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
17package android.animation;
18
19import android.annotation.CallSuper;
20import android.annotation.IntDef;
21import android.os.Looper;
22import android.os.Trace;
23import android.util.AndroidRuntimeException;
24import android.util.Log;
25import android.view.animation.AccelerateDecelerateInterpolator;
26import android.view.animation.AnimationUtils;
27import android.view.animation.LinearInterpolator;
28
29import java.lang.annotation.Retention;
30import java.lang.annotation.RetentionPolicy;
31import java.util.ArrayList;
32import java.util.HashMap;
33
34/**
35 * This class provides a simple timing engine for running animations
36 * which calculate animated values and set them on target objects.
37 *
38 * <p>There is a single timing pulse that all animations use. It runs in a
39 * custom handler to ensure that property changes happen on the UI thread.</p>
40 *
41 * <p>By default, ValueAnimator uses non-linear time interpolation, via the
42 * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates
43 * out of an animation. This behavior can be changed by calling
44 * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.</p>
45 *
46 * <p>Animators can be created from either code or resource files. Here is an example
47 * of a ValueAnimator resource file:</p>
48 *
49 * {@sample development/samples/ApiDemos/res/anim/animator.xml ValueAnimatorResources}
50 *
51 * <p>It is also possible to use a combination of {@link PropertyValuesHolder} and
52 * {@link Keyframe} resource tags to create a multi-step animation.
53 * Note that you can specify explicit fractional values (from 0 to 1) for
54 * each keyframe to determine when, in the overall duration, the animation should arrive at that
55 * value. Alternatively, you can leave the fractions off and the keyframes will be equally
56 * distributed within the total duration:</p>
57 *
58 * {@sample development/samples/ApiDemos/res/anim/value_animator_pvh_kf.xml
59 * ValueAnimatorKeyframeResources}
60 *
61 * <div class="special reference">
62 * <h3>Developer Guides</h3>
63 * <p>For more information about animating with {@code ValueAnimator}, read the
64 * <a href="{@docRoot}guide/topics/graphics/prop-animation.html#value-animator">Property
65 * Animation</a> developer guide.</p>
66 * </div>
67 */
68@SuppressWarnings("unchecked")
69public class ValueAnimator extends Animator implements AnimationHandler.AnimationFrameCallback {
70    private static final String TAG = "ValueAnimator";
71    private static final boolean DEBUG = false;
72
73    /**
74     * Internal constants
75     */
76    private static float sDurationScale = 1.0f;
77
78    /**
79     * Internal variables
80     * NOTE: This object implements the clone() method, making a deep copy of any referenced
81     * objects. As other non-trivial fields are added to this class, make sure to add logic
82     * to clone() to make deep copies of them.
83     */
84
85    /**
86     * The first time that the animation's animateFrame() method is called. This time is used to
87     * determine elapsed time (and therefore the elapsed fraction) in subsequent calls
88     * to animateFrame().
89     *
90     * Whenever mStartTime is set, you must also update mStartTimeCommitted.
91     */
92    long mStartTime;
93
94    /**
95     * When true, the start time has been firmly committed as a chosen reference point in
96     * time by which the progress of the animation will be evaluated.  When false, the
97     * start time may be updated when the first animation frame is committed so as
98     * to compensate for jank that may have occurred between when the start time was
99     * initialized and when the frame was actually drawn.
100     *
101     * This flag is generally set to false during the first frame of the animation
102     * when the animation playing state transitions from STOPPED to RUNNING or
103     * resumes after having been paused.  This flag is set to true when the start time
104     * is firmly committed and should not be further compensated for jank.
105     */
106    boolean mStartTimeCommitted;
107
108    /**
109     * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked
110     * to a value.
111     */
112    float mSeekFraction = -1;
113
114    /**
115     * Set on the next frame after pause() is called, used to calculate a new startTime
116     * or delayStartTime which allows the animator to continue from the point at which
117     * it was paused. If negative, has not yet been set.
118     */
119    private long mPauseTime;
120
121    /**
122     * Set when an animator is resumed. This triggers logic in the next frame which
123     * actually resumes the animator.
124     */
125    private boolean mResumed = false;
126
127    // The time interpolator to be used if none is set on the animation
128    private static final TimeInterpolator sDefaultInterpolator =
129            new AccelerateDecelerateInterpolator();
130
131    /**
132     * Flag to indicate whether this animator is playing in reverse mode, specifically
133     * by being started or interrupted by a call to reverse(). This flag is different than
134     * mPlayingBackwards, which indicates merely whether the current iteration of the
135     * animator is playing in reverse. It is used in corner cases to determine proper end
136     * behavior.
137     */
138    private boolean mReversing;
139
140    /**
141     * Tracks the overall fraction of the animation, ranging from 0 to mRepeatCount + 1
142     */
143    private float mOverallFraction = 0f;
144
145    /**
146     * Tracks current elapsed/eased fraction, for querying in getAnimatedFraction().
147     * This is calculated by interpolating the fraction (range: [0, 1]) in the current iteration.
148     */
149    private float mCurrentFraction = 0f;
150
151    /**
152     * Tracks the time (in milliseconds) when the last frame arrived.
153     */
154    private long mLastFrameTime = 0;
155
156    /**
157     * Additional playing state to indicate whether an animator has been start()'d. There is
158     * some lag between a call to start() and the first animation frame. We should still note
159     * that the animation has been started, even if it's first animation frame has not yet
160     * happened, and reflect that state in isRunning().
161     * Note that delayed animations are different: they are not started until their first
162     * animation frame, which occurs after their delay elapses.
163     */
164    private boolean mRunning = false;
165
166    /**
167     * Additional playing state to indicate whether an animator has been start()'d, whether or
168     * not there is a nonzero startDelay.
169     */
170    private boolean mStarted = false;
171
172    /**
173     * Tracks whether we've notified listeners of the onAnimationStart() event. This can be
174     * complex to keep track of since we notify listeners at different times depending on
175     * startDelay and whether start() was called before end().
176     */
177    private boolean mStartListenersCalled = false;
178
179    /**
180     * Flag that denotes whether the animation is set up and ready to go. Used to
181     * set up animation that has not yet been started.
182     */
183    boolean mInitialized = false;
184
185    /**
186     * Flag that tracks whether animation has been requested to end.
187     */
188    private boolean mAnimationEndRequested = false;
189
190    //
191    // Backing variables
192    //
193
194    // How long the animation should last in ms
195    private long mDuration = 300;
196
197    // The amount of time in ms to delay starting the animation after start() is called. Note
198    // that this start delay is unscaled. When there is a duration scale set on the animator, the
199    // scaling factor will be applied to this delay.
200    private long mStartDelay = 0;
201
202    // The number of times the animation will repeat. The default is 0, which means the animation
203    // will play only once
204    private int mRepeatCount = 0;
205
206    /**
207     * The type of repetition that will occur when repeatMode is nonzero. RESTART means the
208     * animation will start from the beginning on every new cycle. REVERSE means the animation
209     * will reverse directions on each iteration.
210     */
211    private int mRepeatMode = RESTART;
212
213    /**
214     * The time interpolator to be used. The elapsed fraction of the animation will be passed
215     * through this interpolator to calculate the interpolated fraction, which is then used to
216     * calculate the animated values.
217     */
218    private TimeInterpolator mInterpolator = sDefaultInterpolator;
219
220    /**
221     * The set of listeners to be sent events through the life of an animation.
222     */
223    ArrayList<AnimatorUpdateListener> mUpdateListeners = null;
224
225    /**
226     * The property/value sets being animated.
227     */
228    PropertyValuesHolder[] mValues;
229
230    /**
231     * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values
232     * by property name during calls to getAnimatedValue(String).
233     */
234    HashMap<String, PropertyValuesHolder> mValuesMap;
235
236    /**
237     * Public constants
238     */
239
240    /** @hide */
241    @IntDef({RESTART, REVERSE})
242    @Retention(RetentionPolicy.SOURCE)
243    public @interface RepeatMode {}
244
245    /**
246     * When the animation reaches the end and <code>repeatCount</code> is INFINITE
247     * or a positive value, the animation restarts from the beginning.
248     */
249    public static final int RESTART = 1;
250    /**
251     * When the animation reaches the end and <code>repeatCount</code> is INFINITE
252     * or a positive value, the animation reverses direction on every iteration.
253     */
254    public static final int REVERSE = 2;
255    /**
256     * This value used used with the {@link #setRepeatCount(int)} property to repeat
257     * the animation indefinitely.
258     */
259    public static final int INFINITE = -1;
260
261    /**
262     * @hide
263     */
264    public static void setDurationScale(float durationScale) {
265        sDurationScale = durationScale;
266    }
267
268    /**
269     * @hide
270     */
271    public static float getDurationScale() {
272        return sDurationScale;
273    }
274
275    /**
276     * Creates a new ValueAnimator object. This default constructor is primarily for
277     * use internally; the factory methods which take parameters are more generally
278     * useful.
279     */
280    public ValueAnimator() {
281    }
282
283    /**
284     * Constructs and returns a ValueAnimator that animates between int values. A single
285     * value implies that that value is the one being animated to. However, this is not typically
286     * useful in a ValueAnimator object because there is no way for the object to determine the
287     * starting value for the animation (unlike ObjectAnimator, which can derive that value
288     * from the target object and property being animated). Therefore, there should typically
289     * be two or more values.
290     *
291     * @param values A set of values that the animation will animate between over time.
292     * @return A ValueAnimator object that is set up to animate between the given values.
293     */
294    public static ValueAnimator ofInt(int... values) {
295        ValueAnimator anim = new ValueAnimator();
296        anim.setIntValues(values);
297        return anim;
298    }
299
300    /**
301     * Constructs and returns a ValueAnimator that animates between color values. A single
302     * value implies that that value is the one being animated to. However, this is not typically
303     * useful in a ValueAnimator object because there is no way for the object to determine the
304     * starting value for the animation (unlike ObjectAnimator, which can derive that value
305     * from the target object and property being animated). Therefore, there should typically
306     * be two or more values.
307     *
308     * @param values A set of values that the animation will animate between over time.
309     * @return A ValueAnimator object that is set up to animate between the given values.
310     */
311    public static ValueAnimator ofArgb(int... values) {
312        ValueAnimator anim = new ValueAnimator();
313        anim.setIntValues(values);
314        anim.setEvaluator(ArgbEvaluator.getInstance());
315        return anim;
316    }
317
318    /**
319     * Constructs and returns a ValueAnimator that animates between float values. A single
320     * value implies that that value is the one being animated to. However, this is not typically
321     * useful in a ValueAnimator object because there is no way for the object to determine the
322     * starting value for the animation (unlike ObjectAnimator, which can derive that value
323     * from the target object and property being animated). Therefore, there should typically
324     * be two or more values.
325     *
326     * @param values A set of values that the animation will animate between over time.
327     * @return A ValueAnimator object that is set up to animate between the given values.
328     */
329    public static ValueAnimator ofFloat(float... values) {
330        ValueAnimator anim = new ValueAnimator();
331        anim.setFloatValues(values);
332        return anim;
333    }
334
335    /**
336     * Constructs and returns a ValueAnimator that animates between the values
337     * specified in the PropertyValuesHolder objects.
338     *
339     * @param values A set of PropertyValuesHolder objects whose values will be animated
340     * between over time.
341     * @return A ValueAnimator object that is set up to animate between the given values.
342     */
343    public static ValueAnimator ofPropertyValuesHolder(PropertyValuesHolder... values) {
344        ValueAnimator anim = new ValueAnimator();
345        anim.setValues(values);
346        return anim;
347    }
348    /**
349     * Constructs and returns a ValueAnimator that animates between Object values. A single
350     * value implies that that value is the one being animated to. However, this is not typically
351     * useful in a ValueAnimator object because there is no way for the object to determine the
352     * starting value for the animation (unlike ObjectAnimator, which can derive that value
353     * from the target object and property being animated). Therefore, there should typically
354     * be two or more values.
355     *
356     * <p><strong>Note:</strong> The Object values are stored as references to the original
357     * objects, which means that changes to those objects after this method is called will
358     * affect the values on the animator. If the objects will be mutated externally after
359     * this method is called, callers should pass a copy of those objects instead.
360     *
361     * <p>Since ValueAnimator does not know how to animate between arbitrary Objects, this
362     * factory method also takes a TypeEvaluator object that the ValueAnimator will use
363     * to perform that interpolation.
364     *
365     * @param evaluator A TypeEvaluator that will be called on each animation frame to
366     * provide the ncessry interpolation between the Object values to derive the animated
367     * value.
368     * @param values A set of values that the animation will animate between over time.
369     * @return A ValueAnimator object that is set up to animate between the given values.
370     */
371    public static ValueAnimator ofObject(TypeEvaluator evaluator, Object... values) {
372        ValueAnimator anim = new ValueAnimator();
373        anim.setObjectValues(values);
374        anim.setEvaluator(evaluator);
375        return anim;
376    }
377
378    /**
379     * Sets int values that will be animated between. A single
380     * value implies that that value is the one being animated to. However, this is not typically
381     * useful in a ValueAnimator object because there is no way for the object to determine the
382     * starting value for the animation (unlike ObjectAnimator, which can derive that value
383     * from the target object and property being animated). Therefore, there should typically
384     * be two or more values.
385     *
386     * <p>If there are already multiple sets of values defined for this ValueAnimator via more
387     * than one PropertyValuesHolder object, this method will set the values for the first
388     * of those objects.</p>
389     *
390     * @param values A set of values that the animation will animate between over time.
391     */
392    public void setIntValues(int... values) {
393        if (values == null || values.length == 0) {
394            return;
395        }
396        if (mValues == null || mValues.length == 0) {
397            setValues(PropertyValuesHolder.ofInt("", values));
398        } else {
399            PropertyValuesHolder valuesHolder = mValues[0];
400            valuesHolder.setIntValues(values);
401        }
402        // New property/values/target should cause re-initialization prior to starting
403        mInitialized = false;
404    }
405
406    /**
407     * Sets float values that will be animated between. A single
408     * value implies that that value is the one being animated to. However, this is not typically
409     * useful in a ValueAnimator object because there is no way for the object to determine the
410     * starting value for the animation (unlike ObjectAnimator, which can derive that value
411     * from the target object and property being animated). Therefore, there should typically
412     * be two or more values.
413     *
414     * <p>If there are already multiple sets of values defined for this ValueAnimator via more
415     * than one PropertyValuesHolder object, this method will set the values for the first
416     * of those objects.</p>
417     *
418     * @param values A set of values that the animation will animate between over time.
419     */
420    public void setFloatValues(float... values) {
421        if (values == null || values.length == 0) {
422            return;
423        }
424        if (mValues == null || mValues.length == 0) {
425            setValues(PropertyValuesHolder.ofFloat("", values));
426        } else {
427            PropertyValuesHolder valuesHolder = mValues[0];
428            valuesHolder.setFloatValues(values);
429        }
430        // New property/values/target should cause re-initialization prior to starting
431        mInitialized = false;
432    }
433
434    /**
435     * Sets the values to animate between for this animation. A single
436     * value implies that that value is the one being animated to. However, this is not typically
437     * useful in a ValueAnimator object because there is no way for the object to determine the
438     * starting value for the animation (unlike ObjectAnimator, which can derive that value
439     * from the target object and property being animated). Therefore, there should typically
440     * be two or more values.
441     *
442     * <p><strong>Note:</strong> The Object values are stored as references to the original
443     * objects, which means that changes to those objects after this method is called will
444     * affect the values on the animator. If the objects will be mutated externally after
445     * this method is called, callers should pass a copy of those objects instead.
446     *
447     * <p>If there are already multiple sets of values defined for this ValueAnimator via more
448     * than one PropertyValuesHolder object, this method will set the values for the first
449     * of those objects.</p>
450     *
451     * <p>There should be a TypeEvaluator set on the ValueAnimator that knows how to interpolate
452     * between these value objects. ValueAnimator only knows how to interpolate between the
453     * primitive types specified in the other setValues() methods.</p>
454     *
455     * @param values The set of values to animate between.
456     */
457    public void setObjectValues(Object... values) {
458        if (values == null || values.length == 0) {
459            return;
460        }
461        if (mValues == null || mValues.length == 0) {
462            setValues(PropertyValuesHolder.ofObject("", null, values));
463        } else {
464            PropertyValuesHolder valuesHolder = mValues[0];
465            valuesHolder.setObjectValues(values);
466        }
467        // New property/values/target should cause re-initialization prior to starting
468        mInitialized = false;
469    }
470
471    /**
472     * Sets the values, per property, being animated between. This function is called internally
473     * by the constructors of ValueAnimator that take a list of values. But a ValueAnimator can
474     * be constructed without values and this method can be called to set the values manually
475     * instead.
476     *
477     * @param values The set of values, per property, being animated between.
478     */
479    public void setValues(PropertyValuesHolder... values) {
480        int numValues = values.length;
481        mValues = values;
482        mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
483        for (int i = 0; i < numValues; ++i) {
484            PropertyValuesHolder valuesHolder = values[i];
485            mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
486        }
487        // New property/values/target should cause re-initialization prior to starting
488        mInitialized = false;
489    }
490
491    /**
492     * Returns the values that this ValueAnimator animates between. These values are stored in
493     * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list
494     * of value objects instead.
495     *
496     * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the
497     * values, per property, that define the animation.
498     */
499    public PropertyValuesHolder[] getValues() {
500        return mValues;
501    }
502
503    /**
504     * This function is called immediately before processing the first animation
505     * frame of an animation. If there is a nonzero <code>startDelay</code>, the
506     * function is called after that delay ends.
507     * It takes care of the final initialization steps for the
508     * animation.
509     *
510     *  <p>Overrides of this method should call the superclass method to ensure
511     *  that internal mechanisms for the animation are set up correctly.</p>
512     */
513    @CallSuper
514    void initAnimation() {
515        if (!mInitialized) {
516            int numValues = mValues.length;
517            for (int i = 0; i < numValues; ++i) {
518                mValues[i].init();
519            }
520            mInitialized = true;
521        }
522    }
523
524    /**
525     * Sets the length of the animation. The default duration is 300 milliseconds.
526     *
527     * @param duration The length of the animation, in milliseconds. This value cannot
528     * be negative.
529     * @return ValueAnimator The object called with setDuration(). This return
530     * value makes it easier to compose statements together that construct and then set the
531     * duration, as in <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>.
532     */
533    @Override
534    public ValueAnimator setDuration(long duration) {
535        if (duration < 0) {
536            throw new IllegalArgumentException("Animators cannot have negative duration: " +
537                    duration);
538        }
539        mDuration = duration;
540        return this;
541    }
542
543    private long getScaledDuration() {
544        return (long)(mDuration * sDurationScale);
545    }
546
547    /**
548     * Gets the length of the animation. The default duration is 300 milliseconds.
549     *
550     * @return The length of the animation, in milliseconds.
551     */
552    @Override
553    public long getDuration() {
554        return mDuration;
555    }
556
557    @Override
558    public long getTotalDuration() {
559        if (mRepeatCount == INFINITE) {
560            return DURATION_INFINITE;
561        } else {
562            return mStartDelay + (mDuration * (mRepeatCount + 1));
563        }
564    }
565
566    /**
567     * Sets the position of the animation to the specified point in time. This time should
568     * be between 0 and the total duration of the animation, including any repetition. If
569     * the animation has not yet been started, then it will not advance forward after it is
570     * set to this time; it will simply set the time to this value and perform any appropriate
571     * actions based on that time. If the animation is already running, then setCurrentPlayTime()
572     * will set the current playing time to this value and continue playing from that point.
573     *
574     * @param playTime The time, in milliseconds, to which the animation is advanced or rewound.
575     */
576    public void setCurrentPlayTime(long playTime) {
577        float fraction = mDuration > 0 ? (float) playTime / mDuration : 1;
578        setCurrentFraction(fraction);
579    }
580
581    /**
582     * Sets the position of the animation to the specified fraction. This fraction should
583     * be between 0 and the total fraction of the animation, including any repetition. That is,
584     * a fraction of 0 will position the animation at the beginning, a value of 1 at the end,
585     * and a value of 2 at the end of a reversing animator that repeats once. If
586     * the animation has not yet been started, then it will not advance forward after it is
587     * set to this fraction; it will simply set the fraction to this value and perform any
588     * appropriate actions based on that fraction. If the animation is already running, then
589     * setCurrentFraction() will set the current fraction to this value and continue
590     * playing from that point. {@link Animator.AnimatorListener} events are not called
591     * due to changing the fraction; those events are only processed while the animation
592     * is running.
593     *
594     * @param fraction The fraction to which the animation is advanced or rewound. Values
595     * outside the range of 0 to the maximum fraction for the animator will be clamped to
596     * the correct range.
597     */
598    public void setCurrentFraction(float fraction) {
599        initAnimation();
600        fraction = clampFraction(fraction);
601        long seekTime = (long) (getScaledDuration() * fraction);
602        long currentTime = AnimationUtils.currentAnimationTimeMillis();
603        mStartTime = currentTime - seekTime;
604        mStartTimeCommitted = true; // do not allow start time to be compensated for jank
605        if (!isPulsingInternal()) {
606            // If the animation loop hasn't started, the startTime will be adjusted in the first
607            // frame based on seek fraction.
608            mSeekFraction = fraction;
609        }
610        mOverallFraction = fraction;
611        final float currentIterationFraction = getCurrentIterationFraction(fraction);
612        animateValue(currentIterationFraction);
613    }
614
615    /**
616     * Calculates current iteration based on the overall fraction. The overall fraction will be
617     * in the range of [0, mRepeatCount + 1]. Both current iteration and fraction in the current
618     * iteration can be derived from it.
619     */
620    private int getCurrentIteration(float fraction) {
621        fraction = clampFraction(fraction);
622        // If the overall fraction is a positive integer, we consider the current iteration to be
623        // complete. In other words, the fraction for the current iteration would be 1, and the
624        // current iteration would be overall fraction - 1.
625        double iteration = Math.floor(fraction);
626        if (fraction == iteration && fraction > 0) {
627            iteration--;
628        }
629        return (int) iteration;
630    }
631
632    /**
633     * Calculates the fraction of the current iteration, taking into account whether the animation
634     * should be played backwards. E.g. When the animation is played backwards in an iteration,
635     * the fraction for that iteration will go from 1f to 0f.
636     */
637    private float getCurrentIterationFraction(float fraction) {
638        fraction = clampFraction(fraction);
639        int iteration = getCurrentIteration(fraction);
640        float currentFraction = fraction - iteration;
641        return shouldPlayBackward(iteration) ? 1f - currentFraction : currentFraction;
642    }
643
644    /**
645     * Clamps fraction into the correct range: [0, mRepeatCount + 1]. If repeat count is infinite,
646     * no upper bound will be set for the fraction.
647     *
648     * @param fraction fraction to be clamped
649     * @return fraction clamped into the range of [0, mRepeatCount + 1]
650     */
651    private float clampFraction(float fraction) {
652        if (fraction < 0) {
653            fraction = 0;
654        } else if (mRepeatCount != INFINITE) {
655            fraction = Math.min(fraction, mRepeatCount + 1);
656        }
657        return fraction;
658    }
659
660    /**
661     * Calculates the direction of animation playing (i.e. forward or backward), based on 1)
662     * whether the entire animation is being reversed, 2) repeat mode applied to the current
663     * iteration.
664     */
665    private boolean shouldPlayBackward(int iteration) {
666        if (iteration > 0 && mRepeatMode == REVERSE &&
667                (iteration < (mRepeatCount + 1) || mRepeatCount == INFINITE)) {
668            // if we were seeked to some other iteration in a reversing animator,
669            // figure out the correct direction to start playing based on the iteration
670            if (mReversing) {
671                return (iteration % 2) == 0;
672            } else {
673                return (iteration % 2) != 0;
674            }
675        } else {
676            return mReversing;
677        }
678    }
679
680    /**
681     * Gets the current position of the animation in time, which is equal to the current
682     * time minus the time that the animation started. An animation that is not yet started will
683     * return a value of zero, unless the animation has has its play time set via
684     * {@link #setCurrentPlayTime(long)} or {@link #setCurrentFraction(float)}, in which case
685     * it will return the time that was set.
686     *
687     * @return The current position in time of the animation.
688     */
689    public long getCurrentPlayTime() {
690        if (!mInitialized || (!mStarted && mSeekFraction < 0)) {
691            return 0;
692        }
693        if (mSeekFraction >= 0) {
694            return (long) (mDuration * mSeekFraction);
695        }
696        float durationScale = sDurationScale == 0 ? 1 : sDurationScale;
697        return (long) ((AnimationUtils.currentAnimationTimeMillis() - mStartTime) / durationScale);
698    }
699
700    /**
701     * The amount of time, in milliseconds, to delay starting the animation after
702     * {@link #start()} is called.
703     *
704     * @return the number of milliseconds to delay running the animation
705     */
706    @Override
707    public long getStartDelay() {
708        return mStartDelay;
709    }
710
711    /**
712     * The amount of time, in milliseconds, to delay starting the animation after
713     * {@link #start()} is called. Note that the start delay should always be non-negative. Any
714     * negative start delay will be clamped to 0 on N and above.
715     *
716     * @param startDelay The amount of the delay, in milliseconds
717     */
718    @Override
719    public void setStartDelay(long startDelay) {
720        // Clamp start delay to non-negative range.
721        if (startDelay < 0) {
722            Log.w(TAG, "Start delay should always be non-negative");
723            startDelay = 0;
724        }
725        mStartDelay = startDelay;
726    }
727
728    /**
729     * The amount of time, in milliseconds, between each frame of the animation. This is a
730     * requested time that the animation will attempt to honor, but the actual delay between
731     * frames may be different, depending on system load and capabilities. This is a static
732     * function because the same delay will be applied to all animations, since they are all
733     * run off of a single timing loop.
734     *
735     * The frame delay may be ignored when the animation system uses an external timing
736     * source, such as the display refresh rate (vsync), to govern animations.
737     *
738     * Note that this method should be called from the same thread that {@link #start()} is
739     * called in order to check the frame delay for that animation. A runtime exception will be
740     * thrown if the calling thread does not have a Looper.
741     *
742     * @return the requested time between frames, in milliseconds
743     */
744    public static long getFrameDelay() {
745        return AnimationHandler.getInstance().getFrameDelay();
746    }
747
748    /**
749     * The amount of time, in milliseconds, between each frame of the animation. This is a
750     * requested time that the animation will attempt to honor, but the actual delay between
751     * frames may be different, depending on system load and capabilities. This is a static
752     * function because the same delay will be applied to all animations, since they are all
753     * run off of a single timing loop.
754     *
755     * The frame delay may be ignored when the animation system uses an external timing
756     * source, such as the display refresh rate (vsync), to govern animations.
757     *
758     * Note that this method should be called from the same thread that {@link #start()} is
759     * called in order to have the new frame delay take effect on that animation. A runtime
760     * exception will be thrown if the calling thread does not have a Looper.
761     *
762     * @param frameDelay the requested time between frames, in milliseconds
763     */
764    public static void setFrameDelay(long frameDelay) {
765        AnimationHandler.getInstance().setFrameDelay(frameDelay);
766    }
767
768    /**
769     * The most recent value calculated by this <code>ValueAnimator</code> when there is just one
770     * property being animated. This value is only sensible while the animation is running. The main
771     * purpose for this read-only property is to retrieve the value from the <code>ValueAnimator</code>
772     * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
773     * is called during each animation frame, immediately after the value is calculated.
774     *
775     * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for
776     * the single property being animated. If there are several properties being animated
777     * (specified by several PropertyValuesHolder objects in the constructor), this function
778     * returns the animated value for the first of those objects.
779     */
780    public Object getAnimatedValue() {
781        if (mValues != null && mValues.length > 0) {
782            return mValues[0].getAnimatedValue();
783        }
784        // Shouldn't get here; should always have values unless ValueAnimator was set up wrong
785        return null;
786    }
787
788    /**
789     * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>.
790     * The main purpose for this read-only property is to retrieve the value from the
791     * <code>ValueAnimator</code> during a call to
792     * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
793     * is called during each animation frame, immediately after the value is calculated.
794     *
795     * @return animatedValue The value most recently calculated for the named property
796     * by this <code>ValueAnimator</code>.
797     */
798    public Object getAnimatedValue(String propertyName) {
799        PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName);
800        if (valuesHolder != null) {
801            return valuesHolder.getAnimatedValue();
802        } else {
803            // At least avoid crashing if called with bogus propertyName
804            return null;
805        }
806    }
807
808    /**
809     * Sets how many times the animation should be repeated. If the repeat
810     * count is 0, the animation is never repeated. If the repeat count is
811     * greater than 0 or {@link #INFINITE}, the repeat mode will be taken
812     * into account. The repeat count is 0 by default.
813     *
814     * @param value the number of times the animation should be repeated
815     */
816    public void setRepeatCount(int value) {
817        mRepeatCount = value;
818    }
819    /**
820     * Defines how many times the animation should repeat. The default value
821     * is 0.
822     *
823     * @return the number of times the animation should repeat, or {@link #INFINITE}
824     */
825    public int getRepeatCount() {
826        return mRepeatCount;
827    }
828
829    /**
830     * Defines what this animation should do when it reaches the end. This
831     * setting is applied only when the repeat count is either greater than
832     * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}.
833     *
834     * @param value {@link #RESTART} or {@link #REVERSE}
835     */
836    public void setRepeatMode(@RepeatMode int value) {
837        mRepeatMode = value;
838    }
839
840    /**
841     * Defines what this animation should do when it reaches the end.
842     *
843     * @return either one of {@link #REVERSE} or {@link #RESTART}
844     */
845    @RepeatMode
846    public int getRepeatMode() {
847        return mRepeatMode;
848    }
849
850    /**
851     * Adds a listener to the set of listeners that are sent update events through the life of
852     * an animation. This method is called on all listeners for every frame of the animation,
853     * after the values for the animation have been calculated.
854     *
855     * @param listener the listener to be added to the current set of listeners for this animation.
856     */
857    public void addUpdateListener(AnimatorUpdateListener listener) {
858        if (mUpdateListeners == null) {
859            mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
860        }
861        mUpdateListeners.add(listener);
862    }
863
864    /**
865     * Removes all listeners from the set listening to frame updates for this animation.
866     */
867    public void removeAllUpdateListeners() {
868        if (mUpdateListeners == null) {
869            return;
870        }
871        mUpdateListeners.clear();
872        mUpdateListeners = null;
873    }
874
875    /**
876     * Removes a listener from the set listening to frame updates for this animation.
877     *
878     * @param listener the listener to be removed from the current set of update listeners
879     * for this animation.
880     */
881    public void removeUpdateListener(AnimatorUpdateListener listener) {
882        if (mUpdateListeners == null) {
883            return;
884        }
885        mUpdateListeners.remove(listener);
886        if (mUpdateListeners.size() == 0) {
887            mUpdateListeners = null;
888        }
889    }
890
891
892    /**
893     * The time interpolator used in calculating the elapsed fraction of this animation. The
894     * interpolator determines whether the animation runs with linear or non-linear motion,
895     * such as acceleration and deceleration. The default value is
896     * {@link android.view.animation.AccelerateDecelerateInterpolator}
897     *
898     * @param value the interpolator to be used by this animation. A value of <code>null</code>
899     * will result in linear interpolation.
900     */
901    @Override
902    public void setInterpolator(TimeInterpolator value) {
903        if (value != null) {
904            mInterpolator = value;
905        } else {
906            mInterpolator = new LinearInterpolator();
907        }
908    }
909
910    /**
911     * Returns the timing interpolator that this ValueAnimator uses.
912     *
913     * @return The timing interpolator for this ValueAnimator.
914     */
915    @Override
916    public TimeInterpolator getInterpolator() {
917        return mInterpolator;
918    }
919
920    /**
921     * The type evaluator to be used when calculating the animated values of this animation.
922     * The system will automatically assign a float or int evaluator based on the type
923     * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values
924     * are not one of these primitive types, or if different evaluation is desired (such as is
925     * necessary with int values that represent colors), a custom evaluator needs to be assigned.
926     * For example, when running an animation on color values, the {@link ArgbEvaluator}
927     * should be used to get correct RGB color interpolation.
928     *
929     * <p>If this ValueAnimator has only one set of values being animated between, this evaluator
930     * will be used for that set. If there are several sets of values being animated, which is
931     * the case if PropertyValuesHolder objects were set on the ValueAnimator, then the evaluator
932     * is assigned just to the first PropertyValuesHolder object.</p>
933     *
934     * @param value the evaluator to be used this animation
935     */
936    public void setEvaluator(TypeEvaluator value) {
937        if (value != null && mValues != null && mValues.length > 0) {
938            mValues[0].setEvaluator(value);
939        }
940    }
941
942    private void notifyStartListeners() {
943        if (mListeners != null && !mStartListenersCalled) {
944            ArrayList<AnimatorListener> tmpListeners =
945                    (ArrayList<AnimatorListener>) mListeners.clone();
946            int numListeners = tmpListeners.size();
947            for (int i = 0; i < numListeners; ++i) {
948                tmpListeners.get(i).onAnimationStart(this);
949            }
950        }
951        mStartListenersCalled = true;
952    }
953
954    /**
955     * Start the animation playing. This version of start() takes a boolean flag that indicates
956     * whether the animation should play in reverse. The flag is usually false, but may be set
957     * to true if called from the reverse() method.
958     *
959     * <p>The animation started by calling this method will be run on the thread that called
960     * this method. This thread should have a Looper on it (a runtime exception will be thrown if
961     * this is not the case). Also, if the animation will animate
962     * properties of objects in the view hierarchy, then the calling thread should be the UI
963     * thread for that view hierarchy.</p>
964     *
965     * @param playBackwards Whether the ValueAnimator should start playing in reverse.
966     */
967    private void start(boolean playBackwards) {
968        if (Looper.myLooper() == null) {
969            throw new AndroidRuntimeException("Animators may only be run on Looper threads");
970        }
971        mReversing = playBackwards;
972        // Special case: reversing from seek-to-0 should act as if not seeked at all.
973        if (playBackwards && mSeekFraction != -1 && mSeekFraction != 0) {
974            if (mRepeatCount == INFINITE) {
975                // Calculate the fraction of the current iteration.
976                float fraction = (float) (mSeekFraction - Math.floor(mSeekFraction));
977                mSeekFraction = 1 - fraction;
978            } else {
979                mSeekFraction = 1 + mRepeatCount - mSeekFraction;
980            }
981        }
982        mStarted = true;
983        mPaused = false;
984        mRunning = false;
985        // Resets mLastFrameTime when start() is called, so that if the animation was running,
986        // calling start() would put the animation in the
987        // started-but-not-yet-reached-the-first-frame phase.
988        mLastFrameTime = 0;
989        AnimationHandler animationHandler = AnimationHandler.getInstance();
990        animationHandler.addAnimationFrameCallback(this, (long) (mStartDelay * sDurationScale));
991
992        if (mStartDelay == 0 || mSeekFraction >= 0) {
993            // If there's no start delay, init the animation and notify start listeners right away
994            // to be consistent with the previous behavior. Otherwise, postpone this until the first
995            // frame after the start delay.
996            startAnimation();
997            if (mSeekFraction == -1) {
998                // No seek, start at play time 0. Note that the reason we are not using fraction 0
999                // is because for animations with 0 duration, we want to be consistent with pre-N
1000                // behavior: skip to the final value immediately.
1001                setCurrentPlayTime(0);
1002            } else {
1003                setCurrentFraction(mSeekFraction);
1004            }
1005        }
1006    }
1007
1008    @Override
1009    public void start() {
1010        start(false);
1011    }
1012
1013    @Override
1014    public void cancel() {
1015        if (Looper.myLooper() == null) {
1016            throw new AndroidRuntimeException("Animators may only be run on Looper threads");
1017        }
1018
1019        // If end has already been requested, through a previous end() or cancel() call, no-op
1020        // until animation starts again.
1021        if (mAnimationEndRequested) {
1022            return;
1023        }
1024
1025        // Only cancel if the animation is actually running or has been started and is about
1026        // to run
1027        // Only notify listeners if the animator has actually started
1028        if ((mStarted || mRunning) && mListeners != null) {
1029            if (!mRunning) {
1030                // If it's not yet running, then start listeners weren't called. Call them now.
1031                notifyStartListeners();
1032            }
1033            ArrayList<AnimatorListener> tmpListeners =
1034                    (ArrayList<AnimatorListener>) mListeners.clone();
1035            for (AnimatorListener listener : tmpListeners) {
1036                listener.onAnimationCancel(this);
1037            }
1038        }
1039        endAnimation();
1040
1041    }
1042
1043    @Override
1044    public void end() {
1045        if (Looper.myLooper() == null) {
1046            throw new AndroidRuntimeException("Animators may only be run on Looper threads");
1047        }
1048        if (!mRunning) {
1049            // Special case if the animation has not yet started; get it ready for ending
1050            startAnimation();
1051            mStarted = true;
1052        } else if (!mInitialized) {
1053            initAnimation();
1054        }
1055        animateValue(shouldPlayBackward(mRepeatCount) ? 0f : 1f);
1056        endAnimation();
1057    }
1058
1059    @Override
1060    public void resume() {
1061        if (Looper.myLooper() == null) {
1062            throw new AndroidRuntimeException("Animators may only be resumed from the same " +
1063                    "thread that the animator was started on");
1064        }
1065        if (mPaused && !mResumed) {
1066            mResumed = true;
1067            if (mPauseTime > 0) {
1068                AnimationHandler handler = AnimationHandler.getInstance();
1069                handler.addAnimationFrameCallback(this, 0);
1070            }
1071        }
1072        super.resume();
1073    }
1074
1075    @Override
1076    public void pause() {
1077        boolean previouslyPaused = mPaused;
1078        super.pause();
1079        if (!previouslyPaused && mPaused) {
1080            mPauseTime = -1;
1081            mResumed = false;
1082        }
1083    }
1084
1085    @Override
1086    public boolean isRunning() {
1087        return mRunning;
1088    }
1089
1090    @Override
1091    public boolean isStarted() {
1092        return mStarted;
1093    }
1094
1095    /**
1096     * Plays the ValueAnimator in reverse. If the animation is already running,
1097     * it will stop itself and play backwards from the point reached when reverse was called.
1098     * If the animation is not currently running, then it will start from the end and
1099     * play backwards. This behavior is only set for the current animation; future playing
1100     * of the animation will use the default behavior of playing forward.
1101     */
1102    @Override
1103    public void reverse() {
1104        if (isPulsingInternal()) {
1105            long currentTime = AnimationUtils.currentAnimationTimeMillis();
1106            long currentPlayTime = currentTime - mStartTime;
1107            long timeLeft = getScaledDuration() - currentPlayTime;
1108            mStartTime = currentTime - timeLeft;
1109            mStartTimeCommitted = true; // do not allow start time to be compensated for jank
1110            mReversing = !mReversing;
1111        } else if (mStarted) {
1112            mReversing = !mReversing;
1113            end();
1114        } else {
1115            start(true);
1116        }
1117    }
1118
1119    /**
1120     * @hide
1121     */
1122    @Override
1123    public boolean canReverse() {
1124        return true;
1125    }
1126
1127    /**
1128     * Called internally to end an animation by removing it from the animations list. Must be
1129     * called on the UI thread.
1130     */
1131    private void endAnimation() {
1132        if (mAnimationEndRequested) {
1133            return;
1134        }
1135        AnimationHandler handler = AnimationHandler.getInstance();
1136        handler.removeCallback(this);
1137
1138        mAnimationEndRequested = true;
1139        mPaused = false;
1140        if ((mStarted || mRunning) && mListeners != null) {
1141            if (!mRunning) {
1142                // If it's not yet running, then start listeners weren't called. Call them now.
1143                notifyStartListeners();
1144             }
1145            ArrayList<AnimatorListener> tmpListeners =
1146                    (ArrayList<AnimatorListener>) mListeners.clone();
1147            int numListeners = tmpListeners.size();
1148            for (int i = 0; i < numListeners; ++i) {
1149                tmpListeners.get(i).onAnimationEnd(this);
1150            }
1151        }
1152        mRunning = false;
1153        mStarted = false;
1154        mStartListenersCalled = false;
1155        mReversing = false;
1156        mLastFrameTime = 0;
1157        if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
1158            Trace.asyncTraceEnd(Trace.TRACE_TAG_VIEW, getNameForTrace(),
1159                    System.identityHashCode(this));
1160        }
1161    }
1162
1163    /**
1164     * Called internally to start an animation by adding it to the active animations list. Must be
1165     * called on the UI thread.
1166     */
1167    private void startAnimation() {
1168        if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
1169            Trace.asyncTraceBegin(Trace.TRACE_TAG_VIEW, getNameForTrace(),
1170                    System.identityHashCode(this));
1171        }
1172
1173        mAnimationEndRequested = false;
1174        initAnimation();
1175        mRunning = true;
1176        if (mSeekFraction >= 0) {
1177            mOverallFraction = mSeekFraction;
1178        } else {
1179            mOverallFraction = 0f;
1180        }
1181        if (mListeners != null) {
1182            notifyStartListeners();
1183        }
1184    }
1185
1186    /**
1187     * Internal only: This tracks whether the animation has gotten on the animation loop. Note
1188     * this is different than {@link #isRunning()} in that the latter tracks the time after start()
1189     * is called (or after start delay if any), which may be before the animation loop starts.
1190     */
1191    private boolean isPulsingInternal() {
1192        return mLastFrameTime > 0;
1193    }
1194
1195    /**
1196     * Returns the name of this animator for debugging purposes.
1197     */
1198    String getNameForTrace() {
1199        return "animator";
1200    }
1201
1202    /**
1203     * Applies an adjustment to the animation to compensate for jank between when
1204     * the animation first ran and when the frame was drawn.
1205     * @hide
1206     */
1207    public void commitAnimationFrame(long frameTime) {
1208        if (!mStartTimeCommitted) {
1209            mStartTimeCommitted = true;
1210            long adjustment = frameTime - mLastFrameTime;
1211            if (adjustment > 0) {
1212                mStartTime += adjustment;
1213                if (DEBUG) {
1214                    Log.d(TAG, "Adjusted start time by " + adjustment + " ms: " + toString());
1215                }
1216            }
1217        }
1218    }
1219
1220    /**
1221     * This internal function processes a single animation frame for a given animation. The
1222     * currentTime parameter is the timing pulse sent by the handler, used to calculate the
1223     * elapsed duration, and therefore
1224     * the elapsed fraction, of the animation. The return value indicates whether the animation
1225     * should be ended (which happens when the elapsed time of the animation exceeds the
1226     * animation's duration, including the repeatCount).
1227     *
1228     * @param currentTime The current time, as tracked by the static timing handler
1229     * @return true if the animation's duration, including any repetitions due to
1230     * <code>repeatCount</code> has been exceeded and the animation should be ended.
1231     */
1232    boolean animateBasedOnTime(long currentTime) {
1233        boolean done = false;
1234        if (mRunning) {
1235            final long scaledDuration = getScaledDuration();
1236            final float fraction = scaledDuration > 0 ?
1237                    (float)(currentTime - mStartTime) / scaledDuration : 1f;
1238            final float lastFraction = mOverallFraction;
1239            final boolean newIteration = (int) fraction > (int) lastFraction;
1240            final boolean lastIterationFinished = (fraction >= mRepeatCount + 1) &&
1241                    (mRepeatCount != INFINITE);
1242            if (scaledDuration == 0) {
1243                // 0 duration animator, ignore the repeat count and skip to the end
1244                done = true;
1245            } else if (newIteration && !lastIterationFinished) {
1246                // Time to repeat
1247                if (mListeners != null) {
1248                    int numListeners = mListeners.size();
1249                    for (int i = 0; i < numListeners; ++i) {
1250                        mListeners.get(i).onAnimationRepeat(this);
1251                    }
1252                }
1253            } else if (lastIterationFinished) {
1254                done = true;
1255            }
1256            mOverallFraction = clampFraction(fraction);
1257            float currentIterationFraction = getCurrentIterationFraction(mOverallFraction);
1258            animateValue(currentIterationFraction);
1259        }
1260        return done;
1261    }
1262
1263    /**
1264     * Processes a frame of the animation, adjusting the start time if needed.
1265     *
1266     * @param frameTime The frame time.
1267     * @return true if the animation has ended.
1268     * @hide
1269     */
1270    public final void doAnimationFrame(long frameTime) {
1271        AnimationHandler handler = AnimationHandler.getInstance();
1272        if (mLastFrameTime == 0) {
1273            // First frame
1274            handler.addOneShotCommitCallback(this);
1275            if (mStartDelay > 0) {
1276                startAnimation();
1277            }
1278            if (mSeekFraction < 0) {
1279                mStartTime = frameTime;
1280            } else {
1281                long seekTime = (long) (getScaledDuration() * mSeekFraction);
1282                mStartTime = frameTime - seekTime;
1283                mSeekFraction = -1;
1284            }
1285            mStartTimeCommitted = false; // allow start time to be compensated for jank
1286        }
1287        mLastFrameTime = frameTime;
1288        if (mPaused) {
1289            mPauseTime = frameTime;
1290            handler.removeCallback(this);
1291            return;
1292        } else if (mResumed) {
1293            mResumed = false;
1294            if (mPauseTime > 0) {
1295                // Offset by the duration that the animation was paused
1296                mStartTime += (frameTime - mPauseTime);
1297                mStartTimeCommitted = false; // allow start time to be compensated for jank
1298            }
1299            handler.addOneShotCommitCallback(this);
1300        }
1301        // The frame time might be before the start time during the first frame of
1302        // an animation.  The "current time" must always be on or after the start
1303        // time to avoid animating frames at negative time intervals.  In practice, this
1304        // is very rare and only happens when seeking backwards.
1305        final long currentTime = Math.max(frameTime, mStartTime);
1306        boolean finished = animateBasedOnTime(currentTime);
1307
1308        if (finished) {
1309            endAnimation();
1310        }
1311    }
1312
1313    /**
1314     * Returns the current animation fraction, which is the elapsed/interpolated fraction used in
1315     * the most recent frame update on the animation.
1316     *
1317     * @return Elapsed/interpolated fraction of the animation.
1318     */
1319    public float getAnimatedFraction() {
1320        return mCurrentFraction;
1321    }
1322
1323    /**
1324     * This method is called with the elapsed fraction of the animation during every
1325     * animation frame. This function turns the elapsed fraction into an interpolated fraction
1326     * and then into an animated value (from the evaluator. The function is called mostly during
1327     * animation updates, but it is also called when the <code>end()</code>
1328     * function is called, to set the final value on the property.
1329     *
1330     * <p>Overrides of this method must call the superclass to perform the calculation
1331     * of the animated value.</p>
1332     *
1333     * @param fraction The elapsed fraction of the animation.
1334     */
1335    @CallSuper
1336    void animateValue(float fraction) {
1337        fraction = mInterpolator.getInterpolation(fraction);
1338        mCurrentFraction = fraction;
1339        int numValues = mValues.length;
1340        for (int i = 0; i < numValues; ++i) {
1341            mValues[i].calculateValue(fraction);
1342        }
1343        if (mUpdateListeners != null) {
1344            int numListeners = mUpdateListeners.size();
1345            for (int i = 0; i < numListeners; ++i) {
1346                mUpdateListeners.get(i).onAnimationUpdate(this);
1347            }
1348        }
1349    }
1350
1351    @Override
1352    public ValueAnimator clone() {
1353        final ValueAnimator anim = (ValueAnimator) super.clone();
1354        if (mUpdateListeners != null) {
1355            anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>(mUpdateListeners);
1356        }
1357        anim.mSeekFraction = -1;
1358        anim.mReversing = false;
1359        anim.mInitialized = false;
1360        anim.mStarted = false;
1361        anim.mRunning = false;
1362        anim.mPaused = false;
1363        anim.mResumed = false;
1364        anim.mStartListenersCalled = false;
1365        anim.mStartTime = 0;
1366        anim.mStartTimeCommitted = false;
1367        anim.mAnimationEndRequested = false;
1368        anim.mPauseTime = 0;
1369        anim.mLastFrameTime = 0;
1370        anim.mOverallFraction = 0;
1371        anim.mCurrentFraction = 0;
1372
1373        PropertyValuesHolder[] oldValues = mValues;
1374        if (oldValues != null) {
1375            int numValues = oldValues.length;
1376            anim.mValues = new PropertyValuesHolder[numValues];
1377            anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
1378            for (int i = 0; i < numValues; ++i) {
1379                PropertyValuesHolder newValuesHolder = oldValues[i].clone();
1380                anim.mValues[i] = newValuesHolder;
1381                anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder);
1382            }
1383        }
1384        return anim;
1385    }
1386
1387    /**
1388     * Implementors of this interface can add themselves as update listeners
1389     * to an <code>ValueAnimator</code> instance to receive callbacks on every animation
1390     * frame, after the current frame's values have been calculated for that
1391     * <code>ValueAnimator</code>.
1392     */
1393    public static interface AnimatorUpdateListener {
1394        /**
1395         * <p>Notifies the occurrence of another frame of the animation.</p>
1396         *
1397         * @param animation The animation which was repeated.
1398         */
1399        void onAnimationUpdate(ValueAnimator animation);
1400
1401    }
1402
1403    /**
1404     * Return the number of animations currently running.
1405     *
1406     * Used by StrictMode internally to annotate violations.
1407     * May be called on arbitrary threads!
1408     *
1409     * @hide
1410     */
1411    public static int getCurrentAnimationsCount() {
1412        return AnimationHandler.getAnimationCount();
1413    }
1414
1415    @Override
1416    public String toString() {
1417        String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode());
1418        if (mValues != null) {
1419            for (int i = 0; i < mValues.length; ++i) {
1420                returnVal += "\n    " + mValues[i].toString();
1421            }
1422        }
1423        return returnVal;
1424    }
1425
1426    /**
1427     * <p>Whether or not the ValueAnimator is allowed to run asynchronously off of
1428     * the UI thread. This is a hint that informs the ValueAnimator that it is
1429     * OK to run the animation off-thread, however ValueAnimator may decide
1430     * that it must run the animation on the UI thread anyway. For example if there
1431     * is an {@link AnimatorUpdateListener} the animation will run on the UI thread,
1432     * regardless of the value of this hint.</p>
1433     *
1434     * <p>Regardless of whether or not the animation runs asynchronously, all
1435     * listener callbacks will be called on the UI thread.</p>
1436     *
1437     * <p>To be able to use this hint the following must be true:</p>
1438     * <ol>
1439     * <li>{@link #getAnimatedFraction()} is not needed (it will return undefined values).</li>
1440     * <li>The animator is immutable while {@link #isStarted()} is true. Requests
1441     *    to change values, duration, delay, etc... may be ignored.</li>
1442     * <li>Lifecycle callback events may be asynchronous. Events such as
1443     *    {@link Animator.AnimatorListener#onAnimationEnd(Animator)} or
1444     *    {@link Animator.AnimatorListener#onAnimationRepeat(Animator)} may end up delayed
1445     *    as they must be posted back to the UI thread, and any actions performed
1446     *    by those callbacks (such as starting new animations) will not happen
1447     *    in the same frame.</li>
1448     * <li>State change requests ({@link #cancel()}, {@link #end()}, {@link #reverse()}, etc...)
1449     *    may be asynchronous. It is guaranteed that all state changes that are
1450     *    performed on the UI thread in the same frame will be applied as a single
1451     *    atomic update, however that frame may be the current frame,
1452     *    the next frame, or some future frame. This will also impact the observed
1453     *    state of the Animator. For example, {@link #isStarted()} may still return true
1454     *    after a call to {@link #end()}. Using the lifecycle callbacks is preferred over
1455     *    queries to {@link #isStarted()}, {@link #isRunning()}, and {@link #isPaused()}
1456     *    for this reason.</li>
1457     * </ol>
1458     * @hide
1459     */
1460    @Override
1461    public void setAllowRunningAsynchronously(boolean mayRunAsync) {
1462        // It is up to subclasses to support this, if they can.
1463    }
1464}
1465