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Diffstat (limited to 'actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java')
-rw-r--r-- | actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java | 1265 |
1 files changed, 0 insertions, 1265 deletions
diff --git a/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java b/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java deleted file mode 100644 index d8a12c688..000000000 --- a/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java +++ /dev/null @@ -1,1265 +0,0 @@ -/* - * 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 com.actionbarsherlock.internal.nineoldandroids.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.Interpolator; -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> - */ -@SuppressWarnings({"rawtypes", "unchecked"}) -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 /*Time*/Interpolator 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 /*Time*/Interpolator 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 = 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(/*Time*/Interpolator 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 /*Time*/Interpolator 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 (mUpdateListeners != null) { - int numListeners = mUpdateListeners.size(); - for (int i = 0; i < numListeners; ++i) { - mUpdateListeners.get(i).onAnimationUpdate(this); - } - } - } - - @Override - public ValueAnimator clone() { - final ValueAnimator anim = (ValueAnimator) super.clone(); - if (mUpdateListeners != null) { - ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners; - anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); - int numListeners = oldListeners.size(); - for (int i = 0; i < numListeners; ++i) { - anim.mUpdateListeners.add(oldListeners.get(i)); - } - } - anim.mSeekTime = -1; - anim.mPlayingBackwards = false; - anim.mCurrentIteration = 0; - anim.mInitialized = false; - anim.mPlayingState = STOPPED; - anim.mStartedDelay = false; - PropertyValuesHolder[] oldValues = mValues; - if (oldValues != null) { - int numValues = oldValues.length; - anim.mValues = new PropertyValuesHolder[numValues]; - anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); - for (int i = 0; i < numValues; ++i) { - PropertyValuesHolder newValuesHolder = oldValues[i].clone(); - anim.mValues[i] = newValuesHolder; - anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder); - } - } - return anim; - } - - /** - * Implementors of this interface can add themselves as update listeners - * to an <code>ValueAnimator</code> instance to receive callbacks on every animation - * frame, after the current frame's values have been calculated for that - * <code>ValueAnimator</code>. - */ - public static interface AnimatorUpdateListener { - /** - * <p>Notifies the occurrence of another frame of the animation.</p> - * - * @param animation The animation which was repeated. - */ - void onAnimationUpdate(ValueAnimator animation); - - } - - /** - * Return the number of animations currently running. - * - * Used by StrictMode internally to annotate violations. Only - * called on the main thread. - * - * @hide - */ - public static int getCurrentAnimationsCount() { - return sAnimations.get().size(); - } - - /** - * Clear all animations on this thread, without canceling or ending them. - * This should be used with caution. - * - * @hide - */ - public static void clearAllAnimations() { - sAnimations.get().clear(); - sPendingAnimations.get().clear(); - sDelayedAnims.get().clear(); - } - - @Override - public String toString() { - String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode()); - if (mValues != null) { - for (int i = 0; i < mValues.length; ++i) { - returnVal += "\n " + mValues[i].toString(); - } - } - return returnVal; - } -} |