aboutsummaryrefslogtreecommitdiffstats
path: root/libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java
diff options
context:
space:
mode:
Diffstat (limited to 'libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java')
-rw-r--r--libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java1265
1 files changed, 1265 insertions, 0 deletions
diff --git a/libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java b/libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java
new file mode 100644
index 000000000..d8a12c688
--- /dev/null
+++ b/libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/ValueAnimator.java
@@ -0,0 +1,1265 @@
+/*
+ * Copyright (C) 2010 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.actionbarsherlock.internal.nineoldandroids.animation;
+
+import android.os.Handler;
+import android.os.Looper;
+import android.os.Message;
+import android.util.AndroidRuntimeException;
+import android.view.animation.AccelerateDecelerateInterpolator;
+import android.view.animation.AnimationUtils;
+import android.view.animation.Interpolator;
+import android.view.animation.LinearInterpolator;
+
+import java.util.ArrayList;
+import java.util.HashMap;
+
+/**
+ * This class provides a simple timing engine for running animations
+ * which calculate animated values and set them on target objects.
+ *
+ * <p>There is a single timing pulse that all animations use. It runs in a
+ * custom handler to ensure that property changes happen on the UI thread.</p>
+ *
+ * <p>By default, ValueAnimator uses non-linear time interpolation, via the
+ * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates
+ * out of an animation. This behavior can be changed by calling
+ * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.</p>
+ */
+@SuppressWarnings({"rawtypes", "unchecked"})
+public class ValueAnimator extends Animator {
+
+ /**
+ * Internal constants
+ */
+
+ /*
+ * The default amount of time in ms between animation frames
+ */
+ private static final long DEFAULT_FRAME_DELAY = 10;
+
+ /**
+ * Messages sent to timing handler: START is sent when an animation first begins, FRAME is sent
+ * by the handler to itself to process the next animation frame
+ */
+ static final int ANIMATION_START = 0;
+ static final int ANIMATION_FRAME = 1;
+
+ /**
+ * Values used with internal variable mPlayingState to indicate the current state of an
+ * animation.
+ */
+ static final int STOPPED = 0; // Not yet playing
+ static final int RUNNING = 1; // Playing normally
+ static final int SEEKED = 2; // Seeked to some time value
+
+ /**
+ * Internal variables
+ * NOTE: This object implements the clone() method, making a deep copy of any referenced
+ * objects. As other non-trivial fields are added to this class, make sure to add logic
+ * to clone() to make deep copies of them.
+ */
+
+ // The first time that the animation's animateFrame() method is called. This time is used to
+ // determine elapsed time (and therefore the elapsed fraction) in subsequent calls
+ // to animateFrame()
+ long mStartTime;
+
+ /**
+ * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked
+ * to a value.
+ */
+ long mSeekTime = -1;
+
+ // TODO: We access the following ThreadLocal variables often, some of them on every update.
+ // If ThreadLocal access is significantly expensive, we may want to put all of these
+ // fields into a structure sot hat we just access ThreadLocal once to get the reference
+ // to that structure, then access the structure directly for each field.
+
+ // The static sAnimationHandler processes the internal timing loop on which all animations
+ // are based
+ private static ThreadLocal<AnimationHandler> sAnimationHandler =
+ new ThreadLocal<AnimationHandler>();
+
+ // The per-thread list of all active animations
+ private static final ThreadLocal<ArrayList<ValueAnimator>> sAnimations =
+ new ThreadLocal<ArrayList<ValueAnimator>>() {
+ @Override
+ protected ArrayList<ValueAnimator> initialValue() {
+ return new ArrayList<ValueAnimator>();
+ }
+ };
+
+ // The per-thread set of animations to be started on the next animation frame
+ private static final ThreadLocal<ArrayList<ValueAnimator>> sPendingAnimations =
+ new ThreadLocal<ArrayList<ValueAnimator>>() {
+ @Override
+ protected ArrayList<ValueAnimator> initialValue() {
+ return new ArrayList<ValueAnimator>();
+ }
+ };
+
+ /**
+ * Internal per-thread collections used to avoid set collisions as animations start and end
+ * while being processed.
+ */
+ private static final ThreadLocal<ArrayList<ValueAnimator>> sDelayedAnims =
+ new ThreadLocal<ArrayList<ValueAnimator>>() {
+ @Override
+ protected ArrayList<ValueAnimator> initialValue() {
+ return new ArrayList<ValueAnimator>();
+ }
+ };
+
+ private static final ThreadLocal<ArrayList<ValueAnimator>> sEndingAnims =
+ new ThreadLocal<ArrayList<ValueAnimator>>() {
+ @Override
+ protected ArrayList<ValueAnimator> initialValue() {
+ return new ArrayList<ValueAnimator>();
+ }
+ };
+
+ private static final ThreadLocal<ArrayList<ValueAnimator>> sReadyAnims =
+ new ThreadLocal<ArrayList<ValueAnimator>>() {
+ @Override
+ protected ArrayList<ValueAnimator> initialValue() {
+ return new ArrayList<ValueAnimator>();
+ }
+ };
+
+ // The time interpolator to be used if none is set on the animation
+ private static final /*Time*/Interpolator sDefaultInterpolator =
+ new AccelerateDecelerateInterpolator();
+
+ // type evaluators for the primitive types handled by this implementation
+ //private static final TypeEvaluator sIntEvaluator = new IntEvaluator();
+ //private static final TypeEvaluator sFloatEvaluator = new FloatEvaluator();
+
+ /**
+ * Used to indicate whether the animation is currently playing in reverse. This causes the
+ * elapsed fraction to be inverted to calculate the appropriate values.
+ */
+ private boolean mPlayingBackwards = false;
+
+ /**
+ * This variable tracks the current iteration that is playing. When mCurrentIteration exceeds the
+ * repeatCount (if repeatCount!=INFINITE), the animation ends
+ */
+ private int mCurrentIteration = 0;
+
+ /**
+ * Tracks current elapsed/eased fraction, for querying in getAnimatedFraction().
+ */
+ private float mCurrentFraction = 0f;
+
+ /**
+ * Tracks whether a startDelay'd animation has begun playing through the startDelay.
+ */
+ private boolean mStartedDelay = false;
+
+ /**
+ * Tracks the time at which the animation began playing through its startDelay. This is
+ * different from the mStartTime variable, which is used to track when the animation became
+ * active (which is when the startDelay expired and the animation was added to the active
+ * animations list).
+ */
+ private long mDelayStartTime;
+
+ /**
+ * Flag that represents the current state of the animation. Used to figure out when to start
+ * an animation (if state == STOPPED). Also used to end an animation that
+ * has been cancel()'d or end()'d since the last animation frame. Possible values are
+ * STOPPED, RUNNING, SEEKED.
+ */
+ int mPlayingState = STOPPED;
+
+ /**
+ * Additional playing state to indicate whether an animator has been start()'d. There is
+ * some lag between a call to start() and the first animation frame. We should still note
+ * that the animation has been started, even if it's first animation frame has not yet
+ * happened, and reflect that state in isRunning().
+ * Note that delayed animations are different: they are not started until their first
+ * animation frame, which occurs after their delay elapses.
+ */
+ private boolean mRunning = false;
+
+ /**
+ * Additional playing state to indicate whether an animator has been start()'d, whether or
+ * not there is a nonzero startDelay.
+ */
+ private boolean mStarted = false;
+
+ /**
+ * Flag that denotes whether the animation is set up and ready to go. Used to
+ * set up animation that has not yet been started.
+ */
+ boolean mInitialized = false;
+
+ //
+ // Backing variables
+ //
+
+ // How long the animation should last in ms
+ private long mDuration = 300;
+
+ // The amount of time in ms to delay starting the animation after start() is called
+ private long mStartDelay = 0;
+
+ // The number of milliseconds between animation frames
+ private static long sFrameDelay = DEFAULT_FRAME_DELAY;
+
+ // The number of times the animation will repeat. The default is 0, which means the animation
+ // will play only once
+ private int mRepeatCount = 0;
+
+ /**
+ * The type of repetition that will occur when repeatMode is nonzero. RESTART means the
+ * animation will start from the beginning on every new cycle. REVERSE means the animation
+ * will reverse directions on each iteration.
+ */
+ private int mRepeatMode = RESTART;
+
+ /**
+ * The time interpolator to be used. The elapsed fraction of the animation will be passed
+ * through this interpolator to calculate the interpolated fraction, which is then used to
+ * calculate the animated values.
+ */
+ private /*Time*/Interpolator mInterpolator = sDefaultInterpolator;
+
+ /**
+ * The set of listeners to be sent events through the life of an animation.
+ */
+ private ArrayList<AnimatorUpdateListener> mUpdateListeners = null;
+
+ /**
+ * The property/value sets being animated.
+ */
+ PropertyValuesHolder[] mValues;
+
+ /**
+ * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values
+ * by property name during calls to getAnimatedValue(String).
+ */
+ HashMap<String, PropertyValuesHolder> mValuesMap;
+
+ /**
+ * Public constants
+ */
+
+ /**
+ * When the animation reaches the end and <code>repeatCount</code> is INFINITE
+ * or a positive value, the animation restarts from the beginning.
+ */
+ public static final int RESTART = 1;
+ /**
+ * When the animation reaches the end and <code>repeatCount</code> is INFINITE
+ * or a positive value, the animation reverses direction on every iteration.
+ */
+ public static final int REVERSE = 2;
+ /**
+ * This value used used with the {@link #setRepeatCount(int)} property to repeat
+ * the animation indefinitely.
+ */
+ public static final int INFINITE = -1;
+
+ /**
+ * Creates a new ValueAnimator object. This default constructor is primarily for
+ * use internally; the factory methods which take parameters are more generally
+ * useful.
+ */
+ public ValueAnimator() {
+ }
+
+ /**
+ * Constructs and returns a ValueAnimator that animates between int values. A single
+ * value implies that that value is the one being animated to. However, this is not typically
+ * useful in a ValueAnimator object because there is no way for the object to determine the
+ * starting value for the animation (unlike ObjectAnimator, which can derive that value
+ * from the target object and property being animated). Therefore, there should typically
+ * be two or more values.
+ *
+ * @param values A set of values that the animation will animate between over time.
+ * @return A ValueAnimator object that is set up to animate between the given values.
+ */
+ public static ValueAnimator ofInt(int... values) {
+ ValueAnimator anim = new ValueAnimator();
+ anim.setIntValues(values);
+ return anim;
+ }
+
+ /**
+ * Constructs and returns a ValueAnimator that animates between float values. A single
+ * value implies that that value is the one being animated to. However, this is not typically
+ * useful in a ValueAnimator object because there is no way for the object to determine the
+ * starting value for the animation (unlike ObjectAnimator, which can derive that value
+ * from the target object and property being animated). Therefore, there should typically
+ * be two or more values.
+ *
+ * @param values A set of values that the animation will animate between over time.
+ * @return A ValueAnimator object that is set up to animate between the given values.
+ */
+ public static ValueAnimator ofFloat(float... values) {
+ ValueAnimator anim = new ValueAnimator();
+ anim.setFloatValues(values);
+ return anim;
+ }
+
+ /**
+ * Constructs and returns a ValueAnimator that animates between the values
+ * specified in the PropertyValuesHolder objects.
+ *
+ * @param values A set of PropertyValuesHolder objects whose values will be animated
+ * between over time.
+ * @return A ValueAnimator object that is set up to animate between the given values.
+ */
+ public static ValueAnimator ofPropertyValuesHolder(PropertyValuesHolder... values) {
+ ValueAnimator anim = new ValueAnimator();
+ anim.setValues(values);
+ return anim;
+ }
+ /**
+ * Constructs and returns a ValueAnimator that animates between Object values. A single
+ * value implies that that value is the one being animated to. However, this is not typically
+ * useful in a ValueAnimator object because there is no way for the object to determine the
+ * starting value for the animation (unlike ObjectAnimator, which can derive that value
+ * from the target object and property being animated). Therefore, there should typically
+ * be two or more values.
+ *
+ * <p>Since ValueAnimator does not know how to animate between arbitrary Objects, this
+ * factory method also takes a TypeEvaluator object that the ValueAnimator will use
+ * to perform that interpolation.
+ *
+ * @param evaluator A TypeEvaluator that will be called on each animation frame to
+ * provide the ncessry interpolation between the Object values to derive the animated
+ * value.
+ * @param values A set of values that the animation will animate between over time.
+ * @return A ValueAnimator object that is set up to animate between the given values.
+ */
+ public static ValueAnimator ofObject(TypeEvaluator evaluator, Object... values) {
+ ValueAnimator anim = new ValueAnimator();
+ anim.setObjectValues(values);
+ anim.setEvaluator(evaluator);
+ return anim;
+ }
+
+ /**
+ * Sets int values that will be animated between. A single
+ * value implies that that value is the one being animated to. However, this is not typically
+ * useful in a ValueAnimator object because there is no way for the object to determine the
+ * starting value for the animation (unlike ObjectAnimator, which can derive that value
+ * from the target object and property being animated). Therefore, there should typically
+ * be two or more values.
+ *
+ * <p>If there are already multiple sets of values defined for this ValueAnimator via more
+ * than one PropertyValuesHolder object, this method will set the values for the first
+ * of those objects.</p>
+ *
+ * @param values A set of values that the animation will animate between over time.
+ */
+ public void setIntValues(int... values) {
+ if (values == null || values.length == 0) {
+ return;
+ }
+ if (mValues == null || mValues.length == 0) {
+ setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofInt("", values)});
+ } else {
+ PropertyValuesHolder valuesHolder = mValues[0];
+ valuesHolder.setIntValues(values);
+ }
+ // New property/values/target should cause re-initialization prior to starting
+ mInitialized = false;
+ }
+
+ /**
+ * Sets float values that will be animated between. A single
+ * value implies that that value is the one being animated to. However, this is not typically
+ * useful in a ValueAnimator object because there is no way for the object to determine the
+ * starting value for the animation (unlike ObjectAnimator, which can derive that value
+ * from the target object and property being animated). Therefore, there should typically
+ * be two or more values.
+ *
+ * <p>If there are already multiple sets of values defined for this ValueAnimator via more
+ * than one PropertyValuesHolder object, this method will set the values for the first
+ * of those objects.</p>
+ *
+ * @param values A set of values that the animation will animate between over time.
+ */
+ public void setFloatValues(float... values) {
+ if (values == null || values.length == 0) {
+ return;
+ }
+ if (mValues == null || mValues.length == 0) {
+ setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofFloat("", values)});
+ } else {
+ PropertyValuesHolder valuesHolder = mValues[0];
+ valuesHolder.setFloatValues(values);
+ }
+ // New property/values/target should cause re-initialization prior to starting
+ mInitialized = false;
+ }
+
+ /**
+ * Sets the values to animate between for this animation. A single
+ * value implies that that value is the one being animated to. However, this is not typically
+ * useful in a ValueAnimator object because there is no way for the object to determine the
+ * starting value for the animation (unlike ObjectAnimator, which can derive that value
+ * from the target object and property being animated). Therefore, there should typically
+ * be two or more values.
+ *
+ * <p>If there are already multiple sets of values defined for this ValueAnimator via more
+ * than one PropertyValuesHolder object, this method will set the values for the first
+ * of those objects.</p>
+ *
+ * <p>There should be a TypeEvaluator set on the ValueAnimator that knows how to interpolate
+ * between these value objects. ValueAnimator only knows how to interpolate between the
+ * primitive types specified in the other setValues() methods.</p>
+ *
+ * @param values The set of values to animate between.
+ */
+ public void setObjectValues(Object... values) {
+ if (values == null || values.length == 0) {
+ return;
+ }
+ if (mValues == null || mValues.length == 0) {
+ setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofObject("",
+ (TypeEvaluator)null, values)});
+ } else {
+ PropertyValuesHolder valuesHolder = mValues[0];
+ valuesHolder.setObjectValues(values);
+ }
+ // New property/values/target should cause re-initialization prior to starting
+ mInitialized = false;
+ }
+
+ /**
+ * Sets the values, per property, being animated between. This function is called internally
+ * by the constructors of ValueAnimator that take a list of values. But an ValueAnimator can
+ * be constructed without values and this method can be called to set the values manually
+ * instead.
+ *
+ * @param values The set of values, per property, being animated between.
+ */
+ public void setValues(PropertyValuesHolder... values) {
+ int numValues = values.length;
+ mValues = values;
+ mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
+ for (int i = 0; i < numValues; ++i) {
+ PropertyValuesHolder valuesHolder = values[i];
+ mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
+ }
+ // New property/values/target should cause re-initialization prior to starting
+ mInitialized = false;
+ }
+
+ /**
+ * Returns the values that this ValueAnimator animates between. These values are stored in
+ * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list
+ * of value objects instead.
+ *
+ * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the
+ * values, per property, that define the animation.
+ */
+ public PropertyValuesHolder[] getValues() {
+ return mValues;
+ }
+
+ /**
+ * This function is called immediately before processing the first animation
+ * frame of an animation. If there is a nonzero <code>startDelay</code>, the
+ * function is called after that delay ends.
+ * It takes care of the final initialization steps for the
+ * animation.
+ *
+ * <p>Overrides of this method should call the superclass method to ensure
+ * that internal mechanisms for the animation are set up correctly.</p>
+ */
+ void initAnimation() {
+ if (!mInitialized) {
+ int numValues = mValues.length;
+ for (int i = 0; i < numValues; ++i) {
+ mValues[i].init();
+ }
+ mInitialized = true;
+ }
+ }
+
+
+ /**
+ * Sets the length of the animation. The default duration is 300 milliseconds.
+ *
+ * @param duration The length of the animation, in milliseconds. This value cannot
+ * be negative.
+ * @return ValueAnimator The object called with setDuration(). This return
+ * value makes it easier to compose statements together that construct and then set the
+ * duration, as in <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>.
+ */
+ public ValueAnimator setDuration(long duration) {
+ if (duration < 0) {
+ throw new IllegalArgumentException("Animators cannot have negative duration: " +
+ duration);
+ }
+ mDuration = duration;
+ return this;
+ }
+
+ /**
+ * Gets the length of the animation. The default duration is 300 milliseconds.
+ *
+ * @return The length of the animation, in milliseconds.
+ */
+ public long getDuration() {
+ return mDuration;
+ }
+
+ /**
+ * Sets the position of the animation to the specified point in time. This time should
+ * be between 0 and the total duration of the animation, including any repetition. If
+ * the animation has not yet been started, then it will not advance forward after it is
+ * set to this time; it will simply set the time to this value and perform any appropriate
+ * actions based on that time. If the animation is already running, then setCurrentPlayTime()
+ * will set the current playing time to this value and continue playing from that point.
+ *
+ * @param playTime The time, in milliseconds, to which the animation is advanced or rewound.
+ */
+ public void setCurrentPlayTime(long playTime) {
+ initAnimation();
+ long currentTime = AnimationUtils.currentAnimationTimeMillis();
+ if (mPlayingState != RUNNING) {
+ mSeekTime = playTime;
+ mPlayingState = SEEKED;
+ }
+ mStartTime = currentTime - playTime;
+ animationFrame(currentTime);
+ }
+
+ /**
+ * Gets the current position of the animation in time, which is equal to the current
+ * time minus the time that the animation started. An animation that is not yet started will
+ * return a value of zero.
+ *
+ * @return The current position in time of the animation.
+ */
+ public long getCurrentPlayTime() {
+ if (!mInitialized || mPlayingState == STOPPED) {
+ return 0;
+ }
+ return AnimationUtils.currentAnimationTimeMillis() - mStartTime;
+ }
+
+ /**
+ * This custom, static handler handles the timing pulse that is shared by
+ * all active animations. This approach ensures that the setting of animation
+ * values will happen on the UI thread and that all animations will share
+ * the same times for calculating their values, which makes synchronizing
+ * animations possible.
+ *
+ */
+ private static class AnimationHandler extends Handler {
+ /**
+ * There are only two messages that we care about: ANIMATION_START and
+ * ANIMATION_FRAME. The START message is sent when an animation's start()
+ * method is called. It cannot start synchronously when start() is called
+ * because the call may be on the wrong thread, and it would also not be
+ * synchronized with other animations because it would not start on a common
+ * timing pulse. So each animation sends a START message to the handler, which
+ * causes the handler to place the animation on the active animations queue and
+ * start processing frames for that animation.
+ * The FRAME message is the one that is sent over and over while there are any
+ * active animations to process.
+ */
+ @Override
+ public void handleMessage(Message msg) {
+ boolean callAgain = true;
+ ArrayList<ValueAnimator> animations = sAnimations.get();
+ ArrayList<ValueAnimator> delayedAnims = sDelayedAnims.get();
+ switch (msg.what) {
+ // TODO: should we avoid sending frame message when starting if we
+ // were already running?
+ case ANIMATION_START:
+ ArrayList<ValueAnimator> pendingAnimations = sPendingAnimations.get();
+ if (animations.size() > 0 || delayedAnims.size() > 0) {
+ callAgain = false;
+ }
+ // pendingAnims holds any animations that have requested to be started
+ // We're going to clear sPendingAnimations, but starting animation may
+ // cause more to be added to the pending list (for example, if one animation
+ // starting triggers another starting). So we loop until sPendingAnimations
+ // is empty.
+ while (pendingAnimations.size() > 0) {
+ ArrayList<ValueAnimator> pendingCopy =
+ (ArrayList<ValueAnimator>) pendingAnimations.clone();
+ pendingAnimations.clear();
+ int count = pendingCopy.size();
+ for (int i = 0; i < count; ++i) {
+ ValueAnimator anim = pendingCopy.get(i);
+ // If the animation has a startDelay, place it on the delayed list
+ if (anim.mStartDelay == 0) {
+ anim.startAnimation();
+ } else {
+ delayedAnims.add(anim);
+ }
+ }
+ }
+ // fall through to process first frame of new animations
+ case ANIMATION_FRAME:
+ // currentTime holds the common time for all animations processed
+ // during this frame
+ long currentTime = AnimationUtils.currentAnimationTimeMillis();
+ ArrayList<ValueAnimator> readyAnims = sReadyAnims.get();
+ ArrayList<ValueAnimator> endingAnims = sEndingAnims.get();
+
+ // First, process animations currently sitting on the delayed queue, adding
+ // them to the active animations if they are ready
+ int numDelayedAnims = delayedAnims.size();
+ for (int i = 0; i < numDelayedAnims; ++i) {
+ ValueAnimator anim = delayedAnims.get(i);
+ if (anim.delayedAnimationFrame(currentTime)) {
+ readyAnims.add(anim);
+ }
+ }
+ int numReadyAnims = readyAnims.size();
+ if (numReadyAnims > 0) {
+ for (int i = 0; i < numReadyAnims; ++i) {
+ ValueAnimator anim = readyAnims.get(i);
+ anim.startAnimation();
+ anim.mRunning = true;
+ delayedAnims.remove(anim);
+ }
+ readyAnims.clear();
+ }
+
+ // Now process all active animations. The return value from animationFrame()
+ // tells the handler whether it should now be ended
+ int numAnims = animations.size();
+ int i = 0;
+ while (i < numAnims) {
+ ValueAnimator anim = animations.get(i);
+ if (anim.animationFrame(currentTime)) {
+ endingAnims.add(anim);
+ }
+ if (animations.size() == numAnims) {
+ ++i;
+ } else {
+ // An animation might be canceled or ended by client code
+ // during the animation frame. Check to see if this happened by
+ // seeing whether the current index is the same as it was before
+ // calling animationFrame(). Another approach would be to copy
+ // animations to a temporary list and process that list instead,
+ // but that entails garbage and processing overhead that would
+ // be nice to avoid.
+ --numAnims;
+ endingAnims.remove(anim);
+ }
+ }
+ if (endingAnims.size() > 0) {
+ for (i = 0; i < endingAnims.size(); ++i) {
+ endingAnims.get(i).endAnimation();
+ }
+ endingAnims.clear();
+ }
+
+ // If there are still active or delayed animations, call the handler again
+ // after the frameDelay
+ if (callAgain && (!animations.isEmpty() || !delayedAnims.isEmpty())) {
+ sendEmptyMessageDelayed(ANIMATION_FRAME, Math.max(0, sFrameDelay -
+ (AnimationUtils.currentAnimationTimeMillis() - currentTime)));
+ }
+ break;
+ }
+ }
+ }
+
+ /**
+ * The amount of time, in milliseconds, to delay starting the animation after
+ * {@link #start()} is called.
+ *
+ * @return the number of milliseconds to delay running the animation
+ */
+ public long getStartDelay() {
+ return mStartDelay;
+ }
+
+ /**
+ * The amount of time, in milliseconds, to delay starting the animation after
+ * {@link #start()} is called.
+
+ * @param startDelay The amount of the delay, in milliseconds
+ */
+ public void setStartDelay(long startDelay) {
+ this.mStartDelay = startDelay;
+ }
+
+ /**
+ * The amount of time, in milliseconds, between each frame of the animation. This is a
+ * requested time that the animation will attempt to honor, but the actual delay between
+ * frames may be different, depending on system load and capabilities. This is a static
+ * function because the same delay will be applied to all animations, since they are all
+ * run off of a single timing loop.
+ *
+ * @return the requested time between frames, in milliseconds
+ */
+ public static long getFrameDelay() {
+ return sFrameDelay;
+ }
+
+ /**
+ * The amount of time, in milliseconds, between each frame of the animation. This is a
+ * requested time that the animation will attempt to honor, but the actual delay between
+ * frames may be different, depending on system load and capabilities. This is a static
+ * function because the same delay will be applied to all animations, since they are all
+ * run off of a single timing loop.
+ *
+ * @param frameDelay the requested time between frames, in milliseconds
+ */
+ public static void setFrameDelay(long frameDelay) {
+ sFrameDelay = frameDelay;
+ }
+
+ /**
+ * The most recent value calculated by this <code>ValueAnimator</code> when there is just one
+ * property being animated. This value is only sensible while the animation is running. The main
+ * purpose for this read-only property is to retrieve the value from the <code>ValueAnimator</code>
+ * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
+ * is called during each animation frame, immediately after the value is calculated.
+ *
+ * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for
+ * the single property being animated. If there are several properties being animated
+ * (specified by several PropertyValuesHolder objects in the constructor), this function
+ * returns the animated value for the first of those objects.
+ */
+ public Object getAnimatedValue() {
+ if (mValues != null && mValues.length > 0) {
+ return mValues[0].getAnimatedValue();
+ }
+ // Shouldn't get here; should always have values unless ValueAnimator was set up wrong
+ return null;
+ }
+
+ /**
+ * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>.
+ * The main purpose for this read-only property is to retrieve the value from the
+ * <code>ValueAnimator</code> during a call to
+ * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
+ * is called during each animation frame, immediately after the value is calculated.
+ *
+ * @return animatedValue The value most recently calculated for the named property
+ * by this <code>ValueAnimator</code>.
+ */
+ public Object getAnimatedValue(String propertyName) {
+ PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName);
+ if (valuesHolder != null) {
+ return valuesHolder.getAnimatedValue();
+ } else {
+ // At least avoid crashing if called with bogus propertyName
+ return null;
+ }
+ }
+
+ /**
+ * Sets how many times the animation should be repeated. If the repeat
+ * count is 0, the animation is never repeated. If the repeat count is
+ * greater than 0 or {@link #INFINITE}, the repeat mode will be taken
+ * into account. The repeat count is 0 by default.
+ *
+ * @param value the number of times the animation should be repeated
+ */
+ public void setRepeatCount(int value) {
+ mRepeatCount = value;
+ }
+ /**
+ * Defines how many times the animation should repeat. The default value
+ * is 0.
+ *
+ * @return the number of times the animation should repeat, or {@link #INFINITE}
+ */
+ public int getRepeatCount() {
+ return mRepeatCount;
+ }
+
+ /**
+ * Defines what this animation should do when it reaches the end. This
+ * setting is applied only when the repeat count is either greater than
+ * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}.
+ *
+ * @param value {@link #RESTART} or {@link #REVERSE}
+ */
+ public void setRepeatMode(int value) {
+ mRepeatMode = value;
+ }
+
+ /**
+ * Defines what this animation should do when it reaches the end.
+ *
+ * @return either one of {@link #REVERSE} or {@link #RESTART}
+ */
+ public int getRepeatMode() {
+ return mRepeatMode;
+ }
+
+ /**
+ * Adds a listener to the set of listeners that are sent update events through the life of
+ * an animation. This method is called on all listeners for every frame of the animation,
+ * after the values for the animation have been calculated.
+ *
+ * @param listener the listener to be added to the current set of listeners for this animation.
+ */
+ public void addUpdateListener(AnimatorUpdateListener listener) {
+ if (mUpdateListeners == null) {
+ mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
+ }
+ mUpdateListeners.add(listener);
+ }
+
+ /**
+ * Removes all listeners from the set listening to frame updates for this animation.
+ */
+ public void removeAllUpdateListeners() {
+ if (mUpdateListeners == null) {
+ return;
+ }
+ mUpdateListeners.clear();
+ mUpdateListeners = null;
+ }
+
+ /**
+ * Removes a listener from the set listening to frame updates for this animation.
+ *
+ * @param listener the listener to be removed from the current set of update listeners
+ * for this animation.
+ */
+ public void removeUpdateListener(AnimatorUpdateListener listener) {
+ if (mUpdateListeners == null) {
+ return;
+ }
+ mUpdateListeners.remove(listener);
+ if (mUpdateListeners.size() == 0) {
+ mUpdateListeners = null;
+ }
+ }
+
+
+ /**
+ * The time interpolator used in calculating the elapsed fraction of this animation. The
+ * interpolator determines whether the animation runs with linear or non-linear motion,
+ * such as acceleration and deceleration. The default value is
+ * {@link android.view.animation.AccelerateDecelerateInterpolator}
+ *
+ * @param value the interpolator to be used by this animation. A value of <code>null</code>
+ * will result in linear interpolation.
+ */
+ @Override
+ public void setInterpolator(/*Time*/Interpolator value) {
+ if (value != null) {
+ mInterpolator = value;
+ } else {
+ mInterpolator = new LinearInterpolator();
+ }
+ }
+
+ /**
+ * Returns the timing interpolator that this ValueAnimator uses.
+ *
+ * @return The timing interpolator for this ValueAnimator.
+ */
+ public /*Time*/Interpolator getInterpolator() {
+ return mInterpolator;
+ }
+
+ /**
+ * The type evaluator to be used when calculating the animated values of this animation.
+ * The system will automatically assign a float or int evaluator based on the type
+ * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values
+ * are not one of these primitive types, or if different evaluation is desired (such as is
+ * necessary with int values that represent colors), a custom evaluator needs to be assigned.
+ * For example, when running an animation on color values, the {@link ArgbEvaluator}
+ * should be used to get correct RGB color interpolation.
+ *
+ * <p>If this ValueAnimator has only one set of values being animated between, this evaluator
+ * will be used for that set. If there are several sets of values being animated, which is
+ * the case if PropertyValuesHOlder objects were set on the ValueAnimator, then the evaluator
+ * is assigned just to the first PropertyValuesHolder object.</p>
+ *
+ * @param value the evaluator to be used this animation
+ */
+ public void setEvaluator(TypeEvaluator value) {
+ if (value != null && mValues != null && mValues.length > 0) {
+ mValues[0].setEvaluator(value);
+ }
+ }
+
+ /**
+ * Start the animation playing. This version of start() takes a boolean flag that indicates
+ * whether the animation should play in reverse. The flag is usually false, but may be set
+ * to true if called from the reverse() method.
+ *
+ * <p>The animation started by calling this method will be run on the thread that called
+ * this method. This thread should have a Looper on it (a runtime exception will be thrown if
+ * this is not the case). Also, if the animation will animate
+ * properties of objects in the view hierarchy, then the calling thread should be the UI
+ * thread for that view hierarchy.</p>
+ *
+ * @param playBackwards Whether the ValueAnimator should start playing in reverse.
+ */
+ private void start(boolean playBackwards) {
+ if (Looper.myLooper() == null) {
+ throw new AndroidRuntimeException("Animators may only be run on Looper threads");
+ }
+ mPlayingBackwards = playBackwards;
+ mCurrentIteration = 0;
+ mPlayingState = STOPPED;
+ mStarted = true;
+ mStartedDelay = false;
+ sPendingAnimations.get().add(this);
+ if (mStartDelay == 0) {
+ // This sets the initial value of the animation, prior to actually starting it running
+ setCurrentPlayTime(getCurrentPlayTime());
+ mPlayingState = STOPPED;
+ mRunning = true;
+
+ if (mListeners != null) {
+ ArrayList<AnimatorListener> tmpListeners =
+ (ArrayList<AnimatorListener>) mListeners.clone();
+ int numListeners = tmpListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ tmpListeners.get(i).onAnimationStart(this);
+ }
+ }
+ }
+ AnimationHandler animationHandler = sAnimationHandler.get();
+ if (animationHandler == null) {
+ animationHandler = new AnimationHandler();
+ sAnimationHandler.set(animationHandler);
+ }
+ animationHandler.sendEmptyMessage(ANIMATION_START);
+ }
+
+ @Override
+ public void start() {
+ start(false);
+ }
+
+ @Override
+ public void cancel() {
+ // Only cancel if the animation is actually running or has been started and is about
+ // to run
+ if (mPlayingState != STOPPED || sPendingAnimations.get().contains(this) ||
+ sDelayedAnims.get().contains(this)) {
+ // Only notify listeners if the animator has actually started
+ if (mRunning && mListeners != null) {
+ ArrayList<AnimatorListener> tmpListeners =
+ (ArrayList<AnimatorListener>) mListeners.clone();
+ for (AnimatorListener listener : tmpListeners) {
+ listener.onAnimationCancel(this);
+ }
+ }
+ endAnimation();
+ }
+ }
+
+ @Override
+ public void end() {
+ if (!sAnimations.get().contains(this) && !sPendingAnimations.get().contains(this)) {
+ // Special case if the animation has not yet started; get it ready for ending
+ mStartedDelay = false;
+ startAnimation();
+ } else if (!mInitialized) {
+ initAnimation();
+ }
+ // The final value set on the target varies, depending on whether the animation
+ // was supposed to repeat an odd number of times
+ if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) {
+ animateValue(0f);
+ } else {
+ animateValue(1f);
+ }
+ endAnimation();
+ }
+
+ @Override
+ public boolean isRunning() {
+ return (mPlayingState == RUNNING || mRunning);
+ }
+
+ @Override
+ public boolean isStarted() {
+ return mStarted;
+ }
+
+ /**
+ * Plays the ValueAnimator in reverse. If the animation is already running,
+ * it will stop itself and play backwards from the point reached when reverse was called.
+ * If the animation is not currently running, then it will start from the end and
+ * play backwards. This behavior is only set for the current animation; future playing
+ * of the animation will use the default behavior of playing forward.
+ */
+ public void reverse() {
+ mPlayingBackwards = !mPlayingBackwards;
+ if (mPlayingState == RUNNING) {
+ long currentTime = AnimationUtils.currentAnimationTimeMillis();
+ long currentPlayTime = currentTime - mStartTime;
+ long timeLeft = mDuration - currentPlayTime;
+ mStartTime = currentTime - timeLeft;
+ } else {
+ start(true);
+ }
+ }
+
+ /**
+ * Called internally to end an animation by removing it from the animations list. Must be
+ * called on the UI thread.
+ */
+ private void endAnimation() {
+ sAnimations.get().remove(this);
+ sPendingAnimations.get().remove(this);
+ sDelayedAnims.get().remove(this);
+ mPlayingState = STOPPED;
+ if (mRunning && mListeners != null) {
+ ArrayList<AnimatorListener> tmpListeners =
+ (ArrayList<AnimatorListener>) mListeners.clone();
+ int numListeners = tmpListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ tmpListeners.get(i).onAnimationEnd(this);
+ }
+ }
+ mRunning = false;
+ mStarted = false;
+ }
+
+ /**
+ * Called internally to start an animation by adding it to the active animations list. Must be
+ * called on the UI thread.
+ */
+ private void startAnimation() {
+ initAnimation();
+ sAnimations.get().add(this);
+ if (mStartDelay > 0 && mListeners != null) {
+ // Listeners were already notified in start() if startDelay is 0; this is
+ // just for delayed animations
+ ArrayList<AnimatorListener> tmpListeners =
+ (ArrayList<AnimatorListener>) mListeners.clone();
+ int numListeners = tmpListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ tmpListeners.get(i).onAnimationStart(this);
+ }
+ }
+ }
+
+ /**
+ * Internal function called to process an animation frame on an animation that is currently
+ * sleeping through its <code>startDelay</code> phase. The return value indicates whether it
+ * should be woken up and put on the active animations queue.
+ *
+ * @param currentTime The current animation time, used to calculate whether the animation
+ * has exceeded its <code>startDelay</code> and should be started.
+ * @return True if the animation's <code>startDelay</code> has been exceeded and the animation
+ * should be added to the set of active animations.
+ */
+ private boolean delayedAnimationFrame(long currentTime) {
+ if (!mStartedDelay) {
+ mStartedDelay = true;
+ mDelayStartTime = currentTime;
+ } else {
+ long deltaTime = currentTime - mDelayStartTime;
+ if (deltaTime > mStartDelay) {
+ // startDelay ended - start the anim and record the
+ // mStartTime appropriately
+ mStartTime = currentTime - (deltaTime - mStartDelay);
+ mPlayingState = RUNNING;
+ return true;
+ }
+ }
+ return false;
+ }
+
+ /**
+ * This internal function processes a single animation frame for a given animation. The
+ * currentTime parameter is the timing pulse sent by the handler, used to calculate the
+ * elapsed duration, and therefore
+ * the elapsed fraction, of the animation. The return value indicates whether the animation
+ * should be ended (which happens when the elapsed time of the animation exceeds the
+ * animation's duration, including the repeatCount).
+ *
+ * @param currentTime The current time, as tracked by the static timing handler
+ * @return true if the animation's duration, including any repetitions due to
+ * <code>repeatCount</code> has been exceeded and the animation should be ended.
+ */
+ boolean animationFrame(long currentTime) {
+ boolean done = false;
+
+ if (mPlayingState == STOPPED) {
+ mPlayingState = RUNNING;
+ if (mSeekTime < 0) {
+ mStartTime = currentTime;
+ } else {
+ mStartTime = currentTime - mSeekTime;
+ // Now that we're playing, reset the seek time
+ mSeekTime = -1;
+ }
+ }
+ switch (mPlayingState) {
+ case RUNNING:
+ case SEEKED:
+ float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f;
+ if (fraction >= 1f) {
+ if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) {
+ // Time to repeat
+ if (mListeners != null) {
+ int numListeners = mListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ mListeners.get(i).onAnimationRepeat(this);
+ }
+ }
+ if (mRepeatMode == REVERSE) {
+ mPlayingBackwards = mPlayingBackwards ? false : true;
+ }
+ mCurrentIteration += (int)fraction;
+ fraction = fraction % 1f;
+ mStartTime += mDuration;
+ } else {
+ done = true;
+ fraction = Math.min(fraction, 1.0f);
+ }
+ }
+ if (mPlayingBackwards) {
+ fraction = 1f - fraction;
+ }
+ animateValue(fraction);
+ break;
+ }
+
+ return done;
+ }
+
+ /**
+ * Returns the current animation fraction, which is the elapsed/interpolated fraction used in
+ * the most recent frame update on the animation.
+ *
+ * @return Elapsed/interpolated fraction of the animation.
+ */
+ public float getAnimatedFraction() {
+ return mCurrentFraction;
+ }
+
+ /**
+ * This method is called with the elapsed fraction of the animation during every
+ * animation frame. This function turns the elapsed fraction into an interpolated fraction
+ * and then into an animated value (from the evaluator. The function is called mostly during
+ * animation updates, but it is also called when the <code>end()</code>
+ * function is called, to set the final value on the property.
+ *
+ * <p>Overrides of this method must call the superclass to perform the calculation
+ * of the animated value.</p>
+ *
+ * @param fraction The elapsed fraction of the animation.
+ */
+ void animateValue(float fraction) {
+ fraction = mInterpolator.getInterpolation(fraction);
+ mCurrentFraction = fraction;
+ int numValues = mValues.length;
+ for (int i = 0; i < numValues; ++i) {
+ mValues[i].calculateValue(fraction);
+ }
+ if (mUpdateListeners != null) {
+ int numListeners = mUpdateListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ mUpdateListeners.get(i).onAnimationUpdate(this);
+ }
+ }
+ }
+
+ @Override
+ public ValueAnimator clone() {
+ final ValueAnimator anim = (ValueAnimator) super.clone();
+ if (mUpdateListeners != null) {
+ ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners;
+ anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
+ int numListeners = oldListeners.size();
+ for (int i = 0; i < numListeners; ++i) {
+ anim.mUpdateListeners.add(oldListeners.get(i));
+ }
+ }
+ anim.mSeekTime = -1;
+ anim.mPlayingBackwards = false;
+ anim.mCurrentIteration = 0;
+ anim.mInitialized = false;
+ anim.mPlayingState = STOPPED;
+ anim.mStartedDelay = false;
+ PropertyValuesHolder[] oldValues = mValues;
+ if (oldValues != null) {
+ int numValues = oldValues.length;
+ anim.mValues = new PropertyValuesHolder[numValues];
+ anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
+ for (int i = 0; i < numValues; ++i) {
+ PropertyValuesHolder newValuesHolder = oldValues[i].clone();
+ anim.mValues[i] = newValuesHolder;
+ anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder);
+ }
+ }
+ return anim;
+ }
+
+ /**
+ * Implementors of this interface can add themselves as update listeners
+ * to an <code>ValueAnimator</code> instance to receive callbacks on every animation
+ * frame, after the current frame's values have been calculated for that
+ * <code>ValueAnimator</code>.
+ */
+ public static interface AnimatorUpdateListener {
+ /**
+ * <p>Notifies the occurrence of another frame of the animation.</p>
+ *
+ * @param animation The animation which was repeated.
+ */
+ void onAnimationUpdate(ValueAnimator animation);
+
+ }
+
+ /**
+ * Return the number of animations currently running.
+ *
+ * Used by StrictMode internally to annotate violations. Only
+ * called on the main thread.
+ *
+ * @hide
+ */
+ public static int getCurrentAnimationsCount() {
+ return sAnimations.get().size();
+ }
+
+ /**
+ * Clear all animations on this thread, without canceling or ending them.
+ * This should be used with caution.
+ *
+ * @hide
+ */
+ public static void clearAllAnimations() {
+ sAnimations.get().clear();
+ sPendingAnimations.get().clear();
+ sDelayedAnims.get().clear();
+ }
+
+ @Override
+ public String toString() {
+ String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode());
+ if (mValues != null) {
+ for (int i = 0; i < mValues.length; ++i) {
+ returnVal += "\n " + mValues[i].toString();
+ }
+ }
+ return returnVal;
+ }
+}