| /* |
| * 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 android.content.Context; |
| import android.os.Handler; |
| import android.os.Looper; |
| import android.os.Message; |
| import android.view.animation.AccelerateDecelerateInterpolator; |
| import android.view.animation.AnimationUtils; |
| import android.view.animation.Interpolator; |
| |
| import java.util.ArrayList; |
| import java.util.HashMap; |
| |
| /** |
| * This class provides a simple timing engine for running animations |
| * which calculate animated values and set them on target objects. |
| * |
| * <p>There is a single timing pulse that all animations use. It runs in a |
| * custom handler to ensure that property changes happen on the UI thread.</p> |
| * |
| * <p>By default, Animator uses non-linear time interpolation, via the |
| * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates |
| * out of an animation. This behavior can be changed by calling |
| * {@link Animator#setInterpolator(Interpolator)}.</p> |
| */ |
| public class Animator<T> extends Animatable { |
| |
| /** |
| * Internal constants |
| */ |
| |
| /* |
| * The default amount of time in ms between animation frames |
| */ |
| private static final long DEFAULT_FRAME_DELAY = 30; |
| |
| /** |
| * Messages sent to timing handler: START is sent when an animation first begins, FRAME is sent |
| * by the handler to itself to process the next animation frame |
| */ |
| private static final int ANIMATION_START = 0; |
| private static final int ANIMATION_FRAME = 1; |
| |
| /** |
| * Values used with internal variable mPlayingState to indicate the current state of an |
| * animation. |
| */ |
| private static final int STOPPED = 0; // Not yet playing |
| private static final int RUNNING = 1; // Playing normally |
| private static final int CANCELED = 2; // cancel() called - need to end it |
| private static final int ENDED = 3; // end() called - need to end it |
| private static final int SEEKED = 4; // Seeked to some time value |
| |
| /** |
| * 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. |
| */ |
| |
| // The first time that the animation's animateFrame() method is called. This time is used to |
| // determine elapsed time (and therefore the elapsed fraction) in subsequent calls |
| // to animateFrame() |
| private long mStartTime; |
| |
| /** |
| * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked |
| * to a value. |
| */ |
| private long mSeekTime = -1; |
| |
| // The static sAnimationHandler processes the internal timing loop on which all animations |
| // are based |
| private static AnimationHandler sAnimationHandler; |
| |
| // The static list of all active animations |
| private static final ArrayList<Animator> sAnimations = new ArrayList<Animator>(); |
| |
| // The set of animations to be started on the next animation frame |
| private static final ArrayList<Animator> sPendingAnimations = new ArrayList<Animator>(); |
| |
| // The time interpolator to be used if none is set on the animation |
| private static final Interpolator sDefaultInterpolator = new AccelerateDecelerateInterpolator(); |
| |
| // type evaluators for the three primitive types handled by this implementation |
| private static final TypeEvaluator sIntEvaluator = new IntEvaluator(); |
| private static final TypeEvaluator sFloatEvaluator = new FloatEvaluator(); |
| private static final TypeEvaluator sDoubleEvaluator = new DoubleEvaluator(); |
| |
| /** |
| * Used to indicate whether the animation is currently playing in reverse. This causes the |
| * elapsed fraction to be inverted to calculate the appropriate values. |
| */ |
| private boolean mPlayingBackwards = false; |
| |
| /** |
| * This variable tracks the current iteration that is playing. When mCurrentIteration exceeds the |
| * repeatCount (if repeatCount!=INFINITE), the animation ends |
| */ |
| private int mCurrentIteration = 0; |
| |
| /** |
| * Tracks whether a startDelay'd animation has begun playing through the startDelay. |
| */ |
| private boolean mStartedDelay = false; |
| |
| /** |
| * Tracks the time at which the animation began playing through its startDelay. This is |
| * different from the mStartTime variable, which is used to track when the animation became |
| * active (which is when the startDelay expired and the animation was added to the active |
| * animations list). |
| */ |
| private long mDelayStartTime; |
| |
| /** |
| * Flag that represents the current state of the animation. Used to figure out when to start |
| * an animation (if state == STOPPED). Also used to end an animation that |
| * has been cancel()'d or end()'d since the last animation frame. Possible values are |
| * STOPPED, RUNNING, ENDED, CANCELED. |
| */ |
| private int mPlayingState = STOPPED; |
| |
| /** |
| * Internal collections used to avoid set collisions as animations start and end while being |
| * processed. |
| */ |
| private static final ArrayList<Animator> sEndingAnims = new ArrayList<Animator>(); |
| private static final ArrayList<Animator> sDelayedAnims = new ArrayList<Animator>(); |
| private static final ArrayList<Animator> sReadyAnims = new ArrayList<Animator>(); |
| |
| /** |
| * Flag that denotes whether the animation is set up and ready to go. Used by seek() to |
| * set up animation that has not yet been started. |
| */ |
| private boolean mInitialized = false; |
| |
| // |
| // Backing variables |
| // |
| |
| // How long the animation should last in ms |
| private long mDuration; |
| |
| // The amount of time in ms to delay starting the animation after start() is called |
| private long mStartDelay = 0; |
| |
| // The number of milliseconds between animation frames |
| private static long sFrameDelay = DEFAULT_FRAME_DELAY; |
| |
| // The number of times the animation will repeat. The default is 0, which means the animation |
| // will play only once |
| private int mRepeatCount = 0; |
| |
| /** |
| * The type of repetition that will occur when repeatMode is nonzero. RESTART means the |
| * animation will start from the beginning on every new cycle. REVERSE means the animation |
| * will reverse directions on each iteration. |
| */ |
| private int mRepeatMode = RESTART; |
| |
| /** |
| * The time interpolator to be used. The elapsed fraction of the animation will be passed |
| * through this interpolator to calculate the interpolated fraction, which is then used to |
| * calculate the animated values. |
| */ |
| private Interpolator mInterpolator = sDefaultInterpolator; |
| |
| /** |
| * The set of listeners to be sent events through the life of an animation. |
| */ |
| private ArrayList<AnimatorUpdateListener> mUpdateListeners = null; |
| |
| /** |
| * The property/value sets being animated. |
| */ |
| PropertyValuesHolder[] mValues; |
| |
| /** |
| * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values |
| * by property name during calls to getAnimatedValue(String). |
| */ |
| HashMap<String, PropertyValuesHolder> mValuesMap; |
| |
| /** |
| * Public constants |
| */ |
| |
| /** |
| * When the animation reaches the end and <code>repeatCount</code> is INFINITE |
| * or a positive value, the animation restarts from the beginning. |
| */ |
| public static final int RESTART = 1; |
| /** |
| * When the animation reaches the end and <code>repeatCount</code> is INFINITE |
| * or a positive value, the animation reverses direction on every iteration. |
| */ |
| public static final int REVERSE = 2; |
| /** |
| * This value used used with the {@link #setRepeatCount(int)} property to repeat |
| * the animation indefinitely. |
| */ |
| public static final int INFINITE = -1; |
| |
| /** |
| * Creates a new Animator object. This default constructor is primarily for |
| * use internally; the other constructors which take parameters are more generally |
| * useful. |
| */ |
| public Animator() { |
| } |
| |
| /** |
| * Constructs an Animator object with the specified duration and set of |
| * values. If the values are a set of PropertyValuesHolder objects, then these objects |
| * define the potentially multiple properties being animated and the values the properties are |
| * animated between. Otherwise, the values define a single set of values animated between. |
| * |
| * @param duration The length of the animation, in milliseconds. |
| * @param values The set of values to animate between. If these values are not |
| * PropertyValuesHolder objects, then there should be more than one value, since the values |
| * determine the interval to animate between. |
| */ |
| public Animator(long duration, T...values) { |
| mDuration = duration; |
| if (values.length > 0) { |
| setValues(values); |
| } |
| } |
| |
| public void setValues(PropertyValuesHolder... values) { |
| int numValues = values.length; |
| mValues = values; |
| mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); |
| for (int i = 0; i < numValues; ++i) { |
| PropertyValuesHolder valuesHolder = (PropertyValuesHolder) values[i]; |
| mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder); |
| } |
| } |
| |
| /** |
| * Sets the values to animate between for this animation. If <code>values</code> is |
| * a set of PropertyValuesHolder objects, these objects will become the set of properties |
| * animated and the values that those properties are animated between. Otherwise, this method |
| * will set only one set of values for the Animator. Also, if the values are not |
| * PropertyValuesHolder objects and if there are already multiple sets of |
| * values defined for this Animator via |
| * more than one PropertyValuesHolder objects, this method will set the values for |
| * the first of those objects. |
| * |
| * @param values The set of values to animate between. |
| */ |
| public void setValues(T... values) { |
| if (mValues == null || mValues.length == 0) { |
| setValues(new PropertyValuesHolder[]{ |
| new PropertyValuesHolder("", (Object[])values)}); |
| } else { |
| PropertyValuesHolder valuesHolder = mValues[0]; |
| valuesHolder.setValues(values); |
| } |
| } |
| |
| /** |
| * This function is called immediately before processing the first animation |
| * frame of an animation. If there is a nonzero <code>startDelay</code>, the |
| * function is called after that delay ends. |
| * It takes care of the final initialization steps for the |
| * animation. |
| * |
| * <p>Overrides of this method should call the superclass method to ensure |
| * that internal mechanisms for the animation are set up correctly.</p> |
| */ |
| void initAnimation() { |
| int numValues = mValues.length; |
| for (int i = 0; i < numValues; ++i) { |
| mValues[i].init(); |
| } |
| mCurrentIteration = 0; |
| mInitialized = true; |
| } |
| |
| |
| /** |
| * Sets the length of the animation. |
| * |
| * @param duration The length of the animation, in milliseconds. |
| */ |
| public void setDuration(long duration) { |
| mDuration = duration; |
| } |
| |
| /** |
| * Gets the length of the animation. |
| * |
| * @return The length of the animation, in milliseconds. |
| */ |
| public long getDuration() { |
| return mDuration; |
| } |
| |
| /** |
| * Sets the position of the animation to the specified point in time. This time should |
| * be between 0 and the total duration of the animation, including any repetition. If |
| * the animation has not yet been started, then it will not advance forward after it is |
| * set to this time; it will simply set the time to this value and perform any appropriate |
| * actions based on that time. If the animation is already running, then setCurrentPlayTime() |
| * will set the current playing time to this value and continue playing from that point. |
| * |
| * @param playTime The time, in milliseconds, to which the animation is advanced or rewound. |
| */ |
| public void setCurrentPlayTime(long playTime) { |
| if (!mInitialized) { |
| initAnimation(); |
| } |
| long currentTime = AnimationUtils.currentAnimationTimeMillis(); |
| if (mPlayingState != RUNNING) { |
| mSeekTime = playTime; |
| mPlayingState = SEEKED; |
| } |
| mStartTime = currentTime - playTime; |
| animationFrame(currentTime); |
| } |
| |
| /** |
| * Gets the current position of the animation in time, which is equal to the current |
| * time minus the time that the animation started. An animation that is not yet started will |
| * return a value of zero. |
| * |
| * @return The current position in time of the animation. |
| */ |
| public long getCurrentPlayTime() { |
| if (!mInitialized || mPlayingState == STOPPED) { |
| return 0; |
| } |
| return AnimationUtils.currentAnimationTimeMillis() - mStartTime; |
| } |
| |
| /** |
| * This custom, static handler handles the timing pulse that is shared by |
| * all active animations. This approach ensures that the setting of animation |
| * values will happen on the UI thread and that all animations will share |
| * the same times for calculating their values, which makes synchronizing |
| * animations possible. |
| * |
| */ |
| private static class AnimationHandler extends Handler { |
| /** |
| * There are only two messages that we care about: ANIMATION_START and |
| * ANIMATION_FRAME. The START message is sent when an animation's start() |
| * method is called. It cannot start synchronously when start() is called |
| * because the call may be on the wrong thread, and it would also not be |
| * synchronized with other animations because it would not start on a common |
| * timing pulse. So each animation sends a START message to the handler, which |
| * causes the handler to place the animation on the active animations queue and |
| * start processing frames for that animation. |
| * The FRAME message is the one that is sent over and over while there are any |
| * active animations to process. |
| */ |
| @Override |
| public void handleMessage(Message msg) { |
| boolean callAgain = true; |
| switch (msg.what) { |
| // TODO: should we avoid sending frame message when starting if we |
| // were already running? |
| case ANIMATION_START: |
| if (sAnimations.size() > 0 || sDelayedAnims.size() > 0) { |
| callAgain = false; |
| } |
| // pendingAnims holds any animations that have requested to be started |
| // We're going to clear sPendingAnimations, but starting animation may |
| // cause more to be added to the pending list (for example, if one animation |
| // starting triggers another starting). So we loop until sPendingAnimations |
| // is empty. |
| while (sPendingAnimations.size() > 0) { |
| ArrayList<Animator> pendingCopy = |
| (ArrayList<Animator>) sPendingAnimations.clone(); |
| sPendingAnimations.clear(); |
| int count = pendingCopy.size(); |
| for (int i = 0; i < count; ++i) { |
| Animator anim = pendingCopy.get(i); |
| // If the animation has a startDelay, place it on the delayed list |
| if (anim.mStartDelay == 0 || anim.mPlayingState == ENDED || |
| anim.mPlayingState == CANCELED) { |
| anim.startAnimation(); |
| } else { |
| sDelayedAnims.add(anim); |
| } |
| } |
| } |
| // fall through to process first frame of new animations |
| case ANIMATION_FRAME: |
| // currentTime holds the common time for all animations processed |
| // during this frame |
| long currentTime = AnimationUtils.currentAnimationTimeMillis(); |
| |
| // First, process animations currently sitting on the delayed queue, adding |
| // them to the active animations if they are ready |
| int numDelayedAnims = sDelayedAnims.size(); |
| for (int i = 0; i < numDelayedAnims; ++i) { |
| Animator anim = sDelayedAnims.get(i); |
| if (anim.delayedAnimationFrame(currentTime)) { |
| sReadyAnims.add(anim); |
| } |
| } |
| int numReadyAnims = sReadyAnims.size(); |
| if (numReadyAnims > 0) { |
| for (int i = 0; i < numReadyAnims; ++i) { |
| Animator anim = sReadyAnims.get(i); |
| anim.startAnimation(); |
| sDelayedAnims.remove(anim); |
| } |
| sReadyAnims.clear(); |
| } |
| |
| // Now process all active animations. The return value from animationFrame() |
| // tells the handler whether it should now be ended |
| int numAnims = sAnimations.size(); |
| for (int i = 0; i < numAnims; ++i) { |
| Animator anim = sAnimations.get(i); |
| if (anim.animationFrame(currentTime)) { |
| sEndingAnims.add(anim); |
| } |
| } |
| if (sEndingAnims.size() > 0) { |
| for (int i = 0; i < sEndingAnims.size(); ++i) { |
| sEndingAnims.get(i).endAnimation(); |
| } |
| sEndingAnims.clear(); |
| } |
| |
| // If there are still active or delayed animations, call the handler again |
| // after the frameDelay |
| if (callAgain && (!sAnimations.isEmpty() || !sDelayedAnims.isEmpty())) { |
| sendEmptyMessageDelayed(ANIMATION_FRAME, sFrameDelay); |
| } |
| break; |
| } |
| } |
| } |
| |
| /** |
| * 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 |
| */ |
| 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 |
| */ |
| public void setStartDelay(long startDelay) { |
| this.mStartDelay = startDelay; |
| } |
| |
| /** |
| * The amount of time, in milliseconds, between each frame of the animation. This is a |
| * requested time that the animation will attempt to honor, but the actual delay between |
| * frames may be different, depending on system load and capabilities. This is a static |
| * function because the same delay will be applied to all animations, since they are all |
| * run off of a single timing loop. |
| * |
| * @return the requested time between frames, in milliseconds |
| */ |
| public static long getFrameDelay() { |
| return sFrameDelay; |
| } |
| |
| /** |
| * The amount of time, in milliseconds, between each frame of the animation. This is a |
| * requested time that the animation will attempt to honor, but the actual delay between |
| * frames may be different, depending on system load and capabilities. This is a static |
| * function because the same delay will be applied to all animations, since they are all |
| * run off of a single timing loop. |
| * |
| * @param frameDelay the requested time between frames, in milliseconds |
| */ |
| public static void setFrameDelay(long frameDelay) { |
| sFrameDelay = frameDelay; |
| } |
| |
| /** |
| * The most recent value calculated by this <code>Animator</code> when there is just one |
| * property being animated. This value is only sensible while the animation is running. The main |
| * purpose for this read-only property is to retrieve the value from the <code>Animator</code> |
| * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(Animator)}, which |
| * is called during each animation frame, immediately after the value is calculated. |
| * |
| * @return animatedValue The value most recently calculated by this <code>Animator</code> for |
| * the single property being animated. If there are several properties being animated |
| * (specified by several PropertyValuesHolder objects in the constructor), this function |
| * returns the animated value for the first of those objects. |
| */ |
| public Object getAnimatedValue() { |
| if (mValues != null && mValues.length > 0) { |
| return mValues[0].getAnimatedValue(); |
| } |
| // Shouldn't get here; should always have values unless Animator was set up wrong |
| return null; |
| } |
| |
| /** |
| * The most recent value calculated by this <code>Animator</code> for <code>propertyName</code>. |
| * The main purpose for this read-only property is to retrieve the value from the |
| * <code>Animator</code> during a call to |
| * {@link AnimatorUpdateListener#onAnimationUpdate(Animator)}, which |
| * is called during each animation frame, immediately after the value is calculated. |
| * |
| * @return animatedValue The value most recently calculated for the named property |
| * by this <code>Animator</code>. |
| */ |
| public Object getAnimatedValue(String propertyName) { |
| PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName); |
| if (valuesHolder != null) { |
| return valuesHolder.getAnimatedValue(); |
| } else { |
| // At least avoid crashing if called with bogus propertyName |
| return null; |
| } |
| } |
| |
| /** |
| * Sets how many times the animation should be repeated. If the repeat |
| * count is 0, the animation is never repeated. If the repeat count is |
| * greater than 0 or {@link #INFINITE}, the repeat mode will be taken |
| * into account. The repeat count is 0 by default. |
| * |
| * @param value the number of times the animation should be repeated |
| */ |
| public void setRepeatCount(int value) { |
| mRepeatCount = value; |
| } |
| /** |
| * Defines how many times the animation should repeat. The default value |
| * is 0. |
| * |
| * @return the number of times the animation should repeat, or {@link #INFINITE} |
| */ |
| public int getRepeatCount() { |
| return mRepeatCount; |
| } |
| |
| /** |
| * Defines what this animation should do when it reaches the end. This |
| * setting is applied only when the repeat count is either greater than |
| * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}. |
| * |
| * @param value {@link #RESTART} or {@link #REVERSE} |
| */ |
| public void setRepeatMode(int value) { |
| mRepeatMode = value; |
| } |
| |
| /** |
| * Defines what this animation should do when it reaches the end. |
| * |
| * @return either one of {@link #REVERSE} or {@link #RESTART} |
| */ |
| public int getRepeatMode() { |
| return mRepeatMode; |
| } |
| |
| /** |
| * Adds a listener to the set of listeners that are sent update events through the life of |
| * an animation. This method is called on all listeners for every frame of the animation, |
| * after the values for the animation have been calculated. |
| * |
| * @param listener the listener to be added to the current set of listeners for this animation. |
| */ |
| public void addUpdateListener(AnimatorUpdateListener listener) { |
| if (mUpdateListeners == null) { |
| mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); |
| } |
| mUpdateListeners.add(listener); |
| } |
| |
| /** |
| * Removes a listener from the set listening to frame updates for this animation. |
| * |
| * @param listener the listener to be removed from the current set of update listeners |
| * for this animation. |
| */ |
| public void removeUpdateListener(AnimatorUpdateListener listener) { |
| if (mUpdateListeners == null) { |
| return; |
| } |
| mUpdateListeners.remove(listener); |
| if (mUpdateListeners.size() == 0) { |
| mUpdateListeners = null; |
| } |
| } |
| |
| |
| /** |
| * The time interpolator used in calculating the elapsed fraction of this animation. The |
| * interpolator determines whether the animation runs with linear or non-linear motion, |
| * such as acceleration and deceleration. The default value is |
| * {@link android.view.animation.AccelerateDecelerateInterpolator} |
| * |
| * @param value the interpolator to be used by this animation |
| */ |
| public void setInterpolator(Interpolator value) { |
| if (value != null) { |
| mInterpolator = value; |
| } |
| } |
| |
| /** |
| * Returns the timing interpolator that this Animator uses. |
| * |
| * @return The timing interpolator for this Animator. |
| */ |
| public Interpolator getInterpolator() { |
| return mInterpolator; |
| } |
| |
| /** |
| * The type evaluator to be used when calculating the animated values of this animation. |
| * The system will automatically assign a float, int, or double evaluator based on the type |
| * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values |
| * are not one of these primitive types, or if different evaluation is desired (such as is |
| * necessary with int values that represent colors), a custom evaluator needs to be assigned. |
| * For example, when running an animation on color values, the {@link RGBEvaluator} |
| * should be used to get correct RGB color interpolation. |
| * |
| * <p>If this Animator has only one set of values being animated between, this evaluator |
| * will be used for that set. If there are several sets of values being animated, which is |
| * the case if PropertyValuesHOlder objects were set on the Animator, then the evaluator |
| * is assigned just to the first PropertyValuesHolder object.</p> |
| * |
| * @param value the evaluator to be used this animation |
| */ |
| public void setEvaluator(TypeEvaluator value) { |
| if (value != null && mValues != null && mValues.length > 0) { |
| mValues[0].setEvaluator(value); |
| } |
| } |
| |
| /** |
| * Start the animation playing. This version of start() takes a boolean flag that indicates |
| * whether the animation should play in reverse. The flag is usually false, but may be set |
| * to true if called from the reverse() method/ |
| * |
| * @param playBackwards Whether the Animator should start playing in reverse. |
| */ |
| private void start(boolean playBackwards) { |
| mPlayingBackwards = playBackwards; |
| if ((mStartDelay == 0) && (Thread.currentThread() == Looper.getMainLooper().getThread())) { |
| // This sets the initial value of the animation, prior to actually starting it running |
| setCurrentPlayTime(getCurrentPlayTime()); |
| } |
| mPlayingState = STOPPED; |
| mStartedDelay = false; |
| sPendingAnimations.add(this); |
| if (sAnimationHandler == null) { |
| sAnimationHandler = new AnimationHandler(); |
| } |
| // TODO: does this put too many messages on the queue if the handler |
| // is already running? |
| sAnimationHandler.sendEmptyMessage(ANIMATION_START); |
| } |
| |
| @Override |
| public void start() { |
| start(false); |
| } |
| |
| @Override |
| public void cancel() { |
| if (mListeners != null) { |
| ArrayList<AnimatableListener> tmpListeners = |
| (ArrayList<AnimatableListener>) mListeners.clone(); |
| for (AnimatableListener listener : tmpListeners) { |
| listener.onAnimationCancel(this); |
| } |
| } |
| // Just set the CANCELED flag - this causes the animation to end the next time a frame |
| // is processed. |
| mPlayingState = CANCELED; |
| } |
| |
| @Override |
| public void end() { |
| if (!sAnimations.contains(this) && !sPendingAnimations.contains(this)) { |
| // Special case if the animation has not yet started; get it ready for ending |
| mStartedDelay = false; |
| sPendingAnimations.add(this); |
| if (sAnimationHandler == null) { |
| sAnimationHandler = new AnimationHandler(); |
| } |
| sAnimationHandler.sendEmptyMessage(ANIMATION_START); |
| } |
| // Just set the ENDED flag - this causes the animation to end the next time a frame |
| // is processed. |
| mPlayingState = ENDED; |
| } |
| |
| @Override |
| public boolean isRunning() { |
| // ENDED or CANCELED indicate that it has been ended or canceled, but not processed yet |
| return (mPlayingState == RUNNING || mPlayingState == ENDED || mPlayingState == CANCELED); |
| } |
| |
| /** |
| * Plays the Animator in reverse. If the animation is already running, |
| * it will stop itself and play backwards from the point reached when reverse was called. |
| * If the animation is not currently running, then it will start from the end and |
| * play backwards. This behavior is only set for the current animation; future playing |
| * of the animation will use the default behavior of playing forward. |
| */ |
| public void reverse() { |
| mPlayingBackwards = !mPlayingBackwards; |
| if (mPlayingState == RUNNING) { |
| long currentTime = AnimationUtils.currentAnimationTimeMillis(); |
| long currentPlayTime = currentTime - mStartTime; |
| long timeLeft = mDuration - currentPlayTime; |
| mStartTime = currentTime - timeLeft; |
| } else { |
| start(true); |
| } |
| } |
| |
| /** |
| * Called internally to end an animation by removing it from the animations list. Must be |
| * called on the UI thread. |
| */ |
| private void endAnimation() { |
| sAnimations.remove(this); |
| mPlayingState = STOPPED; |
| if (mListeners != null) { |
| ArrayList<AnimatableListener> tmpListeners = |
| (ArrayList<AnimatableListener>) mListeners.clone(); |
| for (AnimatableListener listener : tmpListeners) { |
| listener.onAnimationEnd(this); |
| } |
| } |
| } |
| |
| /** |
| * Called internally to start an animation by adding it to the active animations list. Must be |
| * called on the UI thread. |
| */ |
| private void startAnimation() { |
| initAnimation(); |
| sAnimations.add(this); |
| if (mListeners != null) { |
| ArrayList<AnimatableListener> tmpListeners = |
| (ArrayList<AnimatableListener>) mListeners.clone(); |
| for (AnimatableListener listener : tmpListeners) { |
| listener.onAnimationStart(this); |
| } |
| } |
| } |
| |
| /** |
| * Internal function called to process an animation frame on an animation that is currently |
| * sleeping through its <code>startDelay</code> phase. The return value indicates whether it |
| * should be woken up and put on the active animations queue. |
| * |
| * @param currentTime The current animation time, used to calculate whether the animation |
| * has exceeded its <code>startDelay</code> and should be started. |
| * @return True if the animation's <code>startDelay</code> has been exceeded and the animation |
| * should be added to the set of active animations. |
| */ |
| private boolean delayedAnimationFrame(long currentTime) { |
| if (!mStartedDelay) { |
| mStartedDelay = true; |
| mDelayStartTime = currentTime; |
| } else { |
| long deltaTime = currentTime - mDelayStartTime; |
| if (deltaTime > mStartDelay) { |
| // startDelay ended - start the anim and record the |
| // mStartTime appropriately |
| mStartTime = currentTime - (deltaTime - mStartDelay); |
| mPlayingState = RUNNING; |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| /** |
| * This internal function processes a single animation frame for a given animation. The |
| * currentTime parameter is the timing pulse sent by the handler, used to calculate the |
| * elapsed duration, and therefore |
| * the elapsed fraction, of the animation. The return value indicates whether the animation |
| * should be ended (which happens when the elapsed time of the animation exceeds the |
| * animation's duration, including the repeatCount). |
| * |
| * @param currentTime The current time, as tracked by the static timing handler |
| * @return true if the animation's duration, including any repetitions due to |
| * <code>repeatCount</code> has been exceeded and the animation should be ended. |
| */ |
| private boolean animationFrame(long currentTime) { |
| boolean done = false; |
| |
| if (mPlayingState == STOPPED) { |
| mPlayingState = RUNNING; |
| if (mSeekTime < 0) { |
| mStartTime = currentTime; |
| } else { |
| mStartTime = currentTime - mSeekTime; |
| // Now that we're playing, reset the seek time |
| mSeekTime = -1; |
| } |
| } |
| switch (mPlayingState) { |
| case RUNNING: |
| case SEEKED: |
| float fraction = (float)(currentTime - mStartTime) / mDuration; |
| if (fraction >= 1f) { |
| if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) { |
| // Time to repeat |
| if (mListeners != null) { |
| for (AnimatableListener listener : mListeners) { |
| listener.onAnimationRepeat(this); |
| } |
| } |
| ++mCurrentIteration; |
| if (mRepeatMode == REVERSE) { |
| mPlayingBackwards = mPlayingBackwards ? false : true; |
| } |
| // TODO: doesn't account for fraction going Wayyyyy over 1, like 2+ |
| fraction = fraction - 1f; |
| mStartTime += mDuration; |
| } else { |
| done = true; |
| fraction = Math.min(fraction, 1.0f); |
| } |
| } |
| if (mPlayingBackwards) { |
| fraction = 1f - fraction; |
| } |
| animateValue(fraction); |
| break; |
| case ENDED: |
| // The final value set on the target varies, depending on whether the animation |
| // was supposed to repeat an odd number of times |
| if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) { |
| animateValue(0f); |
| } else { |
| animateValue(1f); |
| } |
| // Fall through to set done flag |
| case CANCELED: |
| done = true; |
| mPlayingState = STOPPED; |
| break; |
| } |
| |
| return done; |
| } |
| |
| /** |
| * This method is called with the elapsed fraction of the animation during every |
| * animation frame. This function turns the elapsed fraction into an interpolated fraction |
| * and then into an animated value (from the evaluator. The function is called mostly during |
| * animation updates, but it is also called when the <code>end()</code> |
| * function is called, to set the final value on the property. |
| * |
| * <p>Overrides of this method must call the superclass to perform the calculation |
| * of the animated value.</p> |
| * |
| * @param fraction The elapsed fraction of the animation. |
| */ |
| void animateValue(float fraction) { |
| fraction = mInterpolator.getInterpolation(fraction); |
| int numValues = mValues.length; |
| for (int i = 0; i < numValues; ++i) { |
| mValues[i].calculateValue(fraction); |
| } |
| if (mUpdateListeners != null) { |
| int numListeners = mUpdateListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| mUpdateListeners.get(i).onAnimationUpdate(this); |
| } |
| } |
| } |
| |
| @Override |
| public Animator clone() throws CloneNotSupportedException { |
| final Animator anim = (Animator) super.clone(); |
| if (mUpdateListeners != null) { |
| ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners; |
| anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); |
| int numListeners = oldListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| anim.mUpdateListeners.add(oldListeners.get(i)); |
| } |
| } |
| anim.mSeekTime = -1; |
| anim.mPlayingBackwards = false; |
| anim.mCurrentIteration = 0; |
| anim.mInitialized = false; |
| anim.mPlayingState = STOPPED; |
| anim.mStartedDelay = false; |
| PropertyValuesHolder[] oldValues = mValues; |
| if (oldValues != null) { |
| int numValues = oldValues.length; |
| anim.mValues = new PropertyValuesHolder[numValues]; |
| for (int i = 0; i < numValues; ++i) { |
| anim.mValues[i] = oldValues[i]; |
| } |
| anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); |
| for (int i = 0; i < numValues; ++i) { |
| PropertyValuesHolder valuesHolder = mValues[i]; |
| anim.mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder); |
| } |
| } |
| return anim; |
| } |
| |
| /** |
| * Implementors of this interface can add themselves as update listeners |
| * to an <code>Animator</code> instance to receive callbacks on every animation |
| * frame, after the current frame's values have been calculated for that |
| * <code>Animator</code>. |
| */ |
| public static interface AnimatorUpdateListener { |
| /** |
| * <p>Notifies the occurrence of another frame of the animation.</p> |
| * |
| * @param animation The animation which was repeated. |
| */ |
| void onAnimationUpdate(Animator animation); |
| |
| } |
| } |