amis-rpc-design/node_modules/react-native/ReactCommon/react/renderer/animations/LayoutAnimationKeyFrameManager.cpp
2023-10-07 19:42:30 +08:00

1662 lines
68 KiB
C++

/*
* Copyright (c) Meta Platforms, Inc. and 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 <sstream>
#include <utility>
#include <react/debug/flags.h>
#include <react/debug/react_native_assert.h>
#include <react/renderer/animations/conversions.h>
#include <react/renderer/animations/utils.h>
#include <react/renderer/componentregistry/ComponentDescriptorFactory.h>
#include <react/renderer/components/image/ImageProps.h>
#include <react/renderer/components/view/ViewProps.h>
#include <react/renderer/core/ComponentDescriptor.h>
#include <react/renderer/core/LayoutMetrics.h>
#include <react/renderer/core/Props.h>
#include <react/renderer/core/PropsParserContext.h>
#include <react/renderer/core/RawValue.h>
#include <react/renderer/mounting/MountingCoordinator.h>
#include <react/renderer/mounting/ShadowView.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <glog/logging.h>
namespace facebook::react {
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
static std::string GetMutationInstructionString(
ShadowViewMutation const &mutation) {
Tag tag = mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Create
? mutation.newChildShadowView.tag
: mutation.oldChildShadowView.tag;
return getDebugName(mutation) + " [" + std::to_string(tag) + "]->[" +
std::to_string(mutation.parentShadowView.tag) + "] @" +
std::to_string(mutation.index);
}
void PrintMutationInstruction(
std::string message,
ShadowViewMutation const &mutation) {
[&](std::ostream &stream) -> std::ostream & {
stream << message
<< " Mutation: " << GetMutationInstructionString(mutation);
if (mutation.oldChildShadowView.tag != 0) {
stream << " old hash: ##"
<< std::hash<ShadowView>{}(mutation.oldChildShadowView);
}
if (mutation.newChildShadowView.tag != 0) {
stream << " new hash: ##"
<< std::hash<ShadowView>{}(mutation.newChildShadowView);
}
return stream;
}(LOG(ERROR));
}
void PrintMutationInstructionRelative(
std::string message,
ShadowViewMutation const &mutation,
ShadowViewMutation const &relativeMutation) {
LOG(ERROR) << message
<< " Mutation: " << GetMutationInstructionString(mutation)
<< " RelativeMutation: "
<< GetMutationInstructionString(relativeMutation);
}
#endif
static inline Float
interpolateFloats(Float coefficient, Float oldValue, Float newValue) {
return oldValue + (newValue - oldValue) * coefficient;
}
#pragma mark -
LayoutAnimationKeyFrameManager::LayoutAnimationKeyFrameManager(
RuntimeExecutor runtimeExecutor,
ContextContainer::Shared &contextContainer,
LayoutAnimationStatusDelegate *delegate)
: runtimeExecutor_(std::move(runtimeExecutor)),
contextContainer_(contextContainer),
layoutAnimationStatusDelegate_(delegate),
now_([]() {
return std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::high_resolution_clock::now().time_since_epoch())
.count();
}) {}
#pragma mark UIManagerAnimationDelegate methods
/**
* Globally configure next LayoutAnimation.
* This is guaranteed to be called only on the JS thread.
*/
void LayoutAnimationKeyFrameManager::uiManagerDidConfigureNextLayoutAnimation(
jsi::Runtime &runtime,
RawValue const &config,
const jsi::Value &successCallbackValue,
const jsi::Value &failureCallbackValue) const {
bool hasSuccessCallback = successCallbackValue.isObject() &&
successCallbackValue.getObject(runtime).isFunction(runtime);
bool hasFailureCallback = failureCallbackValue.isObject() &&
failureCallbackValue.getObject(runtime).isFunction(runtime);
LayoutAnimationCallbackWrapper successCallback = hasSuccessCallback
? LayoutAnimationCallbackWrapper(
successCallbackValue.getObject(runtime).getFunction(runtime))
: LayoutAnimationCallbackWrapper();
LayoutAnimationCallbackWrapper failureCallback = hasFailureCallback
? LayoutAnimationCallbackWrapper(
failureCallbackValue.getObject(runtime).getFunction(runtime))
: LayoutAnimationCallbackWrapper();
auto layoutAnimationConfig =
parseLayoutAnimationConfig((folly::dynamic)config);
if (layoutAnimationConfig) {
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
uiManagerDidConfigureNextLayoutAnimation(LayoutAnimation{
-1,
0,
false,
*layoutAnimationConfig,
successCallback,
failureCallback,
{}});
} else {
LOG(ERROR) << "Parsing LayoutAnimationConfig failed: "
<< (folly::dynamic)config;
callCallback(failureCallback);
}
}
void LayoutAnimationKeyFrameManager::setComponentDescriptorRegistry(
const SharedComponentDescriptorRegistry &componentDescriptorRegistry) {
componentDescriptorRegistry_ = componentDescriptorRegistry;
}
void LayoutAnimationKeyFrameManager::setReduceDeleteCreateMutation(
const bool reduceDeleteCreateMutation) {
reduceDeleteCreateMutation_ = reduceDeleteCreateMutation;
}
bool LayoutAnimationKeyFrameManager::shouldAnimateFrame() const {
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
return currentAnimation_ || !inflightAnimations_.empty();
}
void LayoutAnimationKeyFrameManager::stopSurface(SurfaceId surfaceId) {
std::lock_guard<std::mutex> lock(surfaceIdsToStopMutex_);
surfaceIdsToStop_.insert(surfaceId);
}
#pragma mark - MountingOverrideDelegate methods
bool LayoutAnimationKeyFrameManager::shouldOverridePullTransaction() const {
return shouldAnimateFrame();
}
std::optional<MountingTransaction>
LayoutAnimationKeyFrameManager::pullTransaction(
SurfaceId surfaceId,
MountingTransaction::Number transactionNumber,
TransactionTelemetry const &telemetry,
ShadowViewMutationList mutations) const {
// Current time in milliseconds
uint64_t now = now_();
bool inflightAnimationsExistInitially = !inflightAnimations_.empty();
deleteAnimationsForStoppedSurfaces();
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;
}
for (const auto &finalMutationForKeyFrame :
keyframe.finalMutationsForKeyFrame) {
if (finalMutationForKeyFrame.mutatedViewIsVirtual()) {
std::string msg = "Animation " + std::to_string(i) + " keyframe " +
std::to_string(j) + ": Final Animation";
PrintMutationInstruction(msg, finalMutationForKeyFrame);
} else {
LOG(ERROR) << "Animation " << i << " keyframe " << j
<< ": on tag: [" << keyframe.viewStart.tag << "]";
}
}
}
}
LOG(ERROR) << "BEGINNING DONE DISPLAYING ONGOING inflightAnimations_!";
#endif
PropsParserContext propsParserContext{surfaceId, *contextContainer_};
// 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<AnimationKeyFrame> conflictingAnimations{};
getAndEraseConflictingAnimations(
surfaceId, mutations, conflictingAnimations);
// Are we animating this list of mutations?
std::optional<LayoutAnimation> currentAnimation{};
{
std::lock_guard<std::mutex> lock(currentAnimationMutex_);
if (currentAnimation_) {
currentAnimation = std::move(currentAnimation_);
currentAnimation_.reset();
}
}
if (currentAnimation.has_value()) {
LayoutAnimation animation = std::move(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).
butter::set<Tag> insertedTags;
butter::set<Tag> deletedTags;
butter::set<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.insert(mutation.newChildShadowView.tag);
}
if (mutation.type == ShadowViewMutation::Type::Delete) {
deletedTags.insert(mutation.oldChildShadowView.tag);
}
if (mutation.type == ShadowViewMutation::Type::Create) {
if (deletedTags.find(mutation.newChildShadowView.tag) !=
deletedTags.end()) {
reparentedTags.insert(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;
auto const layoutAnimationConfig = animation.layoutAnimationConfig;
for (auto const &mutation : mutations) {
if (mutation.type == ShadowViewMutation::Type::RemoveDeleteTree) {
continue;
}
ShadowView baselineShadowView =
(mutation.type == ShadowViewMutation::Type::Delete ||
mutation.type == ShadowViewMutation::Type::Remove ||
mutation.type == ShadowViewMutation::Type::Update
? mutation.oldChildShadowView
: mutation.newChildShadowView);
react_native_assert(baselineShadowView.tag > 0);
bool haveComponentDescriptor =
hasComponentDescriptorForShadowView(baselineShadowView);
// Immediately execute any mutations on a root node
if (baselineShadowView.traits.check(
ShadowNodeTraits::Trait::RootNodeKind)) {
immediateMutations.push_back(mutation);
continue;
}
std::optional<ShadowViewMutation> executeMutationImmediately{};
bool isRemoveReinserted =
mutation.type == ShadowViewMutation::Type::Remove &&
insertedTags.find(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 =
reparentedTags.find(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;
// 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 = mutation;
// 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.
react_native_assert(
keyframe.type == AnimationConfigurationType::Update);
// The mutation is an "insert", so it must have a
// "newChildShadowView"
react_native_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;
}
}
}
} else if (mutation.type == ShadowViewMutation::Type::Remove) {
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.
react_native_assert(
keyframe.type == AnimationConfigurationType::Update);
// The mutation is a "remove", so it must have a
// "oldChildShadowView"
react_native_assert(mutation.oldChildShadowView.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.
// Since normally the UPDATE would have been executed first and
// now it's deferred, we need to change the `oldChildShadowView`
// that is being referenced by the REMOVE mutation.
if (keyframe.type == AnimationConfigurationType::Update &&
mutation.oldChildShadowView.tag > 0) {
executeMutationImmediately =
ShadowViewMutation::RemoveMutation(
mutation.parentShadowView,
keyframe.viewPrev,
mutation.index);
}
}
}
}
}
// 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);
react_native_assert(viewStart.tag > 0);
ShadowView viewFinal = ShadowView(
mutation.type == ShadowViewMutation::Type::Update
? mutation.newChildShadowView
: viewStart);
react_native_assert(viewFinal.tag > 0);
ShadowView parent = mutation.parentShadowView;
react_native_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(propsParserContext, viewStart.props, {});
if (baselineShadowView.traits.check(
ShadowNodeTraits::Trait::ViewKind)) {
auto const &viewProps =
*std::static_pointer_cast<ViewProps const>(props);
const_cast<ViewProps &>(viewProps).opacity = 0;
}
react_native_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(propsParserContext, viewStart.props, {});
if (baselineShadowView.traits.check(
ShadowNodeTraits::Trait::ViewKind)) {
auto const &viewProps =
*std::static_pointer_cast<ViewProps const>(props);
const_cast<ViewProps &>(viewProps).transform =
Transform::Scale(isScaleX ? 0 : 1, isScaleY ? 0 : 1, 1);
}
react_native_assert(props != nullptr);
if (props != nullptr) {
viewStart.props = props;
}
}
PrintMutationInstruction(
"Setting up animation KeyFrame for INSERT mutation (Create animation)",
mutation);
keyFrame = AnimationKeyFrame{
/* .finalMutationsForKeyFrame = */ {},
/* .type = */ AnimationConfigurationType::Create,
/* .tag = */ tag,
/* .parentView = */ parent,
/* .viewStart = */ viewStart,
/* .viewEnd = */ viewFinal,
/* .viewPrev = */ baselineShadowView,
/* .initialProgress = */ 0};
} else if (mutation.type == ShadowViewMutation::Type::Delete) {
// This is just for assertion purposes.
// The NDEBUG check here is to satisfy the compiler in certain environments
// complaining about correspondingRemoveIt being unused.
#ifdef REACT_NATIVE_DEBUG
#ifndef NDEBUG
// This block is temporarily disabled to fix some internal builds.
// In some build configurations, we get a compiler error that
// `correspondingRemoveIt` is unused.
/* Tag deleteTag = mutation.oldChildShadowView.tag;
auto correspondingRemoveIt = std::find_if(
mutations.begin(),
mutations.end(),
[&deleteTag](auto &mutation) {
return mutation.type == ShadowViewMutation::Type::Remove &&
mutation.oldChildShadowView.tag == deleteTag;
});
react_native_assert(correspondingRemoveIt != mutations.end());
*/
#endif
#endif
continue;
} else if (mutation.type == ShadowViewMutation::Type::Update) {
viewFinal = ShadowView(mutation.newChildShadowView);
PrintMutationInstruction(
"Setting up animation KeyFrame for UPDATE mutation (Update animation)",
mutation);
keyFrame = AnimationKeyFrame{
/* .finalMutationsForKeyFrame = */ {mutation},
/* .type = */ AnimationConfigurationType::Update,
/* .tag = */ tag,
/* .parentView = */ parent,
/* .viewStart = */ viewStart,
/* .viewEnd = */ viewFinal,
/* .viewPrev = */ baselineShadowView,
/* .initialProgress = */ 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).
react_native_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()) {
// This is a REMOVE not paired with an INSERT (move), so it must
// be paired with a DELETE.
auto correspondingDeleteIt = std::find_if(
mutations.begin(),
mutations.end(),
[&removeTag](auto &mutation) {
return mutation.type == ShadowViewMutation::Type::Delete &&
mutation.oldChildShadowView.tag == removeTag;
});
react_native_assert(correspondingDeleteIt != mutations.end());
auto deleteMutation = *correspondingDeleteIt;
if (mutationConfig.animationProperty ==
AnimationProperty::Opacity &&
haveComponentDescriptor) {
auto props =
getComponentDescriptorForShadowView(baselineShadowView)
.cloneProps(propsParserContext, viewFinal.props, {});
if (baselineShadowView.traits.check(
ShadowNodeTraits::Trait::ViewKind)) {
auto const &viewProps =
*std::static_pointer_cast<ViewProps const>(props);
const_cast<ViewProps &>(viewProps).opacity = 0;
}
react_native_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(propsParserContext, viewFinal.props, {});
if (baselineShadowView.traits.check(
ShadowNodeTraits::Trait::ViewKind)) {
auto const &viewProps =
*std::static_pointer_cast<ViewProps const>(props);
const_cast<ViewProps &>(viewProps).transform =
Transform::Scale(isScaleX ? 0 : 1, isScaleY ? 0 : 1, 1);
}
react_native_assert(props != nullptr);
if (props != nullptr) {
viewFinal.props = props;
}
}
PrintMutationInstruction(
"Setting up animation KeyFrame for REMOVE mutation (Delete animation)",
mutation);
keyFrame = AnimationKeyFrame{
/* .finalMutationsForKeyFrame */ {mutation, deleteMutation},
/* .type */ AnimationConfigurationType::Delete,
/* .tag */ tag,
/* .parentView */ parent,
/* .viewStart */ viewStart,
/* .viewEnd */ viewFinal,
/* .viewPrev */ baselineShadowView,
/* .initialProgress */ 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) {
conflictingKeyFrame.generateFinalSyntheticMutations = false;
// Do NOT update viewStart for a CREATE animation.
if (keyFrame.type == AnimationConfigurationType::Create) {
break;
}
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR)
<< "Due to conflict, replacing 'viewStart' of animated keyframe: ["
<< conflictingKeyFrame.viewPrev.tag << "] with ##"
<< std::hash<ShadowView>{}(conflictingKeyFrame.viewPrev);
#endif
// 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.viewPrev = conflictingKeyFrame.viewPrev;
keyFrame.viewStart = conflictingKeyFrame.viewPrev;
react_native_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;
}
}
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
LOG(ERROR) << "Checking validity of keyframe: ["
<< keyFrame.viewStart.tag << "] [" << keyFrame.viewEnd.tag
<< "] [" << keyFrame.viewPrev.tag
<< "] animation type: " << (int)keyFrame.type;
#endif
react_native_assert(keyFrame.viewStart.tag > 0);
react_native_assert(keyFrame.viewEnd.tag > 0);
react_native_assert(keyFrame.viewPrev.tag > 0);
keyFramesToAnimate.push_back(keyFrame);
}
if (executeMutationImmediately.has_value()) {
PrintMutationInstruction(
"Queue Up For Immediate Execution", *executeMutationImmediately);
immediateMutations.push_back(*executeMutationImmediately);
}
}
#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) {
for (const auto &finalMutationForKeyFrame :
keyframe.finalMutationsForKeyFrame) {
PrintMutationInstruction(
std::string("FINAL list: ") + std::to_string(idx) + "/" +
std::to_string(keyFramesToAnimate.size()),
finalMutationForKeyFrame);
}
idx++;
}
}
#endif
#endif
auto finalConflictingMutations = ShadowViewMutationList{};
for (auto &keyFrame : conflictingAnimations) {
// Special-case: if the next conflicting animation contain "delete",
// while the final mutation has the same tag with "create", we should
// remove both the delete and create as they have no effect when
// combined in the same frame. The Fabric mount layer assumes no such
// combinations in the final mutations either.
if (reduceDeleteCreateMutation_) {
for (auto itMutation = immediateMutations.begin();
itMutation != immediateMutations.end();) {
auto &mutation = *itMutation;
bool hasCreateMutationDeletedWithSameTag = false;
if (mutation.newChildShadowView.tag == keyFrame.tag &&
mutation.type == ShadowViewMutation::Create) {
for (auto itKeyFrame = keyFrame.finalMutationsForKeyFrame.begin();
itKeyFrame != keyFrame.finalMutationsForKeyFrame.end();) {
auto &conflictFinalMutation = *itKeyFrame;
if (conflictFinalMutation.type == ShadowViewMutation::Delete) {
itKeyFrame =
keyFrame.finalMutationsForKeyFrame.erase(itKeyFrame);
hasCreateMutationDeletedWithSameTag = true;
break;
} else {
itKeyFrame++;
}
}
}
if (hasCreateMutationDeletedWithSameTag) {
itMutation = immediateMutations.erase(itMutation);
} else {
itMutation++;
}
}
}
// 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 the "final" mutation is already accounted for, by previously
// setting the correct "viewPrev" of the next conflicting animation, we
// don't want to queue up any final UPDATE mutations here.
bool shouldGenerateSyntheticMutations =
keyFrame.generateFinalSyntheticMutations;
auto numFinalMutations = keyFrame.finalMutationsForKeyFrame.size();
bool onlyMutationIsUpdate =
(numFinalMutations == 1 &&
keyFrame.finalMutationsForKeyFrame[0].type ==
ShadowViewMutation::Update);
if (!shouldGenerateSyntheticMutations &&
(numFinalMutations == 0 || onlyMutationIsUpdate)) {
continue;
}
queueFinalMutationsForCompletedKeyFrame(
keyFrame,
finalConflictingMutations,
true,
"KeyFrameManager: Finished Conflicting Keyframe");
}
// 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) {
for (auto &finalMutation : keyframe.finalMutationsForKeyFrame) {
if (finalMutation.type == ShadowViewMutation::Type::Insert ||
finalMutation.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, finalMutation, 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) {
queueFinalMutationsForCompletedKeyFrame(
keyFrame,
finalMutationsForConflictingAnimations,
true,
"Conflict with non-animated mutation");
}
// 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;
}
for (auto const &finalMutation : keyframe.finalMutationsForKeyFrame) {
if (!finalMutation.mutatedViewIsVirtual()) {
std::string msg = "Animation " + std::to_string(i) + " keyframe " +
std::to_string(j) + ": Final Animation";
PrintMutationInstruction(msg, finalMutation);
}
}
}
}
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};
}
void LayoutAnimationKeyFrameManager::uiManagerDidConfigureNextLayoutAnimation(
LayoutAnimation layoutAnimation) const {
currentAnimation_ = std::optional<LayoutAnimation>{layoutAnimation};
}
void LayoutAnimationKeyFrameManager::setLayoutAnimationStatusDelegate(
LayoutAnimationStatusDelegate *delegate) const {
std::lock_guard<std::mutex> lock(layoutAnimationStatusDelegateMutex_);
layoutAnimationStatusDelegate_ = delegate;
}
void LayoutAnimationKeyFrameManager::setClockNow(
std::function<uint64_t()> now) {
now_ = std::move(now);
}
#pragma mark - Protected
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);
}
ShadowView LayoutAnimationKeyFrameManager::createInterpolatedShadowView(
Float progress,
ShadowView const &startingView,
ShadowView const &finalView) const {
react_native_assert(startingView.tag > 0);
react_native_assert(finalView.tag > 0);
if (!hasComponentDescriptorForShadowView(startingView)) {
LOG(ERROR) << "No ComponentDescriptor for ShadowView being animated: ["
<< startingView.tag << "]";
react_native_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);
react_native_assert(mutatedShadowView.tag > 0);
react_native_assert(startingView.props != nullptr);
react_native_assert(finalView.props != nullptr);
if (startingView.props == nullptr || finalView.props == nullptr) {
return finalView;
}
// Animate opacity or scale/transform
PropsParserContext propsParserContext{
finalView.surfaceId, *contextContainer_};
mutatedShadowView.props = componentDescriptor.interpolateProps(
propsParserContext, progress, startingView.props, finalView.props);
react_native_assert(mutatedShadowView.props != nullptr);
if (mutatedShadowView.props == nullptr) {
return finalView;
}
// 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(
LayoutAnimationCallbackWrapper const &callback) const {
runtimeExecutor_(
[callback](jsi::Runtime &runtime) { callback.call(runtime); });
}
void LayoutAnimationKeyFrameManager::queueFinalMutationsForCompletedKeyFrame(
AnimationKeyFrame const &keyframe,
ShadowViewMutation::List &mutationsList,
bool interrupted,
const std::string & /*logPrefix*/) const {
if (!keyframe.finalMutationsForKeyFrame.empty()) {
// TODO: modularize this segment, it is repeated 2x in KeyFrameManager
// as well.
ShadowView prev = keyframe.viewPrev;
for (auto const &finalMutation : keyframe.finalMutationsForKeyFrame) {
PrintMutationInstruction(
logPrefix + ": Queuing up Final Mutation:", finalMutation);
// Copy so that if something else mutates the inflight animations,
// it won't change this mutation after this point.
switch (finalMutation.type) {
// For CREATE/INSERT this will contain CREATE, INSERT in that order.
// For REMOVE/DELETE, same.
case ShadowViewMutation::Type::Create:
mutationsList.push_back(ShadowViewMutation::CreateMutation(
finalMutation.newChildShadowView));
break;
case ShadowViewMutation::Type::Delete:
mutationsList.push_back(ShadowViewMutation::DeleteMutation(prev));
break;
case ShadowViewMutation::Type::Insert:
mutationsList.push_back(ShadowViewMutation::InsertMutation(
finalMutation.parentShadowView,
finalMutation.newChildShadowView,
finalMutation.index));
break;
case ShadowViewMutation::Type::Remove:
mutationsList.push_back(ShadowViewMutation::RemoveMutation(
finalMutation.parentShadowView, prev, finalMutation.index));
break;
case ShadowViewMutation::Type::RemoveDeleteTree:
// Note: Currently, there is a guarantee that if RemoveDeleteTree
// operations are generated, we /also/ generate corresponding
// Remove/Delete operations that are marked as "redundant".
// LayoutAnimations will process the redundant operations here, and
// ignore this mega-op. In the future for perf reasons it would be
// nice to remove the redundant operations entirely but we would need
// to find a way to make the RemoveDeleteTree operation work with
// LayoutAnimations (that might not be possible).
break;
case ShadowViewMutation::Type::Update:
mutationsList.push_back(ShadowViewMutation::UpdateMutation(
prev,
finalMutation.newChildShadowView,
finalMutation.parentShadowView));
break;
}
if (finalMutation.newChildShadowView.tag > 0) {
prev = finalMutation.newChildShadowView;
}
}
} 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.
// This is necessary for INSERT (create) and UPDATE (update) mutations, but
// not REMOVE/DELETE mutations ("delete" animations).
if (interrupted) {
auto mutatedShadowView =
createInterpolatedShadowView(1, keyframe.viewStart, keyframe.viewEnd);
auto generatedPenultimateMutation = ShadowViewMutation::UpdateMutation(
keyframe.viewPrev, mutatedShadowView, keyframe.parentView);
react_native_assert(
generatedPenultimateMutation.oldChildShadowView.tag > 0);
react_native_assert(
generatedPenultimateMutation.newChildShadowView.tag > 0);
PrintMutationInstruction(
"Queueing up penultimate mutation instruction - synthetic",
generatedPenultimateMutation);
mutationsList.push_back(generatedPenultimateMutation);
auto generatedMutation = ShadowViewMutation::UpdateMutation(
mutatedShadowView, keyframe.viewEnd, keyframe.parentView);
react_native_assert(generatedMutation.oldChildShadowView.tag > 0);
react_native_assert(generatedMutation.newChildShadowView.tag > 0);
PrintMutationInstruction(
"Queueing up final mutation instruction - synthetic",
generatedMutation);
mutationsList.push_back(generatedMutation);
} else {
auto mutation = ShadowViewMutation::UpdateMutation(
keyframe.viewPrev, keyframe.viewEnd, keyframe.parentView);
PrintMutationInstruction(
logPrefix +
"Animation Complete: Queuing up Final Synthetic Mutation:",
mutation);
react_native_assert(mutation.oldChildShadowView.tag > 0);
react_native_assert(mutation.newChildShadowView.tag > 0);
mutationsList.push_back(std::move(mutation));
}
}
}
#pragma mark - Private
void LayoutAnimationKeyFrameManager::
adjustImmediateMutationIndicesForDelayedMutations(
SurfaceId surfaceId,
ShadowViewMutation &mutation,
bool skipLastAnimation,
bool lastAnimationOnly) const {
bool isRemoveMutation = mutation.type == ShadowViewMutation::Type::Remove;
react_native_assert(
isRemoveMutation || mutation.type == ShadowViewMutation::Type::Insert);
// TODO: turn all of this into a lambda and share code?
if (mutation.mutatedViewIsVirtual()) {
PrintMutationInstruction(
"[IndexAdjustment] Not calling adjustImmediateMutationIndicesForDelayedMutations, is virtual, for:",
mutation);
return;
}
PrintMutationInstruction(
"[IndexAdjustment] Calling adjustImmediateMutationIndicesForDelayedMutations for:",
mutation);
// First, collect all final mutations that could impact this immediate
// mutation.
std::vector<ShadowViewMutation const *> 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 const &animatedKeyFrame : inflightAnimation.keyFrames) {
if (animatedKeyFrame.invalidated) {
continue;
}
// Detect if they're in the same view hierarchy, but not equivalent
// We've already detected direct conflicts and removed them.
if (animatedKeyFrame.parentView.tag != mutation.parentShadowView.tag) {
continue;
}
for (auto const &delayedMutation :
animatedKeyFrame.finalMutationsForKeyFrame) {
if (delayedMutation.type != ShadowViewMutation::Type::Remove) {
continue;
}
if (delayedMutation.mutatedViewIsVirtual()) {
continue;
}
if (delayedMutation.oldChildShadowView.tag ==
(isRemoveMutation ? mutation.oldChildShadowView.tag
: mutation.newChildShadowView.tag)) {
continue;
}
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustImmediateMutationIndicesForDelayedMutations CANDIDATE for:",
mutation,
delayedMutation);
candidateMutations.push_back(&delayedMutation);
}
}
if (lastAnimationOnly) {
break;
}
}
// While the mutation keeps being affected, keep checking. We use the vector
// so we only perform one adjustment per delayed mutation. See comments at
// bottom of adjustDelayedMutationIndicesForMutation for further explanation.
bool changed = true;
int adjustedDelta = 0;
while (changed) {
changed = false;
candidateMutations.erase(
std::remove_if(
candidateMutations.begin(),
candidateMutations.end(),
[&changed, &mutation, &adjustedDelta, &isRemoveMutation](
ShadowViewMutation const *candidateMutation) {
bool indexConflicts =
(candidateMutation->index < mutation.index ||
(isRemoveMutation &&
candidateMutation->index == mutation.index));
if (indexConflicts) {
mutation.index++;
adjustedDelta++;
changed = true;
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustImmediateMutationIndicesForDelayedMutations: Adjusting mutation UPWARD",
mutation,
*candidateMutation);
return true;
}
return false;
}),
candidateMutations.end());
}
}
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;
auto tag = isRemoveMutation ? mutation.oldChildShadowView.tag
: mutation.newChildShadowView.tag;
react_native_assert(isRemoveMutation || isInsertMutation);
if (mutation.mutatedViewIsVirtual()) {
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 &animatedKeyFrame : inflightAnimation.keyFrames) {
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;
}
for (auto &finalAnimationMutation :
animatedKeyFrame.finalMutationsForKeyFrame) {
if (finalAnimationMutation.oldChildShadowView.tag == tag) {
continue;
}
if (finalAnimationMutation.type != ShadowViewMutation::Type::Remove) {
continue;
}
if (finalAnimationMutation.mutatedViewIsVirtual()) {
continue;
}
PrintMutationInstructionRelative(
"[IndexAdjustment] adjustDelayedMutationIndicesForMutation: CANDIDATE:",
mutation,
finalAnimationMutation);
candidateMutations.push_back(&finalAnimationMutation);
}
}
}
// 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());
}
}
void LayoutAnimationKeyFrameManager::getAndEraseConflictingAnimations(
SurfaceId surfaceId,
ShadowViewMutationList const &mutations,
std::vector<AnimationKeyFrame> &conflictingAnimations) const {
ShadowViewMutationList localConflictingMutations{};
for (auto const &mutation : mutations) {
if (mutation.type == ShadowViewMutation::Type::RemoveDeleteTree) {
continue;
}
bool mutationIsCreateOrDelete =
mutation.type == ShadowViewMutation::Type::Create ||
mutation.type == ShadowViewMutation::Type::Delete;
auto const &baselineShadowView =
(mutation.type == ShadowViewMutation::Type::Insert ||
mutation.type == ShadowViewMutation::Type::Create)
? mutation.newChildShadowView
: mutation.oldChildShadowView;
auto baselineTag = baselineShadowView.tag;
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;
}
// A conflict is when either: the animated node itself is mutated
// directly; or, the parent of the node is created or deleted. In cases
// of reparenting - say, the parent is deleted but the node was moved to
// a different parent first - the reparenting (remove/insert) conflict
// will be detected before we process the parent DELETE.
// Parent deletion is important because deleting a parent recursively
// deletes all children. If we previously deferred deletion of a child,
// we need to force deletion/removal to happen immediately.
bool conflicting = animatedKeyFrame.tag == baselineTag ||
(mutationIsCreateOrDelete &&
animatedKeyFrame.parentView.tag == baselineTag &&
animatedKeyFrame.parentView.tag != 0);
// 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.
// TODO: don't animate virtual views in the first place?
bool isVirtual = false;
for (const auto &finalMutationForKeyFrame :
animatedKeyFrame.finalMutationsForKeyFrame) {
isVirtual =
isVirtual || finalMutationForKeyFrame.mutatedViewIsVirtual();
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
PrintMutationInstructionRelative(
"Found mutation that conflicts with existing in-flight animation:",
mutation,
finalMutationForKeyFrame);
#endif
}
conflictingAnimations.push_back(animatedKeyFrame);
for (const auto &finalMutationForKeyFrame :
animatedKeyFrame.finalMutationsForKeyFrame) {
if (!isVirtual ||
finalMutationForKeyFrame.type ==
ShadowViewMutation::Type::Delete) {
localConflictingMutations.push_back(finalMutationForKeyFrame);
}
}
// Delete from existing animation
it = inflightAnimation.keyFrames.erase(it);
} else {
it++;
}
}
}
}
// Recurse, in case conflicting mutations conflict with other existing
// animations
if (!localConflictingMutations.empty()) {
getAndEraseConflictingAnimations(
surfaceId, localConflictingMutations, conflictingAnimations);
}
}
void LayoutAnimationKeyFrameManager::deleteAnimationsForStoppedSurfaces()
const {
bool inflightAnimationsExistInitially = !inflightAnimations_.empty();
// Execute stopSurface on any ongoing animations
if (inflightAnimationsExistInitially) {
butter::set<SurfaceId> surfaceIdsToStop{};
{
std::lock_guard<std::mutex> lock(surfaceIdsToStopMutex_);
surfaceIdsToStop = surfaceIdsToStop_;
surfaceIdsToStop_.clear();
}
#ifdef LAYOUT_ANIMATION_VERBOSE_LOGGING
std::ostringstream surfaceIdsStr;
std::copy(
surfaceIdsToStop.begin(),
surfaceIdsToStop.end(),
std::ostream_iterator<SurfaceId>(surfaceIdsStr, ", "));
LOG(ERROR) << "LayoutAnimations: stopping animations due to stopSurface on "
<< surfaceIdsStr.str();
#endif
for (auto it = inflightAnimations_.begin();
it != inflightAnimations_.end();) {
const auto &animation = *it;
if (surfaceIdsToStop.find(animation.surfaceId) !=
surfaceIdsToStop.end()) {
it = inflightAnimations_.erase(it);
} else {
it++;
}
}
}
}
} // namespace facebook::react