1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package android.animation; 18 19 import android.os.Looper; 20 import android.os.Trace; 21 import android.util.AndroidRuntimeException; 22 import android.view.Choreographer; 23 import android.view.animation.AccelerateDecelerateInterpolator; 24 import android.view.animation.AnimationUtils; 25 import android.view.animation.LinearInterpolator; 26 27 import java.util.ArrayList; 28 import java.util.HashMap; 29 30 /** 31 * This class provides a simple timing engine for running animations 32 * which calculate animated values and set them on target objects. 33 * 34 * <p>There is a single timing pulse that all animations use. It runs in a 35 * custom handler to ensure that property changes happen on the UI thread.</p> 36 * 37 * <p>By default, ValueAnimator uses non-linear time interpolation, via the 38 * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates 39 * out of an animation. This behavior can be changed by calling 40 * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.</p> 41 * 42 * <div class="special reference"> 43 * <h3>Developer Guides</h3> 44 * <p>For more information about animating with {@code ValueAnimator}, read the 45 * <a href="{@docRoot}guide/topics/graphics/prop-animation.html#value-animator">Property 46 * Animation</a> developer guide.</p> 47 * </div> 48 */ 49 @SuppressWarnings("unchecked") 50 public class ValueAnimator extends Animator { 51 52 /** 53 * Internal constants 54 */ 55 private static float sDurationScale = 1.0f; 56 57 /** 58 * Values used with internal variable mPlayingState to indicate the current state of an 59 * animation. 60 */ 61 static final int STOPPED = 0; // Not yet playing 62 static final int RUNNING = 1; // Playing normally 63 static final int SEEKED = 2; // Seeked to some time value 64 65 /** 66 * Internal variables 67 * NOTE: This object implements the clone() method, making a deep copy of any referenced 68 * objects. As other non-trivial fields are added to this class, make sure to add logic 69 * to clone() to make deep copies of them. 70 */ 71 72 // The first time that the animation's animateFrame() method is called. This time is used to 73 // determine elapsed time (and therefore the elapsed fraction) in subsequent calls 74 // to animateFrame() 75 long mStartTime; 76 77 /** 78 * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked 79 * to a value. 80 */ 81 long mSeekTime = -1; 82 83 /** 84 * Set on the next frame after pause() is called, used to calculate a new startTime 85 * or delayStartTime which allows the animator to continue from the point at which 86 * it was paused. If negative, has not yet been set. 87 */ 88 private long mPauseTime; 89 90 /** 91 * Set when an animator is resumed. This triggers logic in the next frame which 92 * actually resumes the animator. 93 */ 94 private boolean mResumed = false; 95 96 97 // The static sAnimationHandler processes the internal timing loop on which all animations 98 // are based 99 /** 100 * @hide 101 */ 102 protected static ThreadLocal<AnimationHandler> sAnimationHandler = 103 new ThreadLocal<AnimationHandler>(); 104 105 // The time interpolator to be used if none is set on the animation 106 private static final TimeInterpolator sDefaultInterpolator = 107 new AccelerateDecelerateInterpolator(); 108 109 /** 110 * Used to indicate whether the animation is currently playing in reverse. This causes the 111 * elapsed fraction to be inverted to calculate the appropriate values. 112 */ 113 private boolean mPlayingBackwards = false; 114 115 /** 116 * This variable tracks the current iteration that is playing. When mCurrentIteration exceeds the 117 * repeatCount (if repeatCount!=INFINITE), the animation ends 118 */ 119 private int mCurrentIteration = 0; 120 121 /** 122 * Tracks current elapsed/eased fraction, for querying in getAnimatedFraction(). 123 */ 124 private float mCurrentFraction = 0f; 125 126 /** 127 * Tracks whether a startDelay'd animation has begun playing through the startDelay. 128 */ 129 private boolean mStartedDelay = false; 130 131 /** 132 * Tracks the time at which the animation began playing through its startDelay. This is 133 * different from the mStartTime variable, which is used to track when the animation became 134 * active (which is when the startDelay expired and the animation was added to the active 135 * animations list). 136 */ 137 private long mDelayStartTime; 138 139 /** 140 * Flag that represents the current state of the animation. Used to figure out when to start 141 * an animation (if state == STOPPED). Also used to end an animation that 142 * has been cancel()'d or end()'d since the last animation frame. Possible values are 143 * STOPPED, RUNNING, SEEKED. 144 */ 145 int mPlayingState = STOPPED; 146 147 /** 148 * Additional playing state to indicate whether an animator has been start()'d. There is 149 * some lag between a call to start() and the first animation frame. We should still note 150 * that the animation has been started, even if it's first animation frame has not yet 151 * happened, and reflect that state in isRunning(). 152 * Note that delayed animations are different: they are not started until their first 153 * animation frame, which occurs after their delay elapses. 154 */ 155 private boolean mRunning = false; 156 157 /** 158 * Additional playing state to indicate whether an animator has been start()'d, whether or 159 * not there is a nonzero startDelay. 160 */ 161 private boolean mStarted = false; 162 163 /** 164 * Tracks whether we've notified listeners of the onAnimationStart() event. This can be 165 * complex to keep track of since we notify listeners at different times depending on 166 * startDelay and whether start() was called before end(). 167 */ 168 private boolean mStartListenersCalled = false; 169 170 /** 171 * Flag that denotes whether the animation is set up and ready to go. Used to 172 * set up animation that has not yet been started. 173 */ 174 boolean mInitialized = false; 175 176 // 177 // Backing variables 178 // 179 180 // How long the animation should last in ms 181 private long mDuration = (long)(300 * sDurationScale); 182 private long mUnscaledDuration = 300; 183 184 // The amount of time in ms to delay starting the animation after start() is called 185 private long mStartDelay = 0; 186 private long mUnscaledStartDelay = 0; 187 188 // The number of times the animation will repeat. The default is 0, which means the animation 189 // will play only once 190 private int mRepeatCount = 0; 191 192 /** 193 * The type of repetition that will occur when repeatMode is nonzero. RESTART means the 194 * animation will start from the beginning on every new cycle. REVERSE means the animation 195 * will reverse directions on each iteration. 196 */ 197 private int mRepeatMode = RESTART; 198 199 /** 200 * The time interpolator to be used. The elapsed fraction of the animation will be passed 201 * through this interpolator to calculate the interpolated fraction, which is then used to 202 * calculate the animated values. 203 */ 204 private TimeInterpolator mInterpolator = sDefaultInterpolator; 205 206 /** 207 * The set of listeners to be sent events through the life of an animation. 208 */ 209 private ArrayList<AnimatorUpdateListener> mUpdateListeners = null; 210 211 /** 212 * The property/value sets being animated. 213 */ 214 PropertyValuesHolder[] mValues; 215 216 /** 217 * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values 218 * by property name during calls to getAnimatedValue(String). 219 */ 220 HashMap<String, PropertyValuesHolder> mValuesMap; 221 222 /** 223 * Public constants 224 */ 225 226 /** 227 * When the animation reaches the end and <code>repeatCount</code> is INFINITE 228 * or a positive value, the animation restarts from the beginning. 229 */ 230 public static final int RESTART = 1; 231 /** 232 * When the animation reaches the end and <code>repeatCount</code> is INFINITE 233 * or a positive value, the animation reverses direction on every iteration. 234 */ 235 public static final int REVERSE = 2; 236 /** 237 * This value used used with the {@link #setRepeatCount(int)} property to repeat 238 * the animation indefinitely. 239 */ 240 public static final int INFINITE = -1; 241 242 243 /** 244 * @hide 245 */ 246 public static void setDurationScale(float durationScale) { 247 sDurationScale = durationScale; 248 } 249 250 /** 251 * @hide 252 */ 253 public static float getDurationScale() { 254 return sDurationScale; 255 } 256 257 /** 258 * Creates a new ValueAnimator object. This default constructor is primarily for 259 * use internally; the factory methods which take parameters are more generally 260 * useful. 261 */ 262 public ValueAnimator() { 263 } 264 265 /** 266 * Constructs and returns a ValueAnimator that animates between int values. A single 267 * value implies that that value is the one being animated to. However, this is not typically 268 * useful in a ValueAnimator object because there is no way for the object to determine the 269 * starting value for the animation (unlike ObjectAnimator, which can derive that value 270 * from the target object and property being animated). Therefore, there should typically 271 * be two or more values. 272 * 273 * @param values A set of values that the animation will animate between over time. 274 * @return A ValueAnimator object that is set up to animate between the given values. 275 */ 276 public static ValueAnimator ofInt(int... values) { 277 ValueAnimator anim = new ValueAnimator(); 278 anim.setIntValues(values); 279 return anim; 280 } 281 282 /** 283 * Constructs and returns a ValueAnimator that animates between float values. A single 284 * value implies that that value is the one being animated to. However, this is not typically 285 * useful in a ValueAnimator object because there is no way for the object to determine the 286 * starting value for the animation (unlike ObjectAnimator, which can derive that value 287 * from the target object and property being animated). Therefore, there should typically 288 * be two or more values. 289 * 290 * @param values A set of values that the animation will animate between over time. 291 * @return A ValueAnimator object that is set up to animate between the given values. 292 */ 293 public static ValueAnimator ofFloat(float... values) { 294 ValueAnimator anim = new ValueAnimator(); 295 anim.setFloatValues(values); 296 return anim; 297 } 298 299 /** 300 * Constructs and returns a ValueAnimator that animates between the values 301 * specified in the PropertyValuesHolder objects. 302 * 303 * @param values A set of PropertyValuesHolder objects whose values will be animated 304 * between over time. 305 * @return A ValueAnimator object that is set up to animate between the given values. 306 */ 307 public static ValueAnimator ofPropertyValuesHolder(PropertyValuesHolder... values) { 308 ValueAnimator anim = new ValueAnimator(); 309 anim.setValues(values); 310 return anim; 311 } 312 /** 313 * Constructs and returns a ValueAnimator that animates between Object values. A single 314 * value implies that that value is the one being animated to. However, this is not typically 315 * useful in a ValueAnimator object because there is no way for the object to determine the 316 * starting value for the animation (unlike ObjectAnimator, which can derive that value 317 * from the target object and property being animated). Therefore, there should typically 318 * be two or more values. 319 * 320 * <p>Since ValueAnimator does not know how to animate between arbitrary Objects, this 321 * factory method also takes a TypeEvaluator object that the ValueAnimator will use 322 * to perform that interpolation. 323 * 324 * @param evaluator A TypeEvaluator that will be called on each animation frame to 325 * provide the ncessry interpolation between the Object values to derive the animated 326 * value. 327 * @param values A set of values that the animation will animate between over time. 328 * @return A ValueAnimator object that is set up to animate between the given values. 329 */ 330 public static ValueAnimator ofObject(TypeEvaluator evaluator, Object... values) { 331 ValueAnimator anim = new ValueAnimator(); 332 anim.setObjectValues(values); 333 anim.setEvaluator(evaluator); 334 return anim; 335 } 336 337 /** 338 * Sets int values that will be animated between. A single 339 * value implies that that value is the one being animated to. However, this is not typically 340 * useful in a ValueAnimator object because there is no way for the object to determine the 341 * starting value for the animation (unlike ObjectAnimator, which can derive that value 342 * from the target object and property being animated). Therefore, there should typically 343 * be two or more values. 344 * 345 * <p>If there are already multiple sets of values defined for this ValueAnimator via more 346 * than one PropertyValuesHolder object, this method will set the values for the first 347 * of those objects.</p> 348 * 349 * @param values A set of values that the animation will animate between over time. 350 */ 351 public void setIntValues(int... values) { 352 if (values == null || values.length == 0) { 353 return; 354 } 355 if (mValues == null || mValues.length == 0) { 356 setValues(PropertyValuesHolder.ofInt("", values)); 357 } else { 358 PropertyValuesHolder valuesHolder = mValues[0]; 359 valuesHolder.setIntValues(values); 360 } 361 // New property/values/target should cause re-initialization prior to starting 362 mInitialized = false; 363 } 364 365 /** 366 * Sets float values that will be animated between. A single 367 * value implies that that value is the one being animated to. However, this is not typically 368 * useful in a ValueAnimator object because there is no way for the object to determine the 369 * starting value for the animation (unlike ObjectAnimator, which can derive that value 370 * from the target object and property being animated). Therefore, there should typically 371 * be two or more values. 372 * 373 * <p>If there are already multiple sets of values defined for this ValueAnimator via more 374 * than one PropertyValuesHolder object, this method will set the values for the first 375 * of those objects.</p> 376 * 377 * @param values A set of values that the animation will animate between over time. 378 */ 379 public void setFloatValues(float... values) { 380 if (values == null || values.length == 0) { 381 return; 382 } 383 if (mValues == null || mValues.length == 0) { 384 setValues(PropertyValuesHolder.ofFloat("", values)); 385 } else { 386 PropertyValuesHolder valuesHolder = mValues[0]; 387 valuesHolder.setFloatValues(values); 388 } 389 // New property/values/target should cause re-initialization prior to starting 390 mInitialized = false; 391 } 392 393 /** 394 * Sets the values to animate between for this animation. A single 395 * value implies that that value is the one being animated to. However, this is not typically 396 * useful in a ValueAnimator object because there is no way for the object to determine the 397 * starting value for the animation (unlike ObjectAnimator, which can derive that value 398 * from the target object and property being animated). Therefore, there should typically 399 * be two or more values. 400 * 401 * <p>If there are already multiple sets of values defined for this ValueAnimator via more 402 * than one PropertyValuesHolder object, this method will set the values for the first 403 * of those objects.</p> 404 * 405 * <p>There should be a TypeEvaluator set on the ValueAnimator that knows how to interpolate 406 * between these value objects. ValueAnimator only knows how to interpolate between the 407 * primitive types specified in the other setValues() methods.</p> 408 * 409 * @param values The set of values to animate between. 410 */ 411 public void setObjectValues(Object... values) { 412 if (values == null || values.length == 0) { 413 return; 414 } 415 if (mValues == null || mValues.length == 0) { 416 setValues(PropertyValuesHolder.ofObject("", null, values)); 417 } else { 418 PropertyValuesHolder valuesHolder = mValues[0]; 419 valuesHolder.setObjectValues(values); 420 } 421 // New property/values/target should cause re-initialization prior to starting 422 mInitialized = false; 423 } 424 425 /** 426 * Sets the values, per property, being animated between. This function is called internally 427 * by the constructors of ValueAnimator that take a list of values. But a ValueAnimator can 428 * be constructed without values and this method can be called to set the values manually 429 * instead. 430 * 431 * @param values The set of values, per property, being animated between. 432 */ 433 public void setValues(PropertyValuesHolder... values) { 434 int numValues = values.length; 435 mValues = values; 436 mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); 437 for (int i = 0; i < numValues; ++i) { 438 PropertyValuesHolder valuesHolder = values[i]; 439 mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder); 440 } 441 // New property/values/target should cause re-initialization prior to starting 442 mInitialized = false; 443 } 444 445 /** 446 * Returns the values that this ValueAnimator animates between. These values are stored in 447 * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list 448 * of value objects instead. 449 * 450 * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the 451 * values, per property, that define the animation. 452 */ 453 public PropertyValuesHolder[] getValues() { 454 return mValues; 455 } 456 457 /** 458 * This function is called immediately before processing the first animation 459 * frame of an animation. If there is a nonzero <code>startDelay</code>, the 460 * function is called after that delay ends. 461 * It takes care of the final initialization steps for the 462 * animation. 463 * 464 * <p>Overrides of this method should call the superclass method to ensure 465 * that internal mechanisms for the animation are set up correctly.</p> 466 */ 467 void initAnimation() { 468 if (!mInitialized) { 469 int numValues = mValues.length; 470 for (int i = 0; i < numValues; ++i) { 471 mValues[i].init(); 472 } 473 mInitialized = true; 474 } 475 } 476 477 478 /** 479 * Sets the length of the animation. The default duration is 300 milliseconds. 480 * 481 * @param duration The length of the animation, in milliseconds. This value cannot 482 * be negative. 483 * @return ValueAnimator The object called with setDuration(). This return 484 * value makes it easier to compose statements together that construct and then set the 485 * duration, as in <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>. 486 */ 487 public ValueAnimator setDuration(long duration) { 488 if (duration < 0) { 489 throw new IllegalArgumentException("Animators cannot have negative duration: " + 490 duration); 491 } 492 mUnscaledDuration = duration; 493 mDuration = (long)(duration * sDurationScale); 494 return this; 495 } 496 497 /** 498 * Gets the length of the animation. The default duration is 300 milliseconds. 499 * 500 * @return The length of the animation, in milliseconds. 501 */ 502 public long getDuration() { 503 return mUnscaledDuration; 504 } 505 506 /** 507 * Sets the position of the animation to the specified point in time. This time should 508 * be between 0 and the total duration of the animation, including any repetition. If 509 * the animation has not yet been started, then it will not advance forward after it is 510 * set to this time; it will simply set the time to this value and perform any appropriate 511 * actions based on that time. If the animation is already running, then setCurrentPlayTime() 512 * will set the current playing time to this value and continue playing from that point. 513 * 514 * @param playTime The time, in milliseconds, to which the animation is advanced or rewound. 515 */ 516 public void setCurrentPlayTime(long playTime) { 517 initAnimation(); 518 long currentTime = AnimationUtils.currentAnimationTimeMillis(); 519 if (mPlayingState != RUNNING) { 520 mSeekTime = playTime; 521 mPlayingState = SEEKED; 522 } 523 mStartTime = currentTime - playTime; 524 doAnimationFrame(currentTime); 525 } 526 527 /** 528 * Gets the current position of the animation in time, which is equal to the current 529 * time minus the time that the animation started. An animation that is not yet started will 530 * return a value of zero. 531 * 532 * @return The current position in time of the animation. 533 */ 534 public long getCurrentPlayTime() { 535 if (!mInitialized || mPlayingState == STOPPED) { 536 return 0; 537 } 538 return AnimationUtils.currentAnimationTimeMillis() - mStartTime; 539 } 540 541 /** 542 * This custom, static handler handles the timing pulse that is shared by 543 * all active animations. This approach ensures that the setting of animation 544 * values will happen on the UI thread and that all animations will share 545 * the same times for calculating their values, which makes synchronizing 546 * animations possible. 547 * 548 * The handler uses the Choreographer for executing periodic callbacks. 549 * 550 * @hide 551 */ 552 @SuppressWarnings("unchecked") 553 protected static class AnimationHandler implements Runnable { 554 // The per-thread list of all active animations 555 /** @hide */ 556 protected final ArrayList<ValueAnimator> mAnimations = new ArrayList<ValueAnimator>(); 557 558 // Used in doAnimationFrame() to avoid concurrent modifications of mAnimations 559 private final ArrayList<ValueAnimator> mTmpAnimations = new ArrayList<ValueAnimator>(); 560 561 // The per-thread set of animations to be started on the next animation frame 562 /** @hide */ 563 protected final ArrayList<ValueAnimator> mPendingAnimations = new ArrayList<ValueAnimator>(); 564 565 /** 566 * Internal per-thread collections used to avoid set collisions as animations start and end 567 * while being processed. 568 * @hide 569 */ 570 protected final ArrayList<ValueAnimator> mDelayedAnims = new ArrayList<ValueAnimator>(); 571 private final ArrayList<ValueAnimator> mEndingAnims = new ArrayList<ValueAnimator>(); 572 private final ArrayList<ValueAnimator> mReadyAnims = new ArrayList<ValueAnimator>(); 573 574 private final Choreographer mChoreographer; 575 private boolean mAnimationScheduled; 576 577 private AnimationHandler() { 578 mChoreographer = Choreographer.getInstance(); 579 } 580 581 /** 582 * Start animating on the next frame. 583 */ 584 public void start() { 585 scheduleAnimation(); 586 } 587 588 private void doAnimationFrame(long frameTime) { 589 // mPendingAnimations holds any animations that have requested to be started 590 // We're going to clear mPendingAnimations, but starting animation may 591 // cause more to be added to the pending list (for example, if one animation 592 // starting triggers another starting). So we loop until mPendingAnimations 593 // is empty. 594 while (mPendingAnimations.size() > 0) { 595 ArrayList<ValueAnimator> pendingCopy = 596 (ArrayList<ValueAnimator>) mPendingAnimations.clone(); 597 mPendingAnimations.clear(); 598 int count = pendingCopy.size(); 599 for (int i = 0; i < count; ++i) { 600 ValueAnimator anim = pendingCopy.get(i); 601 // If the animation has a startDelay, place it on the delayed list 602 if (anim.mStartDelay == 0) { 603 anim.startAnimation(this); 604 } else { 605 mDelayedAnims.add(anim); 606 } 607 } 608 } 609 // Next, process animations currently sitting on the delayed queue, adding 610 // them to the active animations if they are ready 611 int numDelayedAnims = mDelayedAnims.size(); 612 for (int i = 0; i < numDelayedAnims; ++i) { 613 ValueAnimator anim = mDelayedAnims.get(i); 614 if (anim.delayedAnimationFrame(frameTime)) { 615 mReadyAnims.add(anim); 616 } 617 } 618 int numReadyAnims = mReadyAnims.size(); 619 if (numReadyAnims > 0) { 620 for (int i = 0; i < numReadyAnims; ++i) { 621 ValueAnimator anim = mReadyAnims.get(i); 622 anim.startAnimation(this); 623 anim.mRunning = true; 624 mDelayedAnims.remove(anim); 625 } 626 mReadyAnims.clear(); 627 } 628 629 // Now process all active animations. The return value from animationFrame() 630 // tells the handler whether it should now be ended 631 int numAnims = mAnimations.size(); 632 for (int i = 0; i < numAnims; ++i) { 633 mTmpAnimations.add(mAnimations.get(i)); 634 } 635 for (int i = 0; i < numAnims; ++i) { 636 ValueAnimator anim = mTmpAnimations.get(i); 637 if (mAnimations.contains(anim) && anim.doAnimationFrame(frameTime)) { 638 mEndingAnims.add(anim); 639 } 640 } 641 mTmpAnimations.clear(); 642 if (mEndingAnims.size() > 0) { 643 for (int i = 0; i < mEndingAnims.size(); ++i) { 644 mEndingAnims.get(i).endAnimation(this); 645 } 646 mEndingAnims.clear(); 647 } 648 649 // If there are still active or delayed animations, schedule a future call to 650 // onAnimate to process the next frame of the animations. 651 if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) { 652 scheduleAnimation(); 653 } 654 } 655 656 // Called by the Choreographer. 657 @Override 658 public void run() { 659 mAnimationScheduled = false; 660 doAnimationFrame(mChoreographer.getFrameTime()); 661 } 662 663 private void scheduleAnimation() { 664 if (!mAnimationScheduled) { 665 mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, this, null); 666 mAnimationScheduled = true; 667 } 668 } 669 } 670 671 /** 672 * The amount of time, in milliseconds, to delay starting the animation after 673 * {@link #start()} is called. 674 * 675 * @return the number of milliseconds to delay running the animation 676 */ 677 public long getStartDelay() { 678 return mUnscaledStartDelay; 679 } 680 681 /** 682 * The amount of time, in milliseconds, to delay starting the animation after 683 * {@link #start()} is called. 684 685 * @param startDelay The amount of the delay, in milliseconds 686 */ 687 public void setStartDelay(long startDelay) { 688 this.mStartDelay = (long)(startDelay * sDurationScale); 689 mUnscaledStartDelay = startDelay; 690 } 691 692 /** 693 * The amount of time, in milliseconds, between each frame of the animation. This is a 694 * requested time that the animation will attempt to honor, but the actual delay between 695 * frames may be different, depending on system load and capabilities. This is a static 696 * function because the same delay will be applied to all animations, since they are all 697 * run off of a single timing loop. 698 * 699 * The frame delay may be ignored when the animation system uses an external timing 700 * source, such as the display refresh rate (vsync), to govern animations. 701 * 702 * @return the requested time between frames, in milliseconds 703 */ 704 public static long getFrameDelay() { 705 return Choreographer.getFrameDelay(); 706 } 707 708 /** 709 * The amount of time, in milliseconds, between each frame of the animation. This is a 710 * requested time that the animation will attempt to honor, but the actual delay between 711 * frames may be different, depending on system load and capabilities. This is a static 712 * function because the same delay will be applied to all animations, since they are all 713 * run off of a single timing loop. 714 * 715 * The frame delay may be ignored when the animation system uses an external timing 716 * source, such as the display refresh rate (vsync), to govern animations. 717 * 718 * @param frameDelay the requested time between frames, in milliseconds 719 */ 720 public static void setFrameDelay(long frameDelay) { 721 Choreographer.setFrameDelay(frameDelay); 722 } 723 724 /** 725 * The most recent value calculated by this <code>ValueAnimator</code> when there is just one 726 * property being animated. This value is only sensible while the animation is running. The main 727 * purpose for this read-only property is to retrieve the value from the <code>ValueAnimator</code> 728 * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which 729 * is called during each animation frame, immediately after the value is calculated. 730 * 731 * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for 732 * the single property being animated. If there are several properties being animated 733 * (specified by several PropertyValuesHolder objects in the constructor), this function 734 * returns the animated value for the first of those objects. 735 */ 736 public Object getAnimatedValue() { 737 if (mValues != null && mValues.length > 0) { 738 return mValues[0].getAnimatedValue(); 739 } 740 // Shouldn't get here; should always have values unless ValueAnimator was set up wrong 741 return null; 742 } 743 744 /** 745 * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>. 746 * The main purpose for this read-only property is to retrieve the value from the 747 * <code>ValueAnimator</code> during a call to 748 * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which 749 * is called during each animation frame, immediately after the value is calculated. 750 * 751 * @return animatedValue The value most recently calculated for the named property 752 * by this <code>ValueAnimator</code>. 753 */ 754 public Object getAnimatedValue(String propertyName) { 755 PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName); 756 if (valuesHolder != null) { 757 return valuesHolder.getAnimatedValue(); 758 } else { 759 // At least avoid crashing if called with bogus propertyName 760 return null; 761 } 762 } 763 764 /** 765 * Sets how many times the animation should be repeated. If the repeat 766 * count is 0, the animation is never repeated. If the repeat count is 767 * greater than 0 or {@link #INFINITE}, the repeat mode will be taken 768 * into account. The repeat count is 0 by default. 769 * 770 * @param value the number of times the animation should be repeated 771 */ 772 public void setRepeatCount(int value) { 773 mRepeatCount = value; 774 } 775 /** 776 * Defines how many times the animation should repeat. The default value 777 * is 0. 778 * 779 * @return the number of times the animation should repeat, or {@link #INFINITE} 780 */ 781 public int getRepeatCount() { 782 return mRepeatCount; 783 } 784 785 /** 786 * Defines what this animation should do when it reaches the end. This 787 * setting is applied only when the repeat count is either greater than 788 * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}. 789 * 790 * @param value {@link #RESTART} or {@link #REVERSE} 791 */ 792 public void setRepeatMode(int value) { 793 mRepeatMode = value; 794 } 795 796 /** 797 * Defines what this animation should do when it reaches the end. 798 * 799 * @return either one of {@link #REVERSE} or {@link #RESTART} 800 */ 801 public int getRepeatMode() { 802 return mRepeatMode; 803 } 804 805 /** 806 * Adds a listener to the set of listeners that are sent update events through the life of 807 * an animation. This method is called on all listeners for every frame of the animation, 808 * after the values for the animation have been calculated. 809 * 810 * @param listener the listener to be added to the current set of listeners for this animation. 811 */ 812 public void addUpdateListener(AnimatorUpdateListener listener) { 813 if (mUpdateListeners == null) { 814 mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); 815 } 816 mUpdateListeners.add(listener); 817 } 818 819 /** 820 * Removes all listeners from the set listening to frame updates for this animation. 821 */ 822 public void removeAllUpdateListeners() { 823 if (mUpdateListeners == null) { 824 return; 825 } 826 mUpdateListeners.clear(); 827 mUpdateListeners = null; 828 } 829 830 /** 831 * Removes a listener from the set listening to frame updates for this animation. 832 * 833 * @param listener the listener to be removed from the current set of update listeners 834 * for this animation. 835 */ 836 public void removeUpdateListener(AnimatorUpdateListener listener) { 837 if (mUpdateListeners == null) { 838 return; 839 } 840 mUpdateListeners.remove(listener); 841 if (mUpdateListeners.size() == 0) { 842 mUpdateListeners = null; 843 } 844 } 845 846 847 /** 848 * The time interpolator used in calculating the elapsed fraction of this animation. The 849 * interpolator determines whether the animation runs with linear or non-linear motion, 850 * such as acceleration and deceleration. The default value is 851 * {@link android.view.animation.AccelerateDecelerateInterpolator} 852 * 853 * @param value the interpolator to be used by this animation. A value of <code>null</code> 854 * will result in linear interpolation. 855 */ 856 @Override 857 public void setInterpolator(TimeInterpolator value) { 858 if (value != null) { 859 mInterpolator = value; 860 } else { 861 mInterpolator = new LinearInterpolator(); 862 } 863 } 864 865 /** 866 * Returns the timing interpolator that this ValueAnimator uses. 867 * 868 * @return The timing interpolator for this ValueAnimator. 869 */ 870 @Override 871 public TimeInterpolator getInterpolator() { 872 return mInterpolator; 873 } 874 875 /** 876 * The type evaluator to be used when calculating the animated values of this animation. 877 * The system will automatically assign a float or int evaluator based on the type 878 * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values 879 * are not one of these primitive types, or if different evaluation is desired (such as is 880 * necessary with int values that represent colors), a custom evaluator needs to be assigned. 881 * For example, when running an animation on color values, the {@link ArgbEvaluator} 882 * should be used to get correct RGB color interpolation. 883 * 884 * <p>If this ValueAnimator has only one set of values being animated between, this evaluator 885 * will be used for that set. If there are several sets of values being animated, which is 886 * the case if PropertyValuesHolder objects were set on the ValueAnimator, then the evaluator 887 * is assigned just to the first PropertyValuesHolder object.</p> 888 * 889 * @param value the evaluator to be used this animation 890 */ 891 public void setEvaluator(TypeEvaluator value) { 892 if (value != null && mValues != null && mValues.length > 0) { 893 mValues[0].setEvaluator(value); 894 } 895 } 896 897 private void notifyStartListeners() { 898 if (mListeners != null && !mStartListenersCalled) { 899 ArrayList<AnimatorListener> tmpListeners = 900 (ArrayList<AnimatorListener>) mListeners.clone(); 901 int numListeners = tmpListeners.size(); 902 for (int i = 0; i < numListeners; ++i) { 903 tmpListeners.get(i).onAnimationStart(this); 904 } 905 } 906 mStartListenersCalled = true; 907 } 908 909 /** 910 * Start the animation playing. This version of start() takes a boolean flag that indicates 911 * whether the animation should play in reverse. The flag is usually false, but may be set 912 * to true if called from the reverse() method. 913 * 914 * <p>The animation started by calling this method will be run on the thread that called 915 * this method. This thread should have a Looper on it (a runtime exception will be thrown if 916 * this is not the case). Also, if the animation will animate 917 * properties of objects in the view hierarchy, then the calling thread should be the UI 918 * thread for that view hierarchy.</p> 919 * 920 * @param playBackwards Whether the ValueAnimator should start playing in reverse. 921 */ 922 private void start(boolean playBackwards) { 923 if (Looper.myLooper() == null) { 924 throw new AndroidRuntimeException("Animators may only be run on Looper threads"); 925 } 926 mPlayingBackwards = playBackwards; 927 mCurrentIteration = 0; 928 mPlayingState = STOPPED; 929 mStarted = true; 930 mStartedDelay = false; 931 mPaused = false; 932 AnimationHandler animationHandler = getOrCreateAnimationHandler(); 933 animationHandler.mPendingAnimations.add(this); 934 if (mStartDelay == 0) { 935 // This sets the initial value of the animation, prior to actually starting it running 936 setCurrentPlayTime(0); 937 mPlayingState = STOPPED; 938 mRunning = true; 939 notifyStartListeners(); 940 } 941 animationHandler.start(); 942 } 943 944 @Override 945 public void start() { 946 start(false); 947 } 948 949 @Override 950 public void cancel() { 951 // Only cancel if the animation is actually running or has been started and is about 952 // to run 953 AnimationHandler handler = getOrCreateAnimationHandler(); 954 if (mPlayingState != STOPPED 955 || handler.mPendingAnimations.contains(this) 956 || handler.mDelayedAnims.contains(this)) { 957 // Only notify listeners if the animator has actually started 958 if ((mStarted || mRunning) && mListeners != null) { 959 if (!mRunning) { 960 // If it's not yet running, then start listeners weren't called. Call them now. 961 notifyStartListeners(); 962 } 963 ArrayList<AnimatorListener> tmpListeners = 964 (ArrayList<AnimatorListener>) mListeners.clone(); 965 for (AnimatorListener listener : tmpListeners) { 966 listener.onAnimationCancel(this); 967 } 968 } 969 endAnimation(handler); 970 } 971 } 972 973 @Override 974 public void end() { 975 AnimationHandler handler = getOrCreateAnimationHandler(); 976 if (!handler.mAnimations.contains(this) && !handler.mPendingAnimations.contains(this)) { 977 // Special case if the animation has not yet started; get it ready for ending 978 mStartedDelay = false; 979 startAnimation(handler); 980 mStarted = true; 981 } else if (!mInitialized) { 982 initAnimation(); 983 } 984 animateValue(mPlayingBackwards ? 0f : 1f); 985 endAnimation(handler); 986 } 987 988 @Override 989 public void resume() { 990 if (mPaused) { 991 mResumed = true; 992 } 993 super.resume(); 994 } 995 996 @Override 997 public void pause() { 998 boolean previouslyPaused = mPaused; 999 super.pause(); 1000 if (!previouslyPaused && mPaused) { 1001 mPauseTime = -1; 1002 mResumed = false; 1003 } 1004 } 1005 1006 @Override 1007 public boolean isRunning() { 1008 return (mPlayingState == RUNNING || mRunning); 1009 } 1010 1011 @Override 1012 public boolean isStarted() { 1013 return mStarted; 1014 } 1015 1016 /** 1017 * Plays the ValueAnimator in reverse. If the animation is already running, 1018 * it will stop itself and play backwards from the point reached when reverse was called. 1019 * If the animation is not currently running, then it will start from the end and 1020 * play backwards. This behavior is only set for the current animation; future playing 1021 * of the animation will use the default behavior of playing forward. 1022 */ 1023 public void reverse() { 1024 mPlayingBackwards = !mPlayingBackwards; 1025 if (mPlayingState == RUNNING) { 1026 long currentTime = AnimationUtils.currentAnimationTimeMillis(); 1027 long currentPlayTime = currentTime - mStartTime; 1028 long timeLeft = mDuration - currentPlayTime; 1029 mStartTime = currentTime - timeLeft; 1030 } else if (mStarted) { 1031 end(); 1032 } else { 1033 start(true); 1034 } 1035 } 1036 1037 /** 1038 * Called internally to end an animation by removing it from the animations list. Must be 1039 * called on the UI thread. 1040 */ 1041 private void endAnimation(AnimationHandler handler) { 1042 handler.mAnimations.remove(this); 1043 handler.mPendingAnimations.remove(this); 1044 handler.mDelayedAnims.remove(this); 1045 mPlayingState = STOPPED; 1046 mPaused = false; 1047 if ((mStarted || mRunning) && mListeners != null) { 1048 if (!mRunning) { 1049 // If it's not yet running, then start listeners weren't called. Call them now. 1050 notifyStartListeners(); 1051 } 1052 ArrayList<AnimatorListener> tmpListeners = 1053 (ArrayList<AnimatorListener>) mListeners.clone(); 1054 int numListeners = tmpListeners.size(); 1055 for (int i = 0; i < numListeners; ++i) { 1056 tmpListeners.get(i).onAnimationEnd(this); 1057 } 1058 } 1059 mRunning = false; 1060 mStarted = false; 1061 mStartListenersCalled = false; 1062 mPlayingBackwards = false; 1063 if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) { 1064 Trace.asyncTraceEnd(Trace.TRACE_TAG_VIEW, getNameForTrace(), 1065 System.identityHashCode(this)); 1066 } 1067 } 1068 1069 /** 1070 * Called internally to start an animation by adding it to the active animations list. Must be 1071 * called on the UI thread. 1072 */ 1073 private void startAnimation(AnimationHandler handler) { 1074 if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) { 1075 Trace.asyncTraceBegin(Trace.TRACE_TAG_VIEW, getNameForTrace(), 1076 System.identityHashCode(this)); 1077 } 1078 initAnimation(); 1079 handler.mAnimations.add(this); 1080 if (mStartDelay > 0 && mListeners != null) { 1081 // Listeners were already notified in start() if startDelay is 0; this is 1082 // just for delayed animations 1083 notifyStartListeners(); 1084 } 1085 } 1086 1087 /** 1088 * Returns the name of this animator for debugging purposes. 1089 */ 1090 String getNameForTrace() { 1091 return "animator"; 1092 } 1093 1094 1095 /** 1096 * Internal function called to process an animation frame on an animation that is currently 1097 * sleeping through its <code>startDelay</code> phase. The return value indicates whether it 1098 * should be woken up and put on the active animations queue. 1099 * 1100 * @param currentTime The current animation time, used to calculate whether the animation 1101 * has exceeded its <code>startDelay</code> and should be started. 1102 * @return True if the animation's <code>startDelay</code> has been exceeded and the animation 1103 * should be added to the set of active animations. 1104 */ 1105 private boolean delayedAnimationFrame(long currentTime) { 1106 if (!mStartedDelay) { 1107 mStartedDelay = true; 1108 mDelayStartTime = currentTime; 1109 } else { 1110 if (mPaused) { 1111 if (mPauseTime < 0) { 1112 mPauseTime = currentTime; 1113 } 1114 return false; 1115 } else if (mResumed) { 1116 mResumed = false; 1117 if (mPauseTime > 0) { 1118 // Offset by the duration that the animation was paused 1119 mDelayStartTime += (currentTime - mPauseTime); 1120 } 1121 } 1122 long deltaTime = currentTime - mDelayStartTime; 1123 if (deltaTime > mStartDelay) { 1124 // startDelay ended - start the anim and record the 1125 // mStartTime appropriately 1126 mStartTime = currentTime - (deltaTime - mStartDelay); 1127 mPlayingState = RUNNING; 1128 return true; 1129 } 1130 } 1131 return false; 1132 } 1133 1134 /** 1135 * This internal function processes a single animation frame for a given animation. The 1136 * currentTime parameter is the timing pulse sent by the handler, used to calculate the 1137 * elapsed duration, and therefore 1138 * the elapsed fraction, of the animation. The return value indicates whether the animation 1139 * should be ended (which happens when the elapsed time of the animation exceeds the 1140 * animation's duration, including the repeatCount). 1141 * 1142 * @param currentTime The current time, as tracked by the static timing handler 1143 * @return true if the animation's duration, including any repetitions due to 1144 * <code>repeatCount</code>, has been exceeded and the animation should be ended. 1145 */ 1146 boolean animationFrame(long currentTime) { 1147 boolean done = false; 1148 switch (mPlayingState) { 1149 case RUNNING: 1150 case SEEKED: 1151 float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f; 1152 if (fraction >= 1f) { 1153 if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) { 1154 // Time to repeat 1155 if (mListeners != null) { 1156 int numListeners = mListeners.size(); 1157 for (int i = 0; i < numListeners; ++i) { 1158 mListeners.get(i).onAnimationRepeat(this); 1159 } 1160 } 1161 if (mRepeatMode == REVERSE) { 1162 mPlayingBackwards = !mPlayingBackwards; 1163 } 1164 mCurrentIteration += (int)fraction; 1165 fraction = fraction % 1f; 1166 mStartTime += mDuration; 1167 } else { 1168 done = true; 1169 fraction = Math.min(fraction, 1.0f); 1170 } 1171 } 1172 if (mPlayingBackwards) { 1173 fraction = 1f - fraction; 1174 } 1175 animateValue(fraction); 1176 break; 1177 } 1178 1179 return done; 1180 } 1181 1182 /** 1183 * Processes a frame of the animation, adjusting the start time if needed. 1184 * 1185 * @param frameTime The frame time. 1186 * @return true if the animation has ended. 1187 */ 1188 final boolean doAnimationFrame(long frameTime) { 1189 if (mPlayingState == STOPPED) { 1190 mPlayingState = RUNNING; 1191 if (mSeekTime < 0) { 1192 mStartTime = frameTime; 1193 } else { 1194 mStartTime = frameTime - mSeekTime; 1195 // Now that we're playing, reset the seek time 1196 mSeekTime = -1; 1197 } 1198 } 1199 if (mPaused) { 1200 if (mPauseTime < 0) { 1201 mPauseTime = frameTime; 1202 } 1203 return false; 1204 } else if (mResumed) { 1205 mResumed = false; 1206 if (mPauseTime > 0) { 1207 // Offset by the duration that the animation was paused 1208 mStartTime += (frameTime - mPauseTime); 1209 } 1210 } 1211 // The frame time might be before the start time during the first frame of 1212 // an animation. The "current time" must always be on or after the start 1213 // time to avoid animating frames at negative time intervals. In practice, this 1214 // is very rare and only happens when seeking backwards. 1215 final long currentTime = Math.max(frameTime, mStartTime); 1216 return animationFrame(currentTime); 1217 } 1218 1219 /** 1220 * Returns the current animation fraction, which is the elapsed/interpolated fraction used in 1221 * the most recent frame update on the animation. 1222 * 1223 * @return Elapsed/interpolated fraction of the animation. 1224 */ 1225 public float getAnimatedFraction() { 1226 return mCurrentFraction; 1227 } 1228 1229 /** 1230 * This method is called with the elapsed fraction of the animation during every 1231 * animation frame. This function turns the elapsed fraction into an interpolated fraction 1232 * and then into an animated value (from the evaluator. The function is called mostly during 1233 * animation updates, but it is also called when the <code>end()</code> 1234 * function is called, to set the final value on the property. 1235 * 1236 * <p>Overrides of this method must call the superclass to perform the calculation 1237 * of the animated value.</p> 1238 * 1239 * @param fraction The elapsed fraction of the animation. 1240 */ 1241 void animateValue(float fraction) { 1242 fraction = mInterpolator.getInterpolation(fraction); 1243 mCurrentFraction = fraction; 1244 int numValues = mValues.length; 1245 for (int i = 0; i < numValues; ++i) { 1246 mValues[i].calculateValue(fraction); 1247 } 1248 if (mUpdateListeners != null) { 1249 int numListeners = mUpdateListeners.size(); 1250 for (int i = 0; i < numListeners; ++i) { 1251 mUpdateListeners.get(i).onAnimationUpdate(this); 1252 } 1253 } 1254 } 1255 1256 @Override 1257 public ValueAnimator clone() { 1258 final ValueAnimator anim = (ValueAnimator) super.clone(); 1259 if (mUpdateListeners != null) { 1260 ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners; 1261 anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); 1262 int numListeners = oldListeners.size(); 1263 for (int i = 0; i < numListeners; ++i) { 1264 anim.mUpdateListeners.add(oldListeners.get(i)); 1265 } 1266 } 1267 anim.mSeekTime = -1; 1268 anim.mPlayingBackwards = false; 1269 anim.mCurrentIteration = 0; 1270 anim.mInitialized = false; 1271 anim.mPlayingState = STOPPED; 1272 anim.mStartedDelay = false; 1273 PropertyValuesHolder[] oldValues = mValues; 1274 if (oldValues != null) { 1275 int numValues = oldValues.length; 1276 anim.mValues = new PropertyValuesHolder[numValues]; 1277 anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); 1278 for (int i = 0; i < numValues; ++i) { 1279 PropertyValuesHolder newValuesHolder = oldValues[i].clone(); 1280 anim.mValues[i] = newValuesHolder; 1281 anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder); 1282 } 1283 } 1284 return anim; 1285 } 1286 1287 /** 1288 * Implementors of this interface can add themselves as update listeners 1289 * to an <code>ValueAnimator</code> instance to receive callbacks on every animation 1290 * frame, after the current frame's values have been calculated for that 1291 * <code>ValueAnimator</code>. 1292 */ 1293 public static interface AnimatorUpdateListener { 1294 /** 1295 * <p>Notifies the occurrence of another frame of the animation.</p> 1296 * 1297 * @param animation The animation which was repeated. 1298 */ 1299 void onAnimationUpdate(ValueAnimator animation); 1300 1301 } 1302 1303 /** 1304 * Return the number of animations currently running. 1305 * 1306 * Used by StrictMode internally to annotate violations. 1307 * May be called on arbitrary threads! 1308 * 1309 * @hide 1310 */ 1311 public static int getCurrentAnimationsCount() { 1312 AnimationHandler handler = sAnimationHandler.get(); 1313 return handler != null ? handler.mAnimations.size() : 0; 1314 } 1315 1316 /** 1317 * Clear all animations on this thread, without canceling or ending them. 1318 * This should be used with caution. 1319 * 1320 * @hide 1321 */ 1322 public static void clearAllAnimations() { 1323 AnimationHandler handler = sAnimationHandler.get(); 1324 if (handler != null) { 1325 handler.mAnimations.clear(); 1326 handler.mPendingAnimations.clear(); 1327 handler.mDelayedAnims.clear(); 1328 } 1329 } 1330 1331 private static AnimationHandler getOrCreateAnimationHandler() { 1332 AnimationHandler handler = sAnimationHandler.get(); 1333 if (handler == null) { 1334 handler = new AnimationHandler(); 1335 sAnimationHandler.set(handler); 1336 } 1337 return handler; 1338 } 1339 1340 @Override 1341 public String toString() { 1342 String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode()); 1343 if (mValues != null) { 1344 for (int i = 0; i < mValues.length; ++i) { 1345 returnVal += "\n " + mValues[i].toString(); 1346 } 1347 } 1348 return returnVal; 1349 } 1350 } 1351