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      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.annotation.CallSuper;
     20 import android.annotation.IntDef;
     21 import android.annotation.TestApi;
     22 import android.os.Looper;
     23 import android.os.Trace;
     24 import android.util.AndroidRuntimeException;
     25 import android.util.Log;
     26 import android.view.animation.AccelerateDecelerateInterpolator;
     27 import android.view.animation.Animation;
     28 import android.view.animation.AnimationUtils;
     29 import android.view.animation.LinearInterpolator;
     30 
     31 import java.lang.annotation.Retention;
     32 import java.lang.annotation.RetentionPolicy;
     33 import java.util.ArrayList;
     34 import java.util.HashMap;
     35 
     36 /**
     37  * This class provides a simple timing engine for running animations
     38  * which calculate animated values and set them on target objects.
     39  *
     40  * <p>There is a single timing pulse that all animations use. It runs in a
     41  * custom handler to ensure that property changes happen on the UI thread.</p>
     42  *
     43  * <p>By default, ValueAnimator uses non-linear time interpolation, via the
     44  * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates
     45  * out of an animation. This behavior can be changed by calling
     46  * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.</p>
     47  *
     48  * <p>Animators can be created from either code or resource files. Here is an example
     49  * of a ValueAnimator resource file:</p>
     50  *
     51  * {@sample development/samples/ApiDemos/res/anim/animator.xml ValueAnimatorResources}
     52  *
     53  * <p>Starting from API 23, it is also possible to use a combination of {@link PropertyValuesHolder}
     54  * and {@link Keyframe} resource tags to create a multi-step animation.
     55  * Note that you can specify explicit fractional values (from 0 to 1) for
     56  * each keyframe to determine when, in the overall duration, the animation should arrive at that
     57  * value. Alternatively, you can leave the fractions off and the keyframes will be equally
     58  * distributed within the total duration:</p>
     59  *
     60  * {@sample development/samples/ApiDemos/res/anim/value_animator_pvh_kf.xml
     61  * ValueAnimatorKeyframeResources}
     62  *
     63  * <div class="special reference">
     64  * <h3>Developer Guides</h3>
     65  * <p>For more information about animating with {@code ValueAnimator}, read the
     66  * <a href="{@docRoot}guide/topics/graphics/prop-animation.html#value-animator">Property
     67  * Animation</a> developer guide.</p>
     68  * </div>
     69  */
     70 @SuppressWarnings("unchecked")
     71 public class ValueAnimator extends Animator implements AnimationHandler.AnimationFrameCallback {
     72     private static final String TAG = "ValueAnimator";
     73     private static final boolean DEBUG = false;
     74 
     75     /**
     76      * Internal constants
     77      */
     78     private static float sDurationScale = 1.0f;
     79 
     80     /**
     81      * Internal variables
     82      * NOTE: This object implements the clone() method, making a deep copy of any referenced
     83      * objects. As other non-trivial fields are added to this class, make sure to add logic
     84      * to clone() to make deep copies of them.
     85      */
     86 
     87     /**
     88      * The first time that the animation's animateFrame() method is called. This time is used to
     89      * determine elapsed time (and therefore the elapsed fraction) in subsequent calls
     90      * to animateFrame().
     91      *
     92      * Whenever mStartTime is set, you must also update mStartTimeCommitted.
     93      */
     94     long mStartTime = -1;
     95 
     96     /**
     97      * When true, the start time has been firmly committed as a chosen reference point in
     98      * time by which the progress of the animation will be evaluated.  When false, the
     99      * start time may be updated when the first animation frame is committed so as
    100      * to compensate for jank that may have occurred between when the start time was
    101      * initialized and when the frame was actually drawn.
    102      *
    103      * This flag is generally set to false during the first frame of the animation
    104      * when the animation playing state transitions from STOPPED to RUNNING or
    105      * resumes after having been paused.  This flag is set to true when the start time
    106      * is firmly committed and should not be further compensated for jank.
    107      */
    108     boolean mStartTimeCommitted;
    109 
    110     /**
    111      * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked
    112      * to a value.
    113      */
    114     float mSeekFraction = -1;
    115 
    116     /**
    117      * Set on the next frame after pause() is called, used to calculate a new startTime
    118      * or delayStartTime which allows the animator to continue from the point at which
    119      * it was paused. If negative, has not yet been set.
    120      */
    121     private long mPauseTime;
    122 
    123     /**
    124      * Set when an animator is resumed. This triggers logic in the next frame which
    125      * actually resumes the animator.
    126      */
    127     private boolean mResumed = false;
    128 
    129     // The time interpolator to be used if none is set on the animation
    130     private static final TimeInterpolator sDefaultInterpolator =
    131             new AccelerateDecelerateInterpolator();
    132 
    133     /**
    134      * Flag to indicate whether this animator is playing in reverse mode, specifically
    135      * by being started or interrupted by a call to reverse(). This flag is different than
    136      * mPlayingBackwards, which indicates merely whether the current iteration of the
    137      * animator is playing in reverse. It is used in corner cases to determine proper end
    138      * behavior.
    139      */
    140     private boolean mReversing;
    141 
    142     /**
    143      * Tracks the overall fraction of the animation, ranging from 0 to mRepeatCount + 1
    144      */
    145     private float mOverallFraction = 0f;
    146 
    147     /**
    148      * Tracks current elapsed/eased fraction, for querying in getAnimatedFraction().
    149      * This is calculated by interpolating the fraction (range: [0, 1]) in the current iteration.
    150      */
    151     private float mCurrentFraction = 0f;
    152 
    153     /**
    154      * Tracks the time (in milliseconds) when the last frame arrived.
    155      */
    156     private long mLastFrameTime = -1;
    157 
    158     /**
    159      * Tracks the time (in milliseconds) when the first frame arrived. Note the frame may arrive
    160      * during the start delay.
    161      */
    162     private long mFirstFrameTime = -1;
    163 
    164     /**
    165      * Additional playing state to indicate whether an animator has been start()'d. There is
    166      * some lag between a call to start() and the first animation frame. We should still note
    167      * that the animation has been started, even if it's first animation frame has not yet
    168      * happened, and reflect that state in isRunning().
    169      * Note that delayed animations are different: they are not started until their first
    170      * animation frame, which occurs after their delay elapses.
    171      */
    172     private boolean mRunning = false;
    173 
    174     /**
    175      * Additional playing state to indicate whether an animator has been start()'d, whether or
    176      * not there is a nonzero startDelay.
    177      */
    178     private boolean mStarted = false;
    179 
    180     /**
    181      * Tracks whether we've notified listeners of the onAnimationStart() event. This can be
    182      * complex to keep track of since we notify listeners at different times depending on
    183      * startDelay and whether start() was called before end().
    184      */
    185     private boolean mStartListenersCalled = false;
    186 
    187     /**
    188      * Flag that denotes whether the animation is set up and ready to go. Used to
    189      * set up animation that has not yet been started.
    190      */
    191     boolean mInitialized = false;
    192 
    193     /**
    194      * Flag that tracks whether animation has been requested to end.
    195      */
    196     private boolean mAnimationEndRequested = false;
    197 
    198     //
    199     // Backing variables
    200     //
    201 
    202     // How long the animation should last in ms
    203     private long mDuration = 300;
    204 
    205     // The amount of time in ms to delay starting the animation after start() is called. Note
    206     // that this start delay is unscaled. When there is a duration scale set on the animator, the
    207     // scaling factor will be applied to this delay.
    208     private long mStartDelay = 0;
    209 
    210     // The number of times the animation will repeat. The default is 0, which means the animation
    211     // will play only once
    212     private int mRepeatCount = 0;
    213 
    214     /**
    215      * The type of repetition that will occur when repeatMode is nonzero. RESTART means the
    216      * animation will start from the beginning on every new cycle. REVERSE means the animation
    217      * will reverse directions on each iteration.
    218      */
    219     private int mRepeatMode = RESTART;
    220 
    221     /**
    222      * Whether or not the animator should register for its own animation callback to receive
    223      * animation pulse.
    224      */
    225     private boolean mSelfPulse = true;
    226 
    227     /**
    228      * Whether or not the animator has been requested to start without pulsing. This flag gets set
    229      * in startWithoutPulsing(), and reset in start().
    230      */
    231     private boolean mSuppressSelfPulseRequested = false;
    232 
    233     /**
    234      * The time interpolator to be used. The elapsed fraction of the animation will be passed
    235      * through this interpolator to calculate the interpolated fraction, which is then used to
    236      * calculate the animated values.
    237      */
    238     private TimeInterpolator mInterpolator = sDefaultInterpolator;
    239 
    240     /**
    241      * The set of listeners to be sent events through the life of an animation.
    242      */
    243     ArrayList<AnimatorUpdateListener> mUpdateListeners = null;
    244 
    245     /**
    246      * The property/value sets being animated.
    247      */
    248     PropertyValuesHolder[] mValues;
    249 
    250     /**
    251      * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values
    252      * by property name during calls to getAnimatedValue(String).
    253      */
    254     HashMap<String, PropertyValuesHolder> mValuesMap;
    255 
    256     /**
    257      * If set to non-negative value, this will override {@link #sDurationScale}.
    258      */
    259     private float mDurationScale = -1f;
    260 
    261     /**
    262      * Public constants
    263      */
    264 
    265     /** @hide */
    266     @IntDef({RESTART, REVERSE})
    267     @Retention(RetentionPolicy.SOURCE)
    268     public @interface RepeatMode {}
    269 
    270     /**
    271      * When the animation reaches the end and <code>repeatCount</code> is INFINITE
    272      * or a positive value, the animation restarts from the beginning.
    273      */
    274     public static final int RESTART = 1;
    275     /**
    276      * When the animation reaches the end and <code>repeatCount</code> is INFINITE
    277      * or a positive value, the animation reverses direction on every iteration.
    278      */
    279     public static final int REVERSE = 2;
    280     /**
    281      * This value used used with the {@link #setRepeatCount(int)} property to repeat
    282      * the animation indefinitely.
    283      */
    284     public static final int INFINITE = -1;
    285 
    286     /**
    287      * @hide
    288      */
    289     @TestApi
    290     public static void setDurationScale(float durationScale) {
    291         sDurationScale = durationScale;
    292     }
    293 
    294     /**
    295      * @hide
    296      */
    297     @TestApi
    298     public static float getDurationScale() {
    299         return sDurationScale;
    300     }
    301 
    302     /**
    303      * Returns whether animators are currently enabled, system-wide. By default, all
    304      * animators are enabled. This can change if either the user sets a Developer Option
    305      * to set the animator duration scale to 0 or by Battery Savery mode being enabled
    306      * (which disables all animations).
    307      *
    308      * <p>Developers should not typically need to call this method, but should an app wish
    309      * to show a different experience when animators are disabled, this return value
    310      * can be used as a decider of which experience to offer.
    311      *
    312      * @return boolean Whether animators are currently enabled. The default value is
    313      * <code>true</code>.
    314      */
    315     public static boolean areAnimatorsEnabled() {
    316         return !(sDurationScale == 0);
    317     }
    318 
    319     /**
    320      * Creates a new ValueAnimator object. This default constructor is primarily for
    321      * use internally; the factory methods which take parameters are more generally
    322      * useful.
    323      */
    324     public ValueAnimator() {
    325     }
    326 
    327     /**
    328      * Constructs and returns a ValueAnimator that animates between int values. A single
    329      * value implies that that value is the one being animated to. However, this is not typically
    330      * useful in a ValueAnimator object because there is no way for the object to determine the
    331      * starting value for the animation (unlike ObjectAnimator, which can derive that value
    332      * from the target object and property being animated). Therefore, there should typically
    333      * be two or more values.
    334      *
    335      * @param values A set of values that the animation will animate between over time.
    336      * @return A ValueAnimator object that is set up to animate between the given values.
    337      */
    338     public static ValueAnimator ofInt(int... values) {
    339         ValueAnimator anim = new ValueAnimator();
    340         anim.setIntValues(values);
    341         return anim;
    342     }
    343 
    344     /**
    345      * Constructs and returns a ValueAnimator that animates between color values. A single
    346      * value implies that that value is the one being animated to. However, this is not typically
    347      * useful in a ValueAnimator object because there is no way for the object to determine the
    348      * starting value for the animation (unlike ObjectAnimator, which can derive that value
    349      * from the target object and property being animated). Therefore, there should typically
    350      * be two or more values.
    351      *
    352      * @param values A set of values that the animation will animate between over time.
    353      * @return A ValueAnimator object that is set up to animate between the given values.
    354      */
    355     public static ValueAnimator ofArgb(int... values) {
    356         ValueAnimator anim = new ValueAnimator();
    357         anim.setIntValues(values);
    358         anim.setEvaluator(ArgbEvaluator.getInstance());
    359         return anim;
    360     }
    361 
    362     /**
    363      * Constructs and returns a ValueAnimator that animates between float values. A single
    364      * value implies that that value is the one being animated to. However, this is not typically
    365      * useful in a ValueAnimator object because there is no way for the object to determine the
    366      * starting value for the animation (unlike ObjectAnimator, which can derive that value
    367      * from the target object and property being animated). Therefore, there should typically
    368      * be two or more values.
    369      *
    370      * @param values A set of values that the animation will animate between over time.
    371      * @return A ValueAnimator object that is set up to animate between the given values.
    372      */
    373     public static ValueAnimator ofFloat(float... values) {
    374         ValueAnimator anim = new ValueAnimator();
    375         anim.setFloatValues(values);
    376         return anim;
    377     }
    378 
    379     /**
    380      * Constructs and returns a ValueAnimator that animates between the values
    381      * specified in the PropertyValuesHolder objects.
    382      *
    383      * @param values A set of PropertyValuesHolder objects whose values will be animated
    384      * between over time.
    385      * @return A ValueAnimator object that is set up to animate between the given values.
    386      */
    387     public static ValueAnimator ofPropertyValuesHolder(PropertyValuesHolder... values) {
    388         ValueAnimator anim = new ValueAnimator();
    389         anim.setValues(values);
    390         return anim;
    391     }
    392     /**
    393      * Constructs and returns a ValueAnimator that animates between Object values. A single
    394      * value implies that that value is the one being animated to. However, this is not typically
    395      * useful in a ValueAnimator object because there is no way for the object to determine the
    396      * starting value for the animation (unlike ObjectAnimator, which can derive that value
    397      * from the target object and property being animated). Therefore, there should typically
    398      * be two or more values.
    399      *
    400      * <p><strong>Note:</strong> The Object values are stored as references to the original
    401      * objects, which means that changes to those objects after this method is called will
    402      * affect the values on the animator. If the objects will be mutated externally after
    403      * this method is called, callers should pass a copy of those objects instead.
    404      *
    405      * <p>Since ValueAnimator does not know how to animate between arbitrary Objects, this
    406      * factory method also takes a TypeEvaluator object that the ValueAnimator will use
    407      * to perform that interpolation.
    408      *
    409      * @param evaluator A TypeEvaluator that will be called on each animation frame to
    410      * provide the ncessry interpolation between the Object values to derive the animated
    411      * value.
    412      * @param values A set of values that the animation will animate between over time.
    413      * @return A ValueAnimator object that is set up to animate between the given values.
    414      */
    415     public static ValueAnimator ofObject(TypeEvaluator evaluator, Object... values) {
    416         ValueAnimator anim = new ValueAnimator();
    417         anim.setObjectValues(values);
    418         anim.setEvaluator(evaluator);
    419         return anim;
    420     }
    421 
    422     /**
    423      * Sets int values that will be animated between. A single
    424      * value implies that that value is the one being animated to. However, this is not typically
    425      * useful in a ValueAnimator object because there is no way for the object to determine the
    426      * starting value for the animation (unlike ObjectAnimator, which can derive that value
    427      * from the target object and property being animated). Therefore, there should typically
    428      * be two or more values.
    429      *
    430      * <p>If there are already multiple sets of values defined for this ValueAnimator via more
    431      * than one PropertyValuesHolder object, this method will set the values for the first
    432      * of those objects.</p>
    433      *
    434      * @param values A set of values that the animation will animate between over time.
    435      */
    436     public void setIntValues(int... values) {
    437         if (values == null || values.length == 0) {
    438             return;
    439         }
    440         if (mValues == null || mValues.length == 0) {
    441             setValues(PropertyValuesHolder.ofInt("", values));
    442         } else {
    443             PropertyValuesHolder valuesHolder = mValues[0];
    444             valuesHolder.setIntValues(values);
    445         }
    446         // New property/values/target should cause re-initialization prior to starting
    447         mInitialized = false;
    448     }
    449 
    450     /**
    451      * Sets float values that will be animated between. A single
    452      * value implies that that value is the one being animated to. However, this is not typically
    453      * useful in a ValueAnimator object because there is no way for the object to determine the
    454      * starting value for the animation (unlike ObjectAnimator, which can derive that value
    455      * from the target object and property being animated). Therefore, there should typically
    456      * be two or more values.
    457      *
    458      * <p>If there are already multiple sets of values defined for this ValueAnimator via more
    459      * than one PropertyValuesHolder object, this method will set the values for the first
    460      * of those objects.</p>
    461      *
    462      * @param values A set of values that the animation will animate between over time.
    463      */
    464     public void setFloatValues(float... values) {
    465         if (values == null || values.length == 0) {
    466             return;
    467         }
    468         if (mValues == null || mValues.length == 0) {
    469             setValues(PropertyValuesHolder.ofFloat("", values));
    470         } else {
    471             PropertyValuesHolder valuesHolder = mValues[0];
    472             valuesHolder.setFloatValues(values);
    473         }
    474         // New property/values/target should cause re-initialization prior to starting
    475         mInitialized = false;
    476     }
    477 
    478     /**
    479      * Sets the values to animate between for this animation. A single
    480      * value implies that that value is the one being animated to. However, this is not typically
    481      * useful in a ValueAnimator object because there is no way for the object to determine the
    482      * starting value for the animation (unlike ObjectAnimator, which can derive that value
    483      * from the target object and property being animated). Therefore, there should typically
    484      * be two or more values.
    485      *
    486      * <p><strong>Note:</strong> The Object values are stored as references to the original
    487      * objects, which means that changes to those objects after this method is called will
    488      * affect the values on the animator. If the objects will be mutated externally after
    489      * this method is called, callers should pass a copy of those objects instead.
    490      *
    491      * <p>If there are already multiple sets of values defined for this ValueAnimator via more
    492      * than one PropertyValuesHolder object, this method will set the values for the first
    493      * of those objects.</p>
    494      *
    495      * <p>There should be a TypeEvaluator set on the ValueAnimator that knows how to interpolate
    496      * between these value objects. ValueAnimator only knows how to interpolate between the
    497      * primitive types specified in the other setValues() methods.</p>
    498      *
    499      * @param values The set of values to animate between.
    500      */
    501     public void setObjectValues(Object... values) {
    502         if (values == null || values.length == 0) {
    503             return;
    504         }
    505         if (mValues == null || mValues.length == 0) {
    506             setValues(PropertyValuesHolder.ofObject("", null, values));
    507         } else {
    508             PropertyValuesHolder valuesHolder = mValues[0];
    509             valuesHolder.setObjectValues(values);
    510         }
    511         // New property/values/target should cause re-initialization prior to starting
    512         mInitialized = false;
    513     }
    514 
    515     /**
    516      * Sets the values, per property, being animated between. This function is called internally
    517      * by the constructors of ValueAnimator that take a list of values. But a ValueAnimator can
    518      * be constructed without values and this method can be called to set the values manually
    519      * instead.
    520      *
    521      * @param values The set of values, per property, being animated between.
    522      */
    523     public void setValues(PropertyValuesHolder... values) {
    524         int numValues = values.length;
    525         mValues = values;
    526         mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
    527         for (int i = 0; i < numValues; ++i) {
    528             PropertyValuesHolder valuesHolder = values[i];
    529             mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
    530         }
    531         // New property/values/target should cause re-initialization prior to starting
    532         mInitialized = false;
    533     }
    534 
    535     /**
    536      * Returns the values that this ValueAnimator animates between. These values are stored in
    537      * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list
    538      * of value objects instead.
    539      *
    540      * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the
    541      * values, per property, that define the animation.
    542      */
    543     public PropertyValuesHolder[] getValues() {
    544         return mValues;
    545     }
    546 
    547     /**
    548      * This function is called immediately before processing the first animation
    549      * frame of an animation. If there is a nonzero <code>startDelay</code>, the
    550      * function is called after that delay ends.
    551      * It takes care of the final initialization steps for the
    552      * animation.
    553      *
    554      *  <p>Overrides of this method should call the superclass method to ensure
    555      *  that internal mechanisms for the animation are set up correctly.</p>
    556      */
    557     @CallSuper
    558     void initAnimation() {
    559         if (!mInitialized) {
    560             int numValues = mValues.length;
    561             for (int i = 0; i < numValues; ++i) {
    562                 mValues[i].init();
    563             }
    564             mInitialized = true;
    565         }
    566     }
    567 
    568     /**
    569      * Sets the length of the animation. The default duration is 300 milliseconds.
    570      *
    571      * @param duration The length of the animation, in milliseconds. This value cannot
    572      * be negative.
    573      * @return ValueAnimator The object called with setDuration(). This return
    574      * value makes it easier to compose statements together that construct and then set the
    575      * duration, as in <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>.
    576      */
    577     @Override
    578     public ValueAnimator setDuration(long duration) {
    579         if (duration < 0) {
    580             throw new IllegalArgumentException("Animators cannot have negative duration: " +
    581                     duration);
    582         }
    583         mDuration = duration;
    584         return this;
    585     }
    586 
    587     /**
    588      * Overrides the global duration scale by a custom value.
    589      *
    590      * @param durationScale The duration scale to set; or {@code -1f} to use the global duration
    591      *                      scale.
    592      * @hide
    593      */
    594     public void overrideDurationScale(float durationScale) {
    595         mDurationScale = durationScale;
    596     }
    597 
    598     private float resolveDurationScale() {
    599         return mDurationScale >= 0f ? mDurationScale : sDurationScale;
    600     }
    601 
    602     private long getScaledDuration() {
    603         return (long)(mDuration * resolveDurationScale());
    604     }
    605 
    606     /**
    607      * Gets the length of the animation. The default duration is 300 milliseconds.
    608      *
    609      * @return The length of the animation, in milliseconds.
    610      */
    611     @Override
    612     public long getDuration() {
    613         return mDuration;
    614     }
    615 
    616     @Override
    617     public long getTotalDuration() {
    618         if (mRepeatCount == INFINITE) {
    619             return DURATION_INFINITE;
    620         } else {
    621             return mStartDelay + (mDuration * (mRepeatCount + 1));
    622         }
    623     }
    624 
    625     /**
    626      * Sets the position of the animation to the specified point in time. This time should
    627      * be between 0 and the total duration of the animation, including any repetition. If
    628      * the animation has not yet been started, then it will not advance forward after it is
    629      * set to this time; it will simply set the time to this value and perform any appropriate
    630      * actions based on that time. If the animation is already running, then setCurrentPlayTime()
    631      * will set the current playing time to this value and continue playing from that point.
    632      *
    633      * @param playTime The time, in milliseconds, to which the animation is advanced or rewound.
    634      */
    635     public void setCurrentPlayTime(long playTime) {
    636         float fraction = mDuration > 0 ? (float) playTime / mDuration : 1;
    637         setCurrentFraction(fraction);
    638     }
    639 
    640     /**
    641      * Sets the position of the animation to the specified fraction. This fraction should
    642      * be between 0 and the total fraction of the animation, including any repetition. That is,
    643      * a fraction of 0 will position the animation at the beginning, a value of 1 at the end,
    644      * and a value of 2 at the end of a reversing animator that repeats once. If
    645      * the animation has not yet been started, then it will not advance forward after it is
    646      * set to this fraction; it will simply set the fraction to this value and perform any
    647      * appropriate actions based on that fraction. If the animation is already running, then
    648      * setCurrentFraction() will set the current fraction to this value and continue
    649      * playing from that point. {@link Animator.AnimatorListener} events are not called
    650      * due to changing the fraction; those events are only processed while the animation
    651      * is running.
    652      *
    653      * @param fraction The fraction to which the animation is advanced or rewound. Values
    654      * outside the range of 0 to the maximum fraction for the animator will be clamped to
    655      * the correct range.
    656      */
    657     public void setCurrentFraction(float fraction) {
    658         initAnimation();
    659         fraction = clampFraction(fraction);
    660         mStartTimeCommitted = true; // do not allow start time to be compensated for jank
    661         if (isPulsingInternal()) {
    662             long seekTime = (long) (getScaledDuration() * fraction);
    663             long currentTime = AnimationUtils.currentAnimationTimeMillis();
    664             // Only modify the start time when the animation is running. Seek fraction will ensure
    665             // non-running animations skip to the correct start time.
    666             mStartTime = currentTime - seekTime;
    667         } else {
    668             // If the animation loop hasn't started, or during start delay, the startTime will be
    669             // adjusted once the delay has passed based on seek fraction.
    670             mSeekFraction = fraction;
    671         }
    672         mOverallFraction = fraction;
    673         final float currentIterationFraction = getCurrentIterationFraction(fraction, mReversing);
    674         animateValue(currentIterationFraction);
    675     }
    676 
    677     /**
    678      * Calculates current iteration based on the overall fraction. The overall fraction will be
    679      * in the range of [0, mRepeatCount + 1]. Both current iteration and fraction in the current
    680      * iteration can be derived from it.
    681      */
    682     private int getCurrentIteration(float fraction) {
    683         fraction = clampFraction(fraction);
    684         // If the overall fraction is a positive integer, we consider the current iteration to be
    685         // complete. In other words, the fraction for the current iteration would be 1, and the
    686         // current iteration would be overall fraction - 1.
    687         double iteration = Math.floor(fraction);
    688         if (fraction == iteration && fraction > 0) {
    689             iteration--;
    690         }
    691         return (int) iteration;
    692     }
    693 
    694     /**
    695      * Calculates the fraction of the current iteration, taking into account whether the animation
    696      * should be played backwards. E.g. When the animation is played backwards in an iteration,
    697      * the fraction for that iteration will go from 1f to 0f.
    698      */
    699     private float getCurrentIterationFraction(float fraction, boolean inReverse) {
    700         fraction = clampFraction(fraction);
    701         int iteration = getCurrentIteration(fraction);
    702         float currentFraction = fraction - iteration;
    703         return shouldPlayBackward(iteration, inReverse) ? 1f - currentFraction : currentFraction;
    704     }
    705 
    706     /**
    707      * Clamps fraction into the correct range: [0, mRepeatCount + 1]. If repeat count is infinite,
    708      * no upper bound will be set for the fraction.
    709      *
    710      * @param fraction fraction to be clamped
    711      * @return fraction clamped into the range of [0, mRepeatCount + 1]
    712      */
    713     private float clampFraction(float fraction) {
    714         if (fraction < 0) {
    715             fraction = 0;
    716         } else if (mRepeatCount != INFINITE) {
    717             fraction = Math.min(fraction, mRepeatCount + 1);
    718         }
    719         return fraction;
    720     }
    721 
    722     /**
    723      * Calculates the direction of animation playing (i.e. forward or backward), based on 1)
    724      * whether the entire animation is being reversed, 2) repeat mode applied to the current
    725      * iteration.
    726      */
    727     private boolean shouldPlayBackward(int iteration, boolean inReverse) {
    728         if (iteration > 0 && mRepeatMode == REVERSE &&
    729                 (iteration < (mRepeatCount + 1) || mRepeatCount == INFINITE)) {
    730             // if we were seeked to some other iteration in a reversing animator,
    731             // figure out the correct direction to start playing based on the iteration
    732             if (inReverse) {
    733                 return (iteration % 2) == 0;
    734             } else {
    735                 return (iteration % 2) != 0;
    736             }
    737         } else {
    738             return inReverse;
    739         }
    740     }
    741 
    742     /**
    743      * Gets the current position of the animation in time, which is equal to the current
    744      * time minus the time that the animation started. An animation that is not yet started will
    745      * return a value of zero, unless the animation has has its play time set via
    746      * {@link #setCurrentPlayTime(long)} or {@link #setCurrentFraction(float)}, in which case
    747      * it will return the time that was set.
    748      *
    749      * @return The current position in time of the animation.
    750      */
    751     public long getCurrentPlayTime() {
    752         if (!mInitialized || (!mStarted && mSeekFraction < 0)) {
    753             return 0;
    754         }
    755         if (mSeekFraction >= 0) {
    756             return (long) (mDuration * mSeekFraction);
    757         }
    758         float durationScale = resolveDurationScale();
    759         if (durationScale == 0f) {
    760             durationScale = 1f;
    761         }
    762         return (long) ((AnimationUtils.currentAnimationTimeMillis() - mStartTime) / durationScale);
    763     }
    764 
    765     /**
    766      * The amount of time, in milliseconds, to delay starting the animation after
    767      * {@link #start()} is called.
    768      *
    769      * @return the number of milliseconds to delay running the animation
    770      */
    771     @Override
    772     public long getStartDelay() {
    773         return mStartDelay;
    774     }
    775 
    776     /**
    777      * The amount of time, in milliseconds, to delay starting the animation after
    778      * {@link #start()} is called. Note that the start delay should always be non-negative. Any
    779      * negative start delay will be clamped to 0 on N and above.
    780      *
    781      * @param startDelay The amount of the delay, in milliseconds
    782      */
    783     @Override
    784     public void setStartDelay(long startDelay) {
    785         // Clamp start delay to non-negative range.
    786         if (startDelay < 0) {
    787             Log.w(TAG, "Start delay should always be non-negative");
    788             startDelay = 0;
    789         }
    790         mStartDelay = startDelay;
    791     }
    792 
    793     /**
    794      * The amount of time, in milliseconds, between each frame of the animation. This is a
    795      * requested time that the animation will attempt to honor, but the actual delay between
    796      * frames may be different, depending on system load and capabilities. This is a static
    797      * function because the same delay will be applied to all animations, since they are all
    798      * run off of a single timing loop.
    799      *
    800      * The frame delay may be ignored when the animation system uses an external timing
    801      * source, such as the display refresh rate (vsync), to govern animations.
    802      *
    803      * Note that this method should be called from the same thread that {@link #start()} is
    804      * called in order to check the frame delay for that animation. A runtime exception will be
    805      * thrown if the calling thread does not have a Looper.
    806      *
    807      * @return the requested time between frames, in milliseconds
    808      */
    809     public static long getFrameDelay() {
    810         return AnimationHandler.getInstance().getFrameDelay();
    811     }
    812 
    813     /**
    814      * The amount of time, in milliseconds, between each frame of the animation. This is a
    815      * requested time that the animation will attempt to honor, but the actual delay between
    816      * frames may be different, depending on system load and capabilities. This is a static
    817      * function because the same delay will be applied to all animations, since they are all
    818      * run off of a single timing loop.
    819      *
    820      * The frame delay may be ignored when the animation system uses an external timing
    821      * source, such as the display refresh rate (vsync), to govern animations.
    822      *
    823      * Note that this method should be called from the same thread that {@link #start()} is
    824      * called in order to have the new frame delay take effect on that animation. A runtime
    825      * exception will be thrown if the calling thread does not have a Looper.
    826      *
    827      * @param frameDelay the requested time between frames, in milliseconds
    828      */
    829     public static void setFrameDelay(long frameDelay) {
    830         AnimationHandler.getInstance().setFrameDelay(frameDelay);
    831     }
    832 
    833     /**
    834      * The most recent value calculated by this <code>ValueAnimator</code> when there is just one
    835      * property being animated. This value is only sensible while the animation is running. The main
    836      * purpose for this read-only property is to retrieve the value from the <code>ValueAnimator</code>
    837      * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
    838      * is called during each animation frame, immediately after the value is calculated.
    839      *
    840      * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for
    841      * the single property being animated. If there are several properties being animated
    842      * (specified by several PropertyValuesHolder objects in the constructor), this function
    843      * returns the animated value for the first of those objects.
    844      */
    845     public Object getAnimatedValue() {
    846         if (mValues != null && mValues.length > 0) {
    847             return mValues[0].getAnimatedValue();
    848         }
    849         // Shouldn't get here; should always have values unless ValueAnimator was set up wrong
    850         return null;
    851     }
    852 
    853     /**
    854      * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>.
    855      * The main purpose for this read-only property is to retrieve the value from the
    856      * <code>ValueAnimator</code> during a call to
    857      * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
    858      * is called during each animation frame, immediately after the value is calculated.
    859      *
    860      * @return animatedValue The value most recently calculated for the named property
    861      * by this <code>ValueAnimator</code>.
    862      */
    863     public Object getAnimatedValue(String propertyName) {
    864         PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName);
    865         if (valuesHolder != null) {
    866             return valuesHolder.getAnimatedValue();
    867         } else {
    868             // At least avoid crashing if called with bogus propertyName
    869             return null;
    870         }
    871     }
    872 
    873     /**
    874      * Sets how many times the animation should be repeated. If the repeat
    875      * count is 0, the animation is never repeated. If the repeat count is
    876      * greater than 0 or {@link #INFINITE}, the repeat mode will be taken
    877      * into account. The repeat count is 0 by default.
    878      *
    879      * @param value the number of times the animation should be repeated
    880      */
    881     public void setRepeatCount(int value) {
    882         mRepeatCount = value;
    883     }
    884     /**
    885      * Defines how many times the animation should repeat. The default value
    886      * is 0.
    887      *
    888      * @return the number of times the animation should repeat, or {@link #INFINITE}
    889      */
    890     public int getRepeatCount() {
    891         return mRepeatCount;
    892     }
    893 
    894     /**
    895      * Defines what this animation should do when it reaches the end. This
    896      * setting is applied only when the repeat count is either greater than
    897      * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}.
    898      *
    899      * @param value {@link #RESTART} or {@link #REVERSE}
    900      */
    901     public void setRepeatMode(@RepeatMode int value) {
    902         mRepeatMode = value;
    903     }
    904 
    905     /**
    906      * Defines what this animation should do when it reaches the end.
    907      *
    908      * @return either one of {@link #REVERSE} or {@link #RESTART}
    909      */
    910     @RepeatMode
    911     public int getRepeatMode() {
    912         return mRepeatMode;
    913     }
    914 
    915     /**
    916      * Adds a listener to the set of listeners that are sent update events through the life of
    917      * an animation. This method is called on all listeners for every frame of the animation,
    918      * after the values for the animation have been calculated.
    919      *
    920      * @param listener the listener to be added to the current set of listeners for this animation.
    921      */
    922     public void addUpdateListener(AnimatorUpdateListener listener) {
    923         if (mUpdateListeners == null) {
    924             mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
    925         }
    926         mUpdateListeners.add(listener);
    927     }
    928 
    929     /**
    930      * Removes all listeners from the set listening to frame updates for this animation.
    931      */
    932     public void removeAllUpdateListeners() {
    933         if (mUpdateListeners == null) {
    934             return;
    935         }
    936         mUpdateListeners.clear();
    937         mUpdateListeners = null;
    938     }
    939 
    940     /**
    941      * Removes a listener from the set listening to frame updates for this animation.
    942      *
    943      * @param listener the listener to be removed from the current set of update listeners
    944      * for this animation.
    945      */
    946     public void removeUpdateListener(AnimatorUpdateListener listener) {
    947         if (mUpdateListeners == null) {
    948             return;
    949         }
    950         mUpdateListeners.remove(listener);
    951         if (mUpdateListeners.size() == 0) {
    952             mUpdateListeners = null;
    953         }
    954     }
    955 
    956 
    957     /**
    958      * The time interpolator used in calculating the elapsed fraction of this animation. The
    959      * interpolator determines whether the animation runs with linear or non-linear motion,
    960      * such as acceleration and deceleration. The default value is
    961      * {@link android.view.animation.AccelerateDecelerateInterpolator}
    962      *
    963      * @param value the interpolator to be used by this animation. A value of <code>null</code>
    964      * will result in linear interpolation.
    965      */
    966     @Override
    967     public void setInterpolator(TimeInterpolator value) {
    968         if (value != null) {
    969             mInterpolator = value;
    970         } else {
    971             mInterpolator = new LinearInterpolator();
    972         }
    973     }
    974 
    975     /**
    976      * Returns the timing interpolator that this ValueAnimator uses.
    977      *
    978      * @return The timing interpolator for this ValueAnimator.
    979      */
    980     @Override
    981     public TimeInterpolator getInterpolator() {
    982         return mInterpolator;
    983     }
    984 
    985     /**
    986      * The type evaluator to be used when calculating the animated values of this animation.
    987      * The system will automatically assign a float or int evaluator based on the type
    988      * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values
    989      * are not one of these primitive types, or if different evaluation is desired (such as is
    990      * necessary with int values that represent colors), a custom evaluator needs to be assigned.
    991      * For example, when running an animation on color values, the {@link ArgbEvaluator}
    992      * should be used to get correct RGB color interpolation.
    993      *
    994      * <p>If this ValueAnimator has only one set of values being animated between, this evaluator
    995      * will be used for that set. If there are several sets of values being animated, which is
    996      * the case if PropertyValuesHolder objects were set on the ValueAnimator, then the evaluator
    997      * is assigned just to the first PropertyValuesHolder object.</p>
    998      *
    999      * @param value the evaluator to be used this animation
   1000      */
   1001     public void setEvaluator(TypeEvaluator value) {
   1002         if (value != null && mValues != null && mValues.length > 0) {
   1003             mValues[0].setEvaluator(value);
   1004         }
   1005     }
   1006 
   1007     private void notifyStartListeners() {
   1008         if (mListeners != null && !mStartListenersCalled) {
   1009             ArrayList<AnimatorListener> tmpListeners =
   1010                     (ArrayList<AnimatorListener>) mListeners.clone();
   1011             int numListeners = tmpListeners.size();
   1012             for (int i = 0; i < numListeners; ++i) {
   1013                 tmpListeners.get(i).onAnimationStart(this, mReversing);
   1014             }
   1015         }
   1016         mStartListenersCalled = true;
   1017     }
   1018 
   1019     /**
   1020      * Start the animation playing. This version of start() takes a boolean flag that indicates
   1021      * whether the animation should play in reverse. The flag is usually false, but may be set
   1022      * to true if called from the reverse() method.
   1023      *
   1024      * <p>The animation started by calling this method will be run on the thread that called
   1025      * this method. This thread should have a Looper on it (a runtime exception will be thrown if
   1026      * this is not the case). Also, if the animation will animate
   1027      * properties of objects in the view hierarchy, then the calling thread should be the UI
   1028      * thread for that view hierarchy.</p>
   1029      *
   1030      * @param playBackwards Whether the ValueAnimator should start playing in reverse.
   1031      */
   1032     private void start(boolean playBackwards) {
   1033         if (Looper.myLooper() == null) {
   1034             throw new AndroidRuntimeException("Animators may only be run on Looper threads");
   1035         }
   1036         mReversing = playBackwards;
   1037         mSelfPulse = !mSuppressSelfPulseRequested;
   1038         // Special case: reversing from seek-to-0 should act as if not seeked at all.
   1039         if (playBackwards && mSeekFraction != -1 && mSeekFraction != 0) {
   1040             if (mRepeatCount == INFINITE) {
   1041                 // Calculate the fraction of the current iteration.
   1042                 float fraction = (float) (mSeekFraction - Math.floor(mSeekFraction));
   1043                 mSeekFraction = 1 - fraction;
   1044             } else {
   1045                 mSeekFraction = 1 + mRepeatCount - mSeekFraction;
   1046             }
   1047         }
   1048         mStarted = true;
   1049         mPaused = false;
   1050         mRunning = false;
   1051         mAnimationEndRequested = false;
   1052         // Resets mLastFrameTime when start() is called, so that if the animation was running,
   1053         // calling start() would put the animation in the
   1054         // started-but-not-yet-reached-the-first-frame phase.
   1055         mLastFrameTime = -1;
   1056         mFirstFrameTime = -1;
   1057         mStartTime = -1;
   1058         addAnimationCallback(0);
   1059 
   1060         if (mStartDelay == 0 || mSeekFraction >= 0 || mReversing) {
   1061             // If there's no start delay, init the animation and notify start listeners right away
   1062             // to be consistent with the previous behavior. Otherwise, postpone this until the first
   1063             // frame after the start delay.
   1064             startAnimation();
   1065             if (mSeekFraction == -1) {
   1066                 // No seek, start at play time 0. Note that the reason we are not using fraction 0
   1067                 // is because for animations with 0 duration, we want to be consistent with pre-N
   1068                 // behavior: skip to the final value immediately.
   1069                 setCurrentPlayTime(0);
   1070             } else {
   1071                 setCurrentFraction(mSeekFraction);
   1072             }
   1073         }
   1074     }
   1075 
   1076     void startWithoutPulsing(boolean inReverse) {
   1077         mSuppressSelfPulseRequested = true;
   1078         if (inReverse) {
   1079             reverse();
   1080         } else {
   1081             start();
   1082         }
   1083         mSuppressSelfPulseRequested = false;
   1084     }
   1085 
   1086     @Override
   1087     public void start() {
   1088         start(false);
   1089     }
   1090 
   1091     @Override
   1092     public void cancel() {
   1093         if (Looper.myLooper() == null) {
   1094             throw new AndroidRuntimeException("Animators may only be run on Looper threads");
   1095         }
   1096 
   1097         // If end has already been requested, through a previous end() or cancel() call, no-op
   1098         // until animation starts again.
   1099         if (mAnimationEndRequested) {
   1100             return;
   1101         }
   1102 
   1103         // Only cancel if the animation is actually running or has been started and is about
   1104         // to run
   1105         // Only notify listeners if the animator has actually started
   1106         if ((mStarted || mRunning) && mListeners != null) {
   1107             if (!mRunning) {
   1108                 // If it's not yet running, then start listeners weren't called. Call them now.
   1109                 notifyStartListeners();
   1110             }
   1111             ArrayList<AnimatorListener> tmpListeners =
   1112                     (ArrayList<AnimatorListener>) mListeners.clone();
   1113             for (AnimatorListener listener : tmpListeners) {
   1114                 listener.onAnimationCancel(this);
   1115             }
   1116         }
   1117         endAnimation();
   1118 
   1119     }
   1120 
   1121     @Override
   1122     public void end() {
   1123         if (Looper.myLooper() == null) {
   1124             throw new AndroidRuntimeException("Animators may only be run on Looper threads");
   1125         }
   1126         if (!mRunning) {
   1127             // Special case if the animation has not yet started; get it ready for ending
   1128             startAnimation();
   1129             mStarted = true;
   1130         } else if (!mInitialized) {
   1131             initAnimation();
   1132         }
   1133         animateValue(shouldPlayBackward(mRepeatCount, mReversing) ? 0f : 1f);
   1134         endAnimation();
   1135     }
   1136 
   1137     @Override
   1138     public void resume() {
   1139         if (Looper.myLooper() == null) {
   1140             throw new AndroidRuntimeException("Animators may only be resumed from the same " +
   1141                     "thread that the animator was started on");
   1142         }
   1143         if (mPaused && !mResumed) {
   1144             mResumed = true;
   1145             if (mPauseTime > 0) {
   1146                 addAnimationCallback(0);
   1147             }
   1148         }
   1149         super.resume();
   1150     }
   1151 
   1152     @Override
   1153     public void pause() {
   1154         boolean previouslyPaused = mPaused;
   1155         super.pause();
   1156         if (!previouslyPaused && mPaused) {
   1157             mPauseTime = -1;
   1158             mResumed = false;
   1159         }
   1160     }
   1161 
   1162     @Override
   1163     public boolean isRunning() {
   1164         return mRunning;
   1165     }
   1166 
   1167     @Override
   1168     public boolean isStarted() {
   1169         return mStarted;
   1170     }
   1171 
   1172     /**
   1173      * Plays the ValueAnimator in reverse. If the animation is already running,
   1174      * it will stop itself and play backwards from the point reached when reverse was called.
   1175      * If the animation is not currently running, then it will start from the end and
   1176      * play backwards. This behavior is only set for the current animation; future playing
   1177      * of the animation will use the default behavior of playing forward.
   1178      */
   1179     @Override
   1180     public void reverse() {
   1181         if (isPulsingInternal()) {
   1182             long currentTime = AnimationUtils.currentAnimationTimeMillis();
   1183             long currentPlayTime = currentTime - mStartTime;
   1184             long timeLeft = getScaledDuration() - currentPlayTime;
   1185             mStartTime = currentTime - timeLeft;
   1186             mStartTimeCommitted = true; // do not allow start time to be compensated for jank
   1187             mReversing = !mReversing;
   1188         } else if (mStarted) {
   1189             mReversing = !mReversing;
   1190             end();
   1191         } else {
   1192             start(true);
   1193         }
   1194     }
   1195 
   1196     /**
   1197      * @hide
   1198      */
   1199     @Override
   1200     public boolean canReverse() {
   1201         return true;
   1202     }
   1203 
   1204     /**
   1205      * Called internally to end an animation by removing it from the animations list. Must be
   1206      * called on the UI thread.
   1207      */
   1208     private void endAnimation() {
   1209         if (mAnimationEndRequested) {
   1210             return;
   1211         }
   1212         removeAnimationCallback();
   1213 
   1214         mAnimationEndRequested = true;
   1215         mPaused = false;
   1216         boolean notify = (mStarted || mRunning) && mListeners != null;
   1217         if (notify && !mRunning) {
   1218             // If it's not yet running, then start listeners weren't called. Call them now.
   1219             notifyStartListeners();
   1220         }
   1221         mRunning = false;
   1222         mStarted = false;
   1223         mStartListenersCalled = false;
   1224         mLastFrameTime = -1;
   1225         mFirstFrameTime = -1;
   1226         mStartTime = -1;
   1227         if (notify && mListeners != null) {
   1228             ArrayList<AnimatorListener> tmpListeners =
   1229                     (ArrayList<AnimatorListener>) mListeners.clone();
   1230             int numListeners = tmpListeners.size();
   1231             for (int i = 0; i < numListeners; ++i) {
   1232                 tmpListeners.get(i).onAnimationEnd(this, mReversing);
   1233             }
   1234         }
   1235         // mReversing needs to be reset *after* notifying the listeners for the end callbacks.
   1236         mReversing = false;
   1237         if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
   1238             Trace.asyncTraceEnd(Trace.TRACE_TAG_VIEW, getNameForTrace(),
   1239                     System.identityHashCode(this));
   1240         }
   1241     }
   1242 
   1243     /**
   1244      * Called internally to start an animation by adding it to the active animations list. Must be
   1245      * called on the UI thread.
   1246      */
   1247     private void startAnimation() {
   1248         if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
   1249             Trace.asyncTraceBegin(Trace.TRACE_TAG_VIEW, getNameForTrace(),
   1250                     System.identityHashCode(this));
   1251         }
   1252 
   1253         mAnimationEndRequested = false;
   1254         initAnimation();
   1255         mRunning = true;
   1256         if (mSeekFraction >= 0) {
   1257             mOverallFraction = mSeekFraction;
   1258         } else {
   1259             mOverallFraction = 0f;
   1260         }
   1261         if (mListeners != null) {
   1262             notifyStartListeners();
   1263         }
   1264     }
   1265 
   1266     /**
   1267      * Internal only: This tracks whether the animation has gotten on the animation loop. Note
   1268      * this is different than {@link #isRunning()} in that the latter tracks the time after start()
   1269      * is called (or after start delay if any), which may be before the animation loop starts.
   1270      */
   1271     private boolean isPulsingInternal() {
   1272         return mLastFrameTime >= 0;
   1273     }
   1274 
   1275     /**
   1276      * Returns the name of this animator for debugging purposes.
   1277      */
   1278     String getNameForTrace() {
   1279         return "animator";
   1280     }
   1281 
   1282     /**
   1283      * Applies an adjustment to the animation to compensate for jank between when
   1284      * the animation first ran and when the frame was drawn.
   1285      * @hide
   1286      */
   1287     public void commitAnimationFrame(long frameTime) {
   1288         if (!mStartTimeCommitted) {
   1289             mStartTimeCommitted = true;
   1290             long adjustment = frameTime - mLastFrameTime;
   1291             if (adjustment > 0) {
   1292                 mStartTime += adjustment;
   1293                 if (DEBUG) {
   1294                     Log.d(TAG, "Adjusted start time by " + adjustment + " ms: " + toString());
   1295                 }
   1296             }
   1297         }
   1298     }
   1299 
   1300     /**
   1301      * This internal function processes a single animation frame for a given animation. The
   1302      * currentTime parameter is the timing pulse sent by the handler, used to calculate the
   1303      * elapsed duration, and therefore
   1304      * the elapsed fraction, of the animation. The return value indicates whether the animation
   1305      * should be ended (which happens when the elapsed time of the animation exceeds the
   1306      * animation's duration, including the repeatCount).
   1307      *
   1308      * @param currentTime The current time, as tracked by the static timing handler
   1309      * @return true if the animation's duration, including any repetitions due to
   1310      * <code>repeatCount</code> has been exceeded and the animation should be ended.
   1311      */
   1312     boolean animateBasedOnTime(long currentTime) {
   1313         boolean done = false;
   1314         if (mRunning) {
   1315             final long scaledDuration = getScaledDuration();
   1316             final float fraction = scaledDuration > 0 ?
   1317                     (float)(currentTime - mStartTime) / scaledDuration : 1f;
   1318             final float lastFraction = mOverallFraction;
   1319             final boolean newIteration = (int) fraction > (int) lastFraction;
   1320             final boolean lastIterationFinished = (fraction >= mRepeatCount + 1) &&
   1321                     (mRepeatCount != INFINITE);
   1322             if (scaledDuration == 0) {
   1323                 // 0 duration animator, ignore the repeat count and skip to the end
   1324                 done = true;
   1325             } else if (newIteration && !lastIterationFinished) {
   1326                 // Time to repeat
   1327                 if (mListeners != null) {
   1328                     int numListeners = mListeners.size();
   1329                     for (int i = 0; i < numListeners; ++i) {
   1330                         mListeners.get(i).onAnimationRepeat(this);
   1331                     }
   1332                 }
   1333             } else if (lastIterationFinished) {
   1334                 done = true;
   1335             }
   1336             mOverallFraction = clampFraction(fraction);
   1337             float currentIterationFraction = getCurrentIterationFraction(
   1338                     mOverallFraction, mReversing);
   1339             animateValue(currentIterationFraction);
   1340         }
   1341         return done;
   1342     }
   1343 
   1344     /**
   1345      * Internal use only.
   1346      *
   1347      * This method does not modify any fields of the animation. It should be called when seeking
   1348      * in an AnimatorSet. When the last play time and current play time are of different repeat
   1349      * iterations,
   1350      * {@link android.view.animation.Animation.AnimationListener#onAnimationRepeat(Animation)}
   1351      * will be called.
   1352      */
   1353     @Override
   1354     void animateBasedOnPlayTime(long currentPlayTime, long lastPlayTime, boolean inReverse) {
   1355         if (currentPlayTime < 0 || lastPlayTime < 0) {
   1356             throw new UnsupportedOperationException("Error: Play time should never be negative.");
   1357         }
   1358 
   1359         initAnimation();
   1360         // Check whether repeat callback is needed only when repeat count is non-zero
   1361         if (mRepeatCount > 0) {
   1362             int iteration = (int) (currentPlayTime / mDuration);
   1363             int lastIteration = (int) (lastPlayTime / mDuration);
   1364 
   1365             // Clamp iteration to [0, mRepeatCount]
   1366             iteration = Math.min(iteration, mRepeatCount);
   1367             lastIteration = Math.min(lastIteration, mRepeatCount);
   1368 
   1369             if (iteration != lastIteration) {
   1370                 if (mListeners != null) {
   1371                     int numListeners = mListeners.size();
   1372                     for (int i = 0; i < numListeners; ++i) {
   1373                         mListeners.get(i).onAnimationRepeat(this);
   1374                     }
   1375                 }
   1376             }
   1377         }
   1378 
   1379         if (mRepeatCount != INFINITE && currentPlayTime >= (mRepeatCount + 1) * mDuration) {
   1380             skipToEndValue(inReverse);
   1381         } else {
   1382             // Find the current fraction:
   1383             float fraction = currentPlayTime / (float) mDuration;
   1384             fraction = getCurrentIterationFraction(fraction, inReverse);
   1385             animateValue(fraction);
   1386         }
   1387     }
   1388 
   1389     /**
   1390      * Internal use only.
   1391      * Skips the animation value to end/start, depending on whether the play direction is forward
   1392      * or backward.
   1393      *
   1394      * @param inReverse whether the end value is based on a reverse direction. If yes, this is
   1395      *                  equivalent to skip to start value in a forward playing direction.
   1396      */
   1397     void skipToEndValue(boolean inReverse) {
   1398         initAnimation();
   1399         float endFraction = inReverse ? 0f : 1f;
   1400         if (mRepeatCount % 2 == 1 && mRepeatMode == REVERSE) {
   1401             // This would end on fraction = 0
   1402             endFraction = 0f;
   1403         }
   1404         animateValue(endFraction);
   1405     }
   1406 
   1407     @Override
   1408     boolean isInitialized() {
   1409         return mInitialized;
   1410     }
   1411 
   1412     /**
   1413      * Processes a frame of the animation, adjusting the start time if needed.
   1414      *
   1415      * @param frameTime The frame time.
   1416      * @return true if the animation has ended.
   1417      * @hide
   1418      */
   1419     public final boolean doAnimationFrame(long frameTime) {
   1420         if (mStartTime < 0) {
   1421             // First frame. If there is start delay, start delay count down will happen *after* this
   1422             // frame.
   1423             mStartTime = mReversing
   1424                     ? frameTime
   1425                     : frameTime + (long) (mStartDelay * resolveDurationScale());
   1426         }
   1427 
   1428         // Handle pause/resume
   1429         if (mPaused) {
   1430             mPauseTime = frameTime;
   1431             removeAnimationCallback();
   1432             return false;
   1433         } else if (mResumed) {
   1434             mResumed = false;
   1435             if (mPauseTime > 0) {
   1436                 // Offset by the duration that the animation was paused
   1437                 mStartTime += (frameTime - mPauseTime);
   1438             }
   1439         }
   1440 
   1441         if (!mRunning) {
   1442             // If not running, that means the animation is in the start delay phase of a forward
   1443             // running animation. In the case of reversing, we want to run start delay in the end.
   1444             if (mStartTime > frameTime && mSeekFraction == -1) {
   1445                 // This is when no seek fraction is set during start delay. If developers change the
   1446                 // seek fraction during the delay, animation will start from the seeked position
   1447                 // right away.
   1448                 return false;
   1449             } else {
   1450                 // If mRunning is not set by now, that means non-zero start delay,
   1451                 // no seeking, not reversing. At this point, start delay has passed.
   1452                 mRunning = true;
   1453                 startAnimation();
   1454             }
   1455         }
   1456 
   1457         if (mLastFrameTime < 0) {
   1458             if (mSeekFraction >= 0) {
   1459                 long seekTime = (long) (getScaledDuration() * mSeekFraction);
   1460                 mStartTime = frameTime - seekTime;
   1461                 mSeekFraction = -1;
   1462             }
   1463             mStartTimeCommitted = false; // allow start time to be compensated for jank
   1464         }
   1465         mLastFrameTime = frameTime;
   1466         // The frame time might be before the start time during the first frame of
   1467         // an animation.  The "current time" must always be on or after the start
   1468         // time to avoid animating frames at negative time intervals.  In practice, this
   1469         // is very rare and only happens when seeking backwards.
   1470         final long currentTime = Math.max(frameTime, mStartTime);
   1471         boolean finished = animateBasedOnTime(currentTime);
   1472 
   1473         if (finished) {
   1474             endAnimation();
   1475         }
   1476         return finished;
   1477     }
   1478 
   1479     @Override
   1480     boolean pulseAnimationFrame(long frameTime) {
   1481         if (mSelfPulse) {
   1482             // Pulse animation frame will *always* be after calling start(). If mSelfPulse isn't
   1483             // set to false at this point, that means child animators did not call super's start().
   1484             // This can happen when the Animator is just a non-animating wrapper around a real
   1485             // functional animation. In this case, we can't really pulse a frame into the animation,
   1486             // because the animation cannot necessarily be properly initialized (i.e. no start/end
   1487             // values set).
   1488             return false;
   1489         }
   1490         return doAnimationFrame(frameTime);
   1491     }
   1492 
   1493     private void addOneShotCommitCallback() {
   1494         if (!mSelfPulse) {
   1495             return;
   1496         }
   1497         getAnimationHandler().addOneShotCommitCallback(this);
   1498     }
   1499 
   1500     private void removeAnimationCallback() {
   1501         if (!mSelfPulse) {
   1502             return;
   1503         }
   1504         getAnimationHandler().removeCallback(this);
   1505     }
   1506 
   1507     private void addAnimationCallback(long delay) {
   1508         if (!mSelfPulse) {
   1509             return;
   1510         }
   1511         getAnimationHandler().addAnimationFrameCallback(this, delay);
   1512     }
   1513 
   1514     /**
   1515      * Returns the current animation fraction, which is the elapsed/interpolated fraction used in
   1516      * the most recent frame update on the animation.
   1517      *
   1518      * @return Elapsed/interpolated fraction of the animation.
   1519      */
   1520     public float getAnimatedFraction() {
   1521         return mCurrentFraction;
   1522     }
   1523 
   1524     /**
   1525      * This method is called with the elapsed fraction of the animation during every
   1526      * animation frame. This function turns the elapsed fraction into an interpolated fraction
   1527      * and then into an animated value (from the evaluator. The function is called mostly during
   1528      * animation updates, but it is also called when the <code>end()</code>
   1529      * function is called, to set the final value on the property.
   1530      *
   1531      * <p>Overrides of this method must call the superclass to perform the calculation
   1532      * of the animated value.</p>
   1533      *
   1534      * @param fraction The elapsed fraction of the animation.
   1535      */
   1536     @CallSuper
   1537     void animateValue(float fraction) {
   1538         fraction = mInterpolator.getInterpolation(fraction);
   1539         mCurrentFraction = fraction;
   1540         int numValues = mValues.length;
   1541         for (int i = 0; i < numValues; ++i) {
   1542             mValues[i].calculateValue(fraction);
   1543         }
   1544         if (mUpdateListeners != null) {
   1545             int numListeners = mUpdateListeners.size();
   1546             for (int i = 0; i < numListeners; ++i) {
   1547                 mUpdateListeners.get(i).onAnimationUpdate(this);
   1548             }
   1549         }
   1550     }
   1551 
   1552     @Override
   1553     public ValueAnimator clone() {
   1554         final ValueAnimator anim = (ValueAnimator) super.clone();
   1555         if (mUpdateListeners != null) {
   1556             anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>(mUpdateListeners);
   1557         }
   1558         anim.mSeekFraction = -1;
   1559         anim.mReversing = false;
   1560         anim.mInitialized = false;
   1561         anim.mStarted = false;
   1562         anim.mRunning = false;
   1563         anim.mPaused = false;
   1564         anim.mResumed = false;
   1565         anim.mStartListenersCalled = false;
   1566         anim.mStartTime = -1;
   1567         anim.mStartTimeCommitted = false;
   1568         anim.mAnimationEndRequested = false;
   1569         anim.mPauseTime = -1;
   1570         anim.mLastFrameTime = -1;
   1571         anim.mFirstFrameTime = -1;
   1572         anim.mOverallFraction = 0;
   1573         anim.mCurrentFraction = 0;
   1574         anim.mSelfPulse = true;
   1575         anim.mSuppressSelfPulseRequested = false;
   1576 
   1577         PropertyValuesHolder[] oldValues = mValues;
   1578         if (oldValues != null) {
   1579             int numValues = oldValues.length;
   1580             anim.mValues = new PropertyValuesHolder[numValues];
   1581             anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
   1582             for (int i = 0; i < numValues; ++i) {
   1583                 PropertyValuesHolder newValuesHolder = oldValues[i].clone();
   1584                 anim.mValues[i] = newValuesHolder;
   1585                 anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder);
   1586             }
   1587         }
   1588         return anim;
   1589     }
   1590 
   1591     /**
   1592      * Implementors of this interface can add themselves as update listeners
   1593      * to an <code>ValueAnimator</code> instance to receive callbacks on every animation
   1594      * frame, after the current frame's values have been calculated for that
   1595      * <code>ValueAnimator</code>.
   1596      */
   1597     public static interface AnimatorUpdateListener {
   1598         /**
   1599          * <p>Notifies the occurrence of another frame of the animation.</p>
   1600          *
   1601          * @param animation The animation which was repeated.
   1602          */
   1603         void onAnimationUpdate(ValueAnimator animation);
   1604 
   1605     }
   1606 
   1607     /**
   1608      * Return the number of animations currently running.
   1609      *
   1610      * Used by StrictMode internally to annotate violations.
   1611      * May be called on arbitrary threads!
   1612      *
   1613      * @hide
   1614      */
   1615     public static int getCurrentAnimationsCount() {
   1616         return AnimationHandler.getAnimationCount();
   1617     }
   1618 
   1619     @Override
   1620     public String toString() {
   1621         String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode());
   1622         if (mValues != null) {
   1623             for (int i = 0; i < mValues.length; ++i) {
   1624                 returnVal += "\n    " + mValues[i].toString();
   1625             }
   1626         }
   1627         return returnVal;
   1628     }
   1629 
   1630     /**
   1631      * <p>Whether or not the ValueAnimator is allowed to run asynchronously off of
   1632      * the UI thread. This is a hint that informs the ValueAnimator that it is
   1633      * OK to run the animation off-thread, however ValueAnimator may decide
   1634      * that it must run the animation on the UI thread anyway. For example if there
   1635      * is an {@link AnimatorUpdateListener} the animation will run on the UI thread,
   1636      * regardless of the value of this hint.</p>
   1637      *
   1638      * <p>Regardless of whether or not the animation runs asynchronously, all
   1639      * listener callbacks will be called on the UI thread.</p>
   1640      *
   1641      * <p>To be able to use this hint the following must be true:</p>
   1642      * <ol>
   1643      * <li>{@link #getAnimatedFraction()} is not needed (it will return undefined values).</li>
   1644      * <li>The animator is immutable while {@link #isStarted()} is true. Requests
   1645      *    to change values, duration, delay, etc... may be ignored.</li>
   1646      * <li>Lifecycle callback events may be asynchronous. Events such as
   1647      *    {@link Animator.AnimatorListener#onAnimationEnd(Animator)} or
   1648      *    {@link Animator.AnimatorListener#onAnimationRepeat(Animator)} may end up delayed
   1649      *    as they must be posted back to the UI thread, and any actions performed
   1650      *    by those callbacks (such as starting new animations) will not happen
   1651      *    in the same frame.</li>
   1652      * <li>State change requests ({@link #cancel()}, {@link #end()}, {@link #reverse()}, etc...)
   1653      *    may be asynchronous. It is guaranteed that all state changes that are
   1654      *    performed on the UI thread in the same frame will be applied as a single
   1655      *    atomic update, however that frame may be the current frame,
   1656      *    the next frame, or some future frame. This will also impact the observed
   1657      *    state of the Animator. For example, {@link #isStarted()} may still return true
   1658      *    after a call to {@link #end()}. Using the lifecycle callbacks is preferred over
   1659      *    queries to {@link #isStarted()}, {@link #isRunning()}, and {@link #isPaused()}
   1660      *    for this reason.</li>
   1661      * </ol>
   1662      * @hide
   1663      */
   1664     @Override
   1665     public void setAllowRunningAsynchronously(boolean mayRunAsync) {
   1666         // It is up to subclasses to support this, if they can.
   1667     }
   1668 
   1669     /**
   1670      * @return The {@link AnimationHandler} that will be used to schedule updates for this animator.
   1671      * @hide
   1672      */
   1673     public AnimationHandler getAnimationHandler() {
   1674         return AnimationHandler.getInstance();
   1675     }
   1676 }
   1677