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/*
* 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.annotation.Nullable;
import android.compat.annotation.UnsupportedAppUsage;
import android.content.pm.ActivityInfo.Config;
import android.content.res.ConstantState;
import java.util.ArrayList;
/**
* This is the superclass for classes which provide basic support for animations which can be
* started, ended, and have <code>AnimatorListeners</code> added to them.
*/
public abstract class Animator implements Cloneable {
/**
* The value used to indicate infinite duration (e.g. when Animators repeat infinitely).
*/
public static final long DURATION_INFINITE = -1;
/**
* The set of listeners to be sent events through the life of an animation.
*/
ArrayList<AnimatorListener> mListeners = null;
/**
* The set of listeners to be sent pause/resume events through the life
* of an animation.
*/
ArrayList<AnimatorPauseListener> mPauseListeners = null;
/**
* Whether this animator is currently in a paused state.
*/
boolean mPaused = false;
/**
* A set of flags which identify the type of configuration changes that can affect this
* Animator. Used by the Animator cache.
*/
@Config int mChangingConfigurations = 0;
/**
* If this animator is inflated from a constant state, keep a reference to it so that
* ConstantState will not be garbage collected until this animator is collected
*/
private AnimatorConstantState mConstantState;
/**
* Starts this animation. If the animation has a nonzero startDelay, the animation will start
* running after that delay elapses. A non-delayed animation will have its initial
* value(s) set immediately, followed by calls to
* {@link AnimatorListener#onAnimationStart(Animator)} for any listeners of this animator.
*
* <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>
*
*/
public void start() {
}
/**
* Cancels the animation. Unlike {@link #end()}, <code>cancel()</code> causes the animation to
* stop in its tracks, sending an
* {@link android.animation.Animator.AnimatorListener#onAnimationCancel(Animator)} to
* its listeners, followed by an
* {@link android.animation.Animator.AnimatorListener#onAnimationEnd(Animator)} message.
*
* <p>This method must be called on the thread that is running the animation.</p>
*/
public void cancel() {
}
/**
* Ends the animation. This causes the animation to assign the end value of the property being
* animated, then calling the
* {@link android.animation.Animator.AnimatorListener#onAnimationEnd(Animator)} method on
* its listeners.
*
* <p>This method must be called on the thread that is running the animation.</p>
*/
public void end() {
}
/**
* Pauses a running animation. This method should only be called on the same thread on
* which the animation was started. If the animation has not yet been {@link
* #isStarted() started} or has since ended, then the call is ignored. Paused
* animations can be resumed by calling {@link #resume()}.
*
* @see #resume()
* @see #isPaused()
* @see AnimatorPauseListener
*/
public void pause() {
if (isStarted() && !mPaused) {
mPaused = true;
if (mPauseListeners != null) {
ArrayList<AnimatorPauseListener> tmpListeners =
(ArrayList<AnimatorPauseListener>) mPauseListeners.clone();
int numListeners = tmpListeners.size();
for (int i = 0; i < numListeners; ++i) {
tmpListeners.get(i).onAnimationPause(this);
}
}
}
}
/**
* Resumes a paused animation, causing the animator to pick up where it left off
* when it was paused. This method should only be called on the same thread on
* which the animation was started. Calls to resume() on an animator that is
* not currently paused will be ignored.
*
* @see #pause()
* @see #isPaused()
* @see AnimatorPauseListener
*/
public void resume() {
if (mPaused) {
mPaused = false;
if (mPauseListeners != null) {
ArrayList<AnimatorPauseListener> tmpListeners =
(ArrayList<AnimatorPauseListener>) mPauseListeners.clone();
int numListeners = tmpListeners.size();
for (int i = 0; i < numListeners; ++i) {
tmpListeners.get(i).onAnimationResume(this);
}
}
}
}
/**
* Returns whether this animator is currently in a paused state.
*
* @return True if the animator is currently paused, false otherwise.
*
* @see #pause()
* @see #resume()
*/
public boolean isPaused() {
return mPaused;
}
/**
* The amount of time, in milliseconds, to delay processing the animation
* after {@link #start()} is called.
*
* @return the number of milliseconds to delay running the animation
*/
public abstract long getStartDelay();
/**
* The amount of time, in milliseconds, to delay processing the animation
* after {@link #start()} is called.
* @param startDelay The amount of the delay, in milliseconds
*/
public abstract void setStartDelay(long startDelay);
/**
* Sets the duration of the animation.
*
* @param duration The length of the animation, in milliseconds.
*/
public abstract Animator setDuration(long duration);
/**
* Gets the duration of the animation.
*
* @return The length of the animation, in milliseconds.
*/
public abstract long getDuration();
/**
* Gets the total duration of the animation, accounting for animation sequences, start delay,
* and repeating. Return {@link #DURATION_INFINITE} if the duration is infinite.
*
* @return Total time an animation takes to finish, starting from the time {@link #start()}
* is called. {@link #DURATION_INFINITE} will be returned if the animation or any
* child animation repeats infinite times.
*/
public long getTotalDuration() {
long duration = getDuration();
if (duration == DURATION_INFINITE) {
return DURATION_INFINITE;
} else {
return getStartDelay() + duration;
}
}
/**
* The time interpolator used in calculating the elapsed fraction of the
* animation. The interpolator determines whether the animation runs with
* linear or non-linear motion, such as acceleration and deceleration. The
* default value is {@link android.view.animation.AccelerateDecelerateInterpolator}.
*
* @param value the interpolator to be used by this animation
*/
public abstract void setInterpolator(TimeInterpolator value);
/**
* Returns the timing interpolator that this animation uses.
*
* @return The timing interpolator for this animation.
*/
public TimeInterpolator getInterpolator() {
return null;
}
/**
* Returns whether this Animator is currently running (having been started and gone past any
* initial startDelay period and not yet ended).
*
* @return Whether the Animator is running.
*/
public abstract boolean isRunning();
/**
* Returns whether this Animator has been started and not yet ended. For reusable
* Animators (which most Animators are, apart from the one-shot animator produced by
* {@link android.view.ViewAnimationUtils#createCircularReveal(
* android.view.View, int, int, float, float) createCircularReveal()}),
* this state is a superset of {@link #isRunning()}, because an Animator with a
* nonzero {@link #getStartDelay() startDelay} will return true for {@link #isStarted()} during
* the delay phase, whereas {@link #isRunning()} will return true only after the delay phase
* is complete. Non-reusable animators will always return true after they have been
* started, because they cannot return to a non-started state.
*
* @return Whether the Animator has been started and not yet ended.
*/
public boolean isStarted() {
// Default method returns value for isRunning(). Subclasses should override to return a
// real value.
return isRunning();
}
/**
* Adds a listener to the set of listeners that are sent events through the life of an
* animation, such as start, repeat, and end.
*
* @param listener the listener to be added to the current set of listeners for this animation.
*/
public void addListener(AnimatorListener listener) {
if (mListeners == null) {
mListeners = new ArrayList<AnimatorListener>();
}
mListeners.add(listener);
}
/**
* Removes a listener from the set listening to this animation.
*
* @param listener the listener to be removed from the current set of listeners for this
* animation.
*/
public void removeListener(AnimatorListener listener) {
if (mListeners == null) {
return;
}
mListeners.remove(listener);
if (mListeners.size() == 0) {
mListeners = null;
}
}
/**
* Gets the set of {@link android.animation.Animator.AnimatorListener} objects that are currently
* listening for events on this <code>Animator</code> object.
*
* @return ArrayList<AnimatorListener> The set of listeners.
*/
public ArrayList<AnimatorListener> getListeners() {
return mListeners;
}
/**
* Adds a pause listener to this animator.
*
* @param listener the listener to be added to the current set of pause listeners
* for this animation.
*/
public void addPauseListener(AnimatorPauseListener listener) {
if (mPauseListeners == null) {
mPauseListeners = new ArrayList<AnimatorPauseListener>();
}
mPauseListeners.add(listener);
}
/**
* Removes a pause listener from the set listening to this animation.
*
* @param listener the listener to be removed from the current set of pause
* listeners for this animation.
*/
public void removePauseListener(AnimatorPauseListener listener) {
if (mPauseListeners == null) {
return;
}
mPauseListeners.remove(listener);
if (mPauseListeners.size() == 0) {
mPauseListeners = null;
}
}
/**
* Removes all {@link #addListener(android.animation.Animator.AnimatorListener) listeners}
* and {@link #addPauseListener(android.animation.Animator.AnimatorPauseListener)
* pauseListeners} from this object.
*/
public void removeAllListeners() {
if (mListeners != null) {
mListeners.clear();
mListeners = null;
}
if (mPauseListeners != null) {
mPauseListeners.clear();
mPauseListeners = null;
}
}
/**
* Return a mask of the configuration parameters for which this animator may change, requiring
* that it should be re-created from Resources. The default implementation returns whatever
* value was provided through setChangingConfigurations(int) or 0 by default.
*
* @return Returns a mask of the changing configuration parameters, as defined by
* {@link android.content.pm.ActivityInfo}.
* @see android.content.pm.ActivityInfo
* @hide
*/
public @Config int getChangingConfigurations() {
return mChangingConfigurations;
}
/**
* Set a mask of the configuration parameters for which this animator may change, requiring
* that it be re-created from resource.
*
* @param configs A mask of the changing configuration parameters, as
* defined by {@link android.content.pm.ActivityInfo}.
*
* @see android.content.pm.ActivityInfo
* @hide
*/
public void setChangingConfigurations(@Config int configs) {
mChangingConfigurations = configs;
}
/**
* Sets the changing configurations value to the union of the current changing configurations
* and the provided configs.
* This method is called while loading the animator.
* @hide
*/
public void appendChangingConfigurations(@Config int configs) {
mChangingConfigurations |= configs;
}
/**
* Return a {@link android.content.res.ConstantState} instance that holds the shared state of
* this Animator.
* <p>
* This constant state is used to create new instances of this animator when needed, instead
* of re-loading it from resources. Default implementation creates a new
* {@link AnimatorConstantState}. You can override this method to provide your custom logic or
* return null if you don't want this animator to be cached.
*
* @return The ConfigurationBoundResourceCache.BaseConstantState associated to this Animator.
* @see android.content.res.ConstantState
* @see #clone()
* @hide
*/
public ConstantState<Animator> createConstantState() {
return new AnimatorConstantState(this);
}
@Override
public Animator clone() {
try {
final Animator anim = (Animator) super.clone();
if (mListeners != null) {
anim.mListeners = new ArrayList<AnimatorListener>(mListeners);
}
if (mPauseListeners != null) {
anim.mPauseListeners = new ArrayList<AnimatorPauseListener>(mPauseListeners);
}
return anim;
} catch (CloneNotSupportedException e) {
throw new AssertionError();
}
}
/**
* This method tells the object to use appropriate information to extract
* starting values for the animation. For example, a AnimatorSet object will pass
* this call to its child objects to tell them to set up the values. A
* ObjectAnimator object will use the information it has about its target object
* and PropertyValuesHolder objects to get the start values for its properties.
* A ValueAnimator object will ignore the request since it does not have enough
* information (such as a target object) to gather these values.
*/
public void setupStartValues() {
}
/**
* This method tells the object to use appropriate information to extract
* ending values for the animation. For example, a AnimatorSet object will pass
* this call to its child objects to tell them to set up the values. A
* ObjectAnimator object will use the information it has about its target object
* and PropertyValuesHolder objects to get the start values for its properties.
* A ValueAnimator object will ignore the request since it does not have enough
* information (such as a target object) to gather these values.
*/
public void setupEndValues() {
}
/**
* Sets the target object whose property will be animated by this animation. Not all subclasses
* operate on target objects (for example, {@link ValueAnimator}, but this method
* is on the superclass for the convenience of dealing generically with those subclasses
* that do handle targets.
* <p>
* <strong>Note:</strong> The target is stored as a weak reference internally to avoid leaking
* resources by having animators directly reference old targets. Therefore, you should
* ensure that animator targets always have a hard reference elsewhere.
*
* @param target The object being animated
*/
public void setTarget(@Nullable Object target) {
}
// Hide reverse() and canReverse() for now since reverse() only work for simple
// cases, like we don't support sequential, neither startDelay.
// TODO: make reverse() works for all the Animators.
/**
* @hide
*/
public boolean canReverse() {
return false;
}
/**
* @hide
*/
@UnsupportedAppUsage
public void reverse() {
throw new IllegalStateException("Reverse is not supported");
}
// Pulse an animation frame into the animation.
boolean pulseAnimationFrame(long frameTime) {
// TODO: Need to find a better signal than this. There's a bug in SystemUI that's preventing
// returning !isStarted() from working.
return false;
}
/**
* Internal use only.
* This call starts the animation in regular or reverse direction without requiring them to
* register frame callbacks. The caller will be responsible for all the subsequent animation
* pulses. Specifically, the caller needs to call doAnimationFrame(...) for the animation on
* every frame.
*
* @param inReverse whether the animation should play in reverse direction
*/
void startWithoutPulsing(boolean inReverse) {
if (inReverse) {
reverse();
} else {
start();
}
}
/**
* Internal use only.
* Skips the animation value to end/start, depending on whether the play direction is forward
* or backward.
*
* @param inReverse whether the end value is based on a reverse direction. If yes, this is
* equivalent to skip to start value in a forward playing direction.
*/
void skipToEndValue(boolean inReverse) {}
/**
* Internal use only.
*
* Returns whether the animation has start/end values setup. For most of the animations, this
* should always be true. For ObjectAnimators, the start values are setup in the initialization
* of the animation.
*/
boolean isInitialized() {
return true;
}
/**
* Internal use only.
*/
void animateBasedOnPlayTime(long currentPlayTime, long lastPlayTime, boolean inReverse) {}
/**
* <p>An animation listener receives notifications from an animation.
* Notifications indicate animation related events, such as the end or the
* repetition of the animation.</p>
*/
public static interface AnimatorListener {
/**
* <p>Notifies the start of the animation as well as the animation's overall play direction.
* This method's default behavior is to call {@link #onAnimationStart(Animator)}. This
* method can be overridden, though not required, to get the additional play direction info
* when an animation starts. Skipping calling super when overriding this method results in
* {@link #onAnimationStart(Animator)} not getting called.
*
* @param animation The started animation.
* @param isReverse Whether the animation is playing in reverse.
*/
default void onAnimationStart(Animator animation, boolean isReverse) {
onAnimationStart(animation);
}
/**
* <p>Notifies the end of the animation. This callback is not invoked
* for animations with repeat count set to INFINITE.</p>
*
* <p>This method's default behavior is to call {@link #onAnimationEnd(Animator)}. This
* method can be overridden, though not required, to get the additional play direction info
* when an animation ends. Skipping calling super when overriding this method results in
* {@link #onAnimationEnd(Animator)} not getting called.
*
* @param animation The animation which reached its end.
* @param isReverse Whether the animation is playing in reverse.
*/
default void onAnimationEnd(Animator animation, boolean isReverse) {
onAnimationEnd(animation);
}
/**
* <p>Notifies the start of the animation.</p>
*
* @param animation The started animation.
*/
void onAnimationStart(Animator animation);
/**
* <p>Notifies the end of the animation. This callback is not invoked
* for animations with repeat count set to INFINITE.</p>
*
* @param animation The animation which reached its end.
*/
void onAnimationEnd(Animator animation);
/**
* <p>Notifies the cancellation of the animation. This callback is not invoked
* for animations with repeat count set to INFINITE.</p>
*
* @param animation The animation which was canceled.
*/
void onAnimationCancel(Animator animation);
/**
* <p>Notifies the repetition of the animation.</p>
*
* @param animation The animation which was repeated.
*/
void onAnimationRepeat(Animator animation);
}
/**
* A pause listener receives notifications from an animation when the
* animation is {@link #pause() paused} or {@link #resume() resumed}.
*
* @see #addPauseListener(AnimatorPauseListener)
*/
public static interface AnimatorPauseListener {
/**
* <p>Notifies that the animation was paused.</p>
*
* @param animation The animaton being paused.
* @see #pause()
*/
void onAnimationPause(Animator animation);
/**
* <p>Notifies that the animation was resumed, after being
* previously paused.</p>
*
* @param animation The animation being resumed.
* @see #resume()
*/
void onAnimationResume(Animator animation);
}
/**
* <p>Whether or not the Animator is allowed to run asynchronously off of
* the UI thread. This is a hint that informs the Animator that it is
* OK to run the animation off-thread, however the Animator may decide
* that it must run the animation on the UI thread anyway.
*
* <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>The animator is immutable while {@link #isStarted()} is true. Requests
* to change 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
*/
public void setAllowRunningAsynchronously(boolean mayRunAsync) {
// It is up to subclasses to support this, if they can.
}
/**
* Creates a {@link ConstantState} which holds changing configurations information associated
* with the given Animator.
* <p>
* When {@link #newInstance()} is called, default implementation clones the Animator.
*/
private static class AnimatorConstantState extends ConstantState<Animator> {
final Animator mAnimator;
@Config int mChangingConf;
public AnimatorConstantState(Animator animator) {
mAnimator = animator;
// ensure a reference back to here so that constante state is not gc'ed.
mAnimator.mConstantState = this;
mChangingConf = mAnimator.getChangingConfigurations();
}
@Override
public @Config int getChangingConfigurations() {
return mChangingConf;
}
@Override
public Animator newInstance() {
final Animator clone = mAnimator.clone();
clone.mConstantState = this;
return clone;
}
}
}