| /* |
| * Copyright (C) 2010 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package com.android.gallery3d.anim; |
| |
| import com.android.gallery3d.common.Utils; |
| |
| import android.view.animation.Interpolator; |
| |
| // Animation calculates a value according to the current input time. |
| // |
| // 1. First we need to use setDuration(int) to set the duration of the |
| // animation. The duration is in milliseconds. |
| // 2. Then we should call start(). The actual start time is the first value |
| // passed to calculate(long). |
| // 3. Each time we want to get an animation value, we call |
| // calculate(long currentTimeMillis) to ask the Animation to calculate it. |
| // The parameter passed to calculate(long) should be nonnegative. |
| // 4. Use get() to get that value. |
| // |
| // In step 3, onCalculate(float progress) is called so subclasses can calculate |
| // the value according to progress (progress is a value in [0,1]). |
| // |
| // Before onCalculate(float) is called, There is an optional interpolator which |
| // can change the progress value. The interpolator can be set by |
| // setInterpolator(Interpolator). If the interpolator is used, the value passed |
| // to onCalculate may be (for example, the overshoot effect). |
| // |
| // The isActive() method returns true after the animation start() is called and |
| // before calculate is passed a value which reaches the duration of the |
| // animation. |
| // |
| // The start() method can be called again to restart the Animation. |
| // |
| abstract public class Animation { |
| private static final long ANIMATION_START = -1; |
| private static final long NO_ANIMATION = -2; |
| |
| private long mStartTime = NO_ANIMATION; |
| private int mDuration; |
| private Interpolator mInterpolator; |
| |
| public void setInterpolator(Interpolator interpolator) { |
| mInterpolator = interpolator; |
| } |
| |
| public void setDuration(int duration) { |
| mDuration = duration; |
| } |
| |
| public void start() { |
| mStartTime = ANIMATION_START; |
| } |
| |
| public void setStartTime(long time) { |
| mStartTime = time; |
| } |
| |
| public boolean isActive() { |
| return mStartTime != NO_ANIMATION; |
| } |
| |
| public void forceStop() { |
| mStartTime = NO_ANIMATION; |
| } |
| |
| public boolean calculate(long currentTimeMillis) { |
| if (mStartTime == NO_ANIMATION) return false; |
| if (mStartTime == ANIMATION_START) mStartTime = currentTimeMillis; |
| int elapse = (int) (currentTimeMillis - mStartTime); |
| float x = Utils.clamp((float) elapse / mDuration, 0f, 1f); |
| Interpolator i = mInterpolator; |
| onCalculate(i != null ? i.getInterpolation(x) : x); |
| if (elapse >= mDuration) mStartTime = NO_ANIMATION; |
| return mStartTime != NO_ANIMATION; |
| } |
| |
| abstract protected void onCalculate(float progress); |
| } |