summaryrefslogtreecommitdiffstats
path: root/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java
diff options
context:
space:
mode:
Diffstat (limited to 'actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java')
-rw-r--r--actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java1111
1 files changed, 1111 insertions, 0 deletions
diff --git a/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java b/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java
new file mode 100644
index 000000000..3231080c4
--- /dev/null
+++ b/actionbarsherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java
@@ -0,0 +1,1111 @@
+/*
+ * 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;
+ }
+
+ }
+
+}