentShadowView.tag == rhs.parentShadowView.tag) &&
(lhs.index > rhs.index);
}
static inline bool shouldFirstComeBeforeSecondMutation(
ShadowViewMutation const &lhs,
ShadowViewMutation const &rhs) noexcept {
if (lhs.type != rhs.type) {
// Deletes always come last
if (lhs.type == ShadowViewMutation::Type::Delete) {
return false;
}
if (rhs.type == ShadowViewMutation::Type::Delete) {
return true;
}
// Remove comes before insert
if (lhs.type == ShadowViewMutation::Type::Remove &&
rhs.type == ShadowViewMutation::Type::Insert) {
return true;
}
if (rhs.type == ShadowViewMutation::Type::Remove &&
lhs.type == ShadowViewMutation::Type::Insert) {
return false;
}
// Create comes before insert
if (lhs.type == ShadowViewMutation::Type::Create &&
rhs.type == ShadowViewMutation::Type::Insert) {
return true;
}
if (rhs.type == ShadowViewMutation::Type::Create &&
lhs.type == ShadowViewMutation::Type::Insert) {
return false;
}
} else {
// Make sure that removes on the same level are sorted - highest indices
// must come first.
if (lhs.type == ShadowViewMutation::Type::Remove &&
lhs.parentShadowView.tag == rhs.parentShadowView.tag) {
if (lhs.index > rhs.index) {
return true;
} else {
return false;
}
}
}
return false;
}
} // namespace react
} // namespace facebook