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.Handler; 20 import android.os.Looper; 21 import android.os.Message; 22 import android.os.SystemProperties; 23 import android.util.AndroidRuntimeException; 24 import android.view.Choreographer; 25 import android.view.animation.AccelerateDecelerateInterpolator; 26 import android.view.animation.AnimationUtils; 27 import android.view.animation.LinearInterpolator; 28 29 import java.util.ArrayList; 30 import java.util.HashMap; 31 32 /** 33 * This class provides a simple timing engine for running animations 34 * which calculate animated values and set them on target objects. 35 * 36 * <p>There is a single timing pulse that all animations use. It runs in a 37 * custom handler to ensure that property changes happen on the UI thread.</p> 38 * 39 * <p>By default, ValueAnimator uses non-linear time interpolation, via the 40 * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates 41 * out of an animation. This behavior can be changed by calling 42 * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.</p> 43 * 44 * <div class="special reference"> 45 * <h3>Developer Guides</h3> 46 * <p>For more information about animating with {@code ValueAnimator}, read the 47 * <a href="{@docRoot}guide/topics/graphics/prop-animation.html#value-animator">Property 48 * Animation</a> developer guide.</p> 49 * </div> 50 */ 51 public class ValueAnimator extends Animator { 52 53 /** 54 * Internal constants 55 */ 56 private static float sDurationScale = 1.0f; 57 58 /** 59 * Values used with internal variable mPlayingState to indicate the current state of an 60 * animation. 61 */ 62 static final int STOPPED = 0; // Not yet playing 63 static final int RUNNING = 1; // Playing normally 64 static final int SEEKED = 2; // Seeked to some time value 65 66 /** 67 * Internal variables 68 * NOTE: This object implements the clone() method, making a deep copy of any referenced 69 * objects. As other non-trivial fields are added to this class, make sure to add logic 70 * to clone() to make deep copies of them. 71 */ 72 73 // The first time that the animation's animateFrame() method is called. This time is used to 74 // determine elapsed time (and therefore the elapsed fraction) in subsequent calls 75 // to animateFrame() 76 long mStartTime; 77 78 /** 79 * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked 80 * to a value. 81 */ 82 long mSeekTime = -1; 83 84 // The static sAnimationHandler processes the internal timing loop on which all animations 85 // are based 86 private static ThreadLocal<AnimationHandler> sAnimationHandler = 87 new ThreadLocal<AnimationHandler>(); 88 89 // The time interpolator to be used if none is set on the animation 90 private static final TimeInterpolator sDefaultInterpolator = 91 new AccelerateDecelerateInterpolator(); 92 93 /** 94 * Used to indicate whether the animation is currently playing in reverse. This causes the 95 * elapsed fraction to be inverted to calculate the appropriate values. 96 */ 97 private boolean mPlayingBackwards = false; 98 99 /** 100 * This variable tracks the current iteration that is playing. When mCurrentIteration exceeds the 101 * repeatCount (if repeatCount!=INFINITE), the animation ends 102 */ 103 private int mCurrentIteration = 0; 104 105 /** 106 * Tracks current elapsed/eased fraction, for querying in getAnimatedFraction(). 107 */ 108 private float mCurrentFraction = 0f; 109 110 /** 111 * Tracks whether a startDelay'd animation has begun playing through the startDelay. 112 */ 113 private boolean mStartedDelay = false; 114 115 /** 116 * Tracks the time at which the animation began playing through its startDelay. This is 117 * different from the mStartTime variable, which is used to track when the animation became 118 * active (which is when the startDelay expired and the animation was added to the active 119 * animations list). 120 */ 121 private long mDelayStartTime; 122 123 /** 124 * Flag that represents the current state of the animation. Used to figure out when to start 125 * an animation (if state == STOPPED). Also used to end an animation that 126 * has been cancel()'d or end()'d since the last animation frame. Possible values are 127 * STOPPED, RUNNING, SEEKED. 128 */ 129 int mPlayingState = STOPPED; 130 131 /** 132 * Additional playing state to indicate whether an animator has been start()'d. There is 133 * some lag between a call to start() and the first animation frame. We should still note 134 * that the animation has been started, even if it's first animation frame has not yet 135 * happened, and reflect that state in isRunning(). 136 * Note that delayed animations are different: they are not started until their first 137 * animation frame, which occurs after their delay elapses. 138 */ 139 private boolean mRunning = false; 140 141 /** 142 * Additional playing state to indicate whether an animator has been start()'d, whether or 143 * not there is a nonzero startDelay. 144 */ 145 private boolean mStarted = false; 146 147 /** 148 * Tracks whether we've notified listeners of the onAnimationSTart() event. This can be 149 * complex to keep track of since we notify listeners at different times depending on 150 * startDelay and whether start() was called before end(). 151 */ 152 private boolean mStartListenersCalled = false; 153 154 /** 155 * Flag that denotes whether the animation is set up and ready to go. Used to 156 * set up animation that has not yet been started. 157 */ 158 boolean mInitialized = false; 159 160 // 161 // Backing variables 162 // 163 164 // How long the animation should last in ms 165 private long mDuration = (long)(300 * sDurationScale); 166 private long mUnscaledDuration = 300; 167 168 // The amount of time in ms to delay starting the animation after start() is called 169 private long mStartDelay = 0; 170 private long mUnscaledStartDelay = 0; 171 172 // The number of times the animation will repeat. The default is 0, which means the animation 173 // will play only once 174 private int mRepeatCount = 0; 175 176 /** 177 * The type of repetition that will occur when repeatMode is nonzero. RESTART means the 178 * animation will start from the beginning on every new cycle. REVERSE means the animation 179 * will reverse directions on each iteration. 180 */ 181 private int mRepeatMode = RESTART; 182 183 /** 184 * The time interpolator to be used. The elapsed fraction of the animation will be passed 185 * through this interpolator to calculate the interpolated fraction, which is then used to 186 * calculate the animated values. 187 */ 188 private TimeInterpolator mInterpolator = sDefaultInterpolator; 189 190 /** 191 * The set of listeners to be sent events through the life of an animation. 192 */ 193 private ArrayList<AnimatorUpdateListener> mUpdateListeners = null; 194 195 /** 196 * The property/value sets being animated. 197 */ 198 PropertyValuesHolder[] mValues; 199 200 /** 201 * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values 202 * by property name during calls to getAnimatedValue(String). 203 */ 204 HashMap<String, PropertyValuesHolder> mValuesMap; 205 206 /** 207 * Public constants 208 */ 209 210 /** 211 * When the animation reaches the end and <code>repeatCount</code> is INFINITE 212 * or a positive value, the animation restarts from the beginning. 213 */ 214 public static final int RESTART = 1; 215 /** 216 * When the animation reaches the end and <code>repeatCount</code> is INFINITE 217 * or a positive value, the animation reverses direction on every iteration. 218 */ 219 public static final int REVERSE = 2; 220 /** 221 * This value used used with the {@link #setRepeatCount(int)} property to repeat 222 * the animation indefinitely. 223 */ 224 public static final int INFINITE = -1; 225 226 227 /** 228 * @hide 229 */ setDurationScale(float durationScale)230 public static void setDurationScale(float durationScale) { 231 sDurationScale = durationScale; 232 } 233 234 /** 235 * Creates a new ValueAnimator object. This default constructor is primarily for 236 * use internally; the factory methods which take parameters are more generally 237 * useful. 238 */ ValueAnimator()239 public ValueAnimator() { 240 } 241 242 /** 243 * Constructs and returns a ValueAnimator that animates between int values. A single 244 * value implies that that value is the one being animated to. However, this is not typically 245 * useful in a ValueAnimator object because there is no way for the object to determine the 246 * starting value for the animation (unlike ObjectAnimator, which can derive that value 247 * from the target object and property being animated). Therefore, there should typically 248 * be two or more values. 249 * 250 * @param values A set of values that the animation will animate between over time. 251 * @return A ValueAnimator object that is set up to animate between the given values. 252 */ ofInt(int... values)253 public static ValueAnimator ofInt(int... values) { 254 ValueAnimator anim = new ValueAnimator(); 255 anim.setIntValues(values); 256 return anim; 257 } 258 259 /** 260 * Constructs and returns a ValueAnimator that animates between float values. A single 261 * value implies that that value is the one being animated to. However, this is not typically 262 * useful in a ValueAnimator object because there is no way for the object to determine the 263 * starting value for the animation (unlike ObjectAnimator, which can derive that value 264 * from the target object and property being animated). Therefore, there should typically 265 * be two or more values. 266 * 267 * @param values A set of values that the animation will animate between over time. 268 * @return A ValueAnimator object that is set up to animate between the given values. 269 */ ofFloat(float... values)270 public static ValueAnimator ofFloat(float... values) { 271 ValueAnimator anim = new ValueAnimator(); 272 anim.setFloatValues(values); 273 return anim; 274 } 275 276 /** 277 * Constructs and returns a ValueAnimator that animates between the values 278 * specified in the PropertyValuesHolder objects. 279 * 280 * @param values A set of PropertyValuesHolder objects whose values will be animated 281 * between over time. 282 * @return A ValueAnimator object that is set up to animate between the given values. 283 */ ofPropertyValuesHolder(PropertyValuesHolder... values)284 public static ValueAnimator ofPropertyValuesHolder(PropertyValuesHolder... values) { 285 ValueAnimator anim = new ValueAnimator(); 286 anim.setValues(values); 287 return anim; 288 } 289 /** 290 * Constructs and returns a ValueAnimator that animates between Object values. A single 291 * value implies that that value is the one being animated to. However, this is not typically 292 * useful in a ValueAnimator object because there is no way for the object to determine the 293 * starting value for the animation (unlike ObjectAnimator, which can derive that value 294 * from the target object and property being animated). Therefore, there should typically 295 * be two or more values. 296 * 297 * <p>Since ValueAnimator does not know how to animate between arbitrary Objects, this 298 * factory method also takes a TypeEvaluator object that the ValueAnimator will use 299 * to perform that interpolation. 300 * 301 * @param evaluator A TypeEvaluator that will be called on each animation frame to 302 * provide the ncessry interpolation between the Object values to derive the animated 303 * value. 304 * @param values A set of values that the animation will animate between over time. 305 * @return A ValueAnimator object that is set up to animate between the given values. 306 */ ofObject(TypeEvaluator evaluator, Object... values)307 public static ValueAnimator ofObject(TypeEvaluator evaluator, Object... values) { 308 ValueAnimator anim = new ValueAnimator(); 309 anim.setObjectValues(values); 310 anim.setEvaluator(evaluator); 311 return anim; 312 } 313 314 /** 315 * Sets int values that will be animated between. A single 316 * value implies that that value is the one being animated to. However, this is not typically 317 * useful in a ValueAnimator object because there is no way for the object to determine the 318 * starting value for the animation (unlike ObjectAnimator, which can derive that value 319 * from the target object and property being animated). Therefore, there should typically 320 * be two or more values. 321 * 322 * <p>If there are already multiple sets of values defined for this ValueAnimator via more 323 * than one PropertyValuesHolder object, this method will set the values for the first 324 * of those objects.</p> 325 * 326 * @param values A set of values that the animation will animate between over time. 327 */ setIntValues(int... values)328 public void setIntValues(int... values) { 329 if (values == null || values.length == 0) { 330 return; 331 } 332 if (mValues == null || mValues.length == 0) { 333 setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofInt("", values)}); 334 } else { 335 PropertyValuesHolder valuesHolder = mValues[0]; 336 valuesHolder.setIntValues(values); 337 } 338 // New property/values/target should cause re-initialization prior to starting 339 mInitialized = false; 340 } 341 342 /** 343 * Sets float values that will be animated between. A single 344 * value implies that that value is the one being animated to. However, this is not typically 345 * useful in a ValueAnimator object because there is no way for the object to determine the 346 * starting value for the animation (unlike ObjectAnimator, which can derive that value 347 * from the target object and property being animated). Therefore, there should typically 348 * be two or more values. 349 * 350 * <p>If there are already multiple sets of values defined for this ValueAnimator via more 351 * than one PropertyValuesHolder object, this method will set the values for the first 352 * of those objects.</p> 353 * 354 * @param values A set of values that the animation will animate between over time. 355 */ setFloatValues(float... values)356 public void setFloatValues(float... values) { 357 if (values == null || values.length == 0) { 358 return; 359 } 360 if (mValues == null || mValues.length == 0) { 361 setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofFloat("", values)}); 362 } else { 363 PropertyValuesHolder valuesHolder = mValues[0]; 364 valuesHolder.setFloatValues(values); 365 } 366 // New property/values/target should cause re-initialization prior to starting 367 mInitialized = false; 368 } 369 370 /** 371 * Sets the values to animate between for this animation. A single 372 * value implies that that value is the one being animated to. However, this is not typically 373 * useful in a ValueAnimator object because there is no way for the object to determine the 374 * starting value for the animation (unlike ObjectAnimator, which can derive that value 375 * from the target object and property being animated). Therefore, there should typically 376 * be two or more values. 377 * 378 * <p>If there are already multiple sets of values defined for this ValueAnimator via more 379 * than one PropertyValuesHolder object, this method will set the values for the first 380 * of those objects.</p> 381 * 382 * <p>There should be a TypeEvaluator set on the ValueAnimator that knows how to interpolate 383 * between these value objects. ValueAnimator only knows how to interpolate between the 384 * primitive types specified in the other setValues() methods.</p> 385 * 386 * @param values The set of values to animate between. 387 */ setObjectValues(Object... values)388 public void setObjectValues(Object... values) { 389 if (values == null || values.length == 0) { 390 return; 391 } 392 if (mValues == null || mValues.length == 0) { 393 setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofObject("", 394 (TypeEvaluator)null, values)}); 395 } else { 396 PropertyValuesHolder valuesHolder = mValues[0]; 397 valuesHolder.setObjectValues(values); 398 } 399 // New property/values/target should cause re-initialization prior to starting 400 mInitialized = false; 401 } 402 403 /** 404 * Sets the values, per property, being animated between. This function is called internally 405 * by the constructors of ValueAnimator that take a list of values. But a ValueAnimator can 406 * be constructed without values and this method can be called to set the values manually 407 * instead. 408 * 409 * @param values The set of values, per property, being animated between. 410 */ setValues(PropertyValuesHolder... values)411 public void setValues(PropertyValuesHolder... values) { 412 int numValues = values.length; 413 mValues = values; 414 mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); 415 for (int i = 0; i < numValues; ++i) { 416 PropertyValuesHolder valuesHolder = (PropertyValuesHolder) values[i]; 417 mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder); 418 } 419 // New property/values/target should cause re-initialization prior to starting 420 mInitialized = false; 421 } 422 423 /** 424 * Returns the values that this ValueAnimator animates between. These values are stored in 425 * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list 426 * of value objects instead. 427 * 428 * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the 429 * values, per property, that define the animation. 430 */ getValues()431 public PropertyValuesHolder[] getValues() { 432 return mValues; 433 } 434 435 /** 436 * This function is called immediately before processing the first animation 437 * frame of an animation. If there is a nonzero <code>startDelay</code>, the 438 * function is called after that delay ends. 439 * It takes care of the final initialization steps for the 440 * animation. 441 * 442 * <p>Overrides of this method should call the superclass method to ensure 443 * that internal mechanisms for the animation are set up correctly.</p> 444 */ initAnimation()445 void initAnimation() { 446 if (!mInitialized) { 447 int numValues = mValues.length; 448 for (int i = 0; i < numValues; ++i) { 449 mValues[i].init(); 450 } 451 mInitialized = true; 452 } 453 } 454 455 456 /** 457 * Sets the length of the animation. The default duration is 300 milliseconds. 458 * 459 * @param duration The length of the animation, in milliseconds. This value cannot 460 * be negative. 461 * @return ValueAnimator The object called with setDuration(). This return 462 * value makes it easier to compose statements together that construct and then set the 463 * duration, as in <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>. 464 */ setDuration(long duration)465 public ValueAnimator setDuration(long duration) { 466 if (duration < 0) { 467 throw new IllegalArgumentException("Animators cannot have negative duration: " + 468 duration); 469 } 470 mUnscaledDuration = duration; 471 mDuration = (long)(duration * sDurationScale); 472 return this; 473 } 474 475 /** 476 * Gets the length of the animation. The default duration is 300 milliseconds. 477 * 478 * @return The length of the animation, in milliseconds. 479 */ getDuration()480 public long getDuration() { 481 return mUnscaledDuration; 482 } 483 484 /** 485 * Sets the position of the animation to the specified point in time. This time should 486 * be between 0 and the total duration of the animation, including any repetition. If 487 * the animation has not yet been started, then it will not advance forward after it is 488 * set to this time; it will simply set the time to this value and perform any appropriate 489 * actions based on that time. If the animation is already running, then setCurrentPlayTime() 490 * will set the current playing time to this value and continue playing from that point. 491 * 492 * @param playTime The time, in milliseconds, to which the animation is advanced or rewound. 493 */ setCurrentPlayTime(long playTime)494 public void setCurrentPlayTime(long playTime) { 495 initAnimation(); 496 long currentTime = AnimationUtils.currentAnimationTimeMillis(); 497 if (mPlayingState != RUNNING) { 498 mSeekTime = playTime; 499 mPlayingState = SEEKED; 500 } 501 mStartTime = currentTime - playTime; 502 doAnimationFrame(currentTime); 503 } 504 505 /** 506 * Gets the current position of the animation in time, which is equal to the current 507 * time minus the time that the animation started. An animation that is not yet started will 508 * return a value of zero. 509 * 510 * @return The current position in time of the animation. 511 */ getCurrentPlayTime()512 public long getCurrentPlayTime() { 513 if (!mInitialized || mPlayingState == STOPPED) { 514 return 0; 515 } 516 return AnimationUtils.currentAnimationTimeMillis() - mStartTime; 517 } 518 519 /** 520 * This custom, static handler handles the timing pulse that is shared by 521 * all active animations. This approach ensures that the setting of animation 522 * values will happen on the UI thread and that all animations will share 523 * the same times for calculating their values, which makes synchronizing 524 * animations possible. 525 * 526 * The handler uses the Choreographer for executing periodic callbacks. 527 */ 528 private static class AnimationHandler implements Runnable { 529 // The per-thread list of all active animations 530 private final ArrayList<ValueAnimator> mAnimations = new ArrayList<ValueAnimator>(); 531 532 // The per-thread set of animations to be started on the next animation frame 533 private final ArrayList<ValueAnimator> mPendingAnimations = new ArrayList<ValueAnimator>(); 534 535 /** 536 * Internal per-thread collections used to avoid set collisions as animations start and end 537 * while being processed. 538 */ 539 private final ArrayList<ValueAnimator> mDelayedAnims = new ArrayList<ValueAnimator>(); 540 private final ArrayList<ValueAnimator> mEndingAnims = new ArrayList<ValueAnimator>(); 541 private final ArrayList<ValueAnimator> mReadyAnims = new ArrayList<ValueAnimator>(); 542 543 private final Choreographer mChoreographer; 544 private boolean mAnimationScheduled; 545 AnimationHandler()546 private AnimationHandler() { 547 mChoreographer = Choreographer.getInstance(); 548 } 549 550 /** 551 * Start animating on the next frame. 552 */ start()553 public void start() { 554 scheduleAnimation(); 555 } 556 doAnimationFrame(long frameTime)557 private void doAnimationFrame(long frameTime) { 558 // mPendingAnimations holds any animations that have requested to be started 559 // We're going to clear mPendingAnimations, but starting animation may 560 // cause more to be added to the pending list (for example, if one animation 561 // starting triggers another starting). So we loop until mPendingAnimations 562 // is empty. 563 while (mPendingAnimations.size() > 0) { 564 ArrayList<ValueAnimator> pendingCopy = 565 (ArrayList<ValueAnimator>) mPendingAnimations.clone(); 566 mPendingAnimations.clear(); 567 int count = pendingCopy.size(); 568 for (int i = 0; i < count; ++i) { 569 ValueAnimator anim = pendingCopy.get(i); 570 // If the animation has a startDelay, place it on the delayed list 571 if (anim.mStartDelay == 0) { 572 anim.startAnimation(this); 573 } else { 574 mDelayedAnims.add(anim); 575 } 576 } 577 } 578 // Next, process animations currently sitting on the delayed queue, adding 579 // them to the active animations if they are ready 580 int numDelayedAnims = mDelayedAnims.size(); 581 for (int i = 0; i < numDelayedAnims; ++i) { 582 ValueAnimator anim = mDelayedAnims.get(i); 583 if (anim.delayedAnimationFrame(frameTime)) { 584 mReadyAnims.add(anim); 585 } 586 } 587 int numReadyAnims = mReadyAnims.size(); 588 if (numReadyAnims > 0) { 589 for (int i = 0; i < numReadyAnims; ++i) { 590 ValueAnimator anim = mReadyAnims.get(i); 591 anim.startAnimation(this); 592 anim.mRunning = true; 593 mDelayedAnims.remove(anim); 594 } 595 mReadyAnims.clear(); 596 } 597 598 // Now process all active animations. The return value from animationFrame() 599 // tells the handler whether it should now be ended 600 int numAnims = mAnimations.size(); 601 int i = 0; 602 while (i < numAnims) { 603 ValueAnimator anim = mAnimations.get(i); 604 if (anim.doAnimationFrame(frameTime)) { 605 mEndingAnims.add(anim); 606 } 607 if (mAnimations.size() == numAnims) { 608 ++i; 609 } else { 610 // An animation might be canceled or ended by client code 611 // during the animation frame. Check to see if this happened by 612 // seeing whether the current index is the same as it was before 613 // calling animationFrame(). Another approach would be to copy 614 // animations to a temporary list and process that list instead, 615 // but that entails garbage and processing overhead that would 616 // be nice to avoid. 617 --numAnims; 618 mEndingAnims.remove(anim); 619 } 620 } 621 if (mEndingAnims.size() > 0) { 622 for (i = 0; i < mEndingAnims.size(); ++i) { 623 mEndingAnims.get(i).endAnimation(this); 624 } 625 mEndingAnims.clear(); 626 } 627 628 // If there are still active or delayed animations, schedule a future call to 629 // onAnimate to process the next frame of the animations. 630 if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) { 631 scheduleAnimation(); 632 } 633 } 634 635 // Called by the Choreographer. 636 @Override run()637 public void run() { 638 mAnimationScheduled = false; 639 doAnimationFrame(mChoreographer.getFrameTime()); 640 } 641 scheduleAnimation()642 private void scheduleAnimation() { 643 if (!mAnimationScheduled) { 644 mChoreographer.postCallback(Choreographer.CALLBACK_ANIMATION, this, null); 645 mAnimationScheduled = true; 646 } 647 } 648 } 649 650 /** 651 * The amount of time, in milliseconds, to delay starting the animation after 652 * {@link #start()} is called. 653 * 654 * @return the number of milliseconds to delay running the animation 655 */ getStartDelay()656 public long getStartDelay() { 657 return mUnscaledStartDelay; 658 } 659 660 /** 661 * The amount of time, in milliseconds, to delay starting the animation after 662 * {@link #start()} is called. 663 664 * @param startDelay The amount of the delay, in milliseconds 665 */ setStartDelay(long startDelay)666 public void setStartDelay(long startDelay) { 667 this.mStartDelay = (long)(startDelay * sDurationScale); 668 mUnscaledStartDelay = startDelay; 669 } 670 671 /** 672 * The amount of time, in milliseconds, between each frame of the animation. This is a 673 * requested time that the animation will attempt to honor, but the actual delay between 674 * frames may be different, depending on system load and capabilities. This is a static 675 * function because the same delay will be applied to all animations, since they are all 676 * run off of a single timing loop. 677 * 678 * The frame delay may be ignored when the animation system uses an external timing 679 * source, such as the display refresh rate (vsync), to govern animations. 680 * 681 * @return the requested time between frames, in milliseconds 682 */ getFrameDelay()683 public static long getFrameDelay() { 684 return Choreographer.getFrameDelay(); 685 } 686 687 /** 688 * The amount of time, in milliseconds, between each frame of the animation. This is a 689 * requested time that the animation will attempt to honor, but the actual delay between 690 * frames may be different, depending on system load and capabilities. This is a static 691 * function because the same delay will be applied to all animations, since they are all 692 * run off of a single timing loop. 693 * 694 * The frame delay may be ignored when the animation system uses an external timing 695 * source, such as the display refresh rate (vsync), to govern animations. 696 * 697 * @param frameDelay the requested time between frames, in milliseconds 698 */ setFrameDelay(long frameDelay)699 public static void setFrameDelay(long frameDelay) { 700 Choreographer.setFrameDelay(frameDelay); 701 } 702 703 /** 704 * The most recent value calculated by this <code>ValueAnimator</code> when there is just one 705 * property being animated. This value is only sensible while the animation is running. The main 706 * purpose for this read-only property is to retrieve the value from the <code>ValueAnimator</code> 707 * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which 708 * is called during each animation frame, immediately after the value is calculated. 709 * 710 * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for 711 * the single property being animated. If there are several properties being animated 712 * (specified by several PropertyValuesHolder objects in the constructor), this function 713 * returns the animated value for the first of those objects. 714 */ getAnimatedValue()715 public Object getAnimatedValue() { 716 if (mValues != null && mValues.length > 0) { 717 return mValues[0].getAnimatedValue(); 718 } 719 // Shouldn't get here; should always have values unless ValueAnimator was set up wrong 720 return null; 721 } 722 723 /** 724 * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>. 725 * The main purpose for this read-only property is to retrieve the value from the 726 * <code>ValueAnimator</code> during a call to 727 * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which 728 * is called during each animation frame, immediately after the value is calculated. 729 * 730 * @return animatedValue The value most recently calculated for the named property 731 * by this <code>ValueAnimator</code>. 732 */ getAnimatedValue(String propertyName)733 public Object getAnimatedValue(String propertyName) { 734 PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName); 735 if (valuesHolder != null) { 736 return valuesHolder.getAnimatedValue(); 737 } else { 738 // At least avoid crashing if called with bogus propertyName 739 return null; 740 } 741 } 742 743 /** 744 * Sets how many times the animation should be repeated. If the repeat 745 * count is 0, the animation is never repeated. If the repeat count is 746 * greater than 0 or {@link #INFINITE}, the repeat mode will be taken 747 * into account. The repeat count is 0 by default. 748 * 749 * @param value the number of times the animation should be repeated 750 */ setRepeatCount(int value)751 public void setRepeatCount(int value) { 752 mRepeatCount = value; 753 } 754 /** 755 * Defines how many times the animation should repeat. The default value 756 * is 0. 757 * 758 * @return the number of times the animation should repeat, or {@link #INFINITE} 759 */ getRepeatCount()760 public int getRepeatCount() { 761 return mRepeatCount; 762 } 763 764 /** 765 * Defines what this animation should do when it reaches the end. This 766 * setting is applied only when the repeat count is either greater than 767 * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}. 768 * 769 * @param value {@link #RESTART} or {@link #REVERSE} 770 */ setRepeatMode(int value)771 public void setRepeatMode(int value) { 772 mRepeatMode = value; 773 } 774 775 /** 776 * Defines what this animation should do when it reaches the end. 777 * 778 * @return either one of {@link #REVERSE} or {@link #RESTART} 779 */ getRepeatMode()780 public int getRepeatMode() { 781 return mRepeatMode; 782 } 783 784 /** 785 * Adds a listener to the set of listeners that are sent update events through the life of 786 * an animation. This method is called on all listeners for every frame of the animation, 787 * after the values for the animation have been calculated. 788 * 789 * @param listener the listener to be added to the current set of listeners for this animation. 790 */ addUpdateListener(AnimatorUpdateListener listener)791 public void addUpdateListener(AnimatorUpdateListener listener) { 792 if (mUpdateListeners == null) { 793 mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); 794 } 795 mUpdateListeners.add(listener); 796 } 797 798 /** 799 * Removes all listeners from the set listening to frame updates for this animation. 800 */ removeAllUpdateListeners()801 public void removeAllUpdateListeners() { 802 if (mUpdateListeners == null) { 803 return; 804 } 805 mUpdateListeners.clear(); 806 mUpdateListeners = null; 807 } 808 809 /** 810 * Removes a listener from the set listening to frame updates for this animation. 811 * 812 * @param listener the listener to be removed from the current set of update listeners 813 * for this animation. 814 */ removeUpdateListener(AnimatorUpdateListener listener)815 public void removeUpdateListener(AnimatorUpdateListener listener) { 816 if (mUpdateListeners == null) { 817 return; 818 } 819 mUpdateListeners.remove(listener); 820 if (mUpdateListeners.size() == 0) { 821 mUpdateListeners = null; 822 } 823 } 824 825 826 /** 827 * The time interpolator used in calculating the elapsed fraction of this animation. The 828 * interpolator determines whether the animation runs with linear or non-linear motion, 829 * such as acceleration and deceleration. The default value is 830 * {@link android.view.animation.AccelerateDecelerateInterpolator} 831 * 832 * @param value the interpolator to be used by this animation. A value of <code>null</code> 833 * will result in linear interpolation. 834 */ 835 @Override setInterpolator(TimeInterpolator value)836 public void setInterpolator(TimeInterpolator value) { 837 if (value != null) { 838 mInterpolator = value; 839 } else { 840 mInterpolator = new LinearInterpolator(); 841 } 842 } 843 844 /** 845 * Returns the timing interpolator that this ValueAnimator uses. 846 * 847 * @return The timing interpolator for this ValueAnimator. 848 */ getInterpolator()849 public TimeInterpolator getInterpolator() { 850 return mInterpolator; 851 } 852 853 /** 854 * The type evaluator to be used when calculating the animated values of this animation. 855 * The system will automatically assign a float or int evaluator based on the type 856 * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values 857 * are not one of these primitive types, or if different evaluation is desired (such as is 858 * necessary with int values that represent colors), a custom evaluator needs to be assigned. 859 * For example, when running an animation on color values, the {@link ArgbEvaluator} 860 * should be used to get correct RGB color interpolation. 861 * 862 * <p>If this ValueAnimator has only one set of values being animated between, this evaluator 863 * will be used for that set. If there are several sets of values being animated, which is 864 * the case if PropertyValuesHOlder objects were set on the ValueAnimator, then the evaluator 865 * is assigned just to the first PropertyValuesHolder object.</p> 866 * 867 * @param value the evaluator to be used this animation 868 */ setEvaluator(TypeEvaluator value)869 public void setEvaluator(TypeEvaluator value) { 870 if (value != null && mValues != null && mValues.length > 0) { 871 mValues[0].setEvaluator(value); 872 } 873 } 874 notifyStartListeners()875 private void notifyStartListeners() { 876 if (mListeners != null && !mStartListenersCalled) { 877 ArrayList<AnimatorListener> tmpListeners = 878 (ArrayList<AnimatorListener>) mListeners.clone(); 879 int numListeners = tmpListeners.size(); 880 for (int i = 0; i < numListeners; ++i) { 881 tmpListeners.get(i).onAnimationStart(this); 882 } 883 } 884 mStartListenersCalled = true; 885 } 886 887 /** 888 * Start the animation playing. This version of start() takes a boolean flag that indicates 889 * whether the animation should play in reverse. The flag is usually false, but may be set 890 * to true if called from the reverse() method. 891 * 892 * <p>The animation started by calling this method will be run on the thread that called 893 * this method. This thread should have a Looper on it (a runtime exception will be thrown if 894 * this is not the case). Also, if the animation will animate 895 * properties of objects in the view hierarchy, then the calling thread should be the UI 896 * thread for that view hierarchy.</p> 897 * 898 * @param playBackwards Whether the ValueAnimator should start playing in reverse. 899 */ start(boolean playBackwards)900 private void start(boolean playBackwards) { 901 if (Looper.myLooper() == null) { 902 throw new AndroidRuntimeException("Animators may only be run on Looper threads"); 903 } 904 mPlayingBackwards = playBackwards; 905 mCurrentIteration = 0; 906 mPlayingState = STOPPED; 907 mStarted = true; 908 mStartedDelay = false; 909 AnimationHandler animationHandler = getOrCreateAnimationHandler(); 910 animationHandler.mPendingAnimations.add(this); 911 if (mStartDelay == 0) { 912 // This sets the initial value of the animation, prior to actually starting it running 913 setCurrentPlayTime(0); 914 mPlayingState = STOPPED; 915 mRunning = true; 916 notifyStartListeners(); 917 } 918 animationHandler.start(); 919 } 920 921 @Override start()922 public void start() { 923 start(false); 924 } 925 926 @Override cancel()927 public void cancel() { 928 // Only cancel if the animation is actually running or has been started and is about 929 // to run 930 AnimationHandler handler = getOrCreateAnimationHandler(); 931 if (mPlayingState != STOPPED 932 || handler.mPendingAnimations.contains(this) 933 || handler.mDelayedAnims.contains(this)) { 934 // Only notify listeners if the animator has actually started 935 if ((mStarted || mRunning) && mListeners != null) { 936 if (!mRunning) { 937 // If it's not yet running, then start listeners weren't called. Call them now. 938 notifyStartListeners(); 939 } 940 ArrayList<AnimatorListener> tmpListeners = 941 (ArrayList<AnimatorListener>) mListeners.clone(); 942 for (AnimatorListener listener : tmpListeners) { 943 listener.onAnimationCancel(this); 944 } 945 } 946 endAnimation(handler); 947 } 948 } 949 950 @Override end()951 public void end() { 952 AnimationHandler handler = getOrCreateAnimationHandler(); 953 if (!handler.mAnimations.contains(this) && !handler.mPendingAnimations.contains(this)) { 954 // Special case if the animation has not yet started; get it ready for ending 955 mStartedDelay = false; 956 startAnimation(handler); 957 mStarted = true; 958 } else if (!mInitialized) { 959 initAnimation(); 960 } 961 // The final value set on the target varies, depending on whether the animation 962 // was supposed to repeat an odd number of times 963 if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) { 964 animateValue(0f); 965 } else { 966 animateValue(1f); 967 } 968 endAnimation(handler); 969 } 970 971 @Override isRunning()972 public boolean isRunning() { 973 return (mPlayingState == RUNNING || mRunning); 974 } 975 976 @Override isStarted()977 public boolean isStarted() { 978 return mStarted; 979 } 980 981 /** 982 * Plays the ValueAnimator in reverse. If the animation is already running, 983 * it will stop itself and play backwards from the point reached when reverse was called. 984 * If the animation is not currently running, then it will start from the end and 985 * play backwards. This behavior is only set for the current animation; future playing 986 * of the animation will use the default behavior of playing forward. 987 */ reverse()988 public void reverse() { 989 mPlayingBackwards = !mPlayingBackwards; 990 if (mPlayingState == RUNNING) { 991 long currentTime = AnimationUtils.currentAnimationTimeMillis(); 992 long currentPlayTime = currentTime - mStartTime; 993 long timeLeft = mDuration - currentPlayTime; 994 mStartTime = currentTime - timeLeft; 995 } else { 996 start(true); 997 } 998 } 999 1000 /** 1001 * Called internally to end an animation by removing it from the animations list. Must be 1002 * called on the UI thread. 1003 */ endAnimation(AnimationHandler handler)1004 private void endAnimation(AnimationHandler handler) { 1005 handler.mAnimations.remove(this); 1006 handler.mPendingAnimations.remove(this); 1007 handler.mDelayedAnims.remove(this); 1008 mPlayingState = STOPPED; 1009 if ((mStarted || mRunning) && mListeners != null) { 1010 if (!mRunning) { 1011 // If it's not yet running, then start listeners weren't called. Call them now. 1012 notifyStartListeners(); 1013 } 1014 ArrayList<AnimatorListener> tmpListeners = 1015 (ArrayList<AnimatorListener>) mListeners.clone(); 1016 int numListeners = tmpListeners.size(); 1017 for (int i = 0; i < numListeners; ++i) { 1018 tmpListeners.get(i).onAnimationEnd(this); 1019 } 1020 } 1021 mRunning = false; 1022 mStarted = false; 1023 mStartListenersCalled = false; 1024 } 1025 1026 /** 1027 * Called internally to start an animation by adding it to the active animations list. Must be 1028 * called on the UI thread. 1029 */ startAnimation(AnimationHandler handler)1030 private void startAnimation(AnimationHandler handler) { 1031 initAnimation(); 1032 handler.mAnimations.add(this); 1033 if (mStartDelay > 0 && mListeners != null) { 1034 // Listeners were already notified in start() if startDelay is 0; this is 1035 // just for delayed animations 1036 notifyStartListeners(); 1037 } 1038 } 1039 1040 /** 1041 * Internal function called to process an animation frame on an animation that is currently 1042 * sleeping through its <code>startDelay</code> phase. The return value indicates whether it 1043 * should be woken up and put on the active animations queue. 1044 * 1045 * @param currentTime The current animation time, used to calculate whether the animation 1046 * has exceeded its <code>startDelay</code> and should be started. 1047 * @return True if the animation's <code>startDelay</code> has been exceeded and the animation 1048 * should be added to the set of active animations. 1049 */ delayedAnimationFrame(long currentTime)1050 private boolean delayedAnimationFrame(long currentTime) { 1051 if (!mStartedDelay) { 1052 mStartedDelay = true; 1053 mDelayStartTime = currentTime; 1054 } else { 1055 long deltaTime = currentTime - mDelayStartTime; 1056 if (deltaTime > mStartDelay) { 1057 // startDelay ended - start the anim and record the 1058 // mStartTime appropriately 1059 mStartTime = currentTime - (deltaTime - mStartDelay); 1060 mPlayingState = RUNNING; 1061 return true; 1062 } 1063 } 1064 return false; 1065 } 1066 1067 /** 1068 * This internal function processes a single animation frame for a given animation. The 1069 * currentTime parameter is the timing pulse sent by the handler, used to calculate the 1070 * elapsed duration, and therefore 1071 * the elapsed fraction, of the animation. The return value indicates whether the animation 1072 * should be ended (which happens when the elapsed time of the animation exceeds the 1073 * animation's duration, including the repeatCount). 1074 * 1075 * @param currentTime The current time, as tracked by the static timing handler 1076 * @return true if the animation's duration, including any repetitions due to 1077 * <code>repeatCount</code> has been exceeded and the animation should be ended. 1078 */ animationFrame(long currentTime)1079 boolean animationFrame(long currentTime) { 1080 boolean done = false; 1081 switch (mPlayingState) { 1082 case RUNNING: 1083 case SEEKED: 1084 float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f; 1085 if (fraction >= 1f) { 1086 if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) { 1087 // Time to repeat 1088 if (mListeners != null) { 1089 int numListeners = mListeners.size(); 1090 for (int i = 0; i < numListeners; ++i) { 1091 mListeners.get(i).onAnimationRepeat(this); 1092 } 1093 } 1094 if (mRepeatMode == REVERSE) { 1095 mPlayingBackwards = mPlayingBackwards ? false : true; 1096 } 1097 mCurrentIteration += (int)fraction; 1098 fraction = fraction % 1f; 1099 mStartTime += mDuration; 1100 } else { 1101 done = true; 1102 fraction = Math.min(fraction, 1.0f); 1103 } 1104 } 1105 if (mPlayingBackwards) { 1106 fraction = 1f - fraction; 1107 } 1108 animateValue(fraction); 1109 break; 1110 } 1111 1112 return done; 1113 } 1114 1115 /** 1116 * Processes a frame of the animation, adjusting the start time if needed. 1117 * 1118 * @param frameTime The frame time. 1119 * @return true if the animation has ended. 1120 */ doAnimationFrame(long frameTime)1121 final boolean doAnimationFrame(long frameTime) { 1122 if (mPlayingState == STOPPED) { 1123 mPlayingState = RUNNING; 1124 if (mSeekTime < 0) { 1125 mStartTime = frameTime; 1126 } else { 1127 mStartTime = frameTime - mSeekTime; 1128 // Now that we're playing, reset the seek time 1129 mSeekTime = -1; 1130 } 1131 } 1132 // The frame time might be before the start time during the first frame of 1133 // an animation. The "current time" must always be on or after the start 1134 // time to avoid animating frames at negative time intervals. In practice, this 1135 // is very rare and only happens when seeking backwards. 1136 final long currentTime = Math.max(frameTime, mStartTime); 1137 return animationFrame(currentTime); 1138 } 1139 1140 /** 1141 * Returns the current animation fraction, which is the elapsed/interpolated fraction used in 1142 * the most recent frame update on the animation. 1143 * 1144 * @return Elapsed/interpolated fraction of the animation. 1145 */ getAnimatedFraction()1146 public float getAnimatedFraction() { 1147 return mCurrentFraction; 1148 } 1149 1150 /** 1151 * This method is called with the elapsed fraction of the animation during every 1152 * animation frame. This function turns the elapsed fraction into an interpolated fraction 1153 * and then into an animated value (from the evaluator. The function is called mostly during 1154 * animation updates, but it is also called when the <code>end()</code> 1155 * function is called, to set the final value on the property. 1156 * 1157 * <p>Overrides of this method must call the superclass to perform the calculation 1158 * of the animated value.</p> 1159 * 1160 * @param fraction The elapsed fraction of the animation. 1161 */ animateValue(float fraction)1162 void animateValue(float fraction) { 1163 fraction = mInterpolator.getInterpolation(fraction); 1164 mCurrentFraction = fraction; 1165 int numValues = mValues.length; 1166 for (int i = 0; i < numValues; ++i) { 1167 mValues[i].calculateValue(fraction); 1168 } 1169 if (mUpdateListeners != null) { 1170 int numListeners = mUpdateListeners.size(); 1171 for (int i = 0; i < numListeners; ++i) { 1172 mUpdateListeners.get(i).onAnimationUpdate(this); 1173 } 1174 } 1175 } 1176 1177 @Override clone()1178 public ValueAnimator clone() { 1179 final ValueAnimator anim = (ValueAnimator) super.clone(); 1180 if (mUpdateListeners != null) { 1181 ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners; 1182 anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); 1183 int numListeners = oldListeners.size(); 1184 for (int i = 0; i < numListeners; ++i) { 1185 anim.mUpdateListeners.add(oldListeners.get(i)); 1186 } 1187 } 1188 anim.mSeekTime = -1; 1189 anim.mPlayingBackwards = false; 1190 anim.mCurrentIteration = 0; 1191 anim.mInitialized = false; 1192 anim.mPlayingState = STOPPED; 1193 anim.mStartedDelay = false; 1194 PropertyValuesHolder[] oldValues = mValues; 1195 if (oldValues != null) { 1196 int numValues = oldValues.length; 1197 anim.mValues = new PropertyValuesHolder[numValues]; 1198 anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); 1199 for (int i = 0; i < numValues; ++i) { 1200 PropertyValuesHolder newValuesHolder = oldValues[i].clone(); 1201 anim.mValues[i] = newValuesHolder; 1202 anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder); 1203 } 1204 } 1205 return anim; 1206 } 1207 1208 /** 1209 * Implementors of this interface can add themselves as update listeners 1210 * to an <code>ValueAnimator</code> instance to receive callbacks on every animation 1211 * frame, after the current frame's values have been calculated for that 1212 * <code>ValueAnimator</code>. 1213 */ 1214 public static interface AnimatorUpdateListener { 1215 /** 1216 * <p>Notifies the occurrence of another frame of the animation.</p> 1217 * 1218 * @param animation The animation which was repeated. 1219 */ onAnimationUpdate(ValueAnimator animation)1220 void onAnimationUpdate(ValueAnimator animation); 1221 1222 } 1223 1224 /** 1225 * Return the number of animations currently running. 1226 * 1227 * Used by StrictMode internally to annotate violations. 1228 * May be called on arbitrary threads! 1229 * 1230 * @hide 1231 */ getCurrentAnimationsCount()1232 public static int getCurrentAnimationsCount() { 1233 AnimationHandler handler = sAnimationHandler.get(); 1234 return handler != null ? handler.mAnimations.size() : 0; 1235 } 1236 1237 /** 1238 * Clear all animations on this thread, without canceling or ending them. 1239 * This should be used with caution. 1240 * 1241 * @hide 1242 */ clearAllAnimations()1243 public static void clearAllAnimations() { 1244 AnimationHandler handler = sAnimationHandler.get(); 1245 if (handler != null) { 1246 handler.mAnimations.clear(); 1247 handler.mPendingAnimations.clear(); 1248 handler.mDelayedAnims.clear(); 1249 } 1250 } 1251 getOrCreateAnimationHandler()1252 private AnimationHandler getOrCreateAnimationHandler() { 1253 AnimationHandler handler = sAnimationHandler.get(); 1254 if (handler == null) { 1255 handler = new AnimationHandler(); 1256 sAnimationHandler.set(handler); 1257 } 1258 return handler; 1259 } 1260 1261 @Override toString()1262 public String toString() { 1263 String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode()); 1264 if (mValues != null) { 1265 for (int i = 0; i < mValues.length; ++i) { 1266 returnVal += "\n " + mValues[i].toString(); 1267 } 1268 } 1269 return returnVal; 1270 } 1271 } 1272