| /* |
| * 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.os.Looper; |
| import android.os.Trace; |
| import android.util.AndroidRuntimeException; |
| import android.view.Choreographer; |
| import android.view.animation.AccelerateDecelerateInterpolator; |
| import android.view.animation.AnimationUtils; |
| import android.view.animation.LinearInterpolator; |
| |
| 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, ValueAnimator 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 ValueAnimator#setInterpolator(TimeInterpolator)}.</p> |
| * |
| * <div class="special reference"> |
| * <h3>Developer Guides</h3> |
| * <p>For more information about animating with {@code ValueAnimator}, read the |
| * <a href="{@docRoot}guide/topics/graphics/prop-animation.html#value-animator">Property |
| * Animation</a> developer guide.</p> |
| * </div> |
| */ |
| @SuppressWarnings("unchecked") |
| public class ValueAnimator extends Animator { |
| |
| /** |
| * Internal constants |
| */ |
| private static float sDurationScale = 1.0f; |
| |
| /** |
| * Values used with internal variable mPlayingState to indicate the current state of an |
| * animation. |
| */ |
| static final int STOPPED = 0; // Not yet playing |
| static final int RUNNING = 1; // Playing normally |
| static final int SEEKED = 2; // 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() |
| long mStartTime; |
| |
| /** |
| * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked |
| * to a value. |
| */ |
| long mSeekTime = -1; |
| |
| /** |
| * Set on the next frame after pause() is called, used to calculate a new startTime |
| * or delayStartTime which allows the animator to continue from the point at which |
| * it was paused. If negative, has not yet been set. |
| */ |
| private long mPauseTime; |
| |
| /** |
| * Set when an animator is resumed. This triggers logic in the next frame which |
| * actually resumes the animator. |
| */ |
| private boolean mResumed = false; |
| |
| |
| // The static sAnimationHandler processes the internal timing loop on which all animations |
| // are based |
| /** |
| * @hide |
| */ |
| protected static ThreadLocal<AnimationHandler> sAnimationHandler = |
| new ThreadLocal<AnimationHandler>(); |
| |
| // The time interpolator to be used if none is set on the animation |
| private static final TimeInterpolator sDefaultInterpolator = |
| new AccelerateDecelerateInterpolator(); |
| |
| /** |
| * 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 current elapsed/eased fraction, for querying in getAnimatedFraction(). |
| */ |
| private float mCurrentFraction = 0f; |
| |
| /** |
| * 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, SEEKED. |
| */ |
| int mPlayingState = STOPPED; |
| |
| /** |
| * Additional playing state to indicate whether an animator has been start()'d. There is |
| * some lag between a call to start() and the first animation frame. We should still note |
| * that the animation has been started, even if it's first animation frame has not yet |
| * happened, and reflect that state in isRunning(). |
| * Note that delayed animations are different: they are not started until their first |
| * animation frame, which occurs after their delay elapses. |
| */ |
| private boolean mRunning = false; |
| |
| /** |
| * Additional playing state to indicate whether an animator has been start()'d, whether or |
| * not there is a nonzero startDelay. |
| */ |
| private boolean mStarted = false; |
| |
| /** |
| * Tracks whether we've notified listeners of the onAnimationStart() event. This can be |
| * complex to keep track of since we notify listeners at different times depending on |
| * startDelay and whether start() was called before end(). |
| */ |
| private boolean mStartListenersCalled = false; |
| |
| /** |
| * Flag that denotes whether the animation is set up and ready to go. Used to |
| * set up animation that has not yet been started. |
| */ |
| boolean mInitialized = false; |
| |
| // |
| // Backing variables |
| // |
| |
| // How long the animation should last in ms |
| private long mDuration = (long)(300 * sDurationScale); |
| private long mUnscaledDuration = 300; |
| |
| // The amount of time in ms to delay starting the animation after start() is called |
| private long mStartDelay = 0; |
| private long mUnscaledStartDelay = 0; |
| |
| // 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 TimeInterpolator mInterpolator = sDefaultInterpolator; |
| |
| /** |
| * The set of listeners to be sent events through the life of an animation. |
| */ |
| 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; |
| |
| |
| /** |
| * @hide |
| */ |
| public static void setDurationScale(float durationScale) { |
| sDurationScale = durationScale; |
| } |
| |
| /** |
| * @hide |
| */ |
| public static float getDurationScale() { |
| return sDurationScale; |
| } |
| |
| /** |
| * Creates a new ValueAnimator object. This default constructor is primarily for |
| * use internally; the factory methods which take parameters are more generally |
| * useful. |
| */ |
| public ValueAnimator() { |
| } |
| |
| /** |
| * Constructs and returns a ValueAnimator that animates between int values. A single |
| * value implies that that value is the one being animated to. However, this is not typically |
| * useful in a ValueAnimator object because there is no way for the object to determine the |
| * starting value for the animation (unlike ObjectAnimator, which can derive that value |
| * from the target object and property being animated). Therefore, there should typically |
| * be two or more values. |
| * |
| * @param values A set of values that the animation will animate between over time. |
| * @return A ValueAnimator object that is set up to animate between the given values. |
| */ |
| public static ValueAnimator ofInt(int... values) { |
| ValueAnimator anim = new ValueAnimator(); |
| anim.setIntValues(values); |
| return anim; |
| } |
| |
| /** |
| * Constructs and returns a ValueAnimator that animates between color values. A single |
| * value implies that that value is the one being animated to. However, this is not typically |
| * useful in a ValueAnimator object because there is no way for the object to determine the |
| * starting value for the animation (unlike ObjectAnimator, which can derive that value |
| * from the target object and property being animated). Therefore, there should typically |
| * be two or more values. |
| * |
| * @param values A set of values that the animation will animate between over time. |
| * @return A ValueAnimator object that is set up to animate between the given values. |
| */ |
| public static ValueAnimator ofArgb(int... values) { |
| ValueAnimator anim = new ValueAnimator(); |
| anim.setIntValues(values); |
| anim.setEvaluator(ArgbEvaluator.getInstance()); |
| return anim; |
| } |
| |
| /** |
| * Constructs and returns a ValueAnimator that animates between float values. A single |
| * value implies that that value is the one being animated to. However, this is not typically |
| * useful in a ValueAnimator object because there is no way for the object to determine the |
| * starting value for the animation (unlike ObjectAnimator, which can derive that value |
| * from the target object and property being animated). Therefore, there should typically |
| * be two or more values. |
| * |
| * @param values A set of values that the animation will animate between over time. |
| * @return A ValueAnimator object that is set up to animate between the given values. |
| */ |
| public static ValueAnimator ofFloat(float... values) { |
| ValueAnimator anim = new ValueAnimator(); |
| anim.setFloatValues(values); |
| return anim; |
| } |
| |
| /** |
| * Constructs and returns a ValueAnimator that animates between the values |
| * specified in the PropertyValuesHolder objects. |
| * |
| * @param values A set of PropertyValuesHolder objects whose values will be animated |
| * between over time. |
| * @return A ValueAnimator object that is set up to animate between the given values. |
| */ |
| public static ValueAnimator ofPropertyValuesHolder(PropertyValuesHolder... values) { |
| ValueAnimator anim = new ValueAnimator(); |
| anim.setValues(values); |
| return anim; |
| } |
| /** |
| * Constructs and returns a ValueAnimator that animates between Object values. A single |
| * value implies that that value is the one being animated to. However, this is not typically |
| * useful in a ValueAnimator object because there is no way for the object to determine the |
| * starting value for the animation (unlike ObjectAnimator, which can derive that value |
| * from the target object and property being animated). Therefore, there should typically |
| * be two or more values. |
| * |
| * <p>Since ValueAnimator does not know how to animate between arbitrary Objects, this |
| * factory method also takes a TypeEvaluator object that the ValueAnimator will use |
| * to perform that interpolation. |
| * |
| * @param evaluator A TypeEvaluator that will be called on each animation frame to |
| * provide the ncessry interpolation between the Object values to derive the animated |
| * value. |
| * @param values A set of values that the animation will animate between over time. |
| * @return A ValueAnimator object that is set up to animate between the given values. |
| */ |
| public static ValueAnimator ofObject(TypeEvaluator evaluator, Object... values) { |
| ValueAnimator anim = new ValueAnimator(); |
| anim.setObjectValues(values); |
| anim.setEvaluator(evaluator); |
| return anim; |
| } |
| |
| /** |
| * Sets int values that will be animated between. A single |
| * value implies that that value is the one being animated to. However, this is not typically |
| * useful in a ValueAnimator object because there is no way for the object to determine the |
| * starting value for the animation (unlike ObjectAnimator, which can derive that value |
| * from the target object and property being animated). Therefore, there should typically |
| * be two or more values. |
| * |
| * <p>If there are already multiple sets of values defined for this ValueAnimator via more |
| * than one PropertyValuesHolder object, this method will set the values for the first |
| * of those objects.</p> |
| * |
| * @param values A set of values that the animation will animate between over time. |
| */ |
| public void setIntValues(int... values) { |
| if (values == null || values.length == 0) { |
| return; |
| } |
| if (mValues == null || mValues.length == 0) { |
| setValues(PropertyValuesHolder.ofInt("", values)); |
| } else { |
| PropertyValuesHolder valuesHolder = mValues[0]; |
| valuesHolder.setIntValues(values); |
| } |
| // New property/values/target should cause re-initialization prior to starting |
| mInitialized = false; |
| } |
| |
| /** |
| * Sets float values that will be animated between. A single |
| * value implies that that value is the one being animated to. However, this is not typically |
| * useful in a ValueAnimator object because there is no way for the object to determine the |
| * starting value for the animation (unlike ObjectAnimator, which can derive that value |
| * from the target object and property being animated). Therefore, there should typically |
| * be two or more values. |
| * |
| * <p>If there are already multiple sets of values defined for this ValueAnimator via more |
| * than one PropertyValuesHolder object, this method will set the values for the first |
| * of those objects.</p> |
| * |
| * @param values A set of values that the animation will animate between over time. |
| */ |
| public void setFloatValues(float... values) { |
| if (values == null || values.length == 0) { |
| return; |
| } |
| if (mValues == null || mValues.length == 0) { |
| setValues(PropertyValuesHolder.ofFloat("", values)); |
| } else { |
| PropertyValuesHolder valuesHolder = mValues[0]; |
| valuesHolder.setFloatValues(values); |
| } |
| // New property/values/target should cause re-initialization prior to starting |
| mInitialized = false; |
| } |
| |
| /** |
| * Sets the values to animate between for this animation. A single |
| * value implies that that value is the one being animated to. However, this is not typically |
| * useful in a ValueAnimator object because there is no way for the object to determine the |
| * starting value for the animation (unlike ObjectAnimator, which can derive that value |
| * from the target object and property being animated). Therefore, there should typically |
| * be two or more values. |
| * |
| * <p>If there are already multiple sets of values defined for this ValueAnimator via more |
| * than one PropertyValuesHolder object, this method will set the values for the first |
| * of those objects.</p> |
| * |
| * <p>There should be a TypeEvaluator set on the ValueAnimator that knows how to interpolate |
| * between these value objects. ValueAnimator only knows how to interpolate between the |
| * primitive types specified in the other setValues() methods.</p> |
| * |
| * @param values The set of values to animate between. |
| */ |
| public void setObjectValues(Object... values) { |
| if (values == null || values.length == 0) { |
| return; |
| } |
| if (mValues == null || mValues.length == 0) { |
| setValues(PropertyValuesHolder.ofObject("", null, values)); |
| } else { |
| PropertyValuesHolder valuesHolder = mValues[0]; |
| valuesHolder.setObjectValues(values); |
| } |
| // New property/values/target should cause re-initialization prior to starting |
| mInitialized = false; |
| } |
| |
| /** |
| * Sets the values, per property, being animated between. This function is called internally |
| * by the constructors of ValueAnimator that take a list of values. But a ValueAnimator can |
| * be constructed without values and this method can be called to set the values manually |
| * instead. |
| * |
| * @param values The set of values, per property, being animated between. |
| */ |
| 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 = values[i]; |
| mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder); |
| } |
| // New property/values/target should cause re-initialization prior to starting |
| mInitialized = false; |
| } |
| |
| /** |
| * Returns the values that this ValueAnimator animates between. These values are stored in |
| * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list |
| * of value objects instead. |
| * |
| * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the |
| * values, per property, that define the animation. |
| */ |
| public PropertyValuesHolder[] getValues() { |
| return mValues; |
| } |
| |
| /** |
| * 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() { |
| if (!mInitialized) { |
| int numValues = mValues.length; |
| for (int i = 0; i < numValues; ++i) { |
| mValues[i].init(); |
| } |
| mInitialized = true; |
| } |
| } |
| |
| |
| /** |
| * Sets the length of the animation. The default duration is 300 milliseconds. |
| * |
| * @param duration The length of the animation, in milliseconds. This value cannot |
| * be negative. |
| * @return ValueAnimator The object called with setDuration(). This return |
| * value makes it easier to compose statements together that construct and then set the |
| * duration, as in <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>. |
| */ |
| public ValueAnimator setDuration(long duration) { |
| if (duration < 0) { |
| throw new IllegalArgumentException("Animators cannot have negative duration: " + |
| duration); |
| } |
| mUnscaledDuration = duration; |
| updateScaledDuration(); |
| return this; |
| } |
| |
| private void updateScaledDuration() { |
| mDuration = (long)(mUnscaledDuration * sDurationScale); |
| } |
| |
| /** |
| * Gets the length of the animation. The default duration is 300 milliseconds. |
| * |
| * @return The length of the animation, in milliseconds. |
| */ |
| public long getDuration() { |
| return mUnscaledDuration; |
| } |
| |
| /** |
| * 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) { |
| initAnimation(); |
| long currentTime = AnimationUtils.currentAnimationTimeMillis(); |
| if (mPlayingState != RUNNING) { |
| mSeekTime = playTime; |
| mPlayingState = SEEKED; |
| } |
| mStartTime = currentTime - playTime; |
| doAnimationFrame(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. |
| * |
| * The handler uses the Choreographer for executing periodic callbacks. |
| * |
| * @hide |
| */ |
| @SuppressWarnings("unchecked") |
| protected static class AnimationHandler implements Runnable { |
| // The per-thread list of all active animations |
| /** @hide */ |
| protected final ArrayList<ValueAnimator> mAnimations = new ArrayList<ValueAnimator>(); |
| |
| // Used in doAnimationFrame() to avoid concurrent modifications of mAnimations |
| private final ArrayList<ValueAnimator> mTmpAnimations = new ArrayList<ValueAnimator>(); |
| |
| // The per-thread set of animations to be started on the next animation frame |
| /** @hide */ |
| protected final ArrayList<ValueAnimator> mPendingAnimations = new ArrayList<ValueAnimator>(); |
| |
| /** |
| * Internal per-thread collections used to avoid set collisions as animations start and end |
| * while being processed. |
| * @hide |
| */ |
| protected final ArrayList<ValueAnimator> mDelayedAnims = new ArrayList<ValueAnimator>(); |
| private final ArrayList<ValueAnimator> mEndingAnims = new ArrayList<ValueAnimator>(); |
| private final ArrayList<ValueAnimator> mReadyAnims = new ArrayList<ValueAnimator>(); |
| |
| private final Choreographer mChoreographer; |
| private boolean mAnimationScheduled; |
| |
| private AnimationHandler() { |
| mChoreographer = Choreographer.getInstance(); |
| } |
| |
| /** |
| * Start animating on the next frame. |
| */ |
| public void start() { |
| scheduleAnimation(); |
| } |
| |
| private void doAnimationFrame(long frameTime) { |
| // mPendingAnimations holds any animations that have requested to be started |
| // We're going to clear mPendingAnimations, 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 mPendingAnimations |
| // is empty. |
| while (mPendingAnimations.size() > 0) { |
| ArrayList<ValueAnimator> pendingCopy = |
| (ArrayList<ValueAnimator>) mPendingAnimations.clone(); |
| mPendingAnimations.clear(); |
| int count = pendingCopy.size(); |
| for (int i = 0; i < count; ++i) { |
| ValueAnimator anim = pendingCopy.get(i); |
| // If the animation has a startDelay, place it on the delayed list |
| if (anim.mStartDelay == 0) { |
| anim.startAnimation(this); |
| } else { |
| mDelayedAnims.add(anim); |
| } |
| } |
| } |
| // Next, process animations currently sitting on the delayed queue, adding |
| // them to the active animations if they are ready |
| int numDelayedAnims = mDelayedAnims.size(); |
| for (int i = 0; i < numDelayedAnims; ++i) { |
| ValueAnimator anim = mDelayedAnims.get(i); |
| if (anim.delayedAnimationFrame(frameTime)) { |
| mReadyAnims.add(anim); |
| } |
| } |
| int numReadyAnims = mReadyAnims.size(); |
| if (numReadyAnims > 0) { |
| for (int i = 0; i < numReadyAnims; ++i) { |
| ValueAnimator anim = mReadyAnims.get(i); |
| anim.startAnimation(this); |
| anim.mRunning = true; |
| mDelayedAnims.remove(anim); |
| } |
| mReadyAnims.clear(); |
| } |
| |
| // Now process all active animations. The return value from animationFrame() |
| // tells the handler whether it should now be ended |
| int numAnims = mAnimations.size(); |
| for (int i = 0; i < numAnims; ++i) { |
| mTmpAnimations.add(mAnimations.get(i)); |
| } |
| for (int i = 0; i < numAnims; ++i) { |
| ValueAnimator anim = mTmpAnimations.get(i); |
| if (mAnimations.contains(anim) && anim.doAnimationFrame(frameTime)) { |
| mEndingAnims.add(anim); |
| } |
| } |
| mTmpAnimations.clear(); |
| if (mEndingAnims.size() > 0) { |
| for (int i = 0; i < mEndingAnims.size(); ++i) { |
| mEndingAnims.get(i).endAnimation(this); |
| } |
| mEndingAnims.clear(); |
| } |
| |
| // If there are still active or delayed animations, schedule a future call to |
| // onAnimate to process the next frame of the animations. |
| if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) { |
| scheduleAnimation(); |
| } |
| } |
| |
| // Called by the Choreographer. |
| @Override |
| public void run() { |
| mAnimationScheduled = false; |
| doAnimationFrame(mChoreographer.getFrameTime()); |
| } |
| |
| private void scheduleAnimation() { |
| if (!mAnimationScheduled) { |
| mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, this, null); |
| mAnimationScheduled = true; |
| } |
| } |
| } |
| |
| /** |
| * 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 mUnscaledStartDelay; |
| } |
| |
| /** |
| * 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 = (long)(startDelay * sDurationScale); |
| mUnscaledStartDelay = 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. |
| * |
| * The frame delay may be ignored when the animation system uses an external timing |
| * source, such as the display refresh rate (vsync), to govern animations. |
| * |
| * @return the requested time between frames, in milliseconds |
| */ |
| public static long getFrameDelay() { |
| return Choreographer.getFrameDelay(); |
| } |
| |
| /** |
| * 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. |
| * |
| * The frame delay may be ignored when the animation system uses an external timing |
| * source, such as the display refresh rate (vsync), to govern animations. |
| * |
| * @param frameDelay the requested time between frames, in milliseconds |
| */ |
| public static void setFrameDelay(long frameDelay) { |
| Choreographer.setFrameDelay(frameDelay); |
| } |
| |
| /** |
| * The most recent value calculated by this <code>ValueAnimator</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>ValueAnimator</code> |
| * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which |
| * is called during each animation frame, immediately after the value is calculated. |
| * |
| * @return animatedValue The value most recently calculated by this <code>ValueAnimator</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 ValueAnimator was set up wrong |
| return null; |
| } |
| |
| /** |
| * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>. |
| * The main purpose for this read-only property is to retrieve the value from the |
| * <code>ValueAnimator</code> during a call to |
| * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, 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>ValueAnimator</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 all listeners from the set listening to frame updates for this animation. |
| */ |
| public void removeAllUpdateListeners() { |
| if (mUpdateListeners == null) { |
| return; |
| } |
| mUpdateListeners.clear(); |
| mUpdateListeners = null; |
| } |
| |
| /** |
| * 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. A value of <code>null</code> |
| * will result in linear interpolation. |
| */ |
| @Override |
| public void setInterpolator(TimeInterpolator value) { |
| if (value != null) { |
| mInterpolator = value; |
| } else { |
| mInterpolator = new LinearInterpolator(); |
| } |
| } |
| |
| /** |
| * Returns the timing interpolator that this ValueAnimator uses. |
| * |
| * @return The timing interpolator for this ValueAnimator. |
| */ |
| @Override |
| public TimeInterpolator getInterpolator() { |
| return mInterpolator; |
| } |
| |
| /** |
| * The type evaluator to be used when calculating the animated values of this animation. |
| * The system will automatically assign a float or int 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 ArgbEvaluator} |
| * should be used to get correct RGB color interpolation. |
| * |
| * <p>If this ValueAnimator 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 ValueAnimator, 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); |
| } |
| } |
| |
| private void notifyStartListeners() { |
| if (mListeners != null && !mStartListenersCalled) { |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| int numListeners = tmpListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| tmpListeners.get(i).onAnimationStart(this); |
| } |
| } |
| mStartListenersCalled = true; |
| } |
| |
| /** |
| * 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. |
| * |
| * <p>The animation started by calling this method will be run on the thread that called |
| * this method. This thread should have a Looper on it (a runtime exception will be thrown if |
| * this is not the case). Also, if the animation will animate |
| * properties of objects in the view hierarchy, then the calling thread should be the UI |
| * thread for that view hierarchy.</p> |
| * |
| * @param playBackwards Whether the ValueAnimator should start playing in reverse. |
| */ |
| private void start(boolean playBackwards) { |
| if (Looper.myLooper() == null) { |
| throw new AndroidRuntimeException("Animators may only be run on Looper threads"); |
| } |
| mPlayingBackwards = playBackwards; |
| mCurrentIteration = 0; |
| mPlayingState = STOPPED; |
| mStarted = true; |
| mStartedDelay = false; |
| mPaused = false; |
| updateScaledDuration(); // in case the scale factor has changed since creation time |
| AnimationHandler animationHandler = getOrCreateAnimationHandler(); |
| animationHandler.mPendingAnimations.add(this); |
| if (mStartDelay == 0) { |
| // This sets the initial value of the animation, prior to actually starting it running |
| setCurrentPlayTime(0); |
| mPlayingState = STOPPED; |
| mRunning = true; |
| notifyStartListeners(); |
| } |
| animationHandler.start(); |
| } |
| |
| @Override |
| public void start() { |
| start(false); |
| } |
| |
| @Override |
| public void cancel() { |
| // Only cancel if the animation is actually running or has been started and is about |
| // to run |
| AnimationHandler handler = getOrCreateAnimationHandler(); |
| if (mPlayingState != STOPPED |
| || handler.mPendingAnimations.contains(this) |
| || handler.mDelayedAnims.contains(this)) { |
| // Only notify listeners if the animator has actually started |
| if ((mStarted || mRunning) && mListeners != null) { |
| if (!mRunning) { |
| // If it's not yet running, then start listeners weren't called. Call them now. |
| notifyStartListeners(); |
| } |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| for (AnimatorListener listener : tmpListeners) { |
| listener.onAnimationCancel(this); |
| } |
| } |
| endAnimation(handler); |
| } |
| } |
| |
| @Override |
| public void end() { |
| AnimationHandler handler = getOrCreateAnimationHandler(); |
| if (!handler.mAnimations.contains(this) && !handler.mPendingAnimations.contains(this)) { |
| // Special case if the animation has not yet started; get it ready for ending |
| mStartedDelay = false; |
| startAnimation(handler); |
| mStarted = true; |
| } else if (!mInitialized) { |
| initAnimation(); |
| } |
| animateValue(mPlayingBackwards ? 0f : 1f); |
| endAnimation(handler); |
| } |
| |
| @Override |
| public void resume() { |
| if (mPaused) { |
| mResumed = true; |
| } |
| super.resume(); |
| } |
| |
| @Override |
| public void pause() { |
| boolean previouslyPaused = mPaused; |
| super.pause(); |
| if (!previouslyPaused && mPaused) { |
| mPauseTime = -1; |
| mResumed = false; |
| } |
| } |
| |
| @Override |
| public boolean isRunning() { |
| return (mPlayingState == RUNNING || mRunning); |
| } |
| |
| @Override |
| public boolean isStarted() { |
| return mStarted; |
| } |
| |
| /** |
| * Plays the ValueAnimator 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. |
| */ |
| @Override |
| public void reverse() { |
| mPlayingBackwards = !mPlayingBackwards; |
| if (mPlayingState == RUNNING) { |
| long currentTime = AnimationUtils.currentAnimationTimeMillis(); |
| long currentPlayTime = currentTime - mStartTime; |
| long timeLeft = mDuration - currentPlayTime; |
| mStartTime = currentTime - timeLeft; |
| } else if (mStarted) { |
| end(); |
| } else { |
| start(true); |
| } |
| } |
| |
| /** |
| * @hide |
| */ |
| @Override |
| public boolean canReverse() { |
| return true; |
| } |
| |
| /** |
| * Called internally to end an animation by removing it from the animations list. Must be |
| * called on the UI thread. |
| * @hide |
| */ |
| protected void endAnimation(AnimationHandler handler) { |
| handler.mAnimations.remove(this); |
| handler.mPendingAnimations.remove(this); |
| handler.mDelayedAnims.remove(this); |
| mPlayingState = STOPPED; |
| mPaused = false; |
| if ((mStarted || mRunning) && mListeners != null) { |
| if (!mRunning) { |
| // If it's not yet running, then start listeners weren't called. Call them now. |
| notifyStartListeners(); |
| } |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| int numListeners = tmpListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| tmpListeners.get(i).onAnimationEnd(this); |
| } |
| } |
| mRunning = false; |
| mStarted = false; |
| mStartListenersCalled = false; |
| mPlayingBackwards = false; |
| if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) { |
| Trace.asyncTraceEnd(Trace.TRACE_TAG_VIEW, getNameForTrace(), |
| System.identityHashCode(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(AnimationHandler handler) { |
| if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) { |
| Trace.asyncTraceBegin(Trace.TRACE_TAG_VIEW, getNameForTrace(), |
| System.identityHashCode(this)); |
| } |
| initAnimation(); |
| handler.mAnimations.add(this); |
| if (mStartDelay > 0 && mListeners != null) { |
| // Listeners were already notified in start() if startDelay is 0; this is |
| // just for delayed animations |
| notifyStartListeners(); |
| } |
| } |
| |
| /** |
| * Returns the name of this animator for debugging purposes. |
| */ |
| String getNameForTrace() { |
| return "animator"; |
| } |
| |
| |
| /** |
| * 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; |
| } |
| if (mPaused) { |
| if (mPauseTime < 0) { |
| mPauseTime = currentTime; |
| } |
| return false; |
| } else if (mResumed) { |
| mResumed = false; |
| if (mPauseTime > 0) { |
| // Offset by the duration that the animation was paused |
| mDelayStartTime += (currentTime - mPauseTime); |
| } |
| } |
| 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. |
| */ |
| boolean animationFrame(long currentTime) { |
| boolean done = false; |
| switch (mPlayingState) { |
| case RUNNING: |
| case SEEKED: |
| float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f; |
| if (fraction >= 1f) { |
| if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) { |
| // Time to repeat |
| if (mListeners != null) { |
| int numListeners = mListeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| mListeners.get(i).onAnimationRepeat(this); |
| } |
| } |
| if (mRepeatMode == REVERSE) { |
| mPlayingBackwards = !mPlayingBackwards; |
| } |
| mCurrentIteration += (int)fraction; |
| fraction = fraction % 1f; |
| mStartTime += mDuration; |
| } else { |
| done = true; |
| fraction = Math.min(fraction, 1.0f); |
| } |
| } |
| if (mPlayingBackwards) { |
| fraction = 1f - fraction; |
| } |
| animateValue(fraction); |
| break; |
| } |
| |
| return done; |
| } |
| |
| /** |
| * Processes a frame of the animation, adjusting the start time if needed. |
| * |
| * @param frameTime The frame time. |
| * @return true if the animation has ended. |
| */ |
| final boolean doAnimationFrame(long frameTime) { |
| if (mPlayingState == STOPPED) { |
| mPlayingState = RUNNING; |
| if (mSeekTime < 0) { |
| mStartTime = frameTime; |
| } else { |
| mStartTime = frameTime - mSeekTime; |
| // Now that we're playing, reset the seek time |
| mSeekTime = -1; |
| } |
| } |
| if (mPaused) { |
| if (mPauseTime < 0) { |
| mPauseTime = frameTime; |
| } |
| return false; |
| } else if (mResumed) { |
| mResumed = false; |
| if (mPauseTime > 0) { |
| // Offset by the duration that the animation was paused |
| mStartTime += (frameTime - mPauseTime); |
| } |
| } |
| // The frame time might be before the start time during the first frame of |
| // an animation. The "current time" must always be on or after the start |
| // time to avoid animating frames at negative time intervals. In practice, this |
| // is very rare and only happens when seeking backwards. |
| final long currentTime = Math.max(frameTime, mStartTime); |
| return animationFrame(currentTime); |
| } |
| |
| /** |
| * Returns the current animation fraction, which is the elapsed/interpolated fraction used in |
| * the most recent frame update on the animation. |
| * |
| * @return Elapsed/interpolated fraction of the animation. |
| */ |
| public float getAnimatedFraction() { |
| return mCurrentFraction; |
| } |
| |
| /** |
| * 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); |
| mCurrentFraction = 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 ValueAnimator clone() { |
| final ValueAnimator anim = (ValueAnimator) 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]; |
| anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); |
| for (int i = 0; i < numValues; ++i) { |
| PropertyValuesHolder newValuesHolder = oldValues[i].clone(); |
| anim.mValues[i] = newValuesHolder; |
| anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder); |
| } |
| } |
| return anim; |
| } |
| |
| /** |
| * Implementors of this interface can add themselves as update listeners |
| * to an <code>ValueAnimator</code> instance to receive callbacks on every animation |
| * frame, after the current frame's values have been calculated for that |
| * <code>ValueAnimator</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(ValueAnimator animation); |
| |
| } |
| |
| /** |
| * Return the number of animations currently running. |
| * |
| * Used by StrictMode internally to annotate violations. |
| * May be called on arbitrary threads! |
| * |
| * @hide |
| */ |
| public static int getCurrentAnimationsCount() { |
| AnimationHandler handler = sAnimationHandler.get(); |
| return handler != null ? handler.mAnimations.size() : 0; |
| } |
| |
| /** |
| * Clear all animations on this thread, without canceling or ending them. |
| * This should be used with caution. |
| * |
| * @hide |
| */ |
| public static void clearAllAnimations() { |
| AnimationHandler handler = sAnimationHandler.get(); |
| if (handler != null) { |
| handler.mAnimations.clear(); |
| handler.mPendingAnimations.clear(); |
| handler.mDelayedAnims.clear(); |
| } |
| } |
| |
| private static AnimationHandler getOrCreateAnimationHandler() { |
| AnimationHandler handler = sAnimationHandler.get(); |
| if (handler == null) { |
| handler = new AnimationHandler(); |
| sAnimationHandler.set(handler); |
| } |
| return handler; |
| } |
| |
| @Override |
| public String toString() { |
| String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode()); |
| if (mValues != null) { |
| for (int i = 0; i < mValues.length; ++i) { |
| returnVal += "\n " + mValues[i].toString(); |
| } |
| } |
| return returnVal; |
| } |
| |
| /** |
| * <p>Whether or not the ValueAnimator is allowed to run asynchronously off of |
| * the UI thread. This is a hint that informs the ValueAnimator that it is |
| * OK to run the animation off-thread, however ValueAnimator may decide |
| * that it must run the animation on the UI thread anyway. For example if there |
| * is an {@link AnimatorUpdateListener} the animation will run on the UI thread, |
| * regardless of the value of this hint.</p> |
| * |
| * <p>Regardless of whether or not the animation runs asynchronously, all |
| * listener callbacks will be called on the UI thread.</p> |
| * |
| * <p>To be able to use this hint the following must be true:</p> |
| * <ol> |
| * <li>{@link #getAnimatedFraction()} is not needed (it will return undefined values).</li> |
| * <li>The animator is immutable while {@link #isStarted()} is true. Requests |
| * to change values, duration, delay, etc... may be ignored.</li> |
| * <li>Lifecycle callback events may be asynchronous. Events such as |
| * {@link Animator.AnimatorListener#onAnimationEnd(Animator)} or |
| * {@link Animator.AnimatorListener#onAnimationRepeat(Animator)} may end up delayed |
| * as they must be posted back to the UI thread, and any actions performed |
| * by those callbacks (such as starting new animations) will not happen |
| * in the same frame.</li> |
| * <li>State change requests ({@link #cancel()}, {@link #end()}, {@link #reverse()}, etc...) |
| * may be asynchronous. It is guaranteed that all state changes that are |
| * performed on the UI thread in the same frame will be applied as a single |
| * atomic update, however that frame may be the current frame, |
| * the next frame, or some future frame. This will also impact the observed |
| * state of the Animator. For example, {@link #isStarted()} may still return true |
| * after a call to {@link #end()}. Using the lifecycle callbacks is preferred over |
| * queries to {@link #isStarted()}, {@link #isRunning()}, and {@link #isPaused()} |
| * for this reason.</li> |
| * </ol> |
| * @hide |
| */ |
| @Override |
| public void setAllowRunningAsynchronously(boolean mayRunAsync) { |
| // It is up to subclasses to support this, if they can. |
| } |
| } |