react-native-macos/ReactCommon/fabric/animations/LayoutAnimationKeyFrameMana...

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/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#include "LayoutAnimationKeyFrameManager.h"
#include <algorithm>
#include <chrono>
#include <react/componentregistry/ComponentDescriptorFactory.h>
#include <react/components/root/RootShadowNode.h>
#include <react/components/view/ViewProps.h>
#include <react/core/ComponentDescriptor.h>
#include <react/core/LayoutMetrics.h>
#include <react/core/LayoutableShadowNode.h>
#include <react/core/Props.h>
#include <react/core/RawValue.h>
#include <react/mounting/MountingCoordinator.h>
#include <react/mounting/Differentiator.h>
#include <react/mounting/ShadowTreeRevision.h>
#include <react/mounting/ShadowView.h>
#include <react/mounting/ShadowViewMutation.h>
#include <Glog/logging.h>
namespace facebook {
namespace react {
static better::optional<AnimationType> parseAnimationType(std::string param) {
if (param == "spring") {
return better::optional<AnimationType>(AnimationType::Spring);
}
if (param == "linear") {
return better::optional<AnimationType>(AnimationType::Linear);
}
if (param == "easeInEaseOut") {
return better::optional<AnimationType>(AnimationType::EaseInEaseOut);
}
if (param == "easeIn") {
return better::optional<AnimationType>(AnimationType::EaseIn);
}
if (param == "easeOut") {
return better::optional<AnimationType>(AnimationType::EaseOut);
}
if (param == "keyboard") {
return better::optional<AnimationType>(AnimationType::Keyboard);
}
return {};
}
static better::optional<AnimationProperty> parseAnimationProperty(
std::string param) {
if (param == "opacity") {
return better::optional<AnimationProperty>(AnimationProperty::Opacity);
}
if (param == "scaleX") {
return better::optional<AnimationProperty>(AnimationProperty::ScaleX);
}
if (param == "scaleY") {
return better::optional<AnimationProperty>(AnimationProperty::ScaleY);
}
if (param == "scaleXY") {
return better::optional<AnimationProperty>(AnimationProperty::ScaleXY);
}
return {};
}
static better::optional<AnimationConfig> parseAnimationConfig(
folly::dynamic const &config,
double defaultDuration,
bool parsePropertyType) {
if (config.empty() || !config.isObject()) {
return better::optional<AnimationConfig>(
AnimationConfig{AnimationType::Linear,
AnimationProperty::NotApplicable,
defaultDuration,
0,
0,
0});
}
auto const typeIt = config.find("type");
if (typeIt == config.items().end()) {
return {};
}
auto const animationTypeParam = typeIt->second;
if (animationTypeParam.empty() || !animationTypeParam.isString()) {
return {};
}
const auto animationType = parseAnimationType(animationTypeParam.asString());
if (!animationType) {
return {};
}
AnimationProperty animationProperty = AnimationProperty::NotApplicable;
if (parsePropertyType) {
auto const propertyIt = config.find("property");
if (propertyIt == config.items().end()) {
return {};
}
auto const animationPropertyParam = propertyIt->second;
if (animationPropertyParam.empty() || !animationPropertyParam.isString()) {
return {};
}
const auto animationPropertyParsed =
parseAnimationProperty(animationPropertyParam.asString());
if (!animationPropertyParsed) {
return {};
}
animationProperty = *animationPropertyParsed;
}
double duration = defaultDuration;
double delay = 0;
double springDamping = 0.5;
double initialVelocity = 0;
auto const durationIt = config.find("duration");
if (durationIt != config.items().end()) {
if (durationIt->second.isDouble()) {
duration = durationIt->second.asDouble();
} else {
return {};
}
}
auto const delayIt = config.find("delay");
if (delayIt != config.items().end()) {
if (delayIt->second.isDouble()) {
delay = delayIt->second.asDouble();
} else {
return {};
}
}
auto const springDampingIt = config.find("springDamping");
if (springDampingIt != config.items().end() &&
springDampingIt->second.isDouble()) {
if (springDampingIt->second.isDouble()) {
springDamping = springDampingIt->second.asDouble();
} else {
return {};
}
}
auto const initialVelocityIt = config.find("initialVelocity");
if (initialVelocityIt != config.items().end()) {
if (initialVelocityIt->second.isDouble()) {
initialVelocity = initialVelocityIt->second.asDouble();
} else {
return {};
}
}
return better::optional<AnimationConfig>(AnimationConfig{*animationType,
animationProperty,
duration,
delay,
springDamping,
initialVelocity});
}
// Parse animation config from JS
static better::optional<LayoutAnimationConfig> parseLayoutAnimationConfig(
folly::dynamic const &config) {
if (config.empty() || !config.isObject()) {
return {};
}
auto const durationIt = config.find("duration");
if (durationIt == config.items().end() || !durationIt->second.isDouble()) {
return {};
}
const double duration = durationIt->second.asDouble();
const auto createConfig =
parseAnimationConfig(config["create"], duration, true);
if (!createConfig) {
return {};
}
const auto updateConfig =
parseAnimationConfig(config["update"], duration, false);
if (!updateConfig) {
return {};
}
const auto deleteConfig =
parseAnimationConfig(config["delete"], duration, true);
if (!deleteConfig) {
return {};
}
return better::optional<LayoutAnimationConfig>(LayoutAnimationConfig{
duration, *createConfig, *updateConfig, *deleteConfig});
}
/**
* Globally configure next LayoutAnimation.
*/
void LayoutAnimationKeyFrameManager::uiManagerDidConfigureNextLayoutAnimation(
RawValue const &config,
std::shared_ptr<const EventTarget> successCallback,
std::shared_ptr<const EventTarget> errorCallback) const {
auto layoutAnimationConfig =
parseLayoutAnimationConfig((folly::dynamic)config);
if (layoutAnimationConfig) {
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
currentAnimation_ = better::optional<LayoutAnimation>{
LayoutAnimation{-1,
0,
false,
*layoutAnimationConfig,
successCallback,
errorCallback,
{}}};
} else {
// TODO: call errorCallback
LOG(ERROR) << "Parsing LayoutAnimationConfig failed: "
<< (folly::dynamic)config;
}
}
void LayoutAnimationKeyFrameManager::setLayoutAnimationStatusDelegate(
LayoutAnimationStatusDelegate *delegate) const {
std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
layoutAnimationStatusDelegate_ = delegate;
}
bool LayoutAnimationKeyFrameManager::shouldOverridePullTransaction() const {
return shouldAnimateFrame();
}
bool LayoutAnimationKeyFrameManager::shouldAnimateFrame() const {
// There is potentially a race here between getting and setting
// `currentMutation_`. We don't want to lock around this because then we're
// creating contention between pullTransaction and the JS thread.
return currentAnimation_ || !inflightAnimations_.empty();
}
static inline const float
interpolateFloats(float coefficient, float oldValue, float newValue) {
return oldValue + (newValue - oldValue) * coefficient;
}
std::pair<double, double>
LayoutAnimationKeyFrameManager::calculateAnimationProgress(
uint64_t now,
const LayoutAnimation &animation,
const AnimationConfig &mutationConfig) const {
uint64_t startTime = animation.startTime;
uint64_t delay = mutationConfig.delay;
uint64_t endTime = startTime + delay + mutationConfig.duration;
static const float PI = 3.14159265358979323846;
if (now >= endTime) {
return {1, 1};
}
if (now < startTime + delay) {
return {0, 0};
}
double linearTimeProgression = 1 -
(double)(endTime - delay - now) / (double)(endTime - animation.startTime);
if (mutationConfig.animationType == AnimationType::Linear) {
return {linearTimeProgression, linearTimeProgression};
} else if (mutationConfig.animationType == AnimationType::EaseIn) {
// This is an accelerator-style interpolator.
// In the future, this parameter (2.0) could be adjusted. This has been the
// default for Classic RN forever.
return {linearTimeProgression, pow(linearTimeProgression, 2.0)};
} else if (mutationConfig.animationType == AnimationType::EaseOut) {
// This is an decelerator-style interpolator.
// In the future, this parameter (2.0) could be adjusted. This has been the
// default for Classic RN forever.
return {linearTimeProgression, 1.0 - pow(1 - linearTimeProgression, 2.0)};
} else if (mutationConfig.animationType == AnimationType::EaseInEaseOut) {
// This is a combination of accelerate+decelerate.
// The animation starts and ends slowly, and speeds up in the middle.
return {linearTimeProgression,
cos((linearTimeProgression + 1.0) * PI) / 2 + 0.5};
} else if (mutationConfig.animationType == AnimationType::Spring) {
// Using mSpringDamping in this equation is not really the exact
// mathematical springDamping, but a good approximation We need to replace
// this equation with the right Factor that accounts for damping and
// friction
double damping = mutationConfig.springDamping;
return {
linearTimeProgression,
(1 +
pow(2, -10 * linearTimeProgression) *
sin((linearTimeProgression - damping / 4) * PI * 2 / damping))};
} else {
return {linearTimeProgression, linearTimeProgression};
}
}
void LayoutAnimationKeyFrameManager::adjustDelayedMutationIndicesForMutation(
SurfaceId surfaceId,
ShadowViewMutation const &mutation) const {
bool isRemoveMutation = mutation.type == ShadowViewMutation::Type::Remove;
bool isInsertMutation = mutation.type == ShadowViewMutation::Type::Insert;
assert(isRemoveMutation || isInsertMutation);
if (mutatedViewIsVirtual(mutation)) {
return;
}
for (auto &inflightAnimation : inflightAnimations_) {
if (inflightAnimation.surfaceId != surfaceId) {
continue;
}
for (auto it = inflightAnimation.keyFrames.begin();
it != inflightAnimation.keyFrames.end();
it++) {
auto &animatedKeyFrame = *it;
// 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.type != AnimationConfigurationType::Noop) {
continue;
}
if (!animatedKeyFrame.finalMutationForKeyFrame.has_value()) {
continue;
}
ShadowViewMutation &finalAnimationMutation =
*animatedKeyFrame.finalMutationForKeyFrame;
if (finalAnimationMutation.type != ShadowViewMutation::Type::Remove) {
continue;
}
// Do we need to adjust the index of this operation?
if (isRemoveMutation && mutation.index <= finalAnimationMutation.index) {
finalAnimationMutation.index--;
} else if (
isInsertMutation && mutation.index <= finalAnimationMutation.index) {
finalAnimationMutation.index++;
}
}
}
}
better::optional<MountingTransaction>
LayoutAnimationKeyFrameManager::pullTransaction(
SurfaceId surfaceId,
MountingTransaction::Number transactionNumber,
MountingTelemetry 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();
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
// What to do if we detect a conflict? Get current value and make
// that the baseline of the next animation. Scale the remaining time
// in the animation
// Types of conflicts and how we handle them:
// Update -> update: remove the previous update, make it the baseline of the
// next update (with current progress) Update -> remove: same, with final
// mutation being a remove Insert -> update: treat as update->update Insert
// -> remove: same, as update->remove Remove -> update/insert: not possible
// We just collect pairs here of <Mutation, AnimationConfig> and delete them
// from active animations. If another animation is queued up from the
// current mutations then these deleted mutations will serve as the baseline
// for the next animation. If not, the current mutations are executed
// immediately without issues.
std::vector<
std::tuple<AnimationKeyFrame, AnimationConfig, LayoutAnimation *>>
conflictingAnimations{};
for (auto &mutation : mutations) {
auto const &baselineShadowView =
(mutation.type == ShadowViewMutation::Type::Insert)
? mutation.newChildShadowView
: mutation.oldChildShadowView;
for (auto &inflightAnimation : inflightAnimations_) {
if (inflightAnimation.surfaceId != surfaceId) {
continue;
}
for (auto it = inflightAnimation.keyFrames.begin();
it != inflightAnimation.keyFrames.end();) {
auto &animatedKeyFrame = *it;
// Conflicting animation detected
if (animatedKeyFrame.tag == baselineShadowView.tag) {
auto const layoutAnimationConfig =
inflightAnimation.layoutAnimationConfig;
auto const mutationConfig =
(animatedKeyFrame.type == AnimationConfigurationType::Delete
? layoutAnimationConfig.deleteConfig
: (animatedKeyFrame.type ==
AnimationConfigurationType::Create
? layoutAnimationConfig.createConfig
: layoutAnimationConfig.updateConfig));
conflictingAnimations.push_back(std::make_tuple(
animatedKeyFrame, *mutationConfig, &inflightAnimation));
// Delete from existing animation
it = inflightAnimation.keyFrames.erase(it);
} else {
it++;
}
}
}
}
// Are we animating this list of mutations?
better::optional<LayoutAnimation> currentAnimation{};
{
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
if (currentAnimation_) {
currentAnimation = currentAnimation_;
currentAnimation_ = {};
}
}
if (currentAnimation) {
LayoutAnimation animation = currentAnimation.value();
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> createdTags;
std::unordered_map<Tag, ShadowViewMutation> movedTags;
std::vector<Tag> reparentedTags;
for (const auto &mutation : mutations) {
if (mutation.type == ShadowViewMutation::Type::Insert) {
insertedTags.push_back(mutation.newChildShadowView.tag);
}
if (mutation.type == ShadowViewMutation::Type::Create) {
createdTags.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 &mutation : mutations) {
ShadowView baselineShadowView =
(mutation.type == ShadowViewMutation::Type::Delete ||
mutation.type == ShadowViewMutation::Type::Remove
? mutation.oldChildShadowView
: mutation.newChildShadowView);
auto const &componentDescriptor =
getComponentDescriptorForShadowView(baselineShadowView);
auto mutationConfig =
(mutation.type == ShadowViewMutation::Type::Delete
? layoutAnimationConfig.deleteConfig
: (mutation.type == ShadowViewMutation::Type::Insert
? layoutAnimationConfig.createConfig
: layoutAnimationConfig.updateConfig));
bool isRemoveReinserted =
mutation.type == ShadowViewMutation::Type::Remove &&
std::find(
insertedTags.begin(),
insertedTags.end(),
mutation.oldChildShadowView.tag) != insertedTags.end();
// Reparenting can result in a node being removed, inserted (moved) and
// also deleted and created in the same frame, with the same props etc.
// This should eventually be optimized out of the diffing algorithm, but
// for now we detect reparenting and prevent the corresponding
// Delete/Create instructions from being animated.
bool isReparented =
(mutation.type == ShadowViewMutation::Delete &&
std::find(
createdTags.begin(),
createdTags.end(),
mutation.oldChildShadowView.tag) != createdTags.end()) ||
(mutation.type == ShadowViewMutation::Create &&
std::find(
reparentedTags.begin(),
reparentedTags.end(),
mutation.newChildShadowView.tag) != reparentedTags.end());
if (isRemoveReinserted) {
movedTags.insert({mutation.oldChildShadowView.tag, mutation});
}
if (isReparented && mutation.type == ShadowViewMutation::Delete) {
reparentedTags.push_back(mutation.oldChildShadowView.tag);
}
// Inserts that follow a "remove" of the same tag should be treated as
// an update (move) animation.
bool wasInsertedTagRemoved = false;
bool haveConfiguration = mutationConfig.has_value();
if (mutation.type == ShadowViewMutation::Type::Insert) {
// If this is a move, we actually don't want to copy this insert
// instruction to animated instructions - we want to
// generate an Update mutation for Remove+Insert pairs to animate
// the layout.
// The corresponding Remove and Insert instructions will instead
// be treated as "immediate" instructions.
auto movedIt = movedTags.find(mutation.newChildShadowView.tag);
wasInsertedTagRemoved = movedIt != movedTags.end();
if (wasInsertedTagRemoved) {
mutationConfig = layoutAnimationConfig.updateConfig;
}
haveConfiguration = mutationConfig.has_value();
if (wasInsertedTagRemoved && haveConfiguration) {
movesToAnimate.push_back(
AnimationKeyFrame{{},
AnimationConfigurationType::Update,
mutation.newChildShadowView.tag,
mutation.parentShadowView,
movedIt->second.oldChildShadowView,
mutation.newChildShadowView});
}
}
// 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) {
immediateMutations.push_back(mutation);
// Adjust indices for any non-directly-conflicting animations that
// affect the same parent view by inserting or removing anything
// from the hierarchy.
if (mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Remove) {
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
}
}
// Deletes, non-move inserts, updates get animated
if (!wasInsertedTagRemoved && !isRemoveReinserted && !isReparented &&
haveConfiguration &&
mutation.type != ShadowViewMutation::Type::Create) {
ShadowView viewStart = ShadowView(
mutation.type == ShadowViewMutation::Type::Insert
? mutation.newChildShadowView
: mutation.oldChildShadowView);
ShadowView viewFinal = ShadowView(
mutation.type == ShadowViewMutation::Type::Update
? mutation.newChildShadowView
: viewStart);
ShadowView parent = mutation.parentShadowView;
Tag tag = viewStart.tag;
Tag parentTag = mutation.parentShadowView.tag;
AnimationKeyFrame keyFrame{};
if (mutation.type == ShadowViewMutation::Type::Insert) {
if (mutationConfig->animationProperty ==
AnimationProperty::Opacity) {
auto props = componentDescriptor.cloneProps(viewStart.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->opacity = 0;
}
viewStart.props = props;
}
bool isScaleX = mutationConfig->animationProperty ==
AnimationProperty::ScaleX ||
mutationConfig->animationProperty == AnimationProperty::ScaleXY;
bool isScaleY = mutationConfig->animationProperty ==
AnimationProperty::ScaleY ||
mutationConfig->animationProperty == AnimationProperty::ScaleXY;
if (isScaleX || isScaleY) {
auto props = componentDescriptor.cloneProps(viewStart.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->transform =
Transform::Scale(isScaleX ? 0 : 1, isScaleY ? 0 : 1, 1);
}
viewStart.props = props;
}
keyFrame = AnimationKeyFrame{{},
AnimationConfigurationType::Create,
tag,
parent,
viewStart,
viewFinal,
0};
} else if (mutation.type == ShadowViewMutation::Type::Delete) {
if (mutationConfig->animationProperty ==
AnimationProperty::Opacity) {
auto props = componentDescriptor.cloneProps(viewFinal.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->opacity = 0;
}
viewFinal.props = props;
}
bool isScaleX = mutationConfig->animationProperty ==
AnimationProperty::ScaleX ||
mutationConfig->animationProperty == AnimationProperty::ScaleXY;
bool isScaleY = mutationConfig->animationProperty ==
AnimationProperty::ScaleY ||
mutationConfig->animationProperty == AnimationProperty::ScaleXY;
if (isScaleX || isScaleY) {
auto props = componentDescriptor.cloneProps(viewFinal.props, {});
const auto viewProps =
dynamic_cast<const ViewProps *>(props.get());
if (viewProps != nullptr) {
const_cast<ViewProps *>(viewProps)->transform =
Transform::Scale(isScaleX ? 0 : 1, isScaleY ? 0 : 1, 1);
}
viewFinal.props = props;
}
keyFrame = AnimationKeyFrame{
better::optional<ShadowViewMutation>(mutation),
AnimationConfigurationType::Delete,
tag,
parent,
viewStart,
viewFinal,
0};
} else if (mutation.type == ShadowViewMutation::Type::Update) {
viewFinal = ShadowView(mutation.newChildShadowView);
keyFrame = AnimationKeyFrame{
better::optional<ShadowViewMutation>(mutation),
AnimationConfigurationType::Update,
tag,
parent,
viewStart,
viewFinal,
0};
} else {
// This should just be "Remove" instructions that are not animated
// (either this is a "move", or there's a corresponding "Delete"
// that is animated). We configure it as a Noop animation so it is
// executed when all the other animations are completed.
assert(mutation.type == ShadowViewMutation::Type::Remove);
// For remove instructions: since the execution of the Remove
// instruction will be delayed and therefore may execute outside of
// otherwise-expected order, other views may be inserted before the
// Remove is executed, requiring index adjustment.
{
int adjustedIndex = mutation.index;
for (const auto &otherMutation : mutations) {
if (otherMutation.type == ShadowViewMutation::Type::Insert &&
otherMutation.parentShadowView.tag == parentTag) {
if (otherMutation.index <= adjustedIndex &&
!mutatedViewIsVirtual(otherMutation)) {
adjustedIndex++;
}
}
}
mutation = ShadowViewMutation::RemoveMutation(
mutation.parentShadowView,
mutation.oldChildShadowView,
adjustedIndex);
}
keyFrame = AnimationKeyFrame{
better::optional<ShadowViewMutation>(mutation),
AnimationConfigurationType::Noop,
tag,
parent,
{},
{},
0};
}
// Handle conflicting animations
for (auto &conflictingKeyframeTuple : conflictingAnimations) {
auto &conflictingKeyFrame = std::get<0>(conflictingKeyframeTuple);
auto const &conflictingMutationBaselineShadowView =
conflictingKeyFrame.viewStart;
// We've found a conflict.
if (conflictingMutationBaselineShadowView.tag == tag) {
// What's the progress of this ongoing animation?
double conflictingAnimationProgress =
calculateAnimationProgress(
now,
*std::get<2>(conflictingKeyframeTuple),
std::get<1>(conflictingKeyframeTuple))
.first;
// Get a baseline ShadowView at the current progress of the
// inflight animation. TODO: handle multiple properties being
// animated separately?
auto interpolatedInflightShadowView =
createInterpolatedShadowView(
conflictingAnimationProgress,
std::get<1>(conflictingKeyframeTuple),
conflictingKeyFrame.viewStart,
conflictingKeyFrame.viewEnd);
// 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 = interpolatedInflightShadowView;
keyFrame.initialProgress = getProgressThroughAnimation(
keyFrame, &animation, interpolatedInflightShadowView);
// 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;
}
}
keyFramesToAnimate.push_back(keyFrame);
}
}
#ifdef RN_SHADOW_TREE_INTROSPECTION
{
std::stringstream ss(getDebugDescription(immediateMutations, {}));
std::string to;
while (std::getline(ss, to, '\n')) {
LOG(ERROR)
<< "LayoutAnimationKeyFrameManager.cpp: got IMMEDIATE list: Line: "
<< to;
}
}
{
std::stringstream ss(getDebugDescription(mutationsToAnimate, {}));
std::string to;
while (std::getline(ss, to, '\n')) {
LOG(ERROR)
<< "LayoutAnimationKeyFrameManager.cpp: got FINAL list: Line: "
<< to;
}
}
#endif
animation.keyFrames = keyFramesToAnimate;
inflightAnimations_.push_back(animation);
// These will be executed immediately.
mutations = immediateMutations;
} /* if (currentAnimation) */ else {
// If there's no "next" animation, make sure we queue up "final"
// operations from all ongoing animations.
ShadowViewMutationList finalMutationsForConflictingAnimations{};
for (auto &conflictingKeyframeTuple : conflictingAnimations) {
auto &keyFrame = std::get<0>(conflictingKeyframeTuple);
if (keyFrame.finalMutationForKeyFrame.hasValue()) {
finalMutationsForConflictingAnimations.push_back(
*keyFrame.finalMutationForKeyFrame);
}
}
// 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;
// Adjust pending mutation indices base on these operations
for (auto &mutation : mutations) {
if (mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Remove) {
adjustDelayedMutationIndicesForMutation(surfaceId, mutation);
}
}
}
} // 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);
// Adjust pending mutation indices base on these operations
// For example: if a final "remove" mutation has been performed, and there is
// another that has not yet been executed because it is a part of an ongoing
// animation, its index may need to be adjusted.
for (auto const &animatedMutation : mutationsForAnimation) {
if (animatedMutation.type == ShadowViewMutation::Type::Insert ||
animatedMutation.type == ShadowViewMutation::Type::Remove) {
adjustDelayedMutationIndicesForMutation(surfaceId, animatedMutation);
}
}
mutations.insert(
mutations.end(),
mutationsForAnimation.begin(),
mutationsForAnimation.end());
// 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();
}
}
// TODO: fill in telemetry
return MountingTransaction{
surfaceId, transactionNumber, std::move(mutations), {}};
}
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;
}
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,
AnimationConfig const &animationConfig,
ShadowView startingView,
ShadowView finalView) const {
ComponentDescriptor const &componentDescriptor =
getComponentDescriptorForShadowView(startingView);
auto mutatedShadowView = ShadowView(startingView);
// Animate opacity or scale/transform
mutatedShadowView.props = componentDescriptor.interpolateProps(
progress, startingView.props, finalView.props);
// Interpolate LayoutMetrics
LayoutMetrics const &finalLayoutMetrics = finalView.layoutMetrics;
LayoutMetrics const &baselineLayoutMetrics = startingView.layoutMetrics;
LayoutMetrics interpolatedLayoutMetrics = finalLayoutMetrics;
interpolatedLayoutMetrics.frame.origin.x = interpolateFloats(
progress,
baselineLayoutMetrics.frame.origin.x,
finalLayoutMetrics.frame.origin.x);
interpolatedLayoutMetrics.frame.origin.y = interpolateFloats(
progress,
baselineLayoutMetrics.frame.origin.y,
finalLayoutMetrics.frame.origin.y);
interpolatedLayoutMetrics.frame.size.width = interpolateFloats(
progress,
baselineLayoutMetrics.frame.size.width,
finalLayoutMetrics.frame.size.width);
interpolatedLayoutMetrics.frame.size.height = interpolateFloats(
progress,
baselineLayoutMetrics.frame.size.height,
finalLayoutMetrics.frame.size.height);
mutatedShadowView.layoutMetrics = interpolatedLayoutMetrics;
return mutatedShadowView;
}
} // namespace react
} // namespace facebook