| /* |
| * 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.app.ActivityThread; |
| import android.app.Application; |
| import android.os.Build; |
| import android.util.ArrayMap; |
| import android.util.Log; |
| |
| import java.util.ArrayList; |
| import java.util.Collection; |
| 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 { |
| |
| private static final String TAG = "AnimatorSet"; |
| /** |
| * 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 ArrayMap<Animator, Node> mNodeMap = new ArrayMap<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>(); |
| |
| /** |
| * Animator Listener that tracks the lifecycle of each Animator in the set. It will be added |
| * to each Animator before they start and removed after they end. |
| */ |
| private AnimatorSetListener mSetListener = new AnimatorSetListener(this); |
| |
| /** |
| * 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. |
| */ |
| private boolean mTerminated = false; |
| |
| /** |
| * Tracks whether any change has been made to the AnimatorSet, which is then used to |
| * determine whether the dependency graph should be re-constructed. |
| */ |
| private boolean mDependencyDirty = 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 = ValueAnimator.ofFloat(0f, 1f).setDuration(0); |
| |
| // Root of the dependency tree of all the animators in the set. In this tree, parent-child |
| // relationship captures the order of animation (i.e. parent and child will play sequentially), |
| // and sibling relationship indicates "with" relationship, as sibling animators start at the |
| // same time. |
| private Node mRootNode = new Node(mDelayAnim); |
| |
| // 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; |
| |
| // Whether the AnimatorSet can be reversed. |
| private boolean mReversible = true; |
| // The total duration of finishing all the Animators in the set. |
| private long mTotalDuration = 0; |
| |
| // In pre-N releases, calling end() before start() on an animator set is no-op. But that is not |
| // consistent with the behavior for other animator types. In order to keep the behavior |
| // consistent within Animation framework, when end() is called without start(), we will start |
| // the animator set and immediately end it for N and forward. |
| private final boolean mShouldIgnoreEndWithoutStart; |
| |
| public AnimatorSet() { |
| super(); |
| mNodeMap.put(mDelayAnim, mRootNode); |
| mNodes.add(mRootNode); |
| // Set the flag to ignore calling end() without start() for pre-N releases |
| Application app = ActivityThread.currentApplication(); |
| if (app == null || app.getApplicationInfo() == null) { |
| mShouldIgnoreEndWithoutStart = true; |
| } else if (app.getApplicationInfo().targetSdkVersion < Build.VERSION_CODES.N) { |
| mShouldIgnoreEndWithoutStart = true; |
| } else { |
| mShouldIgnoreEndWithoutStart = false; |
| } |
| } |
| |
| /** |
| * 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) { |
| 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) { |
| 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) { |
| 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) { |
| 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>(); |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode) { |
| childList.add(node.mAnimation); |
| } |
| } |
| 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) { |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| Animator animation = node.mAnimation; |
| 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).mAnimation.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) { |
| 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(); |
| int size = tmpListeners.size(); |
| for (int i = 0; i < size; i++) { |
| tmpListeners.get(i).onAnimationCancel(this); |
| } |
| } |
| ArrayList<Animator> playingSet = new ArrayList<>(mPlayingSet); |
| int setSize = playingSet.size(); |
| for (int i = 0; i < setSize; i++) { |
| playingSet.get(i).cancel(); |
| } |
| if (tmpListeners != null) { |
| int size = tmpListeners.size(); |
| for (int i = 0; i < size; i++) { |
| tmpListeners.get(i).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() { |
| if (mShouldIgnoreEndWithoutStart && !isStarted()) { |
| return; |
| } |
| mTerminated = true; |
| if (isStarted()) { |
| endRemainingAnimations(); |
| } |
| if (mListeners != null) { |
| ArrayList<AnimatorListener> tmpListeners = |
| (ArrayList<AnimatorListener>) mListeners.clone(); |
| for (int i = 0; i < tmpListeners.size(); i++) { |
| tmpListeners.get(i).onAnimationEnd(this); |
| } |
| } |
| mStarted = false; |
| } |
| |
| /** |
| * Iterate the animations that haven't finished or haven't started, and end them. |
| */ |
| private void endRemainingAnimations() { |
| ArrayList<Animator> remainingList = new ArrayList<Animator>(mNodes.size()); |
| remainingList.addAll(mPlayingSet); |
| |
| int index = 0; |
| while (index < remainingList.size()) { |
| Animator anim = remainingList.get(index); |
| anim.end(); |
| index++; |
| Node node = mNodeMap.get(anim); |
| if (node.mChildNodes != null) { |
| int childSize = node.mChildNodes.size(); |
| for (int i = 0; i < childSize; i++) { |
| Node child = node.mChildNodes.get(i); |
| if (child.mLatestParent != node) { |
| continue; |
| } |
| remainingList.add(child.mAnimation); |
| } |
| } |
| } |
| } |
| |
| |
| /** |
| * Returns true if any of the child animations of this AnimatorSet have been started and have |
| * not yet ended. Child animations will not be started until the AnimatorSet has gone past |
| * its initial delay set through {@link #setStartDelay(long)}. |
| * |
| * @return Whether this AnimatorSet has gone past the initial delay, and at least one child |
| * animation has been started and not yet ended. |
| */ |
| @Override |
| public boolean isRunning() { |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode && node.mAnimation.isStarted()) { |
| 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. Note that the start delay should always be non-negative. Any |
| * negative start delay will be clamped to 0 on N and above. |
| * |
| * @param startDelay The amount of the delay, in milliseconds |
| */ |
| @Override |
| public void setStartDelay(long startDelay) { |
| // Clamp start delay to non-negative range. |
| if (startDelay < 0) { |
| Log.w(TAG, "Start delay should always be non-negative"); |
| startDelay = 0; |
| } |
| long delta = startDelay - mStartDelay; |
| if (delta == 0) { |
| return; |
| } |
| mStartDelay = startDelay; |
| if (mStartDelay > 0) { |
| mReversible = false; |
| } |
| if (!mDependencyDirty) { |
| // Dependency graph already constructed, update all the nodes' start/end time |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node == mRootNode) { |
| node.mEndTime = mStartDelay; |
| } else { |
| node.mStartTime = node.mStartTime == DURATION_INFINITE ? |
| DURATION_INFINITE : node.mStartTime + delta; |
| node.mEndTime = node.mEndTime == DURATION_INFINITE ? |
| DURATION_INFINITE : node.mEndTime + delta; |
| } |
| } |
| // Update total duration, if necessary. |
| if (mTotalDuration != DURATION_INFINITE) { |
| mTotalDuration += delta; |
| } |
| } |
| } |
| |
| /** |
| * 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"); |
| } |
| mDependencyDirty = true; |
| // Just record the value for now - it will be used later when the AnimatorSet starts |
| mDuration = duration; |
| return this; |
| } |
| |
| @Override |
| public void setupStartValues() { |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode) { |
| node.mAnimation.setupStartValues(); |
| } |
| } |
| } |
| |
| @Override |
| public void setupEndValues() { |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode) { |
| node.mAnimation.setupEndValues(); |
| } |
| } |
| } |
| |
| @Override |
| public void pause() { |
| boolean previouslyPaused = mPaused; |
| super.pause(); |
| if (!previouslyPaused && mPaused) { |
| if (mDelayAnim.isStarted()) { |
| // If delay hasn't passed, pause the start delay animator. |
| mDelayAnim.pause(); |
| } else { |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode) { |
| node.mAnimation.pause(); |
| } |
| } |
| } |
| } |
| } |
| |
| @Override |
| public void resume() { |
| boolean previouslyPaused = mPaused; |
| super.resume(); |
| if (previouslyPaused && !mPaused) { |
| if (mDelayAnim.isStarted()) { |
| // If start delay hasn't passed, resume the previously paused start delay animator |
| mDelayAnim.resume(); |
| } else { |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode) { |
| node.mAnimation.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; |
| |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| node.mEnded = false; |
| node.mAnimation.setAllowRunningAsynchronously(false); |
| } |
| |
| if (mInterpolator != null) { |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| node.mAnimation.setInterpolator(mInterpolator); |
| } |
| } |
| |
| updateAnimatorsDuration(); |
| createDependencyGraph(); |
| |
| // Now that all dependencies are set up, start the animations that should be started. |
| boolean setIsEmpty = false; |
| if (mStartDelay > 0) { |
| start(mRootNode); |
| } else if (mNodes.size() > 1) { |
| // No delay, but there are other animators in the set |
| onChildAnimatorEnded(mDelayAnim); |
| } else { |
| // Set is empty, no delay, no other animation. Skip to end in this case |
| setIsEmpty = true; |
| } |
| |
| 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 (setIsEmpty) { |
| // In the case of empty AnimatorSet, we will trigger the onAnimationEnd() right away. |
| onChildAnimatorEnded(mDelayAnim); |
| } |
| } |
| |
| private void updateAnimatorsDuration() { |
| if (mDuration >= 0) { |
| // If the duration was set on this AnimatorSet, pass it along to all child animations |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| // TODO: don't set the duration of the timing-only nodes created by AnimatorSet to |
| // insert "play-after" delays |
| node.mAnimation.setDuration(mDuration); |
| } |
| } |
| mDelayAnim.setDuration(mStartDelay); |
| } |
| |
| void start(final Node node) { |
| final Animator anim = node.mAnimation; |
| mPlayingSet.add(anim); |
| anim.addListener(mSetListener); |
| anim.start(); |
| } |
| |
| @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.mTerminated = false; |
| anim.mStarted = false; |
| anim.mPlayingSet = new ArrayList<Animator>(); |
| anim.mNodeMap = new ArrayMap<Animator, Node>(); |
| anim.mNodes = new ArrayList<Node>(nodeCount); |
| anim.mReversible = mReversible; |
| anim.mSetListener = new AnimatorSetListener(anim); |
| |
| // 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.mAnimation, nodeClone); |
| |
| // clear out any listeners that were set up by the AnimatorSet |
| final ArrayList<AnimatorListener> cloneListeners = nodeClone.mAnimation.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); |
| } |
| } |
| } |
| } |
| |
| anim.mRootNode = mRootNode.mTmpClone; |
| anim.mDelayAnim = (ValueAnimator) anim.mRootNode.mAnimation; |
| |
| // 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 i = 0; i < nodeCount; i++) { |
| Node node = mNodes.get(i); |
| // Update dependencies for node's clone |
| node.mTmpClone.mLatestParent = node.mLatestParent == null ? |
| null : node.mLatestParent.mTmpClone; |
| int size = node.mChildNodes == null ? 0 : node.mChildNodes.size(); |
| for (int j = 0; j < size; j++) { |
| node.mTmpClone.mChildNodes.set(j, node.mChildNodes.get(j).mTmpClone); |
| } |
| size = node.mSiblings == null ? 0 : node.mSiblings.size(); |
| for (int j = 0; j < size; j++) { |
| node.mTmpClone.mSiblings.set(j, node.mSiblings.get(j).mTmpClone); |
| } |
| size = node.mParents == null ? 0 : node.mParents.size(); |
| for (int j = 0; j < size; j++) { |
| node.mTmpClone.mParents.set(j, node.mParents.get(j).mTmpClone); |
| } |
| } |
| |
| for (int n = 0; n < nodeCount; n++) { |
| mNodes.get(n).mTmpClone = null; |
| } |
| return anim; |
| } |
| |
| |
| private static class AnimatorSetListener implements AnimatorListener { |
| |
| private AnimatorSet mAnimatorSet; |
| |
| AnimatorSetListener(AnimatorSet animatorSet) { |
| mAnimatorSet = animatorSet; |
| } |
| |
| public void onAnimationCancel(Animator animation) { |
| |
| if (!mAnimatorSet.mTerminated) { |
| // Listeners are already notified of the AnimatorSet canceling in cancel(). |
| // The logic below only kicks in when animations end normally |
| if (mAnimatorSet.mPlayingSet.size() == 0) { |
| ArrayList<AnimatorListener> listeners = mAnimatorSet.mListeners; |
| if (listeners != null) { |
| int numListeners = listeners.size(); |
| for (int i = 0; i < numListeners; ++i) { |
| listeners.get(i).onAnimationCancel(mAnimatorSet); |
| } |
| } |
| } |
| } |
| } |
| |
| @SuppressWarnings("unchecked") |
| public void onAnimationEnd(Animator animation) { |
| animation.removeListener(this); |
| mAnimatorSet.mPlayingSet.remove(animation); |
| mAnimatorSet.onChildAnimatorEnded(animation); |
| } |
| |
| // Nothing to do |
| public void onAnimationRepeat(Animator animation) { |
| } |
| |
| // Nothing to do |
| public void onAnimationStart(Animator animation) { |
| } |
| |
| } |
| |
| private void onChildAnimatorEnded(Animator animation) { |
| Node animNode = mNodeMap.get(animation); |
| animNode.mEnded = true; |
| |
| if (!mTerminated) { |
| List<Node> children = animNode.mChildNodes; |
| // Start children animations, if any. |
| int childrenSize = children == null ? 0 : children.size(); |
| for (int i = 0; i < childrenSize; i++) { |
| if (children.get(i).mLatestParent == animNode) { |
| start(children.get(i)); |
| } |
| } |
| // Listeners are already notified of the AnimatorSet ending in cancel() or |
| // end(); the logic below only kicks in when animations end normally |
| boolean allDone = true; |
| // Traverse the tree and find if there's any unfinished node |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| if (!mNodes.get(i).mEnded) { |
| 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(this); |
| } |
| } |
| mStarted = false; |
| mPaused = false; |
| } |
| } |
| } |
| |
| /** |
| * AnimatorSet is only reversible when the set contains no sequential animation, and no child |
| * animators have a start delay. |
| * @hide |
| */ |
| @Override |
| public boolean canReverse() { |
| if (!mReversible) { |
| return false; |
| } |
| // Loop to make sure all the Nodes can reverse. |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (!node.mAnimation.canReverse() || node.mAnimation.getStartDelay() > 0) { |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| /** |
| * @hide |
| */ |
| @Override |
| public void reverse() { |
| if (canReverse()) { |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| node.mAnimation.reverse(); |
| } |
| } |
| } |
| |
| @Override |
| public String toString() { |
| String returnVal = "AnimatorSet@" + Integer.toHexString(hashCode()) + "{"; |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| returnVal += "\n " + node.mAnimation.toString(); |
| } |
| return returnVal + "\n}"; |
| } |
| |
| private void printChildCount() { |
| // Print out the child count through a level traverse. |
| ArrayList<Node> list = new ArrayList<>(mNodes.size()); |
| list.add(mRootNode); |
| Log.d(TAG, "Current tree: "); |
| int index = 0; |
| while (index < list.size()) { |
| int listSize = list.size(); |
| StringBuilder builder = new StringBuilder(); |
| for (; index < listSize; index++) { |
| Node node = list.get(index); |
| int num = 0; |
| if (node.mChildNodes != null) { |
| for (int i = 0; i < node.mChildNodes.size(); i++) { |
| Node child = node.mChildNodes.get(i); |
| if (child.mLatestParent == node) { |
| num++; |
| list.add(child); |
| } |
| } |
| } |
| builder.append(" "); |
| builder.append(num); |
| } |
| Log.d(TAG, builder.toString()); |
| } |
| } |
| |
| private void createDependencyGraph() { |
| if (!mDependencyDirty) { |
| // Check whether any duration of the child animations has changed |
| boolean durationChanged = false; |
| for (int i = 0; i < mNodes.size(); i++) { |
| Animator anim = mNodes.get(i).mAnimation; |
| if (mNodes.get(i).mTotalDuration != anim.getTotalDuration()) { |
| durationChanged = true; |
| break; |
| } |
| } |
| if (!durationChanged) { |
| return; |
| } |
| } |
| |
| mDependencyDirty = false; |
| // Traverse all the siblings and make sure they have all the parents |
| int size = mNodes.size(); |
| for (int i = 0; i < size; i++) { |
| mNodes.get(i).mParentsAdded = false; |
| } |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node.mParentsAdded) { |
| continue; |
| } |
| |
| node.mParentsAdded = true; |
| if (node.mSiblings == null) { |
| continue; |
| } |
| |
| // Find all the siblings |
| findSiblings(node, node.mSiblings); |
| node.mSiblings.remove(node); |
| |
| // Get parents from all siblings |
| int siblingSize = node.mSiblings.size(); |
| for (int j = 0; j < siblingSize; j++) { |
| node.addParents(node.mSiblings.get(j).mParents); |
| } |
| |
| // Now make sure all siblings share the same set of parents |
| for (int j = 0; j < siblingSize; j++) { |
| Node sibling = node.mSiblings.get(j); |
| sibling.addParents(node.mParents); |
| sibling.mParentsAdded = true; |
| } |
| } |
| |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode && node.mParents == null) { |
| node.addParent(mRootNode); |
| } |
| } |
| |
| // Do a DFS on the tree |
| ArrayList<Node> visited = new ArrayList<Node>(mNodes.size()); |
| // Assign start/end time |
| mRootNode.mStartTime = 0; |
| mRootNode.mEndTime = mDelayAnim.getDuration(); |
| updatePlayTime(mRootNode, visited); |
| |
| long maxEndTime = 0; |
| for (int i = 0; i < size; i++) { |
| Node node = mNodes.get(i); |
| node.mTotalDuration = node.mAnimation.getTotalDuration(); |
| if (node.mEndTime == DURATION_INFINITE) { |
| maxEndTime = DURATION_INFINITE; |
| break; |
| } else { |
| maxEndTime = node.mEndTime > maxEndTime ? node.mEndTime : maxEndTime; |
| } |
| } |
| mTotalDuration = maxEndTime; |
| } |
| |
| /** |
| * Based on parent's start/end time, calculate children's start/end time. If cycle exists in |
| * the graph, all the nodes on the cycle will be marked to start at {@link #DURATION_INFINITE}, |
| * meaning they will ever play. |
| */ |
| private void updatePlayTime(Node parent, ArrayList<Node> visited) { |
| if (parent.mChildNodes == null) { |
| if (parent == mRootNode) { |
| // All the animators are in a cycle |
| for (int i = 0; i < mNodes.size(); i++) { |
| Node node = mNodes.get(i); |
| if (node != mRootNode) { |
| node.mStartTime = DURATION_INFINITE; |
| node.mEndTime = DURATION_INFINITE; |
| } |
| } |
| } |
| return; |
| } |
| |
| visited.add(parent); |
| int childrenSize = parent.mChildNodes.size(); |
| for (int i = 0; i < childrenSize; i++) { |
| Node child = parent.mChildNodes.get(i); |
| int index = visited.indexOf(child); |
| if (index >= 0) { |
| // Child has been visited, cycle found. Mark all the nodes in the cycle. |
| for (int j = index; j < visited.size(); j++) { |
| visited.get(j).mLatestParent = null; |
| visited.get(j).mStartTime = DURATION_INFINITE; |
| visited.get(j).mEndTime = DURATION_INFINITE; |
| } |
| child.mStartTime = DURATION_INFINITE; |
| child.mEndTime = DURATION_INFINITE; |
| child.mLatestParent = null; |
| Log.w(TAG, "Cycle found in AnimatorSet: " + this); |
| continue; |
| } |
| |
| if (child.mStartTime != DURATION_INFINITE) { |
| if (parent.mEndTime == DURATION_INFINITE) { |
| child.mLatestParent = parent; |
| child.mStartTime = DURATION_INFINITE; |
| child.mEndTime = DURATION_INFINITE; |
| } else { |
| if (parent.mEndTime >= child.mStartTime) { |
| child.mLatestParent = parent; |
| child.mStartTime = parent.mEndTime; |
| } |
| |
| long duration = child.mAnimation.getTotalDuration(); |
| child.mEndTime = duration == DURATION_INFINITE ? |
| DURATION_INFINITE : child.mStartTime + duration; |
| } |
| } |
| updatePlayTime(child, visited); |
| } |
| visited.remove(parent); |
| } |
| |
| // Recursively find all the siblings |
| private void findSiblings(Node node, ArrayList<Node> siblings) { |
| if (!siblings.contains(node)) { |
| siblings.add(node); |
| if (node.mSiblings == null) { |
| return; |
| } |
| for (int i = 0; i < node.mSiblings.size(); i++) { |
| findSiblings(node.mSiblings.get(i), siblings); |
| } |
| } |
| } |
| |
| /** |
| * @hide |
| * TODO: For animatorSet defined in XML, we can use a flag to indicate what the play order |
| * if defined (i.e. sequential or together), then we can use the flag instead of calculate |
| * dynamically. |
| * @return whether all the animators in the set are supposed to play together |
| */ |
| public boolean shouldPlayTogether() { |
| updateAnimatorsDuration(); |
| createDependencyGraph(); |
| // All the child nodes are set out to play right after the delay animation |
| return mRootNode.mChildNodes.size() == mNodes.size() - 1; |
| } |
| |
| @Override |
| public long getTotalDuration() { |
| updateAnimatorsDuration(); |
| createDependencyGraph(); |
| return mTotalDuration; |
| } |
| |
| private Node getNodeForAnimation(Animator anim) { |
| Node node = mNodeMap.get(anim); |
| if (node == null) { |
| node = new Node(anim); |
| mNodeMap.put(anim, node); |
| mNodes.add(node); |
| } |
| return node; |
| } |
| |
| /** |
| * 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 { |
| Animator mAnimation; |
| |
| /** |
| * Child nodes are the nodes associated with animations that will be played immediately |
| * after current node. |
| */ |
| ArrayList<Node> mChildNodes = null; |
| |
| /** |
| * Temporary field to hold the clone in AnimatorSet#clone. Cleaned after clone is complete |
| */ |
| private Node mTmpClone = 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 mEnded and it's time to send out an end event for the entire AnimatorSet. |
| */ |
| boolean mEnded = false; |
| |
| /** |
| * Nodes with animations that are defined to play simultaneously with the animation |
| * associated with this current node. |
| */ |
| ArrayList<Node> mSiblings; |
| |
| /** |
| * Parent nodes are the nodes with animations preceding current node's animation. Parent |
| * nodes here are derived from user defined animation sequence. |
| */ |
| ArrayList<Node> mParents; |
| |
| /** |
| * Latest parent is the parent node associated with a animation that finishes after all |
| * the other parents' animations. |
| */ |
| Node mLatestParent = null; |
| |
| boolean mParentsAdded = false; |
| long mStartTime = 0; |
| long mEndTime = 0; |
| long mTotalDuration = 0; |
| |
| /** |
| * 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.mAnimation = animation; |
| } |
| |
| @Override |
| public Node clone() { |
| try { |
| Node node = (Node) super.clone(); |
| node.mAnimation = mAnimation.clone(); |
| if (mChildNodes != null) { |
| node.mChildNodes = new ArrayList<>(mChildNodes); |
| } |
| if (mSiblings != null) { |
| node.mSiblings = new ArrayList<>(mSiblings); |
| } |
| if (mParents != null) { |
| node.mParents = new ArrayList<>(mParents); |
| } |
| node.mEnded = false; |
| return node; |
| } catch (CloneNotSupportedException e) { |
| throw new AssertionError(); |
| } |
| } |
| |
| void addChild(Node node) { |
| if (mChildNodes == null) { |
| mChildNodes = new ArrayList<>(); |
| } |
| if (!mChildNodes.contains(node)) { |
| mChildNodes.add(node); |
| node.addParent(this); |
| } |
| } |
| |
| public void addSibling(Node node) { |
| if (mSiblings == null) { |
| mSiblings = new ArrayList<Node>(); |
| } |
| if (!mSiblings.contains(node)) { |
| mSiblings.add(node); |
| node.addSibling(this); |
| } |
| } |
| |
| public void addParent(Node node) { |
| if (mParents == null) { |
| mParents = new ArrayList<Node>(); |
| } |
| if (!mParents.contains(node)) { |
| mParents.add(node); |
| node.addChild(this); |
| } |
| } |
| |
| public void addParents(ArrayList<Node> parents) { |
| if (parents == null) { |
| return; |
| } |
| int size = parents.size(); |
| for (int i = 0; i < size; i++) { |
| addParent(parents.get(i)); |
| } |
| } |
| } |
| |
| /** |
| * 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) { |
| mDependencyDirty = true; |
| mCurrentNode = getNodeForAnimation(anim); |
| } |
| |
| /** |
| * 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 = getNodeForAnimation(anim); |
| mCurrentNode.addSibling(node); |
| 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 = getNodeForAnimation(anim); |
| mCurrentNode.addChild(node); |
| 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 = getNodeForAnimation(anim); |
| mCurrentNode.addParent(node); |
| 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; |
| } |
| |
| } |
| |
| } |