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diff --git a/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java b/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java
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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 com.actionbarsherlock.internal.nineoldandroids.animation;
-
-import java.util.ArrayList;
-import java.util.Collection;
-import java.util.HashMap;
-import java.util.List;
-
-import android.view.animation.Interpolator;
-
-/**
- * This class plays a set of {@link Animator} objects in the specified order. Animations
- * can be set up to play together, in sequence, or after a specified delay.
- *
- * <p>There are two different approaches to adding animations to a <code>AnimatorSet</code>:
- * either the {@link AnimatorSet#playTogether(Animator[]) playTogether()} or
- * {@link AnimatorSet#playSequentially(Animator[]) playSequentially()} methods can be called to add
- * a set of animations all at once, or the {@link AnimatorSet#play(Animator)} can be
- * used in conjunction with methods in the {@link AnimatorSet.Builder Builder}
- * class to add animations
- * one by one.</p>
- *
- * <p>It is possible to set up a <code>AnimatorSet</code> with circular dependencies between
- * its animations. For example, an animation a1 could be set up to start before animation a2, a2
- * before a3, and a3 before a1. The results of this configuration are undefined, but will typically
- * result in none of the affected animations being played. Because of this (and because
- * circular dependencies do not make logical sense anyway), circular dependencies
- * should be avoided, and the dependency flow of animations should only be in one direction.
- */
-@SuppressWarnings("unchecked")
-public final class AnimatorSet extends Animator {
-
- /**
- * Internal variables
- * NOTE: This object implements the clone() method, making a deep copy of any referenced
- * objects. As other non-trivial fields are added to this class, make sure to add logic
- * to clone() to make deep copies of them.
- */
-
- /**
- * Tracks animations currently being played, so that we know what to
- * cancel or end when cancel() or end() is called on this AnimatorSet
- */
- private ArrayList<Animator> mPlayingSet = new ArrayList<Animator>();
-
- /**
- * Contains all nodes, mapped to their respective Animators. When new
- * dependency information is added for an Animator, we want to add it
- * to a single node representing that Animator, not create a new Node
- * if one already exists.
- */
- private HashMap<Animator, Node> mNodeMap = new HashMap<Animator, Node>();
-
- /**
- * Set of all nodes created for this AnimatorSet. This list is used upon
- * starting the set, and the nodes are placed in sorted order into the
- * sortedNodes collection.
- */
- private ArrayList<Node> mNodes = new ArrayList<Node>();
-
- /**
- * The sorted list of nodes. This is the order in which the animations will
- * be played. The details about when exactly they will be played depend
- * on the dependency relationships of the nodes.
- */
- private ArrayList<Node> mSortedNodes = new ArrayList<Node>();
-
- /**
- * Flag indicating whether the nodes should be sorted prior to playing. This
- * flag allows us to cache the previous sorted nodes so that if the sequence
- * is replayed with no changes, it does not have to re-sort the nodes again.
- */
- private boolean mNeedsSort = true;
-
- private AnimatorSetListener mSetListener = null;
-
- /**
- * Flag indicating that the AnimatorSet has been manually
- * terminated (by calling cancel() or end()).
- * This flag is used to avoid starting other animations when currently-playing
- * child animations of this AnimatorSet end. It also determines whether cancel/end
- * notifications are sent out via the normal AnimatorSetListener mechanism.
- */
- boolean mTerminated = false;
-
- /**
- * Indicates whether an AnimatorSet has been start()'d, whether or
- * not there is a nonzero startDelay.
- */
- private boolean mStarted = false;
-
- // The amount of time in ms to delay starting the animation after start() is called
- private long mStartDelay = 0;
-
- // Animator used for a nonzero startDelay
- private ValueAnimator mDelayAnim = null;
-
-
- // How long the child animations should last in ms. The default value is negative, which
- // simply means that there is no duration set on the AnimatorSet. When a real duration is
- // set, it is passed along to the child animations.
- private long mDuration = -1;
-
-
- /**
- * Sets up this AnimatorSet to play all of the supplied animations at the same time.
- *
- * @param items The animations that will be started simultaneously.
- */
- public void playTogether(Animator... items) {
- if (items != null) {
- mNeedsSort = true;
- Builder builder = play(items[0]);
- for (int i = 1; i < items.length; ++i) {
- builder.with(items[i]);
- }
- }
- }
-
- /**
- * Sets up this AnimatorSet to play all of the supplied animations at the same time.
- *
- * @param items The animations that will be started simultaneously.
- */
- public void playTogether(Collection<Animator> items) {
- if (items != null && items.size() > 0) {
- mNeedsSort = true;
- Builder builder = null;
- for (Animator anim : items) {
- if (builder == null) {
- builder = play(anim);
- } else {
- builder.with(anim);
- }
- }
- }
- }
-
- /**
- * Sets up this AnimatorSet to play each of the supplied animations when the
- * previous animation ends.
- *
- * @param items The animations that will be started one after another.
- */
- public void playSequentially(Animator... items) {
- if (items != null) {
- mNeedsSort = true;
- if (items.length == 1) {
- play(items[0]);
- } else {
- for (int i = 0; i < items.length - 1; ++i) {
- play(items[i]).before(items[i+1]);
- }
- }
- }
- }
-
- /**
- * Sets up this AnimatorSet to play each of the supplied animations when the
- * previous animation ends.
- *
- * @param items The animations that will be started one after another.
- */
- public void playSequentially(List<Animator> items) {
- if (items != null && items.size() > 0) {
- mNeedsSort = true;
- if (items.size() == 1) {
- play(items.get(0));
- } else {
- for (int i = 0; i < items.size() - 1; ++i) {
- play(items.get(i)).before(items.get(i+1));
- }
- }
- }
- }
-
- /**
- * Returns the current list of child Animator objects controlled by this
- * AnimatorSet. This is a copy of the internal list; modifications to the returned list
- * will not affect the AnimatorSet, although changes to the underlying Animator objects
- * will affect those objects being managed by the AnimatorSet.
- *
- * @return ArrayList<Animator> The list of child animations of this AnimatorSet.
- */
- public ArrayList<Animator> getChildAnimations() {
- ArrayList<Animator> childList = new ArrayList<Animator>();
- for (Node node : mNodes) {
- childList.add(node.animation);
- }
- return childList;
- }
-
- /**
- * Sets the target object for all current {@link #getChildAnimations() child animations}
- * of this AnimatorSet that take targets ({@link ObjectAnimator} and
- * AnimatorSet).
- *
- * @param target The object being animated
- */
- @Override
- public void setTarget(Object target) {
- for (Node node : mNodes) {
- Animator animation = node.animation;
- if (animation instanceof AnimatorSet) {
- ((AnimatorSet)animation).setTarget(target);
- } else if (animation instanceof ObjectAnimator) {
- ((ObjectAnimator)animation).setTarget(target);
- }
- }
- }
-
- /**
- * Sets the TimeInterpolator for all current {@link #getChildAnimations() child animations}
- * of this AnimatorSet.
- *
- * @param interpolator the interpolator to be used by each child animation of this AnimatorSet
- */
- @Override
- public void setInterpolator(/*Time*/Interpolator interpolator) {
- for (Node node : mNodes) {
- node.animation.setInterpolator(interpolator);
- }
- }
-
- /**
- * This method creates a <code>Builder</code> object, which is used to
- * set up playing constraints. This initial <code>play()</code> method
- * tells the <code>Builder</code> the animation that is the dependency for
- * the succeeding commands to the <code>Builder</code>. For example,
- * calling <code>play(a1).with(a2)</code> sets up the AnimatorSet to play
- * <code>a1</code> and <code>a2</code> at the same time,
- * <code>play(a1).before(a2)</code> sets up the AnimatorSet to play
- * <code>a1</code> first, followed by <code>a2</code>, and
- * <code>play(a1).after(a2)</code> sets up the AnimatorSet to play
- * <code>a2</code> first, followed by <code>a1</code>.
- *
- * <p>Note that <code>play()</code> is the only way to tell the
- * <code>Builder</code> the animation upon which the dependency is created,
- * so successive calls to the various functions in <code>Builder</code>
- * will all refer to the initial parameter supplied in <code>play()</code>
- * as the dependency of the other animations. For example, calling
- * <code>play(a1).before(a2).before(a3)</code> will play both <code>a2</code>
- * and <code>a3</code> when a1 ends; it does not set up a dependency between
- * <code>a2</code> and <code>a3</code>.</p>
- *
- * @param anim The animation that is the dependency used in later calls to the
- * methods in the returned <code>Builder</code> object. A null parameter will result
- * in a null <code>Builder</code> return value.
- * @return Builder The object that constructs the AnimatorSet based on the dependencies
- * outlined in the calls to <code>play</code> and the other methods in the
- * <code>Builder</code object.
- */
- public Builder play(Animator anim) {
- if (anim != null) {
- mNeedsSort = true;
- return new Builder(anim);
- }
- return null;
- }
-
- /**
- * {@inheritDoc}
- *
- * <p>Note that canceling a <code>AnimatorSet</code> also cancels all of the animations that it
- * is responsible for.</p>
- */
- @Override
- public void cancel() {
- mTerminated = true;
- if (isStarted()) {
- ArrayList<AnimatorListener> tmpListeners = null;
- if (mListeners != null) {
- tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone();
- for (AnimatorListener listener : tmpListeners) {
- listener.onAnimationCancel(this);
- }
- }
- if (mDelayAnim != null && mDelayAnim.isRunning()) {
- // If we're currently in the startDelay period, just cancel that animator and
- // send out the end event to all listeners
- mDelayAnim.cancel();
- } else if (mSortedNodes.size() > 0) {
- for (Node node : mSortedNodes) {
- node.animation.cancel();
- }
- }
- if (tmpListeners != null) {
- for (AnimatorListener listener : tmpListeners) {
- listener.onAnimationEnd(this);
- }
- }
- mStarted = false;
- }
- }
-
- /**
- * {@inheritDoc}
- *
- * <p>Note that ending a <code>AnimatorSet</code> also ends all of the animations that it is
- * responsible for.</p>
- */
- @Override
- public void end() {
- mTerminated = true;
- if (isStarted()) {
- if (mSortedNodes.size() != mNodes.size()) {
- // hasn't been started yet - sort the nodes now, then end them
- sortNodes();
- for (Node node : mSortedNodes) {
- if (mSetListener == null) {
- mSetListener = new AnimatorSetListener(this);
- }
- node.animation.addListener(mSetListener);
- }
- }
- if (mDelayAnim != null) {
- mDelayAnim.cancel();
- }
- if (mSortedNodes.size() > 0) {
- for (Node node : mSortedNodes) {
- node.animation.end();
- }
- }
- if (mListeners != null) {
- ArrayList<AnimatorListener> tmpListeners =
- (ArrayList<AnimatorListener>) mListeners.clone();
- for (AnimatorListener listener : tmpListeners) {
- listener.onAnimationEnd(this);
- }
- }
- mStarted = false;
- }
- }
-
- /**
- * Returns true if any of the child animations of this AnimatorSet have been started and have
- * not yet ended.
- * @return Whether this AnimatorSet has been started and has not yet ended.
- */
- @Override
- public boolean isRunning() {
- for (Node node : mNodes) {
- if (node.animation.isRunning()) {
- return true;
- }
- }
- return false;
- }
-
- @Override
- public boolean isStarted() {
- return mStarted;
- }
-
- /**
- * The amount of time, in milliseconds, to delay starting the animation after
- * {@link #start()} is called.
- *
- * @return the number of milliseconds to delay running the animation
- */
- @Override
- public long getStartDelay() {
- return mStartDelay;
- }
-
- /**
- * The amount of time, in milliseconds, to delay starting the animation after
- * {@link #start()} is called.
-
- * @param startDelay The amount of the delay, in milliseconds
- */
- @Override
- public void setStartDelay(long startDelay) {
- mStartDelay = startDelay;
- }
-
- /**
- * Gets the length of each of the child animations of this AnimatorSet. This value may
- * be less than 0, which indicates that no duration has been set on this AnimatorSet
- * and each of the child animations will use their own duration.
- *
- * @return The length of the animation, in milliseconds, of each of the child
- * animations of this AnimatorSet.
- */
- @Override
- public long getDuration() {
- return mDuration;
- }
-
- /**
- * Sets the length of each of the current child animations of this AnimatorSet. By default,
- * each child animation will use its own duration. If the duration is set on the AnimatorSet,
- * then each child animation inherits this duration.
- *
- * @param duration The length of the animation, in milliseconds, of each of the child
- * animations of this AnimatorSet.
- */
- @Override
- public AnimatorSet setDuration(long duration) {
- if (duration < 0) {
- throw new IllegalArgumentException("duration must be a value of zero or greater");
- }
- for (Node node : mNodes) {
- // TODO: don't set the duration of the timing-only nodes created by AnimatorSet to
- // insert "play-after" delays
- node.animation.setDuration(duration);
- }
- mDuration = duration;
- return this;
- }
-
- @Override
- public void setupStartValues() {
- for (Node node : mNodes) {
- node.animation.setupStartValues();
- }
- }
-
- @Override
- public void setupEndValues() {
- for (Node node : mNodes) {
- node.animation.setupEndValues();
- }
- }
-
- /**
- * {@inheritDoc}
- *
- * <p>Starting this <code>AnimatorSet</code> will, in turn, start the animations for which
- * it is responsible. The details of when exactly those animations are started depends on
- * the dependency relationships that have been set up between the animations.
- */
- @Override
- public void start() {
- mTerminated = false;
- mStarted = true;
-
- // First, sort the nodes (if necessary). This will ensure that sortedNodes
- // contains the animation nodes in the correct order.
- sortNodes();
-
- int numSortedNodes = mSortedNodes.size();
- for (int i = 0; i < numSortedNodes; ++i) {
- Node node = mSortedNodes.get(i);
- // First, clear out the old listeners
- ArrayList<AnimatorListener> oldListeners = node.animation.getListeners();
- if (oldListeners != null && oldListeners.size() > 0) {
- final ArrayList<AnimatorListener> clonedListeners = new
- ArrayList<AnimatorListener>(oldListeners);
-
- for (AnimatorListener listener : clonedListeners) {
- if (listener instanceof DependencyListener ||
- listener instanceof AnimatorSetListener) {
- node.animation.removeListener(listener);
- }
- }
- }
- }
-
- // nodesToStart holds the list of nodes to be started immediately. We don't want to
- // start the animations in the loop directly because we first need to set up
- // dependencies on all of the nodes. For example, we don't want to start an animation
- // when some other animation also wants to start when the first animation begins.
- final ArrayList<Node> nodesToStart = new ArrayList<Node>();
- for (int i = 0; i < numSortedNodes; ++i) {
- Node node = mSortedNodes.get(i);
- if (mSetListener == null) {
- mSetListener = new AnimatorSetListener(this);
- }
- if (node.dependencies == null || node.dependencies.size() == 0) {
- nodesToStart.add(node);
- } else {
- int numDependencies = node.dependencies.size();
- for (int j = 0; j < numDependencies; ++j) {
- Dependency dependency = node.dependencies.get(j);
- dependency.node.animation.addListener(
- new DependencyListener(this, node, dependency.rule));
- }
- node.tmpDependencies = (ArrayList<Dependency>) node.dependencies.clone();
- }
- node.animation.addListener(mSetListener);
- }
- // Now that all dependencies are set up, start the animations that should be started.
- if (mStartDelay <= 0) {
- for (Node node : nodesToStart) {
- node.animation.start();
- mPlayingSet.add(node.animation);
- }
- } else {
- mDelayAnim = ValueAnimator.ofFloat(0f, 1f);
- mDelayAnim.setDuration(mStartDelay);
- mDelayAnim.addListener(new AnimatorListenerAdapter() {
- boolean canceled = false;
- public void onAnimationCancel(Animator anim) {
- canceled = true;
- }
- public void onAnimationEnd(Animator anim) {
- if (!canceled) {
- int numNodes = nodesToStart.size();
- for (int i = 0; i < numNodes; ++i) {
- Node node = nodesToStart.get(i);
- node.animation.start();
- mPlayingSet.add(node.animation);
- }
- }
- }
- });
- mDelayAnim.start();
- }
- if (mListeners != null) {
- ArrayList<AnimatorListener> tmpListeners =
- (ArrayList<AnimatorListener>) mListeners.clone();
- int numListeners = tmpListeners.size();
- for (int i = 0; i < numListeners; ++i) {
- tmpListeners.get(i).onAnimationStart(this);
- }
- }
- if (mNodes.size() == 0 && mStartDelay == 0) {
- // Handle unusual case where empty AnimatorSet is started - should send out
- // end event immediately since the event will not be sent out at all otherwise
- mStarted = false;
- if (mListeners != null) {
- ArrayList<AnimatorListener> tmpListeners =
- (ArrayList<AnimatorListener>) mListeners.clone();
- int numListeners = tmpListeners.size();
- for (int i = 0; i < numListeners; ++i) {
- tmpListeners.get(i).onAnimationEnd(this);
- }
- }
- }
- }
-
- @Override
- public AnimatorSet clone() {
- final AnimatorSet anim = (AnimatorSet) super.clone();
- /*
- * The basic clone() operation copies all items. This doesn't work very well for
- * AnimatorSet, because it will copy references that need to be recreated and state
- * that may not apply. What we need to do now is put the clone in an uninitialized
- * state, with fresh, empty data structures. Then we will build up the nodes list
- * manually, as we clone each Node (and its animation). The clone will then be sorted,
- * and will populate any appropriate lists, when it is started.
- */
- anim.mNeedsSort = true;
- anim.mTerminated = false;
- anim.mStarted = false;
- anim.mPlayingSet = new ArrayList<Animator>();
- anim.mNodeMap = new HashMap<Animator, Node>();
- anim.mNodes = new ArrayList<Node>();
- anim.mSortedNodes = new ArrayList<Node>();
-
- // Walk through the old nodes list, cloning each node and adding it to the new nodemap.
- // One problem is that the old node dependencies point to nodes in the old AnimatorSet.
- // We need to track the old/new nodes in order to reconstruct the dependencies in the clone.
- HashMap<Node, Node> nodeCloneMap = new HashMap<Node, Node>(); // <old, new>
- for (Node node : mNodes) {
- Node nodeClone = node.clone();
- nodeCloneMap.put(node, nodeClone);
- anim.mNodes.add(nodeClone);
- anim.mNodeMap.put(nodeClone.animation, nodeClone);
- // Clear out the dependencies in the clone; we'll set these up manually later
- nodeClone.dependencies = null;
- nodeClone.tmpDependencies = null;
- nodeClone.nodeDependents = null;
- nodeClone.nodeDependencies = null;
- // clear out any listeners that were set up by the AnimatorSet; these will
- // be set up when the clone's nodes are sorted
- ArrayList<AnimatorListener> cloneListeners = nodeClone.animation.getListeners();
- if (cloneListeners != null) {
- ArrayList<AnimatorListener> listenersToRemove = null;
- for (AnimatorListener listener : cloneListeners) {
- if (listener instanceof AnimatorSetListener) {
- if (listenersToRemove == null) {
- listenersToRemove = new ArrayList<AnimatorListener>();
- }
- listenersToRemove.add(listener);
- }
- }
- if (listenersToRemove != null) {
- for (AnimatorListener listener : listenersToRemove) {
- cloneListeners.remove(listener);
- }
- }
- }
- }
- // Now that we've cloned all of the nodes, we're ready to walk through their
- // dependencies, mapping the old dependencies to the new nodes
- for (Node node : mNodes) {
- Node nodeClone = nodeCloneMap.get(node);
- if (node.dependencies != null) {
- for (Dependency dependency : node.dependencies) {
- Node clonedDependencyNode = nodeCloneMap.get(dependency.node);
- Dependency cloneDependency = new Dependency(clonedDependencyNode,
- dependency.rule);
- nodeClone.addDependency(cloneDependency);
- }
- }
- }
-
- return anim;
- }
-
- /**
- * This class is the mechanism by which animations are started based on events in other
- * animations. If an animation has multiple dependencies on other animations, then
- * all dependencies must be satisfied before the animation is started.
- */
- private static class DependencyListener implements AnimatorListener {
-
- private AnimatorSet mAnimatorSet;
-
- // The node upon which the dependency is based.
- private Node mNode;
-
- // The Dependency rule (WITH or AFTER) that the listener should wait for on
- // the node
- private int mRule;
-
- public DependencyListener(AnimatorSet animatorSet, Node node, int rule) {
- this.mAnimatorSet = animatorSet;
- this.mNode = node;
- this.mRule = rule;
- }
-
- /**
- * Ignore cancel events for now. We may want to handle this eventually,
- * to prevent follow-on animations from running when some dependency
- * animation is canceled.
- */
- public void onAnimationCancel(Animator animation) {
- }
-
- /**
- * An end event is received - see if this is an event we are listening for
- */
- public void onAnimationEnd(Animator animation) {
- if (mRule == Dependency.AFTER) {
- startIfReady(animation);
- }
- }
-
- /**
- * Ignore repeat events for now
- */
- public void onAnimationRepeat(Animator animation) {
- }
-
- /**
- * A start event is received - see if this is an event we are listening for
- */
- public void onAnimationStart(Animator animation) {
- if (mRule == Dependency.WITH) {
- startIfReady(animation);
- }
- }
-
- /**
- * Check whether the event received is one that the node was waiting for.
- * If so, mark it as complete and see whether it's time to start
- * the animation.
- * @param dependencyAnimation the animation that sent the event.
- */
- private void startIfReady(Animator dependencyAnimation) {
- if (mAnimatorSet.mTerminated) {
- // if the parent AnimatorSet was canceled, then don't start any dependent anims
- return;
- }
- Dependency dependencyToRemove = null;
- int numDependencies = mNode.tmpDependencies.size();
- for (int i = 0; i < numDependencies; ++i) {
- Dependency dependency = mNode.tmpDependencies.get(i);
- if (dependency.rule == mRule &&
- dependency.node.animation == dependencyAnimation) {
- // rule fired - remove the dependency and listener and check to
- // see whether it's time to start the animation
- dependencyToRemove = dependency;
- dependencyAnimation.removeListener(this);
- break;
- }
- }
- mNode.tmpDependencies.remove(dependencyToRemove);
- if (mNode.tmpDependencies.size() == 0) {
- // all dependencies satisfied: start the animation
- mNode.animation.start();
- mAnimatorSet.mPlayingSet.add(mNode.animation);
- }
- }
-
- }
-
- private class AnimatorSetListener implements AnimatorListener {
-
- private AnimatorSet mAnimatorSet;
-
- AnimatorSetListener(AnimatorSet animatorSet) {
- mAnimatorSet = animatorSet;
- }
-
- public void onAnimationCancel(Animator animation) {
- if (!mTerminated) {
- // Listeners are already notified of the AnimatorSet canceling in cancel().
- // The logic below only kicks in when animations end normally
- if (mPlayingSet.size() == 0) {
- if (mListeners != null) {
- int numListeners = mListeners.size();
- for (int i = 0; i < numListeners; ++i) {
- mListeners.get(i).onAnimationCancel(mAnimatorSet);
- }
- }
- }
- }
- }
-
- public void onAnimationEnd(Animator animation) {
- animation.removeListener(this);
- mPlayingSet.remove(animation);
- Node animNode = mAnimatorSet.mNodeMap.get(animation);
- animNode.done = true;
- if (!mTerminated) {
- // Listeners are already notified of the AnimatorSet ending in cancel() or
- // end(); the logic below only kicks in when animations end normally
- ArrayList<Node> sortedNodes = mAnimatorSet.mSortedNodes;
- boolean allDone = true;
- int numSortedNodes = sortedNodes.size();
- for (int i = 0; i < numSortedNodes; ++i) {
- if (!sortedNodes.get(i).done) {
- allDone = false;
- break;
- }
- }
- if (allDone) {
- // If this was the last child animation to end, then notify listeners that this
- // AnimatorSet has ended
- if (mListeners != null) {
- ArrayList<AnimatorListener> tmpListeners =
- (ArrayList<AnimatorListener>) mListeners.clone();
- int numListeners = tmpListeners.size();
- for (int i = 0; i < numListeners; ++i) {
- tmpListeners.get(i).onAnimationEnd(mAnimatorSet);
- }
- }
- mAnimatorSet.mStarted = false;
- }
- }
- }
-
- // Nothing to do
- public void onAnimationRepeat(Animator animation) {
- }
-
- // Nothing to do
- public void onAnimationStart(Animator animation) {
- }
-
- }
-
- /**
- * This method sorts the current set of nodes, if needed. The sort is a simple
- * DependencyGraph sort, which goes like this:
- * - All nodes without dependencies become 'roots'
- * - while roots list is not null
- * - for each root r
- * - add r to sorted list
- * - remove r as a dependency from any other node
- * - any nodes with no dependencies are added to the roots list
- */
- private void sortNodes() {
- if (mNeedsSort) {
- mSortedNodes.clear();
- ArrayList<Node> roots = new ArrayList<Node>();
- int numNodes = mNodes.size();
- for (int i = 0; i < numNodes; ++i) {
- Node node = mNodes.get(i);
- if (node.dependencies == null || node.dependencies.size() == 0) {
- roots.add(node);
- }
- }
- ArrayList<Node> tmpRoots = new ArrayList<Node>();
- while (roots.size() > 0) {
- int numRoots = roots.size();
- for (int i = 0; i < numRoots; ++i) {
- Node root = roots.get(i);
- mSortedNodes.add(root);
- if (root.nodeDependents != null) {
- int numDependents = root.nodeDependents.size();
- for (int j = 0; j < numDependents; ++j) {
- Node node = root.nodeDependents.get(j);
- node.nodeDependencies.remove(root);
- if (node.nodeDependencies.size() == 0) {
- tmpRoots.add(node);
- }
- }
- }
- }
- roots.clear();
- roots.addAll(tmpRoots);
- tmpRoots.clear();
- }
- mNeedsSort = false;
- if (mSortedNodes.size() != mNodes.size()) {
- throw new IllegalStateException("Circular dependencies cannot exist"
- + " in AnimatorSet");
- }
- } else {
- // Doesn't need sorting, but still need to add in the nodeDependencies list
- // because these get removed as the event listeners fire and the dependencies
- // are satisfied
- int numNodes = mNodes.size();
- for (int i = 0; i < numNodes; ++i) {
- Node node = mNodes.get(i);
- if (node.dependencies != null && node.dependencies.size() > 0) {
- int numDependencies = node.dependencies.size();
- for (int j = 0; j < numDependencies; ++j) {
- Dependency dependency = node.dependencies.get(j);
- if (node.nodeDependencies == null) {
- node.nodeDependencies = new ArrayList<Node>();
- }
- if (!node.nodeDependencies.contains(dependency.node)) {
- node.nodeDependencies.add(dependency.node);
- }
- }
- }
- // nodes are 'done' by default; they become un-done when started, and done
- // again when ended
- node.done = false;
- }
- }
- }
-
- /**
- * Dependency holds information about the node that some other node is
- * dependent upon and the nature of that dependency.
- *
- */
- private static class Dependency {
- static final int WITH = 0; // dependent node must start with this dependency node
- static final int AFTER = 1; // dependent node must start when this dependency node finishes
-
- // The node that the other node with this Dependency is dependent upon
- public Node node;
-
- // The nature of the dependency (WITH or AFTER)
- public int rule;
-
- public Dependency(Node node, int rule) {
- this.node = node;
- this.rule = rule;
- }
- }
-
- /**
- * A Node is an embodiment of both the Animator that it wraps as well as
- * any dependencies that are associated with that Animation. This includes
- * both dependencies upon other nodes (in the dependencies list) as
- * well as dependencies of other nodes upon this (in the nodeDependents list).
- */
- private static class Node implements Cloneable {
- public Animator animation;
-
- /**
- * These are the dependencies that this node's animation has on other
- * nodes. For example, if this node's animation should begin with some
- * other animation ends, then there will be an item in this node's
- * dependencies list for that other animation's node.
- */
- public ArrayList<Dependency> dependencies = null;
-
- /**
- * tmpDependencies is a runtime detail. We use the dependencies list for sorting.
- * But we also use the list to keep track of when multiple dependencies are satisfied,
- * but removing each dependency as it is satisfied. We do not want to remove
- * the dependency itself from the list, because we need to retain that information
- * if the AnimatorSet is launched in the future. So we create a copy of the dependency
- * list when the AnimatorSet starts and use this tmpDependencies list to track the
- * list of satisfied dependencies.
- */
- public ArrayList<Dependency> tmpDependencies = null;
-
- /**
- * nodeDependencies is just a list of the nodes that this Node is dependent upon.
- * This information is used in sortNodes(), to determine when a node is a root.
- */
- public ArrayList<Node> nodeDependencies = null;
-
- /**
- * nodeDepdendents is the list of nodes that have this node as a dependency. This
- * is a utility field used in sortNodes to facilitate removing this node as a
- * dependency when it is a root node.
- */
- public ArrayList<Node> nodeDependents = null;
-
- /**
- * Flag indicating whether the animation in this node is finished. This flag
- * is used by AnimatorSet to check, as each animation ends, whether all child animations
- * are done and it's time to send out an end event for the entire AnimatorSet.
- */
- public boolean done = false;
-
- /**
- * Constructs the Node with the animation that it encapsulates. A Node has no
- * dependencies by default; dependencies are added via the addDependency()
- * method.
- *
- * @param animation The animation that the Node encapsulates.
- */
- public Node(Animator animation) {
- this.animation = animation;
- }
-
- /**
- * Add a dependency to this Node. The dependency includes information about the
- * node that this node is dependency upon and the nature of the dependency.
- * @param dependency
- */
- public void addDependency(Dependency dependency) {
- if (dependencies == null) {
- dependencies = new ArrayList<Dependency>();
- nodeDependencies = new ArrayList<Node>();
- }
- dependencies.add(dependency);
- if (!nodeDependencies.contains(dependency.node)) {
- nodeDependencies.add(dependency.node);
- }
- Node dependencyNode = dependency.node;
- if (dependencyNode.nodeDependents == null) {
- dependencyNode.nodeDependents = new ArrayList<Node>();
- }
- dependencyNode.nodeDependents.add(this);
- }
-
- @Override
- public Node clone() {
- try {
- Node node = (Node) super.clone();
- node.animation = animation.clone();
- return node;
- } catch (CloneNotSupportedException e) {
- throw new AssertionError();
- }
- }
- }
-
- /**
- * The <code>Builder</code> object is a utility class to facilitate adding animations to a
- * <code>AnimatorSet</code> along with the relationships between the various animations. The
- * intention of the <code>Builder</code> methods, along with the {@link
- * AnimatorSet#play(Animator) play()} method of <code>AnimatorSet</code> is to make it possible
- * to express the dependency relationships of animations in a natural way. Developers can also
- * use the {@link AnimatorSet#playTogether(Animator[]) playTogether()} and {@link
- * AnimatorSet#playSequentially(Animator[]) playSequentially()} methods if these suit the need,
- * but it might be easier in some situations to express the AnimatorSet of animations in pairs.
- * <p/>
- * <p>The <code>Builder</code> object cannot be constructed directly, but is rather constructed
- * internally via a call to {@link AnimatorSet#play(Animator)}.</p>
- * <p/>
- * <p>For example, this sets up a AnimatorSet to play anim1 and anim2 at the same time, anim3 to
- * play when anim2 finishes, and anim4 to play when anim3 finishes:</p>
- * <pre>
- * AnimatorSet s = new AnimatorSet();
- * s.play(anim1).with(anim2);
- * s.play(anim2).before(anim3);
- * s.play(anim4).after(anim3);
- * </pre>
- * <p/>
- * <p>Note in the example that both {@link Builder#before(Animator)} and {@link
- * Builder#after(Animator)} are used. These are just different ways of expressing the same
- * relationship and are provided to make it easier to say things in a way that is more natural,
- * depending on the situation.</p>
- * <p/>
- * <p>It is possible to make several calls into the same <code>Builder</code> object to express
- * multiple relationships. However, note that it is only the animation passed into the initial
- * {@link AnimatorSet#play(Animator)} method that is the dependency in any of the successive
- * calls to the <code>Builder</code> object. For example, the following code starts both anim2
- * and anim3 when anim1 ends; there is no direct dependency relationship between anim2 and
- * anim3:
- * <pre>
- * AnimatorSet s = new AnimatorSet();
- * s.play(anim1).before(anim2).before(anim3);
- * </pre>
- * If the desired result is to play anim1 then anim2 then anim3, this code expresses the
- * relationship correctly:</p>
- * <pre>
- * AnimatorSet s = new AnimatorSet();
- * s.play(anim1).before(anim2);
- * s.play(anim2).before(anim3);
- * </pre>
- * <p/>
- * <p>Note that it is possible to express relationships that cannot be resolved and will not
- * result in sensible results. For example, <code>play(anim1).after(anim1)</code> makes no
- * sense. In general, circular dependencies like this one (or more indirect ones where a depends
- * on b, which depends on c, which depends on a) should be avoided. Only create AnimatorSets
- * that can boil down to a simple, one-way relationship of animations starting with, before, and
- * after other, different, animations.</p>
- */
- public class Builder {
-
- /**
- * This tracks the current node being processed. It is supplied to the play() method
- * of AnimatorSet and passed into the constructor of Builder.
- */
- private Node mCurrentNode;
-
- /**
- * package-private constructor. Builders are only constructed by AnimatorSet, when the
- * play() method is called.
- *
- * @param anim The animation that is the dependency for the other animations passed into
- * the other methods of this Builder object.
- */
- Builder(Animator anim) {
- mCurrentNode = mNodeMap.get(anim);
- if (mCurrentNode == null) {
- mCurrentNode = new Node(anim);
- mNodeMap.put(anim, mCurrentNode);
- mNodes.add(mCurrentNode);
- }
- }
-
- /**
- * Sets up the given animation to play at the same time as the animation supplied in the
- * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object.
- *
- * @param anim The animation that will play when the animation supplied to the
- * {@link AnimatorSet#play(Animator)} method starts.
- */
- public Builder with(Animator anim) {
- Node node = mNodeMap.get(anim);
- if (node == null) {
- node = new Node(anim);
- mNodeMap.put(anim, node);
- mNodes.add(node);
- }
- Dependency dependency = new Dependency(mCurrentNode, Dependency.WITH);
- node.addDependency(dependency);
- return this;
- }
-
- /**
- * Sets up the given animation to play when the animation supplied in the
- * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object
- * ends.
- *
- * @param anim The animation that will play when the animation supplied to the
- * {@link AnimatorSet#play(Animator)} method ends.
- */
- public Builder before(Animator anim) {
- Node node = mNodeMap.get(anim);
- if (node == null) {
- node = new Node(anim);
- mNodeMap.put(anim, node);
- mNodes.add(node);
- }
- Dependency dependency = new Dependency(mCurrentNode, Dependency.AFTER);
- node.addDependency(dependency);
- return this;
- }
-
- /**
- * Sets up the given animation to play when the animation supplied in the
- * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object
- * to start when the animation supplied in this method call ends.
- *
- * @param anim The animation whose end will cause the animation supplied to the
- * {@link AnimatorSet#play(Animator)} method to play.
- */
- public Builder after(Animator anim) {
- Node node = mNodeMap.get(anim);
- if (node == null) {
- node = new Node(anim);
- mNodeMap.put(anim, node);
- mNodes.add(node);
- }
- Dependency dependency = new Dependency(node, Dependency.AFTER);
- mCurrentNode.addDependency(dependency);
- return this;
- }
-
- /**
- * Sets up the animation supplied in the
- * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object
- * to play when the given amount of time elapses.
- *
- * @param delay The number of milliseconds that should elapse before the
- * animation starts.
- */
- public Builder after(long delay) {
- // setup dummy ValueAnimator just to run the clock
- ValueAnimator anim = ValueAnimator.ofFloat(0f, 1f);
- anim.setDuration(delay);
- after(anim);
- return this;
- }
-
- }
-
-}