Lines Matching defs:frame

35  * the next display frame.
43 * display frame rendering, use {@link android.animation.ValueAnimator#start}.</li>
45 * frame, use {@link View#postOnAnimation}.</li>
47 * frame after a delay, use {@link View#postOnAnimationDelayed}.</li>
49 * next display frame, use {@link View#postInvalidateOnAnimation()} or
52 * sync with display frame rendering, do nothing. This already happens automatically.
79 // default value be less than the true inter-frame delay on all devices to avoid
106 // Enable/disable using the frame time instead of returning now.
119 // All frame callbacks posted by applications have this token.
196 * The amount of time, in milliseconds, between each frame of the animation.
203 * The frame delay may be ignored when the animation system uses an external timing
215 * The amount of time, in milliseconds, between each frame of the animation.
222 * The frame delay may be ignored when the animation system uses an external timing
234 * Subtracts typical frame delay time from a delay interval in milliseconds.
237 * in assumptions about the frame delay. For example, it's quite common for code to
238 * assume a 60Hz frame time and bake in a 16ms delay. When we call
241 * frame delay time.
243 * This method is somewhat conservative about how much of the frame delay it
247 * on the next frame, but this is much better than waiting a whole 16ms and likely
251 * @param delayMillis The original delay time including an assumed frame delay.
252 * @return The adjusted delay time with the assumed frame delay subtracted out.
278 * Posts a callback to run on the next frame.
284 * @param action The callback action to run during the next frame.
295 * Posts a callback to run on the next frame after the specified delay.
301 * @param action The callback action to run during the next frame after the specified delay.
380 * Posts a frame callback to run on the next frame.
385 * @param callback The frame callback to run during the next frame.
395 * Posts a frame callback to run on the next frame after the specified delay.
400 * @param callback The frame callback to run during the next frame.
416 * Removes a previously posted frame callback.
418 * @param callback The frame callback to remove.
432 * Gets the time when the current frame started.
434 * This method provides the time in milliseconds when the frame started being rendered.
435 * The frame time provides a stable time base for synchronizing animations
437 * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
438 * time helps to reduce inter-frame jitter because the frame time is fixed at the time
439 * the frame was scheduled to start, regardless of when the animations or drawing
440 * callback actually runs. All callbacks that run as part of rendering a frame will
441 * observe the same frame time so using the frame time also helps to synchronize effects
445 * drawing using the frame time as a stable time base. Most applications should
446 * not need to use the frame time information directly.
451 * @return The frame start time, in the {@link SystemClock#uptimeMillis()} time base.
453 * @throws IllegalStateException if no frame is in progress.
463 * @return The frame start time, in the {@link System#nanoTime()} time base.
465 * @throws IllegalStateException if no frame is in progress.
472 + "part of a callback while a frame is in progress.");
483 Log.d(TAG, "Scheduling next frame on vsync.");
500 Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
509 void doFrame(long frameTimeNanos, int frame) {
527 + "which is more than the frame interval of "
529 + "Skipping " + skippedFrames + " frames and setting frame "
538 + "previously skipped frame. Waiting for next vsync.");
554 Log.d(TAG, "Frame " + frame + ": Finished, took "
564 // for earlier processing phases in a frame to post callbacks that should run
643 * Implement this interface to receive a callback when a new display frame is
649 * Called when a new display frame is being rendered.
651 * This method provides the time in nanoseconds when the frame started being rendered.
652 * The frame time provides a stable time base for synchronizing animations
654 * or {@link System#nanoTime()} for animations and drawing in the UI. Using the frame
655 * time helps to reduce inter-frame jitter because the frame time is fixed at the time
656 * the frame was scheduled to start, regardless of when the animations or drawing
657 * callback actually runs. All callbacks that run as part of rendering a frame will
658 * observe the same frame time so using the frame time also helps to synchronize effects
662 * drawing using the frame time as a stable time base. Most applications should
663 * not need to use the frame time information directly.
666 * @param frameTimeNanos The time in nanoseconds when the frame started being rendered,
705 public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {
726 // earlier than the frame time, then the vsync event will be processed immediately.
744 mFrame = frame;