/android/upstream/android/animation/ValueAnimator.java
Java | 1174 lines | 518 code | 92 blank | 564 comment | 138 complexity | 85180194c4c5a9455feb2cf7154dcb58 MD5 | raw file
- /*
- * 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.Handler;
- import android.os.Looper;
- import android.os.Message;
- import android.util.AndroidRuntimeException;
- 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>
- */
- public class ValueAnimator extends Animator {
- /**
- * Internal constants
- */
- /*
- * The default amount of time in ms between animation frames
- */
- private static final long DEFAULT_FRAME_DELAY = 10;
- /**
- * Messages sent to timing handler: START is sent when an animation first begins, FRAME is sent
- * by the handler to itself to process the next animation frame
- */
- static final int ANIMATION_START = 0;
- static final int ANIMATION_FRAME = 1;
- /**
- * 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;
- // TODO: We access the following ThreadLocal variables often, some of them on every update.
- // If ThreadLocal access is significantly expensive, we may want to put all of these
- // fields into a structure sot hat we just access ThreadLocal once to get the reference
- // to that structure, then access the structure directly for each field.
- // The static sAnimationHandler processes the internal timing loop on which all animations
- // are based
- private static ThreadLocal<AnimationHandler> sAnimationHandler =
- new ThreadLocal<AnimationHandler>();
- // The per-thread list of all active animations
- private static final ThreadLocal<ArrayList<ValueAnimator>> sAnimations =
- new ThreadLocal<ArrayList<ValueAnimator>>() {
- @Override
- protected ArrayList<ValueAnimator> initialValue() {
- return new ArrayList<ValueAnimator>();
- }
- };
- // The per-thread set of animations to be started on the next animation frame
- private static final ThreadLocal<ArrayList<ValueAnimator>> sPendingAnimations =
- new ThreadLocal<ArrayList<ValueAnimator>>() {
- @Override
- protected ArrayList<ValueAnimator> initialValue() {
- return new ArrayList<ValueAnimator>();
- }
- };
- /**
- * Internal per-thread collections used to avoid set collisions as animations start and end
- * while being processed.
- */
- private static final ThreadLocal<ArrayList<ValueAnimator>> sDelayedAnims =
- new ThreadLocal<ArrayList<ValueAnimator>>() {
- @Override
- protected ArrayList<ValueAnimator> initialValue() {
- return new ArrayList<ValueAnimator>();
- }
- };
- private static final ThreadLocal<ArrayList<ValueAnimator>> sEndingAnims =
- new ThreadLocal<ArrayList<ValueAnimator>>() {
- @Override
- protected ArrayList<ValueAnimator> initialValue() {
- return new ArrayList<ValueAnimator>();
- }
- };
- private static final ThreadLocal<ArrayList<ValueAnimator>> sReadyAnims =
- new ThreadLocal<ArrayList<ValueAnimator>>() {
- @Override
- protected ArrayList<ValueAnimator> initialValue() {
- return new ArrayList<ValueAnimator>();
- }
- };
- // The time interpolator to be used if none is set on the animation
- private static final TimeInterpolator sDefaultInterpolator =
- new AccelerateDecelerateInterpolator();
- // type evaluators for the primitive types handled by this implementation
- private static final TypeEvaluator sIntEvaluator = new IntEvaluator();
- private static final TypeEvaluator sFloatEvaluator = new FloatEvaluator();
- /**
- * 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;
- /**
- * 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 = 300;
- // The amount of time in ms to delay starting the animation after start() is called
- private long mStartDelay = 0;
- // The number of milliseconds between animation frames
- private static long sFrameDelay = DEFAULT_FRAME_DELAY;
- // The number of times the animation will repeat. The default is 0, which means the animation
- // will play only once
- private int mRepeatCount = 0;
- /**
- * The type of repetition that will occur when repeatMode is nonzero. RESTART means the
- * animation will start from the beginning on every new cycle. REVERSE means the animation
- * will reverse directions on each iteration.
- */
- private int mRepeatMode = RESTART;
- /**
- * The time interpolator to be used. The elapsed fraction of the animation will be passed
- * through this interpolator to calculate the interpolated fraction, which is then used to
- * calculate the animated values.
- */
- private TimeInterpolator mInterpolator = sDefaultInterpolator;
- /**
- * The set of listeners to be sent events through the life of an animation.
- */
- private ArrayList<AnimatorUpdateListener> mUpdateListeners = null;
- /**
- * The property/value sets being animated.
- */
- PropertyValuesHolder[] mValues;
- /**
- * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values
- * by property name during calls to getAnimatedValue(String).
- */
- HashMap<String, PropertyValuesHolder> mValuesMap;
- /**
- * Public constants
- */
- /**
- * When the animation reaches the end and <code>repeatCount</code> is INFINITE
- * or a positive value, the animation restarts from the beginning.
- */
- public static final int RESTART = 1;
- /**
- * When the animation reaches the end and <code>repeatCount</code> is INFINITE
- * or a positive value, the animation reverses direction on every iteration.
- */
- public static final int REVERSE = 2;
- /**
- * This value used used with the {@link #setRepeatCount(int)} property to repeat
- * the animation indefinitely.
- */
- public static final int INFINITE = -1;
- /**
- * Creates a new 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 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(new PropertyValuesHolder[]{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(new PropertyValuesHolder[]{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(new PropertyValuesHolder[]{PropertyValuesHolder.ofObject("",
- (TypeEvaluator)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 an 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 = (PropertyValuesHolder) 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);
- }
- mDuration = duration;
- return this;
- }
- /**
- * Gets the length of the animation. The default duration is 300 milliseconds.
- *
- * @return The length of the animation, in milliseconds.
- */
- public long getDuration() {
- return mDuration;
- }
- /**
- * Sets the position of the animation to the specified point in time. This time should
- * be between 0 and the total duration of the animation, including any repetition. If
- * the animation has not yet been started, then it will not advance forward after it is
- * set to this time; it will simply set the time to this value and perform any appropriate
- * actions based on that time. If the animation is already running, then setCurrentPlayTime()
- * will set the current playing time to this value and continue playing from that point.
- *
- * @param playTime The time, in milliseconds, to which the animation is advanced or rewound.
- */
- public void setCurrentPlayTime(long playTime) {
- initAnimation();
- long currentTime = AnimationUtils.currentAnimationTimeMillis();
- if (mPlayingState != RUNNING) {
- mSeekTime = playTime;
- mPlayingState = SEEKED;
- }
- mStartTime = currentTime - playTime;
- animationFrame(currentTime);
- }
- /**
- * Gets the current position of the animation in time, which is equal to the current
- * time minus the time that the animation started. An animation that is not yet started will
- * return a value of zero.
- *
- * @return The current position in time of the animation.
- */
- public long getCurrentPlayTime() {
- if (!mInitialized || mPlayingState == STOPPED) {
- return 0;
- }
- return AnimationUtils.currentAnimationTimeMillis() - mStartTime;
- }
- /**
- * This custom, static handler handles the timing pulse that is shared by
- * all active animations. This approach ensures that the setting of animation
- * values will happen on the UI thread and that all animations will share
- * the same times for calculating their values, which makes synchronizing
- * animations possible.
- *
- */
- private static class AnimationHandler extends Handler {
- /**
- * There are only two messages that we care about: ANIMATION_START and
- * ANIMATION_FRAME. The START message is sent when an animation's start()
- * method is called. It cannot start synchronously when start() is called
- * because the call may be on the wrong thread, and it would also not be
- * synchronized with other animations because it would not start on a common
- * timing pulse. So each animation sends a START message to the handler, which
- * causes the handler to place the animation on the active animations queue and
- * start processing frames for that animation.
- * The FRAME message is the one that is sent over and over while there are any
- * active animations to process.
- */
- @Override
- public void handleMessage(Message msg) {
- boolean callAgain = true;
- ArrayList<ValueAnimator> animations = sAnimations.get();
- ArrayList<ValueAnimator> delayedAnims = sDelayedAnims.get();
- switch (msg.what) {
- // TODO: should we avoid sending frame message when starting if we
- // were already running?
- case ANIMATION_START:
- ArrayList<ValueAnimator> pendingAnimations = sPendingAnimations.get();
- if (animations.size() > 0 || delayedAnims.size() > 0) {
- callAgain = false;
- }
- // pendingAnims holds any animations that have requested to be started
- // We're going to clear sPendingAnimations, but starting animation may
- // cause more to be added to the pending list (for example, if one animation
- // starting triggers another starting). So we loop until sPendingAnimations
- // is empty.
- while (pendingAnimations.size() > 0) {
- ArrayList<ValueAnimator> pendingCopy =
- (ArrayList<ValueAnimator>) pendingAnimations.clone();
- pendingAnimations.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();
- } else {
- delayedAnims.add(anim);
- }
- }
- }
- // fall through to process first frame of new animations
- case ANIMATION_FRAME:
- // currentTime holds the common time for all animations processed
- // during this frame
- long currentTime = AnimationUtils.currentAnimationTimeMillis();
- ArrayList<ValueAnimator> readyAnims = sReadyAnims.get();
- ArrayList<ValueAnimator> endingAnims = sEndingAnims.get();
- // First, process animations currently sitting on the delayed queue, adding
- // them to the active animations if they are ready
- int numDelayedAnims = delayedAnims.size();
- for (int i = 0; i < numDelayedAnims; ++i) {
- ValueAnimator anim = delayedAnims.get(i);
- if (anim.delayedAnimationFrame(currentTime)) {
- readyAnims.add(anim);
- }
- }
- int numReadyAnims = readyAnims.size();
- if (numReadyAnims > 0) {
- for (int i = 0; i < numReadyAnims; ++i) {
- ValueAnimator anim = readyAnims.get(i);
- anim.startAnimation();
- anim.mRunning = true;
- delayedAnims.remove(anim);
- }
- readyAnims.clear();
- }
- // Now process all active animations. The return value from animationFrame()
- // tells the handler whether it should now be ended
- int numAnims = animations.size();
- int i = 0;
- while (i < numAnims) {
- ValueAnimator anim = animations.get(i);
- if (anim.animationFrame(currentTime)) {
- endingAnims.add(anim);
- }
- if (animations.size() == numAnims) {
- ++i;
- } else {
- // An animation might be canceled or ended by client code
- // during the animation frame. Check to see if this happened by
- // seeing whether the current index is the same as it was before
- // calling animationFrame(). Another approach would be to copy
- // animations to a temporary list and process that list instead,
- // but that entails garbage and processing overhead that would
- // be nice to avoid.
- --numAnims;
- endingAnims.remove(anim);
- }
- }
- if (endingAnims.size() > 0) {
- for (i = 0; i < endingAnims.size(); ++i) {
- endingAnims.get(i).endAnimation();
- }
- endingAnims.clear();
- }
- // If there are still active or delayed animations, call the handler again
- // after the frameDelay
- if (callAgain && (!animations.isEmpty() || !delayedAnims.isEmpty())) {
- sendEmptyMessageDelayed(ANIMATION_FRAME, Math.max(0, sFrameDelay -
- (AnimationUtils.currentAnimationTimeMillis() - currentTime)));
- }
- break;
- }
- }
- }
- /**
- * The amount of time, in milliseconds, to delay starting the animation after
- * {@link #start()} is called.
- *
- * @return the number of milliseconds to delay running the animation
- */
- public long getStartDelay() {
- return mStartDelay;
- }
- /**
- * The amount of time, in milliseconds, to delay starting the animation after
- * {@link #start()} is called.
- * @param startDelay The amount of the delay, in milliseconds
- */
- public void setStartDelay(long startDelay) {
- this.mStartDelay = startDelay;
- }
- /**
- * The amount of time, in milliseconds, between each frame of the animation. This is a
- * requested time that the animation will attempt to honor, but the actual delay between
- * frames may be different, depending on system load and capabilities. This is a static
- * function because the same delay will be applied to all animations, since they are all
- * run off of a single timing loop.
- *
- * @return the requested time between frames, in milliseconds
- */
- public static long getFrameDelay() {
- return sFrameDelay;
- }
- /**
- * The amount of time, in milliseconds, between each frame of the animation. This is a
- * requested time that the animation will attempt to honor, but the actual delay between
- * frames may be different, depending on system load and capabilities. This is a static
- * function because the same delay will be applied to all animations, since they are all
- * run off of a single timing loop.
- *
- * @param frameDelay the requested time between frames, in milliseconds
- */
- public static void setFrameDelay(long frameDelay) {
- sFrameDelay = frameDelay;
- }
- /**
- * The most recent value calculated by this <code>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.
- */
- 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);
- }
- }
- /**
- * 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;
- sPendingAnimations.get().add(this);
- if (mStartDelay == 0) {
- // This sets the initial value of the animation, prior to actually starting it running
- setCurrentPlayTime(getCurrentPlayTime());
- mPlayingState = STOPPED;
- mRunning = 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);
- }
- }
- }
- AnimationHandler animationHandler = sAnimationHandler.get();
- if (animationHandler == null) {
- animationHandler = new AnimationHandler();
- sAnimationHandler.set(animationHandler);
- }
- animationHandler.sendEmptyMessage(ANIMATION_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
- if (mPlayingState != STOPPED || sPendingAnimations.get().contains(this) ||
- sDelayedAnims.get().contains(this)) {
- // Only notify listeners if the animator has actually started
- if (mRunning && mListeners != null) {
- ArrayList<AnimatorListener> tmpListeners =
- (ArrayList<AnimatorListener>) mListeners.clone();
- for (AnimatorListener listener : tmpListeners) {
- listener.onAnimationCancel(this);
- }
- }
- endAnimation();
- }
- }
- @Override
- public void end() {
- if (!sAnimations.get().contains(this) && !sPendingAnimations.get().contains(this)) {
- // Special case if the animation has not yet started; get it ready for ending
- mStartedDelay = false;
- startAnimation();
- } else if (!mInitialized) {
- initAnimation();
- }
- // The final value set on the target varies, depending on whether the animation
- // was supposed to repeat an odd number of times
- if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) {
- animateValue(0f);
- } else {
- animateValue(1f);
- }
- endAnimation();
- }
- @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.
- */
- public void reverse() {
- mPlayingBackwards = !mPlayingBackwards;
- if (mPlayingState == RUNNING) {
- long currentTime = AnimationUtils.currentAnimationTimeMillis();
- long currentPlayTime = currentTime - mStartTime;
- long timeLeft = mDuration - currentPlayTime;
- mStartTime = currentTime - timeLeft;
- } else {
- start(true);
- }
- }
- /**
- * Called internally to end an animation by removing it from the animations list. Must be
- * called on the UI thread.
- */
- private void endAnimation() {
- sAnimations.get().remove(this);
- sPendingAnimations.get().remove(this);
- sDelayedAnims.get().remove(this);
- mPlayingState = STOPPED;
- if (mRunning && 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);
- }
- }
- mRunning = false;
- mStarted = false;
- }
- /**
- * Called internally to start an animation by adding it to the active animations list. Must be
- * called on the UI thread.
- */
- private void startAnimation() {
- initAnimation();
- sAnimations.get().add(this);
- if (mStartDelay > 0 && mListeners != null) {
- // Listeners were already notified in start() if startDelay is 0; this is
- // just for delayed animations
- ArrayList<AnimatorListener> tmpListeners =
- (ArrayList<AnimatorListener>) mListeners.clone();
- int numListeners = tmpListeners.size();
- for (int i = 0; i < numListeners; ++i) {
- tmpListeners.get(i).onAnimationStart(this);
- }
- }
- }
- /**
- * Internal function called to process an animation frame on an animation that is currently
- * sleeping through its <code>startDelay</code> phase. The return value indicates whether it
- * should be woken up and put on the active animations queue.
- *
- * @param currentTime The current animation time, used to calculate whether the animation
- * has exceeded its <code>startDelay</code> and should be started.
- * @return True if the animation's <code>startDelay</code> has been exceeded and the animation
- * should be added to the set of active animations.
- */
- private boolean delayedAnimationFrame(long currentTime) {
- if (!mStartedDelay) {
- mStartedDelay = true;
- mDelayStartTime = currentTime;
- } else {
- long deltaTime = currentTime - mDelayStartTime;
- if (deltaTime > mStartDelay) {
- // startDelay ended - start the anim and record the
- // mStartTime appropriately
- mStartTime = currentTime - (deltaTime - mStartDelay);
- mPlayingState = RUNNING;
- return true;
- }
- }
- return false;
- }
- /**
- * This internal function processes a single animation frame for a given animation. The
- * currentTime parameter is the timing pulse sent by the handler, used to calculate the
- * elapsed duration, and therefore
- * the elapsed fraction, of the animation. The return value indicates whether the animation
- * should be ended (which happens when the elapsed time of the animation exceeds the
- * animation's duration, including the repeatCount).
- *
- * @param currentTime The current time, as tracked by the static timing handler
- * @return true if the animation's duration, including any repetitions due to
- * <code>repeatCount</code> has been exceeded and the animation should be ended.
- */
- boolean animationFrame(long currentTime) {
- boolean done = false;
- if (mPlayingState == STOPPED) {
- mPlayingState = RUNNING;
- if (mSeekTime < 0) {
- mStartTime = currentTime;
- } else {
- mStartTime = currentTime - mSeekTime;
- // Now that we're playing, reset the seek time
- mSeekTime = -1;
- }
- }
- switch (mPlayingState) {
- case RUNNING:
- case SEEKED:
- float fraction = 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 ? false : true;
- }
- 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;
- }
- /**
- * 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