From 45f5f45d36514d36063704a38674cf29a00c9bd7 Mon Sep 17 00:00:00 2001 From: Adam Cohen Date: Tue, 2 Dec 2014 15:24:52 -0800 Subject: Ensure that FirstFrameAnimatorHelper doesn't set play time when animation is complete Bug: 18567716 Change-Id: I656e869b8553d650916c2abe6dc83282c8b6fd65 --- src/com/android/launcher3/FirstFrameAnimatorHelper.java | 8 +++++--- 1 file 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 -- cgit v1.2.3