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-rw-r--r--src/com/android/launcher3/FirstFrameAnimatorHelper.java9
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 {