diff options
Diffstat (limited to 'src/com/android/launcher3/FirstFrameAnimatorHelper.java')
-rw-r--r-- | src/com/android/launcher3/FirstFrameAnimatorHelper.java | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/src/com/android/launcher3/FirstFrameAnimatorHelper.java b/src/com/android/launcher3/FirstFrameAnimatorHelper.java index 78fdadd4f..f4c49d77a 100644 --- a/src/com/android/launcher3/FirstFrameAnimatorHelper.java +++ b/src/com/android/launcher3/FirstFrameAnimatorHelper.java @@ -91,29 +91,30 @@ public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter mStartTime = currentTime; } + final long currentPlayTime = animation.getCurrentPlayTime(); 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()) { + currentPlayTime < 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) { + if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY && currentPlayTime > 0) { // 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) { + currentTime > mStartTime + IDEAL_FRAME_DURATION && + currentPlayTime > IDEAL_FRAME_DURATION) { animation.setCurrentPlayTime(IDEAL_FRAME_DURATION); mAdjustedSecondFrameTime = true; } else { |