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authorAdam Cohen <adamcohen@google.com>2014-12-02 15:24:52 -0800
committerAdam Cohen <adamcohen@google.com>2014-12-02 15:40:19 -0800
commit5c18b80ed9aaa57b27b56667e3699fd76bcce8ed (patch)
treee19f18295e841e04b31b46e7a5fa4077db772663
parent1c96028f414f904b90c1a180a537021a6a3eceff (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 f4c49d77a..095c5631d 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