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-rw-r--r--src/com/android/launcher3/FirstFrameAnimatorHelper.java141
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diff --git a/src/com/android/launcher3/FirstFrameAnimatorHelper.java b/src/com/android/launcher3/FirstFrameAnimatorHelper.java
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+/*
+ * Copyright (C) 2013 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.android.launcher3;
+
+import android.animation.Animator;
+import android.animation.AnimatorListenerAdapter;
+import android.animation.ValueAnimator;
+import android.util.Log;
+import android.view.View;
+import android.view.ViewPropertyAnimator;
+import android.view.ViewTreeObserver;
+
+/*
+ * This is a helper class that listens to updates from the corresponding animation.
+ * For the first two frames, it adjusts the current play time of the animation to
+ * prevent jank at the beginning of the animation
+ */
+public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter
+ implements ValueAnimator.AnimatorUpdateListener {
+ private static final boolean DEBUG = false;
+ private static final int MAX_DELAY = 1000;
+ private static final int IDEAL_FRAME_DURATION = 16;
+ private View mTarget;
+ private long mStartFrame;
+ private long mStartTime = -1;
+ private boolean mHandlingOnAnimationUpdate;
+ private boolean mAdjustedSecondFrameTime;
+
+ private static ViewTreeObserver.OnDrawListener sGlobalDrawListener;
+ private static long sGlobalFrameCounter;
+ private static boolean sVisible;
+
+ public FirstFrameAnimatorHelper(ValueAnimator animator, View target) {
+ mTarget = target;
+ animator.addUpdateListener(this);
+ }
+
+ public FirstFrameAnimatorHelper(ViewPropertyAnimator vpa, View target) {
+ mTarget = target;
+ vpa.setListener(this);
+ }
+
+ // only used for ViewPropertyAnimators
+ public void onAnimationStart(Animator animation) {
+ final ValueAnimator va = (ValueAnimator) animation;
+ va.addUpdateListener(FirstFrameAnimatorHelper.this);
+ onAnimationUpdate(va);
+ }
+
+ public static void setIsVisible(boolean visible) {
+ sVisible = visible;
+ }
+
+ public static void initializeDrawListener(View view) {
+ if (sGlobalDrawListener != null) {
+ view.getViewTreeObserver().removeOnDrawListener(sGlobalDrawListener);
+ }
+ sGlobalDrawListener = new ViewTreeObserver.OnDrawListener() {
+ private long mTime = System.currentTimeMillis();
+ public void onDraw() {
+ sGlobalFrameCounter++;
+ if (DEBUG) {
+ long newTime = System.currentTimeMillis();
+ Log.d("FirstFrameAnimatorHelper", "TICK " + (newTime - mTime));
+ mTime = newTime;
+ }
+ }
+ };
+ view.getViewTreeObserver().addOnDrawListener(sGlobalDrawListener);
+ sVisible = true;
+ }
+
+ public void onAnimationUpdate(final ValueAnimator animation) {
+ final long currentTime = System.currentTimeMillis();
+ if (mStartTime == -1) {
+ mStartFrame = sGlobalFrameCounter;
+ mStartTime = currentTime;
+ }
+
+ if (!mHandlingOnAnimationUpdate &&
+ sVisible &&
+ // If the current play time exceeds the duration, the animation
+ // will get finished, even if we call setCurrentPlayTime -- therefore
+ // don't adjust the animation in that case
+ animation.getCurrentPlayTime() < animation.getDuration()) {
+ mHandlingOnAnimationUpdate = true;
+ long frameNum = sGlobalFrameCounter - mStartFrame;
+ // If we haven't drawn our first frame, reset the time to t = 0
+ // (give up after MAX_DELAY ms of waiting though - might happen, for example, if we
+ // are no longer in the foreground and no frames are being rendered ever)
+ if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY) {
+ // The first frame on animations doesn't always trigger an invalidate...
+ // force an invalidate here to make sure the animation continues to advance
+ mTarget.getRootView().invalidate();
+ animation.setCurrentPlayTime(0);
+
+ // For the second frame, if the first frame took more than 16ms,
+ // adjust the start time and pretend it took only 16ms anyway. This
+ // prevents a large jump in the animation due to an expensive first frame
+ } else if (frameNum == 1 && currentTime < mStartTime + MAX_DELAY &&
+ !mAdjustedSecondFrameTime &&
+ currentTime > mStartTime + IDEAL_FRAME_DURATION) {
+ animation.setCurrentPlayTime(IDEAL_FRAME_DURATION);
+ mAdjustedSecondFrameTime = true;
+ } else {
+ if (frameNum > 1) {
+ mTarget.post(new Runnable() {
+ public void run() {
+ animation.removeUpdateListener(FirstFrameAnimatorHelper.this);
+ }
+ });
+ }
+ if (DEBUG) print(animation);
+ }
+ mHandlingOnAnimationUpdate = false;
+ } else {
+ if (DEBUG) print(animation);
+ }
+ }
+
+ public void print(ValueAnimator animation) {
+ float flatFraction = animation.getCurrentPlayTime() / (float) animation.getDuration();
+ Log.d("FirstFrameAnimatorHelper", sGlobalFrameCounter +
+ "(" + (sGlobalFrameCounter - mStartFrame) + ") " + mTarget + " dirty? " +
+ mTarget.isDirty() + " " + flatFraction + " " + this + " " + animation);
+ }
+}