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authorAdam Cohen <adamcohen@google.com>2014-12-02 23:24:52 (GMT)
committerDanesh M <daneshm90@gmail.com>2015-09-28 04:08:01 (GMT)
commit45f5f45d36514d36063704a38674cf29a00c9bd7 (patch)
tree21b551b8b75370ae1ff01387cac9b4e7d7dbd69e
parent6238f10efa9b29c5a799982e1f1b892410f816f1 (diff)
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Ensure that FirstFrameAnimatorHelper doesn't set play time when animation is complete
Bug: 18567716 Change-Id: I656e869b8553d650916c2abe6dc83282c8b6fd65
-rw-r--r--src/com/android/launcher3/FirstFrameAnimatorHelper.java8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/com/android/launcher3/FirstFrameAnimatorHelper.java b/src/com/android/launcher3/FirstFrameAnimatorHelper.java
index f4c49d7..095c563 100644
--- a/src/com/android/launcher3/FirstFrameAnimatorHelper.java
+++ b/src/com/android/launcher3/FirstFrameAnimatorHelper.java
@@ -92,12 +92,14 @@ public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter
}
final long currentPlayTime = animation.getCurrentPlayTime();
+ boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0;
+
if (!mHandlingOnAnimationUpdate &&
sVisible &&
- // If the current play time exceeds the duration, the animation
- // will get finished, even if we call setCurrentPlayTime -- therefore
+ // If the current play time exceeds the duration, or the animated fraction is 1,
+ // the animation will get finished, even if we call setCurrentPlayTime -- therefore
// don't adjust the animation in that case
- currentPlayTime < animation.getDuration()) {
+ currentPlayTime < animation.getDuration() && !isFinalFrame) {
mHandlingOnAnimationUpdate = true;
long frameNum = sGlobalFrameCounter - mStartFrame;
// If we haven't drawn our first frame, reset the time to t = 0