| /* |
| * 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 android.animation; |
| |
| import java.util.ArrayList; |
| import java.util.Collection; |
| import java.util.HashMap; |
| import java.util.List; |
| |
| /** |
| * This class plays a set of {@link Animator} objects in the specified order. Animations |
| * can be set up to play together, in sequence, or after a specified delay. |
| * |
| * <p>There are two different approaches to adding animations to a <code>AnimatorSet</code>: |
| * either the {@link AnimatorSet#playTogether(Animator[]) playTogether()} or |
| * {@link AnimatorSet#playSequentially(Animator[]) playSequentially()} methods can be called to add |
| * a set of animations all at once, or the {@link AnimatorSet#play(Animator)} can be |
| * used in conjunction with methods in the {@link AnimatorSet.Builder Builder} |
| * class to add animations |
| * one by one.</p> |
| * |
| * <p>It is possible to set up a <code>AnimatorSet</code> with circular dependencies between |
| * its animations. For example, an animation a1 could be set up to start before animation a2, a2 |
| * before a3, and a3 before a1. The results of this configuration are undefined, but will typically |
| * result in none of the affected animations being played. Because of this (and because |
| * circular dependencies do not make logical sense anyway), circular dependencies |
| * should be avoided, and the dependency flow of animations should only be in one direction. |
| * |
| * <div class="special reference"> |
| * <h3>Developer Guides</h3> |
| * <p>For more information about animating with {@code AnimatorSet}, read the |
| * <a href="{@docRoot}guide/topics/graphics/prop-animation.html#choreography">Property |
| * Animation</a> developer guide.</p> |
| * </div> |
| */ |
| public final class AnimatorSet extends Animator { |
| |
| /** |
| * Internal variables |
| * NOTE: This object implements the clone() method, making a deep copy of any referenced |
| * objects. As other non-trivial fields are added to this class, make sure to add logic |
| * to clone() to make deep copies of them. |
| */ |
| |
| /** |
| * Tracks animations currently being played, so that we know what to |
| * cancel or end when cancel() or end() is called on this AnimatorSet |
| */ |
| private ArrayList<Animator> mPlayingSet = new ArrayList<Animator>(); |
| |
| /** |
| * Contains all nodes, mapped to their respective Animators. When new |
| * dependency information is added for an Animator, we want to add it |
| * to a single node representing that Animator, not create a new Node |
| * if one already exists. |
| */ |
| private HashMap<Animator, Node> mNodeMap = new HashMap<Animator, Node>(); |
| |
| /** |
| * Set of all nodes created for this AnimatorSet. This list is used upon |
| * starting the set, and the nodes are placed in sorted order into the |
| * sortedNodes collection. |
| */ |
| private ArrayList<Node> mNodes = new ArrayList<Node>(); |
| |
| /** |
| * The sorted list of nodes. This is the order in which the animations will |
| * be played. The details about when exactly they will be played depend |
| * on the dependency relationships of the nodes. |
| */ |
| private ArrayList<Node> mSortedNodes = new ArrayList<Node>(); |
| |
| /** |
| * Flag indicating whether the nodes should be sorted prior to playing. This |
| * flag allows us to cache the previous sorted nodes so that if the sequence |
| * is replayed with no changes, it does not have to re-sort the nodes again. |
| */ |
| private boolean mNeedsSort = true; |
| |
| private AnimatorSetListener mSetListener = null; |
| |
| /** |
| * Flag indicating that the AnimatorSet has been manually |
| * terminated (by calling cancel() or end()). |
| * This flag is used to avoid starting other animations when currently-playing |
| * child animations of this AnimatorSet end. It also determines whether cancel/end |
| * notifications are sent out via the normal AnimatorSetListener mechanism. |
| */ |
| boolean mTerminated = false; |
| |
| /** |
| * Indicates whether an AnimatorSet has been start()'d, whether or |
| * not there is a nonzero startDelay. |
| */ |
| private boolean mStarted = false; |
| |
| // The amount of time in ms to delay starting the animation after start() is called |
| private long mStartDelay = 0; |
| |
| // Animator used for a nonzero startDelay |
| private ValueAnimator mDelayAnim = null; |
| |
| |
| // How long the child animations should last in ms. The default value is negative, which |
| // simply means that there is no duration set on the AnimatorSet. When a real duration is |
| // set, it is passed along to the child animations. |
| private long mDuration = -1; |
| |
| // Records the interpolator for the set. Null value indicates that no interpolator |
| // was set on this AnimatorSet, so it should not be passed down to the children. |
| private TimeInterpolator mInterpolator = null; |
| |
| private boolean mReversible = true; |
| /** |
| * Sets up this AnimatorSet to play all of the supplied animations at the same time. |
| * This is equivalent to calling {@link #play(Animator)} with the first animator in the |
| * set and then {@link Builder#with(Animator)} with each of the other animators. Note that |
| * an Animator with a {@link Animator#setStartDelay(long) startDelay} will not actually |
| * start until that delay elapses, which means that if the first animator in the list |
| * supplied to this constructor has a startDelay, none of the other animators will start |
| * until that first animator's startDelay has elapsed. |
| * |
| * @param items The animations that will be started simultaneously. |
| */ |
| public void playTogether(Animator... items) { |
| if (items != null) { |
| mNeedsSort = true; |
| Builder builder = play(items[0]); |
| for (int i = 1; i < items.length; ++i) { |
| builder.with(items[i]); |
| } |
| } |
| } |
| |
| /** |
| * Sets up this AnimatorSet to play all of the supplied animations at the same time. |
| * |
| * @param items The animations that will be started simultaneously. |
| */ |
| public void playTogether(Collection<Animator> items) { |
| if (items != null && items.size() > 0) { |
| mNeedsSort = true; |
| Builder builder = null; |
| for (Animator anim : items) { |
| if (builder == null) { |
| builder = play(anim); |
| } else { |
| builder.with(anim); |
| } |
| } |
| } |
| } |
| |
| /** |
| * Sets up this AnimatorSet to play each of the supplied animations when the |
| * previous animation ends. |
| * |
| * @param items The animations that will be started one after another. |
| */ |
| public void playSequentially(Animator... items) { |
| if (items != null) { |
| mNeedsSort = true; |
| if (items.length == 1) { |
| play(items[0]); |
| } else { |
| mReversible = false; |
| for (int i = 0; i < items.length - 1; ++i) { |
| play(items[i]).before(items[i+1]); |
| } |
| } |
| } |
| } |
| |
| /** |
| * Sets up this AnimatorSet to play each of the supplied animations when the |
| * previous animation ends. |
| * |
| * @param items The animations that will be started one after another. |
| */ |
| public void playSequentially(List<Animator> items) { |
| if (items != null && items.size() > 0) { |
| mNeedsSort = true; |
| if (items.size() == 1) { |
| play(items.get(0)); |
| } else { |
| mReversible = false; |
| for (int i = 0; i < items.size() - 1; ++i) { |
| play(items.get(i)).before(items.get(i+1)); |
| } |
| } |
| } |
| } |
| |
| /** |
| * Returns the current list of child Animator objects controlled by this |
| * AnimatorSet. This is a copy of the internal list; modifications to the returned list |
| * will not affect the AnimatorSet, although changes to the underlying Animator objects |
| * will affect those objects being managed by the AnimatorSet. |
| * |
| * @return ArrayList<Animator> The list of child animations of this AnimatorSet. |
| */ |
| public ArrayList<Animator> getChildAnimations() { |
| ArrayList<Animator> childList = new ArrayList<Animator>(); |
| for (Node node : mNodes) { |
| childList.add(node.animation); |
| } |
| return childList; |
| } |
| |
| /** |
| * Sets the target object for all current {@link #getChildAnimations() child animations} |
| * of this AnimatorSet that take targets ({@link ObjectAnimator} and |
| * AnimatorSet). |
| * |
| * @param target The object being animated |
| */ |
| @Override |
| public void setTarget(Object target) { |
| for (Node node : mNodes) { |
| Animator animation = node.animation; |
| if (animation instanceof AnimatorSet) { |
| ((AnimatorSet)animation).setTarget(target); |
| } else if (animation instanceof ObjectAnimator) { |
| ((ObjectAnimator)animation).setTarget(target); |
| } |
| } |
| } |
| |
| /** |
| * @hide |
| */ |
| @Override |
| public int getChangingConfigurations() { |
| int conf = super.getChangingConfigurations(); |
| final int nodeCount = mNodes.size(); |
| for (int i = 0; i < nodeCount; i ++) { |
| conf |= mNodes.get(i).animation.getChangingConfigurations(); |
| } |
| return conf; |
| } |
| |
| /** |
| * Sets the TimeInterpolator for all current {@link #getChildAnimations() child animations} |
| * of this AnimatorSet. The default value is null, which means that no interpolator |
| * is set on this AnimatorSet. Setting the interpolator to any non-null value |
| * will cause that interpolator to be set on the child animations |
| * when the set is started. |
| * |
| * @param interpolator the interpolator to be used by each child animation of this AnimatorSet |
| */ |
| @Override |
| public void setInterpolator(TimeInterpolator interpolator) { |
| mInterpolator = interpolator; |
| } |
| |
| @Override |
| public TimeInterpolator getInterpolator() { |
| return mInterpolator; |
| } |
| |
| /** |
| * This method creates a <code>Builder</code> object, which is used to |
| * set up playing constraints. This initial <code>play()</code> method |
| * tells the <code>Builder</code> the animation that is the dependency for |
| * the succeeding commands to the <code>Builder</code>. For example, |
| * calling <code>play(a1).with(a2)</code> sets up the AnimatorSet to play |
| * <code>a1</code> and <code>a2</code> at the same time, |
| * <code>play(a1).before(a2)</code> sets up the AnimatorSet to play |
| * <code>a1</code> first, followed by <code>a2</code>, and |
| * <code>play(a1).after(a2)</code> sets up the AnimatorSet to play |
| * <code>a2</code> first, followed by <code>a1</code>. |
| * |
| * <p>Note that <code>play()</code> is the only way to tell the |
| * <code>Builder</code> the animation upon which the dependency is created, |
| * so successive calls to the various functions in <code>Builder</code> |
| * will all refer to the initial parameter supplied in <code>play()</code> |
| * as the dependency of the other animations. For example, calling |
| * <code>play(a1).before(a2).before(a3)</code> will play both <code>a2</code> |
| * and <code>a3</code> when a1 ends; it does not set up a dependency between |
| * <code>a2</code> and <code>a3</code>.</p> |
| * |
| * @param anim The animation that is the dependency used in later calls to the |
| * methods in the returned <code>Builder</code> object. A null parameter will result |
| * in a null <code>Builder</code> return value. |
| * @return Builder The object that constructs the AnimatorSet based on the dependencies |
| * outlined in the calls to <code>play</code> and the other methods in the |
| * <code>Builder</code object. |
| */ |
| public Builder play(Animator anim) { |
| if (anim != null) { |
| mNeedsSort = true; |
| return new Builder(anim); |
| } |
| return null; |
| } |
| |
| /** |
| * {@inheritDoc} |
| * |
| * <p>Note that canceling a <code>AnimatorSet</code> also cancels all of the animations that it |
| * is responsible for.</p> |
| */ |
| @SuppressWarnings("unchecked") |
| @Override |
| public void cancel() { |
| mTerminated = true; |
| if (isStarted()) { |
| ArrayList<AnimatorListener> tmpListeners = null; |
| if (mListeners != null) { |
| tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); |
| for (AnimatorListener listener : tmpListeners) { |
| listener.onAnimationCancel(this); |
| } |
| } |
| if (mDelayAnim != null && mDelayAnim.isRunning()) { |
| // If we're currently in the startDelay period, just cancel that animator and |
| // send out the end event to all listeners |
| mDelayAnim.cancel(); |
| } else if (mSortedNodes.size() > 0) { |
| for (Node node : mSortedNodes) { |
| node.animation.cancel(); |
| } |
| } |
| if (tmpListeners != null) { |
| for (AnimatorListener listener : tmpListeners) { |
| listener.onAnimationEnd(this); |
| } |
| } |
| mStarted = false; |
| } |
| } |
| |
| /** |
| * {@inheritDoc} |
| * |
| * <p>Note that ending a <code>AnimatorSet</code> also ends all of the animations that it is |
| * responsible for.</p> |
| */ |
| @Override |
| public void end() { |
| mTerminated = true; |
| if (isStarted()) { |
| if (mSortedNodes.size() != mNodes.size()) { |
| // hasn't been started yet - sort the nodes now, then end them |
| sortNodes(); |
| for (Node node : mSortedNodes) { |
| if (mSetListener == null) { |
| mSetListener = new AnimatorSetListener(this); |
| } |
| node.animation.addListener(mSetListener); |
| } |
| } |
| if (mDelayAnim != null) { |
| mDelayAnim.cancel(); |
| } |
| if (mSortedNodes.size() > 0) { |
| for (Node node : mSortedNodes) { |
| node.animation.end(); |
| } |
| } |
| if (mListeners != null) { |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| for (AnimatorListener listener : tmpListeners) { |
| listener.onAnimationEnd(this); |
| } |
| } |
| mStarted = false; |
| } |
| } |
| |
| /** |
| * Returns true if any of the child animations of this AnimatorSet have been started and have |
| * not yet ended. |
| * @return Whether this AnimatorSet has been started and has not yet ended. |
| */ |
| @Override |
| public boolean isRunning() { |
| for (Node node : mNodes) { |
| if (node.animation.isRunning()) { |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| @Override |
| public boolean isStarted() { |
| return mStarted; |
| } |
| |
| /** |
| * The amount of time, in milliseconds, to delay starting the animation after |
| * {@link #start()} is called. |
| * |
| * @return the number of milliseconds to delay running the animation |
| */ |
| @Override |
| public long getStartDelay() { |
| return mStartDelay; |
| } |
| |
| /** |
| * The amount of time, in milliseconds, to delay starting the animation after |
| * {@link #start()} is called. |
| |
| * @param startDelay The amount of the delay, in milliseconds |
| */ |
| @Override |
| public void setStartDelay(long startDelay) { |
| if (mStartDelay > 0) { |
| mReversible = false; |
| } |
| mStartDelay = startDelay; |
| } |
| |
| /** |
| * Gets the length of each of the child animations of this AnimatorSet. This value may |
| * be less than 0, which indicates that no duration has been set on this AnimatorSet |
| * and each of the child animations will use their own duration. |
| * |
| * @return The length of the animation, in milliseconds, of each of the child |
| * animations of this AnimatorSet. |
| */ |
| @Override |
| public long getDuration() { |
| return mDuration; |
| } |
| |
| /** |
| * Sets the length of each of the current child animations of this AnimatorSet. By default, |
| * each child animation will use its own duration. If the duration is set on the AnimatorSet, |
| * then each child animation inherits this duration. |
| * |
| * @param duration The length of the animation, in milliseconds, of each of the child |
| * animations of this AnimatorSet. |
| */ |
| @Override |
| public AnimatorSet setDuration(long duration) { |
| if (duration < 0) { |
| throw new IllegalArgumentException("duration must be a value of zero or greater"); |
| } |
| // Just record the value for now - it will be used later when the AnimatorSet starts |
| mDuration = duration; |
| return this; |
| } |
| |
| @Override |
| public void setupStartValues() { |
| for (Node node : mNodes) { |
| node.animation.setupStartValues(); |
| } |
| } |
| |
| @Override |
| public void setupEndValues() { |
| for (Node node : mNodes) { |
| node.animation.setupEndValues(); |
| } |
| } |
| |
| @Override |
| public void pause() { |
| boolean previouslyPaused = mPaused; |
| super.pause(); |
| if (!previouslyPaused && mPaused) { |
| if (mDelayAnim != null) { |
| mDelayAnim.pause(); |
| } else { |
| for (Node node : mNodes) { |
| node.animation.pause(); |
| } |
| } |
| } |
| } |
| |
| @Override |
| public void resume() { |
| boolean previouslyPaused = mPaused; |
| super.resume(); |
| if (previouslyPaused && !mPaused) { |
| if (mDelayAnim != null) { |
| mDelayAnim.resume(); |
| } else { |
| for (Node node : mNodes) { |
| node.animation.resume(); |
| } |
| } |
| } |
| } |
| |
| /** |
| * {@inheritDoc} |
| * |
| * <p>Starting this <code>AnimatorSet</code> will, in turn, start the animations for which |
| * it is responsible. The details of when exactly those animations are started depends on |
| * the dependency relationships that have been set up between the animations. |
| */ |
| @SuppressWarnings("unchecked") |
| @Override |
| public void start() { |
| mTerminated = false; |
| mStarted = true; |
| mPaused = false; |
| |
| for (Node node : mNodes) { |
| node.animation.setAllowRunningAsynchronously(false); |
| } |
| |
| if (mDuration >= 0) { |
| // If the duration was set on this AnimatorSet, pass it along to all child animations |
| for (Node node : mNodes) { |
| // TODO: don't set the duration of the timing-only nodes created by AnimatorSet to |
| // insert "play-after" delays |
| node.animation.setDuration(mDuration); |
| } |
| } |
| if (mInterpolator != null) { |
| for (Node node : mNodes) { |
| node.animation.setInterpolator(mInterpolator); |
| } |
| } |
| // First, sort the nodes (if necessary). This will ensure that sortedNodes |
| // contains the animation nodes in the correct order. |
| sortNodes(); |
| |
| int numSortedNodes = mSortedNodes.size(); |
| for (int i = 0; i < numSortedNodes; ++i) { |
| Node node = mSortedNodes.get(i); |
| // First, clear out the old listeners |
| ArrayList<AnimatorListener> oldListeners = node.animation.getListeners(); |
| if (oldListeners != null && oldListeners.size() > 0) { |
| final ArrayList<AnimatorListener> clonedListeners = new |
| ArrayList<AnimatorListener>(oldListeners); |
| |
| for (AnimatorListener listener : clonedListeners) { |
| if (listener instanceof DependencyListener || |
| listener instanceof AnimatorSetListener) { |
| node.animation.removeListener(listener); |
| } |
| } |
| } |
| } |
| |
| // nodesToStart holds the list of nodes to be started immediately. We don't want to |
| // start the animations in the loop directly because we first need to set up |
| // dependencies on all of the nodes. For example, we don't want to start an animation |
| // when some other animation also wants to start when the first animation begins. |
| final ArrayList<Node> nodesToStart = new ArrayList<Node>(); |
| for (int i = 0; i < numSortedNodes; ++i) { |
| Node node = mSortedNodes.get(i); |
| if (mSetListener == null) { |
| mSetListener = new AnimatorSetListener(this); |
| } |
| if (node.dependencies == null || node.dependencies.size() == 0) { |
| nodesToStart.add(node); |
| } else { |
| int numDependencies = node.dependencies.size(); |
| for (int j = 0; j < numDependencies; ++j) { |
| Dependency dependency = node.dependencies.get(j); |
| dependency.node.animation.addListener( |
| new DependencyListener(this, node, dependency.rule)); |
| } |
| node.tmpDependencies = (ArrayList<Dependency>) node.dependencies.clone(); |
| } |
| node.animation.addListener(mSetListener); |
| } |
| // Now that all dependencies are set up, start the animations that should be started. |
| if (mStartDelay <= 0) { |
| for (Node node : nodesToStart) { |
| node.animation.start(); |
| mPlayingSet.add(node.animation); |
| } |
| } else { |
| mDelayAnim = ValueAnimator.ofFloat(0f, 1f); |
| mDelayAnim.setDuration(mStartDelay); |
| mDelayAnim.addListener(new AnimatorListenerAdapter() { |
| boolean canceled = false; |
| public void onAnimationCancel(Animator anim) { |
| canceled = true; |
| } |
| public void onAnimationEnd(Animator anim) { |
| if (!canceled) { |
| int numNodes = nodesToStart.size(); |
| for (int i = 0; i < numNodes; ++i) { |
| Node node = nodesToStart.get(i); |
| node.animation.start(); |
| mPlayingSet.add(node.animation); |
| } |
| } |
| mDelayAnim = null; |
| } |
| }); |
| mDelayAnim.start(); |
| } |
| if (mListeners != null) { |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| int numListeners = tmpListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| tmpListeners.get(i).onAnimationStart(this); |
| } |
| } |
| if (mNodes.size() == 0 && mStartDelay == 0) { |
| // Handle unusual case where empty AnimatorSet is started - should send out |
| // end event immediately since the event will not be sent out at all otherwise |
| mStarted = false; |
| if (mListeners != null) { |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| int numListeners = tmpListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| tmpListeners.get(i).onAnimationEnd(this); |
| } |
| } |
| } |
| } |
| |
| @Override |
| public AnimatorSet clone() { |
| final AnimatorSet anim = (AnimatorSet) super.clone(); |
| /* |
| * The basic clone() operation copies all items. This doesn't work very well for |
| * AnimatorSet, because it will copy references that need to be recreated and state |
| * that may not apply. What we need to do now is put the clone in an uninitialized |
| * state, with fresh, empty data structures. Then we will build up the nodes list |
| * manually, as we clone each Node (and its animation). The clone will then be sorted, |
| * and will populate any appropriate lists, when it is started. |
| */ |
| final int nodeCount = mNodes.size(); |
| anim.mNeedsSort = true; |
| anim.mTerminated = false; |
| anim.mStarted = false; |
| anim.mPlayingSet = new ArrayList<Animator>(); |
| anim.mNodeMap = new HashMap<Animator, Node>(); |
| anim.mNodes = new ArrayList<Node>(nodeCount); |
| anim.mSortedNodes = new ArrayList<Node>(nodeCount); |
| anim.mReversible = mReversible; |
| anim.mSetListener = null; |
| |
| // Walk through the old nodes list, cloning each node and adding it to the new nodemap. |
| // One problem is that the old node dependencies point to nodes in the old AnimatorSet. |
| // We need to track the old/new nodes in order to reconstruct the dependencies in the clone. |
| |
| for (int n = 0; n < nodeCount; n++) { |
| final Node node = mNodes.get(n); |
| Node nodeClone = node.clone(); |
| node.mTmpClone = nodeClone; |
| anim.mNodes.add(nodeClone); |
| anim.mNodeMap.put(nodeClone.animation, nodeClone); |
| // Clear out the dependencies in the clone; we'll set these up manually later |
| nodeClone.dependencies = null; |
| nodeClone.tmpDependencies = null; |
| nodeClone.nodeDependents = null; |
| nodeClone.nodeDependencies = null; |
| |
| // clear out any listeners that were set up by the AnimatorSet; these will |
| // be set up when the clone's nodes are sorted |
| final ArrayList<AnimatorListener> cloneListeners = nodeClone.animation.getListeners(); |
| if (cloneListeners != null) { |
| for (int i = cloneListeners.size() - 1; i >= 0; i--) { |
| final AnimatorListener listener = cloneListeners.get(i); |
| if (listener instanceof AnimatorSetListener) { |
| cloneListeners.remove(i); |
| } |
| } |
| } |
| } |
| // Now that we've cloned all of the nodes, we're ready to walk through their |
| // dependencies, mapping the old dependencies to the new nodes |
| for (int n = 0; n < nodeCount; n++) { |
| final Node node = mNodes.get(n); |
| final Node clone = node.mTmpClone; |
| if (node.dependencies != null) { |
| clone.dependencies = new ArrayList<Dependency>(node.dependencies.size()); |
| final int depSize = node.dependencies.size(); |
| for (int i = 0; i < depSize; i ++) { |
| final Dependency dependency = node.dependencies.get(i); |
| Dependency cloneDependency = new Dependency(dependency.node.mTmpClone, |
| dependency.rule); |
| clone.dependencies.add(cloneDependency); |
| } |
| } |
| if (node.nodeDependents != null) { |
| clone.nodeDependents = new ArrayList<Node>(node.nodeDependents.size()); |
| for (Node dep : node.nodeDependents) { |
| clone.nodeDependents.add(dep.mTmpClone); |
| } |
| } |
| if (node.nodeDependencies != null) { |
| clone.nodeDependencies = new ArrayList<Node>(node.nodeDependencies.size()); |
| for (Node dep : node.nodeDependencies) { |
| clone.nodeDependencies.add(dep.mTmpClone); |
| } |
| } |
| } |
| for (int n = 0; n < nodeCount; n++) { |
| mNodes.get(n).mTmpClone = null; |
| } |
| return anim; |
| } |
| |
| /** |
| * This class is the mechanism by which animations are started based on events in other |
| * animations. If an animation has multiple dependencies on other animations, then |
| * all dependencies must be satisfied before the animation is started. |
| */ |
| private static class DependencyListener implements AnimatorListener { |
| |
| private AnimatorSet mAnimatorSet; |
| |
| // The node upon which the dependency is based. |
| private Node mNode; |
| |
| // The Dependency rule (WITH or AFTER) that the listener should wait for on |
| // the node |
| private int mRule; |
| |
| public DependencyListener(AnimatorSet animatorSet, Node node, int rule) { |
| this.mAnimatorSet = animatorSet; |
| this.mNode = node; |
| this.mRule = rule; |
| } |
| |
| /** |
| * Ignore cancel events for now. We may want to handle this eventually, |
| * to prevent follow-on animations from running when some dependency |
| * animation is canceled. |
| */ |
| public void onAnimationCancel(Animator animation) { |
| } |
| |
| /** |
| * An end event is received - see if this is an event we are listening for |
| */ |
| public void onAnimationEnd(Animator animation) { |
| if (mRule == Dependency.AFTER) { |
| startIfReady(animation); |
| } |
| } |
| |
| /** |
| * Ignore repeat events for now |
| */ |
| public void onAnimationRepeat(Animator animation) { |
| } |
| |
| /** |
| * A start event is received - see if this is an event we are listening for |
| */ |
| public void onAnimationStart(Animator animation) { |
| if (mRule == Dependency.WITH) { |
| startIfReady(animation); |
| } |
| } |
| |
| /** |
| * Check whether the event received is one that the node was waiting for. |
| * If so, mark it as complete and see whether it's time to start |
| * the animation. |
| * @param dependencyAnimation the animation that sent the event. |
| */ |
| private void startIfReady(Animator dependencyAnimation) { |
| if (mAnimatorSet.mTerminated) { |
| // if the parent AnimatorSet was canceled, then don't start any dependent anims |
| return; |
| } |
| Dependency dependencyToRemove = null; |
| int numDependencies = mNode.tmpDependencies.size(); |
| for (int i = 0; i < numDependencies; ++i) { |
| Dependency dependency = mNode.tmpDependencies.get(i); |
| if (dependency.rule == mRule && |
| dependency.node.animation == dependencyAnimation) { |
| // rule fired - remove the dependency and listener and check to |
| // see whether it's time to start the animation |
| dependencyToRemove = dependency; |
| dependencyAnimation.removeListener(this); |
| break; |
| } |
| } |
| mNode.tmpDependencies.remove(dependencyToRemove); |
| if (mNode.tmpDependencies.size() == 0) { |
| // all dependencies satisfied: start the animation |
| mNode.animation.start(); |
| mAnimatorSet.mPlayingSet.add(mNode.animation); |
| } |
| } |
| |
| } |
| |
| private class AnimatorSetListener implements AnimatorListener { |
| |
| private AnimatorSet mAnimatorSet; |
| |
| AnimatorSetListener(AnimatorSet animatorSet) { |
| mAnimatorSet = animatorSet; |
| } |
| |
| public void onAnimationCancel(Animator animation) { |
| if (!mTerminated) { |
| // Listeners are already notified of the AnimatorSet canceling in cancel(). |
| // The logic below only kicks in when animations end normally |
| if (mPlayingSet.size() == 0) { |
| if (mListeners != null) { |
| int numListeners = mListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| mListeners.get(i).onAnimationCancel(mAnimatorSet); |
| } |
| } |
| } |
| } |
| } |
| |
| @SuppressWarnings("unchecked") |
| public void onAnimationEnd(Animator animation) { |
| animation.removeListener(this); |
| mPlayingSet.remove(animation); |
| Node animNode = mAnimatorSet.mNodeMap.get(animation); |
| animNode.done = true; |
| if (!mTerminated) { |
| // Listeners are already notified of the AnimatorSet ending in cancel() or |
| // end(); the logic below only kicks in when animations end normally |
| ArrayList<Node> sortedNodes = mAnimatorSet.mSortedNodes; |
| boolean allDone = true; |
| int numSortedNodes = sortedNodes.size(); |
| for (int i = 0; i < numSortedNodes; ++i) { |
| if (!sortedNodes.get(i).done) { |
| allDone = false; |
| break; |
| } |
| } |
| if (allDone) { |
| // If this was the last child animation to end, then notify listeners that this |
| // AnimatorSet has ended |
| if (mListeners != null) { |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| int numListeners = tmpListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| tmpListeners.get(i).onAnimationEnd(mAnimatorSet); |
| } |
| } |
| mAnimatorSet.mStarted = false; |
| mAnimatorSet.mPaused = false; |
| } |
| } |
| } |
| |
| // Nothing to do |
| public void onAnimationRepeat(Animator animation) { |
| } |
| |
| // Nothing to do |
| public void onAnimationStart(Animator animation) { |
| } |
| |
| } |
| |
| /** |
| * This method sorts the current set of nodes, if needed. The sort is a simple |
| * DependencyGraph sort, which goes like this: |
| * - All nodes without dependencies become 'roots' |
| * - while roots list is not null |
| * - for each root r |
| * - add r to sorted list |
| * - remove r as a dependency from any other node |
| * - any nodes with no dependencies are added to the roots list |
| */ |
| private void sortNodes() { |
| if (mNeedsSort) { |
| mSortedNodes.clear(); |
| ArrayList<Node> roots = new ArrayList<Node>(); |
| int numNodes = mNodes.size(); |
| for (int i = 0; i < numNodes; ++i) { |
| Node node = mNodes.get(i); |
| if (node.dependencies == null || node.dependencies.size() == 0) { |
| roots.add(node); |
| } |
| } |
| ArrayList<Node> tmpRoots = new ArrayList<Node>(); |
| while (roots.size() > 0) { |
| int numRoots = roots.size(); |
| for (int i = 0; i < numRoots; ++i) { |
| Node root = roots.get(i); |
| mSortedNodes.add(root); |
| if (root.nodeDependents != null) { |
| int numDependents = root.nodeDependents.size(); |
| for (int j = 0; j < numDependents; ++j) { |
| Node node = root.nodeDependents.get(j); |
| node.nodeDependencies.remove(root); |
| if (node.nodeDependencies.size() == 0) { |
| tmpRoots.add(node); |
| } |
| } |
| } |
| } |
| roots.clear(); |
| roots.addAll(tmpRoots); |
| tmpRoots.clear(); |
| } |
| mNeedsSort = false; |
| if (mSortedNodes.size() != mNodes.size()) { |
| throw new IllegalStateException("Circular dependencies cannot exist" |
| + " in AnimatorSet"); |
| } |
| } else { |
| // Doesn't need sorting, but still need to add in the nodeDependencies list |
| // because these get removed as the event listeners fire and the dependencies |
| // are satisfied |
| int numNodes = mNodes.size(); |
| for (int i = 0; i < numNodes; ++i) { |
| Node node = mNodes.get(i); |
| if (node.dependencies != null && node.dependencies.size() > 0) { |
| int numDependencies = node.dependencies.size(); |
| for (int j = 0; j < numDependencies; ++j) { |
| Dependency dependency = node.dependencies.get(j); |
| if (node.nodeDependencies == null) { |
| node.nodeDependencies = new ArrayList<Node>(); |
| } |
| if (!node.nodeDependencies.contains(dependency.node)) { |
| node.nodeDependencies.add(dependency.node); |
| } |
| } |
| } |
| // nodes are 'done' by default; they become un-done when started, and done |
| // again when ended |
| node.done = false; |
| } |
| } |
| } |
| |
| /** |
| * @hide |
| */ |
| @Override |
| public boolean canReverse() { |
| if (!mReversible) { |
| return false; |
| } |
| // Loop to make sure all the Nodes can reverse. |
| for (Node node : mNodes) { |
| if (!node.animation.canReverse() || node.animation.getStartDelay() > 0) { |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| /** |
| * @hide |
| */ |
| @Override |
| public void reverse() { |
| if (canReverse()) { |
| for (Node node : mNodes) { |
| node.animation.reverse(); |
| } |
| } |
| } |
| |
| @Override |
| public String toString() { |
| String returnVal = "AnimatorSet@" + Integer.toHexString(hashCode()) + "{"; |
| boolean prevNeedsSort = mNeedsSort; |
| sortNodes(); |
| mNeedsSort = prevNeedsSort; |
| for (Node node : mSortedNodes) { |
| returnVal += "\n " + node.animation.toString(); |
| } |
| return returnVal + "\n}"; |
| } |
| |
| /** |
| * Dependency holds information about the node that some other node is |
| * dependent upon and the nature of that dependency. |
| * |
| */ |
| private static class Dependency { |
| static final int WITH = 0; // dependent node must start with this dependency node |
| static final int AFTER = 1; // dependent node must start when this dependency node finishes |
| |
| // The node that the other node with this Dependency is dependent upon |
| public Node node; |
| |
| // The nature of the dependency (WITH or AFTER) |
| public int rule; |
| |
| public Dependency(Node node, int rule) { |
| this.node = node; |
| this.rule = rule; |
| } |
| } |
| |
| /** |
| * A Node is an embodiment of both the Animator that it wraps as well as |
| * any dependencies that are associated with that Animation. This includes |
| * both dependencies upon other nodes (in the dependencies list) as |
| * well as dependencies of other nodes upon this (in the nodeDependents list). |
| */ |
| private static class Node implements Cloneable { |
| public Animator animation; |
| |
| /** |
| * These are the dependencies that this node's animation has on other |
| * nodes. For example, if this node's animation should begin with some |
| * other animation ends, then there will be an item in this node's |
| * dependencies list for that other animation's node. |
| */ |
| public ArrayList<Dependency> dependencies = null; |
| |
| /** |
| * tmpDependencies is a runtime detail. We use the dependencies list for sorting. |
| * But we also use the list to keep track of when multiple dependencies are satisfied, |
| * but removing each dependency as it is satisfied. We do not want to remove |
| * the dependency itself from the list, because we need to retain that information |
| * if the AnimatorSet is launched in the future. So we create a copy of the dependency |
| * list when the AnimatorSet starts and use this tmpDependencies list to track the |
| * list of satisfied dependencies. |
| */ |
| public ArrayList<Dependency> tmpDependencies = null; |
| |
| /** |
| * nodeDependencies is just a list of the nodes that this Node is dependent upon. |
| * This information is used in sortNodes(), to determine when a node is a root. |
| */ |
| public ArrayList<Node> nodeDependencies = null; |
| |
| /** |
| * nodeDepdendents is the list of nodes that have this node as a dependency. This |
| * is a utility field used in sortNodes to facilitate removing this node as a |
| * dependency when it is a root node. |
| */ |
| public ArrayList<Node> nodeDependents = null; |
| |
| /** |
| * Flag indicating whether the animation in this node is finished. This flag |
| * is used by AnimatorSet to check, as each animation ends, whether all child animations |
| * are done and it's time to send out an end event for the entire AnimatorSet. |
| */ |
| public boolean done = false; |
| |
| /** |
| * Temporary field to hold the clone in AnimatorSet#clone. Cleaned after clone is complete |
| */ |
| private Node mTmpClone = null; |
| |
| /** |
| * Constructs the Node with the animation that it encapsulates. A Node has no |
| * dependencies by default; dependencies are added via the addDependency() |
| * method. |
| * |
| * @param animation The animation that the Node encapsulates. |
| */ |
| public Node(Animator animation) { |
| this.animation = animation; |
| } |
| |
| /** |
| * Add a dependency to this Node. The dependency includes information about the |
| * node that this node is dependency upon and the nature of the dependency. |
| * @param dependency |
| */ |
| public void addDependency(Dependency dependency) { |
| if (dependencies == null) { |
| dependencies = new ArrayList<Dependency>(); |
| nodeDependencies = new ArrayList<Node>(); |
| } |
| dependencies.add(dependency); |
| if (!nodeDependencies.contains(dependency.node)) { |
| nodeDependencies.add(dependency.node); |
| } |
| Node dependencyNode = dependency.node; |
| if (dependencyNode.nodeDependents == null) { |
| dependencyNode.nodeDependents = new ArrayList<Node>(); |
| } |
| dependencyNode.nodeDependents.add(this); |
| } |
| |
| @Override |
| public Node clone() { |
| try { |
| Node node = (Node) super.clone(); |
| node.animation = (Animator) animation.clone(); |
| return node; |
| } catch (CloneNotSupportedException e) { |
| throw new AssertionError(); |
| } |
| } |
| } |
| |
| /** |
| * The <code>Builder</code> object is a utility class to facilitate adding animations to a |
| * <code>AnimatorSet</code> along with the relationships between the various animations. The |
| * intention of the <code>Builder</code> methods, along with the {@link |
| * AnimatorSet#play(Animator) play()} method of <code>AnimatorSet</code> is to make it possible |
| * to express the dependency relationships of animations in a natural way. Developers can also |
| * use the {@link AnimatorSet#playTogether(Animator[]) playTogether()} and {@link |
| * AnimatorSet#playSequentially(Animator[]) playSequentially()} methods if these suit the need, |
| * but it might be easier in some situations to express the AnimatorSet of animations in pairs. |
| * <p/> |
| * <p>The <code>Builder</code> object cannot be constructed directly, but is rather constructed |
| * internally via a call to {@link AnimatorSet#play(Animator)}.</p> |
| * <p/> |
| * <p>For example, this sets up a AnimatorSet to play anim1 and anim2 at the same time, anim3 to |
| * play when anim2 finishes, and anim4 to play when anim3 finishes:</p> |
| * <pre> |
| * AnimatorSet s = new AnimatorSet(); |
| * s.play(anim1).with(anim2); |
| * s.play(anim2).before(anim3); |
| * s.play(anim4).after(anim3); |
| * </pre> |
| * <p/> |
| * <p>Note in the example that both {@link Builder#before(Animator)} and {@link |
| * Builder#after(Animator)} are used. These are just different ways of expressing the same |
| * relationship and are provided to make it easier to say things in a way that is more natural, |
| * depending on the situation.</p> |
| * <p/> |
| * <p>It is possible to make several calls into the same <code>Builder</code> object to express |
| * multiple relationships. However, note that it is only the animation passed into the initial |
| * {@link AnimatorSet#play(Animator)} method that is the dependency in any of the successive |
| * calls to the <code>Builder</code> object. For example, the following code starts both anim2 |
| * and anim3 when anim1 ends; there is no direct dependency relationship between anim2 and |
| * anim3: |
| * <pre> |
| * AnimatorSet s = new AnimatorSet(); |
| * s.play(anim1).before(anim2).before(anim3); |
| * </pre> |
| * If the desired result is to play anim1 then anim2 then anim3, this code expresses the |
| * relationship correctly:</p> |
| * <pre> |
| * AnimatorSet s = new AnimatorSet(); |
| * s.play(anim1).before(anim2); |
| * s.play(anim2).before(anim3); |
| * </pre> |
| * <p/> |
| * <p>Note that it is possible to express relationships that cannot be resolved and will not |
| * result in sensible results. For example, <code>play(anim1).after(anim1)</code> makes no |
| * sense. In general, circular dependencies like this one (or more indirect ones where a depends |
| * on b, which depends on c, which depends on a) should be avoided. Only create AnimatorSets |
| * that can boil down to a simple, one-way relationship of animations starting with, before, and |
| * after other, different, animations.</p> |
| */ |
| public class Builder { |
| |
| /** |
| * This tracks the current node being processed. It is supplied to the play() method |
| * of AnimatorSet and passed into the constructor of Builder. |
| */ |
| private Node mCurrentNode; |
| |
| /** |
| * package-private constructor. Builders are only constructed by AnimatorSet, when the |
| * play() method is called. |
| * |
| * @param anim The animation that is the dependency for the other animations passed into |
| * the other methods of this Builder object. |
| */ |
| Builder(Animator anim) { |
| mCurrentNode = mNodeMap.get(anim); |
| if (mCurrentNode == null) { |
| mCurrentNode = new Node(anim); |
| mNodeMap.put(anim, mCurrentNode); |
| mNodes.add(mCurrentNode); |
| } |
| } |
| |
| /** |
| * Sets up the given animation to play at the same time as the animation supplied in the |
| * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object. |
| * |
| * @param anim The animation that will play when the animation supplied to the |
| * {@link AnimatorSet#play(Animator)} method starts. |
| */ |
| public Builder with(Animator anim) { |
| Node node = mNodeMap.get(anim); |
| if (node == null) { |
| node = new Node(anim); |
| mNodeMap.put(anim, node); |
| mNodes.add(node); |
| } |
| Dependency dependency = new Dependency(mCurrentNode, Dependency.WITH); |
| node.addDependency(dependency); |
| return this; |
| } |
| |
| /** |
| * Sets up the given animation to play when the animation supplied in the |
| * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object |
| * ends. |
| * |
| * @param anim The animation that will play when the animation supplied to the |
| * {@link AnimatorSet#play(Animator)} method ends. |
| */ |
| public Builder before(Animator anim) { |
| mReversible = false; |
| Node node = mNodeMap.get(anim); |
| if (node == null) { |
| node = new Node(anim); |
| mNodeMap.put(anim, node); |
| mNodes.add(node); |
| } |
| Dependency dependency = new Dependency(mCurrentNode, Dependency.AFTER); |
| node.addDependency(dependency); |
| return this; |
| } |
| |
| /** |
| * Sets up the given animation to play when the animation supplied in the |
| * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object |
| * to start when the animation supplied in this method call ends. |
| * |
| * @param anim The animation whose end will cause the animation supplied to the |
| * {@link AnimatorSet#play(Animator)} method to play. |
| */ |
| public Builder after(Animator anim) { |
| mReversible = false; |
| Node node = mNodeMap.get(anim); |
| if (node == null) { |
| node = new Node(anim); |
| mNodeMap.put(anim, node); |
| mNodes.add(node); |
| } |
| Dependency dependency = new Dependency(node, Dependency.AFTER); |
| mCurrentNode.addDependency(dependency); |
| return this; |
| } |
| |
| /** |
| * Sets up the animation supplied in the |
| * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object |
| * to play when the given amount of time elapses. |
| * |
| * @param delay The number of milliseconds that should elapse before the |
| * animation starts. |
| */ |
| public Builder after(long delay) { |
| // setup dummy ValueAnimator just to run the clock |
| ValueAnimator anim = ValueAnimator.ofFloat(0f, 1f); |
| anim.setDuration(delay); |
| after(anim); |
| return this; |
| } |
| |
| } |
| |
| } |