mirror of
https://github.com/facebook/react-native.git
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e723294630
Summary: remove dead code; this flag is always defaulted to false, and not used anywhere Changelog: [Internal] Reviewed By: sammy-SC, mdvacca Differential Revision: D26271507 fbshipit-source-id: e2277cc24f164c53f2e8a0aa72456ac400834d70
1773 lines
70 KiB
C++
1773 lines
70 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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// Uncomment to enable verbose LayoutAnimation debug asserts, especially useful
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// for Android
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//#define VERBOSE_LAYOUT_ANIMATION_ASSERTS 1
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#ifdef VERBOSE_LAYOUT_ANIMATION_ASSERTS
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#define LA_ASSERT(cond) \
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if (!(cond)) { \
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LOG(ERROR) << "ASSERT FAILURE: " << #cond; \
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} \
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assert(cond);
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#else
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#define LA_ASSERT(cond) assert(cond);
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#endif
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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 AnimationType::Spring;
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}
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if (param == "linear") {
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return AnimationType::Linear;
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}
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if (param == "easeInEaseOut") {
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return AnimationType::EaseInEaseOut;
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}
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if (param == "easeIn") {
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return AnimationType::EaseIn;
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}
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if (param == "easeOut") {
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return AnimationType::EaseOut;
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}
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if (param == "keyboard") {
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return 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 AnimationProperty::Opacity;
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}
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if (param == "scaleX") {
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return AnimationProperty::ScaleX;
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}
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if (param == "scaleY") {
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return AnimationProperty::ScaleY;
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}
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if (param == "scaleXY") {
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return 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 AnimationConfig{
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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{
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*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>{LayoutAnimation{
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-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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std::lock_guard<std::mutex> lock(currentAnimationMutex_);
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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 {
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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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LA_ASSERT(
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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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|
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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(),
|
|
[&changed, &mutation, &adjustedDelta, &isRemoveMutation](
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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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}
|
|
}
|
|
|
|
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;
|
|
LA_ASSERT(isRemoveMutation || isInsertMutation);
|
|
|
|
if (mutatedViewIsVirtual(mutation)) {
|
|
PrintMutationInstruction(
|
|
"[IndexAdjustment] Not calling adjustDelayedMutationIndicesForMutation, is virtual, for:",
|
|
mutation);
|
|
return;
|
|
}
|
|
|
|
// First, collect all final mutations that could impact this immediate
|
|
// mutation.
|
|
std::vector<ShadowViewMutation *> candidateMutations{};
|
|
|
|
for (auto inflightAnimationIt =
|
|
inflightAnimations_.rbegin() + (skipLastAnimation ? 1 : 0);
|
|
inflightAnimationIt != inflightAnimations_.rend();
|
|
inflightAnimationIt++) {
|
|
auto &inflightAnimation = *inflightAnimationIt;
|
|
|
|
if (inflightAnimation.surfaceId != surfaceId) {
|
|
continue;
|
|
}
|
|
if (inflightAnimation.completed) {
|
|
continue;
|
|
}
|
|
|
|
for (auto it = inflightAnimation.keyFrames.begin();
|
|
it != inflightAnimation.keyFrames.end();
|
|
it++) {
|
|
auto &animatedKeyFrame = *it;
|
|
|
|
if (animatedKeyFrame.invalidated) {
|
|
continue;
|
|
}
|
|
|
|
// Detect if they're in the same view hierarchy, but not equivalent
|
|
// (We've already detected direct conflicts and handled them above)
|
|
if (animatedKeyFrame.parentView.tag != mutation.parentShadowView.tag) {
|
|
continue;
|
|
}
|
|
|
|
if (!animatedKeyFrame.finalMutationForKeyFrame.has_value()) {
|
|
continue;
|
|
}
|
|
ShadowViewMutation &finalAnimationMutation =
|
|
*animatedKeyFrame.finalMutationForKeyFrame;
|
|
|
|
if (finalAnimationMutation.oldChildShadowView.tag ==
|
|
(isRemoveMutation ? mutation.oldChildShadowView.tag
|
|
: mutation.newChildShadowView.tag)) {
|
|
continue;
|
|
}
|
|
|
|
if (finalAnimationMutation.type != ShadowViewMutation::Type::Remove) {
|
|
continue;
|
|
}
|
|
if (mutatedViewIsVirtual(*animatedKeyFrame.finalMutationForKeyFrame)) {
|
|
continue;
|
|
}
|
|
|
|
PrintMutationInstructionRelative(
|
|
"[IndexAdjustment] adjustDelayedMutationIndicesForMutation: CANDIDATE:",
|
|
mutation,
|
|
*animatedKeyFrame.finalMutationForKeyFrame);
|
|
candidateMutations.push_back(
|
|
animatedKeyFrame.finalMutationForKeyFrame.get_pointer());
|
|
}
|
|
}
|
|
|
|
// Because the finalAnimations are not sorted in any way, it is possible to
|
|
// have some sequence like:
|
|
// * DELAYED REMOVE 10 from {TAG}
|
|
// * DELAYED REMOVE 9 from {TAG}
|
|
// * ...
|
|
// * DELAYED REMOVE 5 from {TAG}
|
|
// with mutation: INSERT 6/REMOVE 6. This would cause the first few mutations
|
|
// to *not* be adjusted, even though they would be impacted by mutation or
|
|
// vice-versa after later adjustments are applied. Therefore, we just keep
|
|
// recursing while there are any changes. This isn't great, but is good enough
|
|
// for now until we change these data-structures.
|
|
bool changed = true;
|
|
while (changed) {
|
|
changed = false;
|
|
candidateMutations.erase(
|
|
std::remove_if(
|
|
candidateMutations.begin(),
|
|
candidateMutations.end(),
|
|
[&mutation, &isRemoveMutation, &isInsertMutation, &changed](
|
|
ShadowViewMutation *candidateMutation) {
|
|
if (isRemoveMutation &&
|
|
mutation.index <= candidateMutation->index) {
|
|
candidateMutation->index--;
|
|
changed = true;
|
|
PrintMutationInstructionRelative(
|
|
"[IndexAdjustment] adjustDelayedMutationIndicesForMutation: Adjusting mutation DOWNWARD",
|
|
mutation,
|
|
*candidateMutation);
|
|
return true;
|
|
} else if (
|
|
isInsertMutation &&
|
|
mutation.index <= candidateMutation->index) {
|
|
candidateMutation->index++;
|
|
changed = true;
|
|
PrintMutationInstructionRelative(
|
|
"[IndexAdjustment] adjustDelayedMutationIndicesForMutation: Adjusting mutation UPWARD",
|
|
mutation,
|
|
*candidateMutation);
|
|
return true;
|
|
}
|
|
return false;
|
|
}),
|
|
candidateMutations.end());
|
|
}
|
|
}
|
|
|
|
std::vector<AnimationKeyFrame>
|
|
LayoutAnimationKeyFrameManager::getAndEraseConflictingAnimations(
|
|
SurfaceId surfaceId,
|
|
ShadowViewMutationList const &mutations) const {
|
|
std::vector<AnimationKeyFrame> conflictingAnimations{};
|
|
|
|
for (auto const &mutation : mutations) {
|
|
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;
|
|
|
|
// Conflicting animation detected: if we're mutating a tag under
|
|
// animation, or deleting the parent of a tag under animation, or
|
|
// reparenting.
|
|
if (conflicting) {
|
|
animatedKeyFrame.invalidated = true;
|
|
|
|
// We construct a list of all conflicting animations, whether or not
|
|
// they have a "final mutation" to execute. This is important with,
|
|
// for example, "insert" mutations where the final update needs to set
|
|
// opacity to "1", even if there's no final ShadowNode update.
|
|
if (!(animatedKeyFrame.finalMutationForKeyFrame.has_value() &&
|
|
mutatedViewIsVirtual(
|
|
*animatedKeyFrame.finalMutationForKeyFrame))) {
|
|
conflictingAnimations.push_back(animatedKeyFrame);
|
|
}
|
|
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
if (animatedKeyFrame.finalMutationForKeyFrame.has_value()) {
|
|
PrintMutationInstructionRelative(
|
|
"Found mutation that conflicts with existing in-flight animation:",
|
|
mutation,
|
|
*animatedKeyFrame.finalMutationForKeyFrame);
|
|
} else {
|
|
PrintMutationInstruction(
|
|
"Found mutation that conflicts with existing in-flight animation (no final mutation):",
|
|
mutation);
|
|
}
|
|
#endif
|
|
|
|
// Delete from existing animation
|
|
it = inflightAnimation.keyFrames.erase(it);
|
|
} else {
|
|
it++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return conflictingAnimations;
|
|
}
|
|
|
|
better::optional<MountingTransaction>
|
|
LayoutAnimationKeyFrameManager::pullTransaction(
|
|
SurfaceId surfaceId,
|
|
MountingTransaction::Number transactionNumber,
|
|
TransactionTelemetry const &telemetry,
|
|
ShadowViewMutationList mutations) const {
|
|
// Current time in milliseconds
|
|
uint64_t now =
|
|
std::chrono::duration_cast<std::chrono::milliseconds>(
|
|
std::chrono::high_resolution_clock::now().time_since_epoch())
|
|
.count();
|
|
|
|
bool inflightAnimationsExistInitially = !inflightAnimations_.empty();
|
|
|
|
// Execute stopSurface on any ongoing animations
|
|
if (inflightAnimationsExistInitially) {
|
|
std::vector<SurfaceId> surfaceIdsToStop{};
|
|
{
|
|
std::lock_guard<std::mutex> lock(surfaceIdsToStopMutex_);
|
|
surfaceIdsToStop = surfaceIdsToStop_;
|
|
surfaceIdsToStop_ = {};
|
|
}
|
|
|
|
for (auto it = inflightAnimations_.begin();
|
|
it != inflightAnimations_.end();) {
|
|
const auto &animation = *it;
|
|
|
|
if (std::find(
|
|
surfaceIdsToStop.begin(),
|
|
surfaceIdsToStop.end(),
|
|
animation.surfaceId) != surfaceIdsToStop.end()) {
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR)
|
|
<< "LayoutAnimations: stopping animation due to stopSurface on "
|
|
<< surfaceId;
|
|
#endif
|
|
it = inflightAnimations_.erase(it);
|
|
} else {
|
|
it++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!mutations.empty()) {
|
|
#ifdef RN_SHADOW_TREE_INTROSPECTION
|
|
{
|
|
std::stringstream ss(getDebugDescription(mutations, {}));
|
|
std::string to;
|
|
while (std::getline(ss, to, '\n')) {
|
|
LOG(ERROR)
|
|
<< "LayoutAnimationKeyFrameManager.cpp: got mutation list: Line: "
|
|
<< to;
|
|
}
|
|
};
|
|
#endif
|
|
|
|
// DEBUG ONLY: list existing inflight animations
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR) << "BEGINNING DISPLAYING ONGOING inflightAnimations_!";
|
|
int i = 0;
|
|
int j = 0;
|
|
for (auto const &inflightAnimation : inflightAnimations_) {
|
|
i++;
|
|
j = 0;
|
|
if (inflightAnimation.completed) {
|
|
continue;
|
|
}
|
|
for (auto &keyframe : inflightAnimation.keyFrames) {
|
|
j++;
|
|
if (keyframe.invalidated) {
|
|
continue;
|
|
}
|
|
if (keyframe.finalMutationForKeyFrame &&
|
|
!mutatedViewIsVirtual(*keyframe.finalMutationForKeyFrame)) {
|
|
std::string msg = "Animation " + std::to_string(i) + " keyframe " +
|
|
std::to_string(j) + ": Final Animation";
|
|
PrintMutationInstruction(msg, *keyframe.finalMutationForKeyFrame);
|
|
} else {
|
|
LOG(ERROR) << "Animation " << i << " keyframe " << j << ": on tag: ["
|
|
<< keyframe.viewStart.tag << "]";
|
|
}
|
|
}
|
|
}
|
|
LOG(ERROR) << "BEGINNING DONE DISPLAYING ONGOING inflightAnimations_!";
|
|
#endif
|
|
|
|
// What to do if we detect a conflict? Get current value and make
|
|
// that the baseline of the next animation. Scale the remaining time
|
|
// in the animation
|
|
// Types of conflicts and how we handle them:
|
|
// Update -> update: remove the previous update, make it the baseline of the
|
|
// next update (with current progress) Update -> remove: same, with final
|
|
// mutation being a remove Insert -> update: treat as update->update Insert
|
|
// -> remove: same, as update->remove Remove -> update/insert: not possible
|
|
// We just collect pairs here of <Mutation, AnimationConfig> and delete them
|
|
// from active animations. If another animation is queued up from the
|
|
// current mutations then these deleted mutations will serve as the baseline
|
|
// for the next animation. If not, the current mutations are executed
|
|
// immediately without issues.
|
|
auto conflictingAnimations =
|
|
getAndEraseConflictingAnimations(surfaceId, mutations);
|
|
|
|
// Are we animating this list of mutations?
|
|
better::optional<LayoutAnimation> currentAnimation{};
|
|
{
|
|
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
|
|
if (currentAnimation_) {
|
|
currentAnimation = std::move(currentAnimation_);
|
|
currentAnimation_ = {};
|
|
}
|
|
}
|
|
|
|
if (currentAnimation) {
|
|
LayoutAnimation animation = std::move(currentAnimation.value());
|
|
currentAnimation = {};
|
|
animation.surfaceId = surfaceId;
|
|
animation.startTime = now;
|
|
|
|
// Pre-process list to:
|
|
// Catch remove+reinsert (reorders)
|
|
// Catch delete+create (reparenting) (this should be optimized away at
|
|
// the diffing level eventually?)
|
|
// TODO: to prevent this step we could tag Remove/Insert mutations as
|
|
// being moves on the Differ level, since we know that there? We could use
|
|
// TinyMap here, but it's not exposed by Differentiator (yet).
|
|
std::vector<Tag> insertedTags;
|
|
std::vector<Tag> deletedTags;
|
|
std::vector<Tag> reparentedTags; // tags that are deleted and recreated
|
|
std::unordered_map<Tag, ShadowViewMutation> movedTags;
|
|
for (const auto &mutation : mutations) {
|
|
if (mutation.type == ShadowViewMutation::Type::Insert) {
|
|
insertedTags.push_back(mutation.newChildShadowView.tag);
|
|
}
|
|
if (mutation.type == ShadowViewMutation::Type::Delete) {
|
|
deletedTags.push_back(mutation.oldChildShadowView.tag);
|
|
}
|
|
if (mutation.type == ShadowViewMutation::Type::Create) {
|
|
if (std::find(
|
|
deletedTags.begin(),
|
|
deletedTags.end(),
|
|
mutation.newChildShadowView.tag) != deletedTags.end()) {
|
|
reparentedTags.push_back(mutation.newChildShadowView.tag);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process mutations list into operations that can be sent to platform
|
|
// immediately, and those that need to be animated Deletions, removals,
|
|
// updates are delayed and animated. Creations and insertions are sent to
|
|
// platform and then "animated in" with opacity updates. Upon completion,
|
|
// removals and deletions are sent to platform
|
|
ShadowViewMutation::List immediateMutations;
|
|
|
|
// Remove operations that are actually moves should be copied to
|
|
// "immediate mutations". The corresponding "insert" will also be executed
|
|
// immediately and animated as an update.
|
|
std::vector<AnimationKeyFrame> keyFramesToAnimate;
|
|
std::vector<AnimationKeyFrame> movesToAnimate;
|
|
auto const layoutAnimationConfig = animation.layoutAnimationConfig;
|
|
for (auto const &mutation : mutations) {
|
|
ShadowView baselineShadowView =
|
|
(mutation.type == ShadowViewMutation::Type::Delete ||
|
|
mutation.type == ShadowViewMutation::Type::Remove ||
|
|
mutation.type == ShadowViewMutation::Type::Update
|
|
? mutation.oldChildShadowView
|
|
: mutation.newChildShadowView);
|
|
LA_ASSERT(baselineShadowView.tag > 0);
|
|
bool haveComponentDescriptor =
|
|
hasComponentDescriptorForShadowView(baselineShadowView);
|
|
|
|
bool executeMutationImmediately = false;
|
|
|
|
bool isRemoveReinserted =
|
|
mutation.type == ShadowViewMutation::Type::Remove &&
|
|
std::find(
|
|
insertedTags.begin(),
|
|
insertedTags.end(),
|
|
mutation.oldChildShadowView.tag) != insertedTags.end();
|
|
|
|
// Reparenting can result in a node being removed, inserted (moved) and
|
|
// also deleted and created in the same frame, with the same props etc.
|
|
// This should eventually be optimized out of the diffing algorithm, but
|
|
// for now we detect reparenting and prevent the corresponding
|
|
// Delete/Create instructions from being animated.
|
|
bool isReparented = std::find(
|
|
reparentedTags.begin(),
|
|
reparentedTags.end(),
|
|
baselineShadowView.tag) != reparentedTags.end();
|
|
|
|
if (isRemoveReinserted) {
|
|
movedTags.insert({mutation.oldChildShadowView.tag, mutation});
|
|
}
|
|
|
|
// Inserts that follow a "remove" of the same tag should be treated as
|
|
// an update (move) animation.
|
|
bool wasInsertedTagRemoved = false;
|
|
auto movedIt = movedTags.end();
|
|
if (mutation.type == ShadowViewMutation::Type::Insert) {
|
|
// If this is a move, we actually don't want to copy this insert
|
|
// instruction to animated instructions - we want to
|
|
// generate an Update mutation for Remove+Insert pairs to animate
|
|
// the layout.
|
|
// The corresponding Remove and Insert instructions will instead
|
|
// be treated as "immediate" instructions.
|
|
movedIt = movedTags.find(mutation.newChildShadowView.tag);
|
|
wasInsertedTagRemoved = movedIt != movedTags.end();
|
|
}
|
|
|
|
auto const &mutationConfig =
|
|
(mutation.type == ShadowViewMutation::Type::Delete ||
|
|
(mutation.type == ShadowViewMutation::Type::Remove &&
|
|
!wasInsertedTagRemoved)
|
|
? layoutAnimationConfig.deleteConfig
|
|
: (mutation.type == ShadowViewMutation::Type::Insert &&
|
|
!wasInsertedTagRemoved
|
|
? layoutAnimationConfig.createConfig
|
|
: layoutAnimationConfig.updateConfig));
|
|
bool haveConfiguration =
|
|
mutationConfig.animationType != AnimationType::None;
|
|
|
|
if (wasInsertedTagRemoved && haveConfiguration) {
|
|
movesToAnimate.push_back(AnimationKeyFrame{
|
|
{},
|
|
AnimationConfigurationType::Update,
|
|
mutation.newChildShadowView.tag,
|
|
mutation.parentShadowView,
|
|
movedIt->second.oldChildShadowView,
|
|
mutation.newChildShadowView});
|
|
}
|
|
|
|
// Creates and inserts should also be executed immediately.
|
|
// Mutations that would otherwise be animated, but have no
|
|
// configuration, are also executed immediately.
|
|
if (isRemoveReinserted || !haveConfiguration || isReparented ||
|
|
mutation.type == ShadowViewMutation::Type::Create ||
|
|
mutation.type == ShadowViewMutation::Type::Insert) {
|
|
executeMutationImmediately = true;
|
|
|
|
// It is possible, especially in the case of "moves", that we have a
|
|
// sequence of operations like:
|
|
// UPDATE X
|
|
// REMOVE X
|
|
// INSERT X
|
|
// In these cases, we will have queued up an animation for the UPDATE
|
|
// and delayed its execution; the REMOVE and INSERT will be executed
|
|
// first; and then the UPDATE will be animating to/from ShadowViews
|
|
// that are out-of-sync with what's on the mounting layer. Thus, for
|
|
// any UPDATE animations already queued up for this tag, we adjust the
|
|
// "previous" ShadowView.
|
|
if (mutation.type == ShadowViewMutation::Type::Insert) {
|
|
for (auto &keyframe : keyFramesToAnimate) {
|
|
if (keyframe.tag == baselineShadowView.tag) {
|
|
// If there's already an animation queued up, followed by this
|
|
// Insert, it *must* be an Update mutation animation. Other
|
|
// sequences should not be possible.
|
|
LA_ASSERT(keyframe.type == AnimationConfigurationType::Update);
|
|
|
|
// The mutation is an "insert", so it must have a
|
|
// "newChildShadowView"
|
|
LA_ASSERT(mutation.newChildShadowView.tag > 0);
|
|
|
|
// Those asserts don't run in prod. If there's some edge-case
|
|
// that we haven't caught yet, we'd crash in debug; make sure we
|
|
// don't mutate the prevView in prod.
|
|
if (keyframe.type == AnimationConfigurationType::Update &&
|
|
mutation.newChildShadowView.tag > 0) {
|
|
keyframe.viewPrev = mutation.newChildShadowView;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
LA_ASSERT(viewStart.tag > 0);
|
|
ShadowView viewFinal = ShadowView(
|
|
mutation.type == ShadowViewMutation::Type::Update
|
|
? mutation.newChildShadowView
|
|
: viewStart);
|
|
LA_ASSERT(viewFinal.tag > 0);
|
|
ShadowView parent = mutation.parentShadowView;
|
|
LA_ASSERT(
|
|
parent.tag > 0 ||
|
|
mutation.type == ShadowViewMutation::Type::Update ||
|
|
mutation.type == ShadowViewMutation::Type::Delete);
|
|
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, {});
|
|
|
|
// Dynamic cast, because - we don't know the type of this
|
|
// ShadowNode, it could be Image or Text or something else with
|
|
// different base props.
|
|
const auto viewProps =
|
|
dynamic_cast<const ViewProps *>(props.get());
|
|
if (viewProps != nullptr) {
|
|
const_cast<ViewProps *>(viewProps)->opacity = 0;
|
|
}
|
|
|
|
LA_ASSERT(props != nullptr);
|
|
if (props != nullptr) {
|
|
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, {});
|
|
|
|
// Dynamic cast, because - we don't know the type of this
|
|
// ShadowNode, it could be Image or Text or something else with
|
|
// different base 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);
|
|
}
|
|
|
|
LA_ASSERT(props != nullptr);
|
|
if (props != nullptr) {
|
|
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, {});
|
|
|
|
// Dynamic cast, because - we don't know the type of this
|
|
// ShadowNode, it could be Image or Text or something else with
|
|
// different base props.
|
|
const auto viewProps =
|
|
dynamic_cast<const ViewProps *>(props.get());
|
|
if (viewProps != nullptr) {
|
|
const_cast<ViewProps *>(viewProps)->opacity = 0;
|
|
}
|
|
|
|
LA_ASSERT(props != nullptr);
|
|
if (props != nullptr) {
|
|
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, {});
|
|
|
|
// Dynamic cast, because - we don't know the type of this
|
|
// ShadowNode, it could be Image or Text or something else with
|
|
// different base 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);
|
|
}
|
|
|
|
LA_ASSERT(props != nullptr);
|
|
if (props != nullptr) {
|
|
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.
|
|
LA_ASSERT(mutation.type == ShadowViewMutation::Type::Remove);
|
|
|
|
Tag removeTag = mutation.oldChildShadowView.tag;
|
|
auto correspondingInsertIt = std::find_if(
|
|
mutations.begin(),
|
|
mutations.end(),
|
|
[&removeTag](auto &mutation) {
|
|
return mutation.type == ShadowViewMutation::Type::Insert &&
|
|
mutation.newChildShadowView.tag == removeTag;
|
|
});
|
|
if (correspondingInsertIt == mutations.end()) {
|
|
PrintMutationInstruction("Queueing Delayed", mutation);
|
|
keyFrame = AnimationKeyFrame{
|
|
better::optional<ShadowViewMutation>(mutation),
|
|
AnimationConfigurationType::Noop,
|
|
tag,
|
|
parent,
|
|
mutation.oldChildShadowView,
|
|
mutation.oldChildShadowView,
|
|
mutation.oldChildShadowView,
|
|
0};
|
|
} else {
|
|
PrintMutationInstruction(
|
|
"Executing Remove Immediately, due to reordering operation",
|
|
mutation);
|
|
immediateMutations.push_back(mutation);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Handle conflicting animations
|
|
for (auto &conflictingKeyFrame : conflictingAnimations) {
|
|
auto const &conflictingMutationBaselineShadowView =
|
|
conflictingKeyFrame.viewStart;
|
|
|
|
// We've found a conflict.
|
|
if (conflictingMutationBaselineShadowView.tag == tag) {
|
|
// Pick a Prop or layout property, depending on the current
|
|
// animation configuration. Figure out how much progress we've
|
|
// already made in the current animation, and start the animation
|
|
// from this point.
|
|
keyFrame.viewStart = conflictingKeyFrame.viewPrev;
|
|
LA_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;
|
|
}
|
|
}
|
|
|
|
LA_ASSERT(keyFrame.viewStart.tag > 0);
|
|
LA_ASSERT(keyFrame.viewEnd.tag > 0);
|
|
LA_ASSERT(keyFrame.viewPrev.tag > 0);
|
|
keyFramesToAnimate.push_back(keyFrame);
|
|
}
|
|
|
|
if (executeMutationImmediately) {
|
|
PrintMutationInstruction(
|
|
"Queue Up Animation For Immediate Execution", mutation);
|
|
immediateMutations.push_back(mutation);
|
|
}
|
|
}
|
|
|
|
#ifdef RN_SHADOW_TREE_INTROSPECTION
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
{
|
|
int idx = 0;
|
|
for (auto &mutation : immediateMutations) {
|
|
PrintMutationInstruction(
|
|
std::string("IMMEDIATE list: ") + std::to_string(idx) + "/" +
|
|
std::to_string(immediateMutations.size()),
|
|
mutation);
|
|
idx++;
|
|
}
|
|
}
|
|
|
|
{
|
|
int idx = 0;
|
|
for (const auto &keyframe : keyFramesToAnimate) {
|
|
if (keyframe.finalMutationForKeyFrame.has_value()) {
|
|
PrintMutationInstruction(
|
|
std::string("FINAL list: ") + std::to_string(idx) + "/" +
|
|
std::to_string(keyFramesToAnimate.size()),
|
|
*keyframe.finalMutationForKeyFrame);
|
|
}
|
|
idx++;
|
|
}
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
auto finalConflictingMutations = ShadowViewMutationList{};
|
|
for (auto &keyFrame : conflictingAnimations) {
|
|
// Special-case: if we have some (1) ongoing UPDATE animation,
|
|
// (2) it conflicted with a new MOVE operation (REMOVE+INSERT)
|
|
// without another corresponding UPDATE, we should re-queue the
|
|
// keyframe so that its position/props don't suddenly "jump".
|
|
if (keyFrame.type == AnimationConfigurationType::Update) {
|
|
auto movedIt = movedTags.find(keyFrame.tag);
|
|
if (movedIt != movedTags.end()) {
|
|
auto newKeyFrameForUpdate = std::find_if(
|
|
keyFramesToAnimate.begin(),
|
|
keyFramesToAnimate.end(),
|
|
[&](auto const &newKeyFrame) {
|
|
return newKeyFrame.type ==
|
|
AnimationConfigurationType::Update &&
|
|
newKeyFrame.tag == keyFrame.tag;
|
|
});
|
|
if (newKeyFrameForUpdate == keyFramesToAnimate.end()) {
|
|
keyFrame.invalidated = false;
|
|
|
|
// The animation will continue from the current position - we
|
|
// restart viewStart to make sure there are no sudden jumps
|
|
keyFrame.viewStart = keyFrame.viewPrev;
|
|
|
|
// Find the insert mutation that conflicted with this update
|
|
for (auto &mutation : immediateMutations) {
|
|
if (mutation.newChildShadowView.tag == keyFrame.tag &&
|
|
(mutation.type == ShadowViewMutation::Insert ||
|
|
mutation.type == ShadowViewMutation::Create)) {
|
|
keyFrame.viewPrev = mutation.newChildShadowView;
|
|
keyFrame.viewEnd = mutation.newChildShadowView;
|
|
}
|
|
}
|
|
keyFramesToAnimate.push_back(keyFrame);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (keyFrame.finalMutationForKeyFrame.hasValue()) {
|
|
auto &finalMutation = *keyFrame.finalMutationForKeyFrame;
|
|
auto mutationInstruction = ShadowViewMutation{
|
|
finalMutation.type,
|
|
finalMutation.parentShadowView,
|
|
keyFrame.viewPrev,
|
|
finalMutation.newChildShadowView,
|
|
finalMutation.index};
|
|
PrintMutationInstruction(
|
|
"Queueing up final mutation instruction - update:",
|
|
mutationInstruction);
|
|
LA_ASSERT(mutationInstruction.oldChildShadowView.tag > 0);
|
|
LA_ASSERT(
|
|
mutationInstruction.newChildShadowView.tag > 0 ||
|
|
mutationInstruction.type == ShadowViewMutation::Delete ||
|
|
mutationInstruction.type == ShadowViewMutation::Remove);
|
|
finalConflictingMutations.push_back(mutationInstruction);
|
|
} else {
|
|
// If there's no final mutation associated, create a mutation that
|
|
// corresponds to the animation being 100% complete. This is important
|
|
// for, for example, INSERT mutations being animated from opacity 0
|
|
// to 1. If the animation is interrupted we must force the View to be
|
|
// at opacity 1.
|
|
// For Android - since it passes along only deltas, not an entire bag
|
|
// of props - generate an "animation" frame corresponding to a final
|
|
// update for this view. Only then, generate an update that will cause
|
|
// the ShadowTree to be consistent with the Mounting layer by passing
|
|
// viewEnd, unmodified, to the mounting layer. This helps with, for
|
|
// example, opacity animations.
|
|
auto mutatedShadowView = createInterpolatedShadowView(
|
|
1, keyFrame.viewStart, keyFrame.viewEnd);
|
|
auto generatedPenultimateMutation =
|
|
ShadowViewMutation::UpdateMutation(
|
|
keyFrame.viewPrev, mutatedShadowView);
|
|
LA_ASSERT(generatedPenultimateMutation.oldChildShadowView.tag > 0);
|
|
LA_ASSERT(generatedPenultimateMutation.newChildShadowView.tag > 0);
|
|
PrintMutationInstruction(
|
|
"Queueing up penultimate mutation instruction - synthetic",
|
|
generatedPenultimateMutation);
|
|
finalConflictingMutations.push_back(generatedPenultimateMutation);
|
|
|
|
auto generatedMutation = ShadowViewMutation::UpdateMutation(
|
|
mutatedShadowView, keyFrame.viewEnd);
|
|
LA_ASSERT(generatedMutation.oldChildShadowView.tag > 0);
|
|
LA_ASSERT(generatedMutation.newChildShadowView.tag > 0);
|
|
PrintMutationInstruction(
|
|
"Queueing up final mutation instruction - synthetic",
|
|
generatedMutation);
|
|
finalConflictingMutations.push_back(generatedMutation);
|
|
}
|
|
}
|
|
|
|
// Make sure that all operations execute in the proper order, since
|
|
// conflicting animations are not sorted in any reasonable way.
|
|
std::stable_sort(
|
|
finalConflictingMutations.begin(),
|
|
finalConflictingMutations.end(),
|
|
&shouldFirstComeBeforeSecondMutation);
|
|
|
|
std::stable_sort(
|
|
immediateMutations.begin(),
|
|
immediateMutations.end(),
|
|
&shouldFirstComeBeforeSecondRemovesOnly);
|
|
|
|
animation.keyFrames = keyFramesToAnimate;
|
|
inflightAnimations_.push_back(std::move(animation));
|
|
|
|
// At this point, we have the following information and knowledge graph:
|
|
// Knowledge Graph:
|
|
// [ImmediateMutations] -> assumes [FinalConflicting], [FrameDelayed],
|
|
// [Delayed] already executed [FrameDelayed] -> assumes
|
|
// [FinalConflicting], [Delayed] already executed [FinalConflicting] -> is
|
|
// adjusted based on [Delayed], no dependency on [FinalConflicting],
|
|
// [FrameDelayed] [Delayed] -> assumes [FinalConflicting],
|
|
// [ImmediateMutations] not executed yet
|
|
|
|
// Adjust [Delayed] based on [FinalConflicting]
|
|
// Knowledge Graph:
|
|
// [ImmediateMutations] -> assumes [FinalConflicting], [FrameDelayed],
|
|
// [Delayed] already executed [FrameDelayed] -> assumes
|
|
// [FinalConflicting], [Delayed] already executed [FinalConflicting] -> is
|
|
// adjusted based on [Delayed], no dependency on [FinalConflicting],
|
|
// [FrameDelayed] [Delayed] -> adjusted for [FinalConflicting]; assumes
|
|
// [ImmediateMutations] not executed yet
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR) << "Adjust [Delayed] based on [FinalConflicting]";
|
|
#endif
|
|
for (auto &mutation : finalConflictingMutations) {
|
|
if (mutation.type == ShadowViewMutation::Type::Insert ||
|
|
mutation.type == ShadowViewMutation::Type::Remove) {
|
|
adjustDelayedMutationIndicesForMutation(surfaceId, mutation, true);
|
|
}
|
|
}
|
|
|
|
// Adjust [FrameDelayed] based on [Delayed]
|
|
// Knowledge Graph:
|
|
// [ImmediateExecutions] -> assumes [FinalConflicting], [Delayed],
|
|
// [FrameDelayed] already executed [FrameDelayed] -> adjusted for
|
|
// [Delayed]; assumes [FinalConflicting] already executed
|
|
// [FinalConflicting] -> is adjusted based on [Delayed], no dependency on
|
|
// [FinalConflicting], [FrameDelayed] [Delayed] -> adjusted for
|
|
// [FinalConflicting]; assumes [ImmediateExecutions] not executed yet
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR) << "Adjust [FrameDelayed] based on [Delayed]";
|
|
#endif
|
|
for (auto &keyframe : inflightAnimations_.back().keyFrames) {
|
|
if (keyframe.finalMutationForKeyFrame.has_value()) {
|
|
auto &mutation = *keyframe.finalMutationForKeyFrame;
|
|
if (mutation.type == ShadowViewMutation::Type::Insert ||
|
|
mutation.type == ShadowViewMutation::Type::Remove) {
|
|
// When adjusting, skip adjusting against last animation - because
|
|
// all `mutation`s here come from the last animation, so we can't
|
|
// adjust a batch against itself.
|
|
adjustImmediateMutationIndicesForDelayedMutations(
|
|
surfaceId, mutation, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Adjust [ImmediateExecutions] based on [Delayed]
|
|
// Knowledge Graph:
|
|
// [ImmediateExecutions] -> adjusted for [FrameDelayed], [Delayed];
|
|
// assumes [FinalConflicting] already executed [FrameDelayed] -> adjusted
|
|
// for [Delayed]; assumes [FinalConflicting] already executed
|
|
// [FinalConflicting] -> is adjusted based on [Delayed], no dependency on
|
|
// [FinalConflicting], [FrameDelayed] [Delayed] -> adjusted for
|
|
// [FinalConflicting]; assumes [ImmediateExecutions] not executed yet
|
|
//
|
|
// THEN,
|
|
// Adjust [Delayed] based on [ImmediateExecutions] and [FinalConflicting]
|
|
// Knowledge Graph:
|
|
// [ImmediateExecutions] -> adjusted for [FrameDelayed], [Delayed];
|
|
// assumes [FinalConflicting] already executed [FrameDelayed] -> adjusted
|
|
// for [Delayed]; assumes [FinalConflicting] already executed
|
|
// [FinalConflicting] -> is adjusted based on [Delayed], no dependency on
|
|
// [FinalConflicting], [FrameDelayed] [Delayed] -> adjusted for
|
|
// [FinalConflicting], [ImmediateExecutions]
|
|
//
|
|
// We do these in the same loop because each immediate execution is
|
|
// impacted by each delayed mutation, and also can impact each delayed
|
|
// mutation, and these effects compound.
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR)
|
|
<< "Adjust each [ImmediateExecution] based on [Delayed] and [Delayed] based on each [ImmediateExecution]";
|
|
#endif
|
|
for (auto &mutation : immediateMutations) {
|
|
// Note: when adjusting [ImmediateExecutions] based on [FrameDelayed],
|
|
// we need only adjust Inserts. Since inserts are executed
|
|
// highest-index-first, lower indices being delayed does not impact the
|
|
// higher-index removals; and conversely, higher indices being delayed
|
|
// cannot impact lower index removal, regardless of order.
|
|
if (mutation.type == ShadowViewMutation::Type::Insert ||
|
|
mutation.type == ShadowViewMutation::Type::Remove) {
|
|
adjustImmediateMutationIndicesForDelayedMutations(
|
|
surfaceId,
|
|
mutation,
|
|
mutation.type == ShadowViewMutation::Type::Remove);
|
|
// Here we need to adjust both Delayed and FrameDelayed mutations.
|
|
// Delayed Removes can be impacted by non-delayed Inserts from the
|
|
// same frame.
|
|
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
|
|
}
|
|
}
|
|
|
|
// If the knowledge graph progression above is correct, it is now safe to
|
|
// execute finalConflictingMutations and immediateMutations in that order,
|
|
// and to queue the delayed animations from this frame.
|
|
//
|
|
// Execute the conflicting, delayed operations immediately. Any UPDATE
|
|
// operations that smoothly transition into another animation will be
|
|
// overridden by generated UPDATE operations at the end of the list, and
|
|
// we want any REMOVE or DELETE operations to execute immediately.
|
|
// Additionally, this should allow us to avoid performing index adjustment
|
|
// between this list of conflicting animations and the batch we're about
|
|
// to execute.
|
|
finalConflictingMutations.insert(
|
|
finalConflictingMutations.end(),
|
|
immediateMutations.begin(),
|
|
immediateMutations.end());
|
|
mutations = finalConflictingMutations;
|
|
} /* if (currentAnimation) */ else {
|
|
// If there's no "next" animation, make sure we queue up "final"
|
|
// operations from all ongoing, conflicting animations.
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR) << "No Animation: Queue up final conflicting animations";
|
|
#endif
|
|
ShadowViewMutationList finalMutationsForConflictingAnimations{};
|
|
for (auto const &keyFrame : conflictingAnimations) {
|
|
if (keyFrame.finalMutationForKeyFrame.hasValue()) {
|
|
auto &finalMutation = (*keyFrame.finalMutationForKeyFrame);
|
|
auto mutation = ShadowViewMutation{
|
|
finalMutation.type,
|
|
finalMutation.parentShadowView,
|
|
keyFrame.viewPrev,
|
|
finalMutation.newChildShadowView,
|
|
finalMutation.index};
|
|
PrintMutationInstruction(
|
|
"No Animation: Queueing up final conflicting mutation instruction",
|
|
mutation);
|
|
finalMutationsForConflictingAnimations.push_back(mutation);
|
|
} else {
|
|
// If there's no final mutation associated, create a mutation that
|
|
// corresponds to the animation being 100% complete. This is important
|
|
// for, for example, INSERT mutations being animated from opacity 0
|
|
// to 1. If the animation is interrupted we must force the View to be
|
|
// at opacity 1.
|
|
// For Android - since it passes along only deltas, not an entire bag
|
|
// of props - generate an "animation" frame corresponding to a final
|
|
// update for this view. Only then, generate an update that will cause
|
|
// the ShadowTree to be consistent with the Mounting layer by passing
|
|
// viewEnd, unmodified, to the mounting layer. This helps with, for
|
|
// example, opacity animations.
|
|
auto mutatedShadowView = createInterpolatedShadowView(
|
|
1, keyFrame.viewStart, keyFrame.viewEnd);
|
|
auto generatedPenultimateMutation =
|
|
ShadowViewMutation::UpdateMutation(
|
|
keyFrame.viewPrev, mutatedShadowView);
|
|
LA_ASSERT(generatedPenultimateMutation.oldChildShadowView.tag > 0);
|
|
LA_ASSERT(generatedPenultimateMutation.newChildShadowView.tag > 0);
|
|
PrintMutationInstruction(
|
|
"No Animation: Queueing up penultimate mutation instruction - synthetic",
|
|
generatedPenultimateMutation);
|
|
finalMutationsForConflictingAnimations.push_back(
|
|
generatedPenultimateMutation);
|
|
|
|
auto generatedMutation = ShadowViewMutation::UpdateMutation(
|
|
mutatedShadowView, keyFrame.viewEnd);
|
|
LA_ASSERT(generatedMutation.oldChildShadowView.tag > 0);
|
|
LA_ASSERT(generatedMutation.newChildShadowView.tag > 0);
|
|
PrintMutationInstruction(
|
|
"No Animation: Queueing up final mutation instruction - synthetic",
|
|
generatedMutation);
|
|
finalMutationsForConflictingAnimations.push_back(generatedMutation);
|
|
}
|
|
}
|
|
|
|
// Make sure that all operations execute in the proper order.
|
|
// REMOVE operations with highest indices must operate first.
|
|
std::stable_sort(
|
|
finalMutationsForConflictingAnimations.begin(),
|
|
finalMutationsForConflictingAnimations.end(),
|
|
&shouldFirstComeBeforeSecondMutation);
|
|
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR)
|
|
<< "No Animation: Adjust delayed mutations based on all finalMutationsForConflictingAnimations";
|
|
#endif
|
|
for (auto const &mutation : finalMutationsForConflictingAnimations) {
|
|
if (mutation.type == ShadowViewMutation::Type::Remove ||
|
|
mutation.type == ShadowViewMutation::Type::Insert) {
|
|
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
|
|
}
|
|
}
|
|
|
|
// The ShadowTree layer doesn't realize that certain operations have been
|
|
// delayed, so we must adjust all Remove and Insert operations based on
|
|
// what else has been deferred, whether we are executing this immediately
|
|
// or later.
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR)
|
|
<< "No Animation: Adjust mutations based on remaining delayed mutations / adjust delayed, based on each";
|
|
#endif
|
|
for (auto &mutation : mutations) {
|
|
if (mutation.type == ShadowViewMutation::Type::Remove ||
|
|
mutation.type == ShadowViewMutation::Type::Insert) {
|
|
adjustImmediateMutationIndicesForDelayedMutations(
|
|
surfaceId, mutation);
|
|
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
|
|
}
|
|
}
|
|
|
|
// Append mutations to this list and swap - so that the final
|
|
// conflicting mutations happen before any other mutations
|
|
finalMutationsForConflictingAnimations.insert(
|
|
finalMutationsForConflictingAnimations.end(),
|
|
mutations.begin(),
|
|
mutations.end());
|
|
mutations = finalMutationsForConflictingAnimations;
|
|
}
|
|
} // if (mutations)
|
|
|
|
// We never commit a different root or modify anything -
|
|
// we just send additional mutations to the mounting layer until the
|
|
// animations are finished and the mounting layer (view) represents exactly
|
|
// what is in the most recent shadow tree
|
|
// Add animation mutations to the end of our existing mutations list in this
|
|
// function.
|
|
ShadowViewMutationList mutationsForAnimation{};
|
|
animationMutationsForFrame(surfaceId, mutationsForAnimation, now);
|
|
|
|
// If any delayed removes were executed, update remaining delayed keyframes
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR)
|
|
<< "Adjust all delayed mutations based on final mutations generated by animation driver";
|
|
#endif
|
|
for (auto const &mutation : mutationsForAnimation) {
|
|
if (mutation.type == ShadowViewMutation::Type::Remove) {
|
|
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
|
|
}
|
|
}
|
|
|
|
mutations.insert(
|
|
mutations.end(),
|
|
mutationsForAnimation.begin(),
|
|
mutationsForAnimation.end());
|
|
|
|
// DEBUG ONLY: list existing inflight animations
|
|
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
|
|
LOG(ERROR) << "FINISHING DISPLAYING ONGOING inflightAnimations_!";
|
|
int i = 0;
|
|
int j = 0;
|
|
for (auto const &inflightAnimation : inflightAnimations_) {
|
|
i++;
|
|
j = 0;
|
|
if (inflightAnimation.completed) {
|
|
continue;
|
|
}
|
|
for (auto &keyframe : inflightAnimation.keyFrames) {
|
|
j++;
|
|
if (keyframe.invalidated) {
|
|
continue;
|
|
}
|
|
if (keyframe.finalMutationForKeyFrame &&
|
|
!mutatedViewIsVirtual(*keyframe.finalMutationForKeyFrame)) {
|
|
std::string msg = "Animation " + std::to_string(i) + " keyframe " +
|
|
std::to_string(j) + ": Final Animation";
|
|
PrintMutationInstruction(msg, *keyframe.finalMutationForKeyFrame);
|
|
} else {
|
|
LOG(ERROR) << "Animation " << i << " keyframe " << j << ": on tag: ["
|
|
<< keyframe.viewStart.tag << "]";
|
|
}
|
|
}
|
|
}
|
|
LOG(ERROR) << "FINISHING DONE DISPLAYING ONGOING inflightAnimations_!";
|
|
#endif
|
|
|
|
// Signal to delegate if all animations are complete, or if we were not
|
|
// animating anything and now some animation exists.
|
|
if (inflightAnimationsExistInitially && inflightAnimations_.empty()) {
|
|
std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
|
|
if (layoutAnimationStatusDelegate_ != nullptr) {
|
|
layoutAnimationStatusDelegate_->onAllAnimationsComplete();
|
|
}
|
|
} else if (
|
|
!inflightAnimationsExistInitially && !inflightAnimations_.empty()) {
|
|
std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
|
|
if (layoutAnimationStatusDelegate_ != nullptr) {
|
|
layoutAnimationStatusDelegate_->onAnimationStarted();
|
|
}
|
|
}
|
|
|
|
return MountingTransaction{
|
|
surfaceId, transactionNumber, std::move(mutations), telemetry};
|
|
}
|
|
|
|
bool LayoutAnimationKeyFrameManager::mutatedViewIsVirtual(
|
|
ShadowViewMutation const &mutation) const {
|
|
bool viewIsVirtual = false;
|
|
|
|
// TODO: extract this into an Android platform-specific class?
|
|
// Explanation: for "Insert" mutations, oldChildShadowView is always empty.
|
|
// for "Remove" mutations, newChildShadowView is always empty.
|
|
#ifdef ANDROID
|
|
viewIsVirtual =
|
|
mutation.newChildShadowView.layoutMetrics == EmptyLayoutMetrics &&
|
|
mutation.oldChildShadowView.layoutMetrics == EmptyLayoutMetrics;
|
|
#endif
|
|
return viewIsVirtual;
|
|
}
|
|
|
|
bool LayoutAnimationKeyFrameManager::hasComponentDescriptorForShadowView(
|
|
ShadowView const &shadowView) const {
|
|
return componentDescriptorRegistry_->hasComponentDescriptorAt(
|
|
shadowView.componentHandle);
|
|
}
|
|
|
|
ComponentDescriptor const &
|
|
LayoutAnimationKeyFrameManager::getComponentDescriptorForShadowView(
|
|
ShadowView const &shadowView) const {
|
|
return componentDescriptorRegistry_->at(shadowView.componentHandle);
|
|
}
|
|
|
|
void LayoutAnimationKeyFrameManager::setComponentDescriptorRegistry(
|
|
const SharedComponentDescriptorRegistry &componentDescriptorRegistry) {
|
|
componentDescriptorRegistry_ = componentDescriptorRegistry;
|
|
}
|
|
|
|
/**
|
|
* Given a `progress` between 0 and 1, a mutation and LayoutAnimation config,
|
|
* return a ShadowView with mutated props and/or LayoutMetrics.
|
|
*
|
|
* @param progress
|
|
* @param layoutAnimation
|
|
* @param animatedMutation
|
|
* @return
|
|
*/
|
|
ShadowView LayoutAnimationKeyFrameManager::createInterpolatedShadowView(
|
|
double progress,
|
|
ShadowView startingView,
|
|
ShadowView finalView) const {
|
|
LA_ASSERT(startingView.tag > 0);
|
|
LA_ASSERT(finalView.tag > 0);
|
|
if (!hasComponentDescriptorForShadowView(startingView)) {
|
|
LA_ASSERT(false);
|
|
return finalView;
|
|
}
|
|
ComponentDescriptor const &componentDescriptor =
|
|
getComponentDescriptorForShadowView(startingView);
|
|
|
|
// Base the mutated view on the finalView, so that the following stay
|
|
// consistent:
|
|
// - state
|
|
// - eventEmitter
|
|
// For now, we do not allow interpolation of state. And we probably never
|
|
// will, so make sure we always keep the mounting layer consistent with the
|
|
// "final" state.
|
|
auto mutatedShadowView = ShadowView(finalView);
|
|
LA_ASSERT(mutatedShadowView.tag > 0);
|
|
|
|
LA_ASSERT(startingView.props != nullptr);
|
|
LA_ASSERT(finalView.props != nullptr);
|
|
if (startingView.props == nullptr || finalView.props == nullptr) {
|
|
return finalView;
|
|
}
|
|
|
|
// Animate opacity or scale/transform
|
|
mutatedShadowView.props = componentDescriptor.interpolateProps(
|
|
progress, startingView.props, finalView.props);
|
|
LA_ASSERT(mutatedShadowView.props != nullptr);
|
|
|
|
// 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
|