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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.android.launcher3;
import android.animation.Animator;
import android.animation.AnimatorListenerAdapter;
import android.animation.ValueAnimator;
import android.util.Log;
import android.view.View;
import android.view.ViewPropertyAnimator;
import android.view.ViewTreeObserver;
import com.android.launcher3.util.Thunk;
/*
* This is a helper class that listens to updates from the corresponding animation.
* For the first two frames, it adjusts the current play time of the animation to
* prevent jank at the beginning of the animation
*/
public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter
implements ValueAnimator.AnimatorUpdateListener {
private static final boolean DEBUG = false;
private static final int MAX_DELAY = 1000;
private static final int IDEAL_FRAME_DURATION = 16;
private View mTarget;
private long mStartFrame;
private long mStartTime = -1;
private boolean mHandlingOnAnimationUpdate;
private boolean mAdjustedSecondFrameTime;
private static ViewTreeObserver.OnDrawListener sGlobalDrawListener;
@Thunk static long sGlobalFrameCounter;
private static boolean sVisible;
public FirstFrameAnimatorHelper(ValueAnimator animator, View target) {
mTarget = target;
animator.addUpdateListener(this);
}
public FirstFrameAnimatorHelper(ViewPropertyAnimator vpa, View target) {
mTarget = target;
vpa.setListener(this);
}
// only used for ViewPropertyAnimators
public void onAnimationStart(Animator animation) {
final ValueAnimator va = (ValueAnimator) animation;
va.addUpdateListener(FirstFrameAnimatorHelper.this);
onAnimationUpdate(va);
}
public static void setIsVisible(boolean visible) {
sVisible = visible;
}
public static void initializeDrawListener(View view) {
if (sGlobalDrawListener != null) {
view.getViewTreeObserver().removeOnDrawListener(sGlobalDrawListener);
}
sGlobalDrawListener = new ViewTreeObserver.OnDrawListener() {
private long mTime = System.currentTimeMillis();
public void onDraw() {
sGlobalFrameCounter++;
if (DEBUG) {
long newTime = System.currentTimeMillis();
Log.d("FirstFrameAnimatorHelper", "TICK " + (newTime - mTime));
mTime = newTime;
}
}
};
view.getViewTreeObserver().addOnDrawListener(sGlobalDrawListener);
sVisible = true;
}
public void onAnimationUpdate(final ValueAnimator animation) {
final long currentTime = System.currentTimeMillis();
if (mStartTime == -1) {
mStartFrame = sGlobalFrameCounter;
mStartTime = currentTime;
}
final long currentPlayTime = animation.getCurrentPlayTime();
boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0;
if (!mHandlingOnAnimationUpdate &&
sVisible &&
// If the current play time exceeds the duration, or the animated fraction is 1,
// the animation will get finished, even if we call setCurrentPlayTime -- therefore
// don't adjust the animation in that case
currentPlayTime < animation.getDuration() && !isFinalFrame) {
mHandlingOnAnimationUpdate = true;
long frameNum = sGlobalFrameCounter - mStartFrame;
// If we haven't drawn our first frame, reset the time to t = 0
// (give up after MAX_DELAY ms of waiting though - might happen, for example, if we
// are no longer in the foreground and no frames are being rendered ever)
if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY && currentPlayTime > 0) {
// The first frame on animations doesn't always trigger an invalidate...
// force an invalidate here to make sure the animation continues to advance
mTarget.getRootView().invalidate();
animation.setCurrentPlayTime(0);
// For the second frame, if the first frame took more than 16ms,
// adjust the start time and pretend it took only 16ms anyway. This
// prevents a large jump in the animation due to an expensive first frame
} else if (frameNum == 1 && currentTime < mStartTime + MAX_DELAY &&
!mAdjustedSecondFrameTime &&
currentTime > mStartTime + IDEAL_FRAME_DURATION &&
currentPlayTime > IDEAL_FRAME_DURATION) {
animation.setCurrentPlayTime(IDEAL_FRAME_DURATION);
mAdjustedSecondFrameTime = true;
} else {
if (frameNum > 1) {
mTarget.post(new Runnable() {
public void run() {
animation.removeUpdateListener(FirstFrameAnimatorHelper.this);
}
});
}
if (DEBUG) print(animation);
}
mHandlingOnAnimationUpdate = false;
} else {
if (DEBUG) print(animation);
}
}
public void print(ValueAnimator animation) {
float flatFraction = animation.getCurrentPlayTime() / (float) animation.getDuration();
Log.d("FirstFrameAnimatorHelper", sGlobalFrameCounter +
"(" + (sGlobalFrameCounter - mStartFrame) + ") " + mTarget + " dirty? " +
mTarget.isDirty() + " " + flatFraction + " " + this + " " + animation);
}
}