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f9a4cafa20
Summary: These configs are never actually empty, so they shouldn't be optionals. Changelog: [Internal] Reviewed By: sammy-SC Differential Revision: D25129254 fbshipit-source-id: 626119fefad0440732541c680286ebbbfab6aeba
166 lines
6.1 KiB
C++
166 lines
6.1 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 "LayoutAnimationDriver.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/mounting/MountingCoordinator.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 <react/renderer/mounting/ShadowViewMutation.h>
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#include <glog/logging.h>
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namespace facebook {
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namespace react {
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void LayoutAnimationDriver::animationMutationsForFrame(
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SurfaceId surfaceId,
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ShadowViewMutation::List &mutationsList,
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uint64_t now) const {
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for (auto &animation : inflightAnimations_) {
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if (animation.surfaceId != surfaceId) {
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continue;
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}
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if (animation.completed) {
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continue;
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}
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int incompleteAnimations = 0;
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for (auto &keyframe : animation.keyFrames) {
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if (keyframe.type == AnimationConfigurationType::Noop) {
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continue;
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}
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if (keyframe.invalidated) {
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continue;
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}
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auto const &baselineShadowView = keyframe.viewStart;
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auto const &finalShadowView = keyframe.viewEnd;
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// The contract with the "keyframes generation" phase is that any animated
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// node will have a valid configuration.
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auto const layoutAnimationConfig = animation.layoutAnimationConfig;
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auto const &mutationConfig =
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(keyframe.type == AnimationConfigurationType::Delete
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? layoutAnimationConfig.deleteConfig
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: (keyframe.type == AnimationConfigurationType::Create
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? layoutAnimationConfig.createConfig
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: layoutAnimationConfig.updateConfig));
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// Interpolate
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std::pair<double, double> progress =
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calculateAnimationProgress(now, animation, mutationConfig);
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double animationTimeProgressLinear = progress.first;
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double animationInterpolationFactor = progress.second;
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auto mutatedShadowView = createInterpolatedShadowView(
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animationInterpolationFactor, baselineShadowView, finalShadowView);
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// Create the mutation instruction
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auto updateMutation = ShadowViewMutation::UpdateMutation(
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keyframe.parentView, keyframe.viewPrev, mutatedShadowView, -1);
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// All generated Update mutations must have an "old" and "new"
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// ShadowView. Checking for nonzero tag doesn't guarantee that the views
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// are valid/correct, just that something is there.
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assert(updateMutation.oldChildShadowView.tag != 0);
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assert(updateMutation.newChildShadowView.tag != 0);
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mutationsList.push_back(updateMutation);
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PrintMutationInstruction("Animation Progress:", updateMutation);
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keyframe.viewPrev = mutatedShadowView;
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if (animationTimeProgressLinear < 1) {
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incompleteAnimations++;
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}
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}
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// Are there no ongoing mutations left in this animation?
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if (incompleteAnimations == 0) {
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animation.completed = true;
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}
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}
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// Clear out finished animations
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for (auto it = inflightAnimations_.begin();
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it != inflightAnimations_.end();) {
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const auto &animation = *it;
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if (animation.completed) {
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callCallback(animation.successCallback);
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// Queue up "final" mutations for all keyframes in the completed animation
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for (auto const &keyframe : animation.keyFrames) {
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if (keyframe.invalidated) {
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continue;
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}
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if (keyframe.finalMutationForKeyFrame.hasValue()) {
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auto const &finalMutationForKeyFrame =
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*keyframe.finalMutationForKeyFrame;
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PrintMutationInstruction(
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"Animation Complete: Queuing up Final Mutation:",
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finalMutationForKeyFrame);
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// Copy so that if something else mutates the inflight animations, it
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// won't change this mutation after this point.
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auto mutation =
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ShadowViewMutation{finalMutationForKeyFrame.type,
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finalMutationForKeyFrame.parentShadowView,
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keyframe.viewPrev,
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finalMutationForKeyFrame.newChildShadowView,
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finalMutationForKeyFrame.index};
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assert(mutation.oldChildShadowView.tag != 0);
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assert(
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mutation.newChildShadowView.tag != 0 ||
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finalMutationForKeyFrame.type == ShadowViewMutation::Remove ||
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finalMutationForKeyFrame.type == ShadowViewMutation::Delete);
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mutationsList.push_back(mutation);
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} else {
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// Issue a final UPDATE so that the final props object sent to the
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// mounting layer is the same as the one on the ShadowTree. This is
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// mostly to make the MountingCoordinator StubViewTree assertions
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// pass.
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auto mutation = ShadowViewMutation{ShadowViewMutation::Type::Update,
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keyframe.parentView,
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keyframe.viewPrev,
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keyframe.viewEnd,
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-1};
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assert(mutation.oldChildShadowView.tag != 0);
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assert(mutation.newChildShadowView.tag != 0);
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mutationsList.push_back(mutation);
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}
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}
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it = inflightAnimations_.erase(it);
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} else {
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it++;
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}
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}
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// Final step: make sure that all operations execute in the proper order.
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// REMOVE operations with highest indices must operate first.
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std::stable_sort(
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mutationsList.begin(),
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mutationsList.end(),
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&shouldFirstComeBeforeSecondMutation);
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}
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} // namespace react
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} // namespace facebook
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