ValueAnimator.java revision b20db3ec34e846010f389880b2cfab4d7bf79820
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.os.Handler;
20import android.os.Looper;
21import android.os.Message;
22import android.view.animation.AccelerateDecelerateInterpolator;
23import android.view.animation.AnimationUtils;
24import android.view.animation.Interpolator;
25
26import java.util.ArrayList;
27import java.util.HashMap;
28
29/**
30 * This class provides a simple timing engine for running animations
31 * which calculate animated values and set them on target objects.
32 *
33 * <p>There is a single timing pulse that all animations use. It runs in a
34 * custom handler to ensure that property changes happen on the UI thread.</p>
35 *
36 * <p>By default, ValueAnimator uses non-linear time interpolation, via the
37 * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates
38 * out of an animation. This behavior can be changed by calling
39 * {@link ValueAnimator#setInterpolator(Interpolator)}.</p>
40 */
41public class ValueAnimator<T> extends Animator {
42
43    /**
44     * Internal constants
45     */
46
47    /*
48     * The default amount of time in ms between animation frames
49     */
50    private static final long DEFAULT_FRAME_DELAY = 30;
51
52    /**
53     * Messages sent to timing handler: START is sent when an animation first begins, FRAME is sent
54     * by the handler to itself to process the next animation frame
55     */
56    private static final int ANIMATION_START = 0;
57    private static final int ANIMATION_FRAME = 1;
58
59    /**
60     * Values used with internal variable mPlayingState to indicate the current state of an
61     * animation.
62     */
63    private static final int STOPPED    = 0; // Not yet playing
64    private static final int RUNNING    = 1; // Playing normally
65    private static final int CANCELED   = 2; // cancel() called - need to end it
66    private static final int ENDED      = 3; // end() called - need to end it
67    private static final int SEEKED     = 4; // Seeked to some time value
68
69    /**
70     * Internal variables
71     * NOTE: This object implements the clone() method, making a deep copy of any referenced
72     * objects. As other non-trivial fields are added to this class, make sure to add logic
73     * to clone() to make deep copies of them.
74     */
75
76    // The first time that the animation's animateFrame() method is called. This time is used to
77    // determine elapsed time (and therefore the elapsed fraction) in subsequent calls
78    // to animateFrame()
79    private long mStartTime;
80
81    /**
82     * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked
83     * to a value.
84     */
85    private long mSeekTime = -1;
86
87    // The static sAnimationHandler processes the internal timing loop on which all animations
88    // are based
89    private static AnimationHandler sAnimationHandler;
90
91    // The static list of all active animations
92    private static final ArrayList<ValueAnimator> sAnimations = new ArrayList<ValueAnimator>();
93
94    // The set of animations to be started on the next animation frame
95    private static final ArrayList<ValueAnimator> sPendingAnimations = new ArrayList<ValueAnimator>();
96
97    // The time interpolator to be used if none is set on the animation
98    private static final Interpolator sDefaultInterpolator = new AccelerateDecelerateInterpolator();
99
100    // type evaluators for the three primitive types handled by this implementation
101    private static final TypeEvaluator sIntEvaluator = new IntEvaluator();
102    private static final TypeEvaluator sFloatEvaluator = new FloatEvaluator();
103    private static final TypeEvaluator sDoubleEvaluator = new DoubleEvaluator();
104
105    /**
106     * Used to indicate whether the animation is currently playing in reverse. This causes the
107     * elapsed fraction to be inverted to calculate the appropriate values.
108     */
109    private boolean mPlayingBackwards = false;
110
111    /**
112     * This variable tracks the current iteration that is playing. When mCurrentIteration exceeds the
113     * repeatCount (if repeatCount!=INFINITE), the animation ends
114     */
115    private int mCurrentIteration = 0;
116
117    /**
118     * Tracks whether a startDelay'd animation has begun playing through the startDelay.
119     */
120    private boolean mStartedDelay = false;
121
122    /**
123     * Tracks the time at which the animation began playing through its startDelay. This is
124     * different from the mStartTime variable, which is used to track when the animation became
125     * active (which is when the startDelay expired and the animation was added to the active
126     * animations list).
127     */
128    private long mDelayStartTime;
129
130    /**
131     * Flag that represents the current state of the animation. Used to figure out when to start
132     * an animation (if state == STOPPED). Also used to end an animation that
133     * has been cancel()'d or end()'d since the last animation frame. Possible values are
134     * STOPPED, RUNNING, ENDED, CANCELED.
135     */
136    private int mPlayingState = STOPPED;
137
138    /**
139     * Internal collections used to avoid set collisions as animations start and end while being
140     * processed.
141     */
142    private static final ArrayList<ValueAnimator> sEndingAnims = new ArrayList<ValueAnimator>();
143    private static final ArrayList<ValueAnimator> sDelayedAnims = new ArrayList<ValueAnimator>();
144    private static final ArrayList<ValueAnimator> sReadyAnims = new ArrayList<ValueAnimator>();
145
146    /**
147     * Flag that denotes whether the animation is set up and ready to go. Used to
148     * set up animation that has not yet been started.
149     */
150    boolean mInitialized = false;
151
152    //
153    // Backing variables
154    //
155
156    // How long the animation should last in ms
157    private long mDuration;
158
159    // The amount of time in ms to delay starting the animation after start() is called
160    private long mStartDelay = 0;
161
162    // The number of milliseconds between animation frames
163    private static long sFrameDelay = DEFAULT_FRAME_DELAY;
164
165    // The number of times the animation will repeat. The default is 0, which means the animation
166    // will play only once
167    private int mRepeatCount = 0;
168
169    /**
170     * The type of repetition that will occur when repeatMode is nonzero. RESTART means the
171     * animation will start from the beginning on every new cycle. REVERSE means the animation
172     * will reverse directions on each iteration.
173     */
174    private int mRepeatMode = RESTART;
175
176    /**
177     * The time interpolator to be used. The elapsed fraction of the animation will be passed
178     * through this interpolator to calculate the interpolated fraction, which is then used to
179     * calculate the animated values.
180     */
181    private Interpolator mInterpolator = sDefaultInterpolator;
182
183    /**
184     * The set of listeners to be sent events through the life of an animation.
185     */
186    private ArrayList<AnimatorUpdateListener> mUpdateListeners = null;
187
188    /**
189     * The property/value sets being animated.
190     */
191    PropertyValuesHolder[] mValues;
192
193    /**
194     * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values
195     * by property name during calls to getAnimatedValue(String).
196     */
197    HashMap<String, PropertyValuesHolder> mValuesMap;
198
199    /**
200     * Public constants
201     */
202
203    /**
204     * When the animation reaches the end and <code>repeatCount</code> is INFINITE
205     * or a positive value, the animation restarts from the beginning.
206     */
207    public static final int RESTART = 1;
208    /**
209     * When the animation reaches the end and <code>repeatCount</code> is INFINITE
210     * or a positive value, the animation reverses direction on every iteration.
211     */
212    public static final int REVERSE = 2;
213    /**
214     * This value used used with the {@link #setRepeatCount(int)} property to repeat
215     * the animation indefinitely.
216     */
217    public static final int INFINITE = -1;
218
219    /**
220     * Creates a new ValueAnimator object. This default constructor is primarily for
221     * use internally; the other constructors which take parameters are more generally
222     * useful.
223     */
224    public ValueAnimator() {
225    }
226
227    /**
228     * Constructs an ValueAnimator object with the specified duration and set of
229     * values. If the values are a set of PropertyValuesHolder objects, then these objects
230     * define the potentially multiple properties being animated and the values the properties are
231     * animated between. Otherwise, the values define a single set of values animated between.
232     *
233     * @param duration The length of the animation, in milliseconds.
234     * @param values The set of values to animate between. If these values are not
235     * PropertyValuesHolder objects, then there should be more than one value, since the values
236     * determine the interval to animate between.
237     */
238    public ValueAnimator(long duration, T...values) {
239        mDuration = duration;
240        if (values.length > 0) {
241            setValues(values);
242        }
243    }
244
245    /**
246     * Sets the values, per property, being animated between. This function is called internally
247     * by the constructors of ValueAnimator that take a list of values. But an ValueAnimator can
248     * be constructed without values and this method can be called to set the values manually
249     * instead.
250     *
251     * @param values The set of values, per property, being animated between.
252     */
253    public void setValues(PropertyValuesHolder... values) {
254        int numValues = values.length;
255        mValues = values;
256        mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
257        for (int i = 0; i < numValues; ++i) {
258            PropertyValuesHolder valuesHolder = (PropertyValuesHolder) values[i];
259            mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
260        }
261    }
262
263    /**
264     * Returns the values that this ValueAnimator animates between. These values are stored in
265     * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list
266     * of value objects instead.
267     *
268     * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the
269     * values, per property, that define the animation.
270     */
271    public PropertyValuesHolder[] getValues() {
272        return mValues;
273    }
274
275    /**
276     * Sets the values to animate between for this animation. If <code>values</code> is
277     * a set of PropertyValuesHolder objects, these objects will become the set of properties
278     * animated and the values that those properties are animated between. Otherwise, this method
279     * will set only one set of values for the ValueAnimator. Also, if the values are not
280     * PropertyValuesHolder objects and if there are already multiple sets of
281     * values defined for this ValueAnimator via
282     * more than one PropertyValuesHolder objects, this method will set the values for
283     * the first of those objects.
284     *
285     * @param values The set of values to animate between.
286     */
287    public void setValues(T... values) {
288        if (mValues == null || mValues.length == 0) {
289            setValues(new PropertyValuesHolder[]{
290                    new PropertyValuesHolder("", (Object[])values)});
291        } else {
292            PropertyValuesHolder valuesHolder = mValues[0];
293            valuesHolder.setValues(values);
294        }
295    }
296
297    /**
298     * This function is called immediately before processing the first animation
299     * frame of an animation. If there is a nonzero <code>startDelay</code>, the
300     * function is called after that delay ends.
301     * It takes care of the final initialization steps for the
302     * animation.
303     *
304     *  <p>Overrides of this method should call the superclass method to ensure
305     *  that internal mechanisms for the animation are set up correctly.</p>
306     */
307    void initAnimation() {
308        if (!mInitialized) {
309            int numValues = mValues.length;
310            for (int i = 0; i < numValues; ++i) {
311                mValues[i].init();
312            }
313            mCurrentIteration = 0;
314            mInitialized = true;
315        }
316    }
317
318
319    /**
320     * Sets the length of the animation.
321     *
322     * @param duration The length of the animation, in milliseconds.
323     */
324    public void setDuration(long duration) {
325        mDuration = duration;
326    }
327
328    /**
329     * Gets the length of the animation.
330     *
331     * @return The length of the animation, in milliseconds.
332     */
333    public long getDuration() {
334        return mDuration;
335    }
336
337    /**
338     * Sets the position of the animation to the specified point in time. This time should
339     * be between 0 and the total duration of the animation, including any repetition. If
340     * the animation has not yet been started, then it will not advance forward after it is
341     * set to this time; it will simply set the time to this value and perform any appropriate
342     * actions based on that time. If the animation is already running, then setCurrentPlayTime()
343     * will set the current playing time to this value and continue playing from that point.
344     *
345     * @param playTime The time, in milliseconds, to which the animation is advanced or rewound.
346     */
347    public void setCurrentPlayTime(long playTime) {
348        initAnimation();
349        long currentTime = AnimationUtils.currentAnimationTimeMillis();
350        if (mPlayingState != RUNNING) {
351            mSeekTime = playTime;
352            mPlayingState = SEEKED;
353        }
354        mStartTime = currentTime - playTime;
355        animationFrame(currentTime);
356    }
357
358    /**
359     * Gets the current position of the animation in time, which is equal to the current
360     * time minus the time that the animation started. An animation that is not yet started will
361     * return a value of zero.
362     *
363     * @return The current position in time of the animation.
364     */
365    public long getCurrentPlayTime() {
366        if (!mInitialized || mPlayingState == STOPPED) {
367            return 0;
368        }
369        return AnimationUtils.currentAnimationTimeMillis() - mStartTime;
370    }
371
372    /**
373     * This custom, static handler handles the timing pulse that is shared by
374     * all active animations. This approach ensures that the setting of animation
375     * values will happen on the UI thread and that all animations will share
376     * the same times for calculating their values, which makes synchronizing
377     * animations possible.
378     *
379     */
380    private static class AnimationHandler extends Handler {
381        /**
382         * There are only two messages that we care about: ANIMATION_START and
383         * ANIMATION_FRAME. The START message is sent when an animation's start()
384         * method is called. It cannot start synchronously when start() is called
385         * because the call may be on the wrong thread, and it would also not be
386         * synchronized with other animations because it would not start on a common
387         * timing pulse. So each animation sends a START message to the handler, which
388         * causes the handler to place the animation on the active animations queue and
389         * start processing frames for that animation.
390         * The FRAME message is the one that is sent over and over while there are any
391         * active animations to process.
392         */
393        @Override
394        public void handleMessage(Message msg) {
395            boolean callAgain = true;
396            switch (msg.what) {
397                // TODO: should we avoid sending frame message when starting if we
398                // were already running?
399                case ANIMATION_START:
400                    if (sAnimations.size() > 0 || sDelayedAnims.size() > 0) {
401                        callAgain = false;
402                    }
403                    // pendingAnims holds any animations that have requested to be started
404                    // We're going to clear sPendingAnimations, but starting animation may
405                    // cause more to be added to the pending list (for example, if one animation
406                    // starting triggers another starting). So we loop until sPendingAnimations
407                    // is empty.
408                    while (sPendingAnimations.size() > 0) {
409                        ArrayList<ValueAnimator> pendingCopy =
410                                (ArrayList<ValueAnimator>) sPendingAnimations.clone();
411                        sPendingAnimations.clear();
412                        int count = pendingCopy.size();
413                        for (int i = 0; i < count; ++i) {
414                            ValueAnimator anim = pendingCopy.get(i);
415                            // If the animation has a startDelay, place it on the delayed list
416                            if (anim.mStartDelay == 0 || anim.mPlayingState == ENDED ||
417                                    anim.mPlayingState == CANCELED) {
418                                anim.startAnimation();
419                            } else {
420                                sDelayedAnims.add(anim);
421                            }
422                        }
423                    }
424                    // fall through to process first frame of new animations
425                case ANIMATION_FRAME:
426                    // currentTime holds the common time for all animations processed
427                    // during this frame
428                    long currentTime = AnimationUtils.currentAnimationTimeMillis();
429
430                    // First, process animations currently sitting on the delayed queue, adding
431                    // them to the active animations if they are ready
432                    int numDelayedAnims = sDelayedAnims.size();
433                    for (int i = 0; i < numDelayedAnims; ++i) {
434                        ValueAnimator anim = sDelayedAnims.get(i);
435                        if (anim.delayedAnimationFrame(currentTime)) {
436                            sReadyAnims.add(anim);
437                        }
438                    }
439                    int numReadyAnims = sReadyAnims.size();
440                    if (numReadyAnims > 0) {
441                        for (int i = 0; i < numReadyAnims; ++i) {
442                            ValueAnimator anim = sReadyAnims.get(i);
443                            anim.startAnimation();
444                            sDelayedAnims.remove(anim);
445                        }
446                        sReadyAnims.clear();
447                    }
448
449                    // Now process all active animations. The return value from animationFrame()
450                    // tells the handler whether it should now be ended
451                    int numAnims = sAnimations.size();
452                    for (int i = 0; i < numAnims; ++i) {
453                        ValueAnimator anim = sAnimations.get(i);
454                        if (anim.animationFrame(currentTime)) {
455                            sEndingAnims.add(anim);
456                        }
457                    }
458                    if (sEndingAnims.size() > 0) {
459                        for (int i = 0; i < sEndingAnims.size(); ++i) {
460                            sEndingAnims.get(i).endAnimation();
461                        }
462                        sEndingAnims.clear();
463                    }
464
465                    // If there are still active or delayed animations, call the handler again
466                    // after the frameDelay
467                    if (callAgain && (!sAnimations.isEmpty() || !sDelayedAnims.isEmpty())) {
468                        sendEmptyMessageDelayed(ANIMATION_FRAME, sFrameDelay);
469                    }
470                    break;
471            }
472        }
473    }
474
475    /**
476     * The amount of time, in milliseconds, to delay starting the animation after
477     * {@link #start()} is called.
478     *
479     * @return the number of milliseconds to delay running the animation
480     */
481    public long getStartDelay() {
482        return mStartDelay;
483    }
484
485    /**
486     * The amount of time, in milliseconds, to delay starting the animation after
487     * {@link #start()} is called.
488
489     * @param startDelay The amount of the delay, in milliseconds
490     */
491    public void setStartDelay(long startDelay) {
492        this.mStartDelay = startDelay;
493    }
494
495    /**
496     * The amount of time, in milliseconds, between each frame of the animation. This is a
497     * requested time that the animation will attempt to honor, but the actual delay between
498     * frames may be different, depending on system load and capabilities. This is a static
499     * function because the same delay will be applied to all animations, since they are all
500     * run off of a single timing loop.
501     *
502     * @return the requested time between frames, in milliseconds
503     */
504    public static long getFrameDelay() {
505        return sFrameDelay;
506    }
507
508    /**
509     * The amount of time, in milliseconds, between each frame of the animation. This is a
510     * requested time that the animation will attempt to honor, but the actual delay between
511     * frames may be different, depending on system load and capabilities. This is a static
512     * function because the same delay will be applied to all animations, since they are all
513     * run off of a single timing loop.
514     *
515     * @param frameDelay the requested time between frames, in milliseconds
516     */
517    public static void setFrameDelay(long frameDelay) {
518        sFrameDelay = frameDelay;
519    }
520
521    /**
522     * The most recent value calculated by this <code>ValueAnimator</code> when there is just one
523     * property being animated. This value is only sensible while the animation is running. The main
524     * purpose for this read-only property is to retrieve the value from the <code>ValueAnimator</code>
525     * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
526     * is called during each animation frame, immediately after the value is calculated.
527     *
528     * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for
529     * the single property being animated. If there are several properties being animated
530     * (specified by several PropertyValuesHolder objects in the constructor), this function
531     * returns the animated value for the first of those objects.
532     */
533    public Object getAnimatedValue() {
534        if (mValues != null && mValues.length > 0) {
535            return mValues[0].getAnimatedValue();
536        }
537        // Shouldn't get here; should always have values unless ValueAnimator was set up wrong
538        return null;
539    }
540
541    /**
542     * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>.
543     * The main purpose for this read-only property is to retrieve the value from the
544     * <code>ValueAnimator</code> during a call to
545     * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
546     * is called during each animation frame, immediately after the value is calculated.
547     *
548     * @return animatedValue The value most recently calculated for the named property
549     * by this <code>ValueAnimator</code>.
550     */
551    public Object getAnimatedValue(String propertyName) {
552        PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName);
553        if (valuesHolder != null) {
554            return valuesHolder.getAnimatedValue();
555        } else {
556            // At least avoid crashing if called with bogus propertyName
557            return null;
558        }
559    }
560
561    /**
562     * Sets how many times the animation should be repeated. If the repeat
563     * count is 0, the animation is never repeated. If the repeat count is
564     * greater than 0 or {@link #INFINITE}, the repeat mode will be taken
565     * into account. The repeat count is 0 by default.
566     *
567     * @param value the number of times the animation should be repeated
568     */
569    public void setRepeatCount(int value) {
570        mRepeatCount = value;
571    }
572    /**
573     * Defines how many times the animation should repeat. The default value
574     * is 0.
575     *
576     * @return the number of times the animation should repeat, or {@link #INFINITE}
577     */
578    public int getRepeatCount() {
579        return mRepeatCount;
580    }
581
582    /**
583     * Defines what this animation should do when it reaches the end. This
584     * setting is applied only when the repeat count is either greater than
585     * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}.
586     *
587     * @param value {@link #RESTART} or {@link #REVERSE}
588     */
589    public void setRepeatMode(int value) {
590        mRepeatMode = value;
591    }
592
593    /**
594     * Defines what this animation should do when it reaches the end.
595     *
596     * @return either one of {@link #REVERSE} or {@link #RESTART}
597     */
598    public int getRepeatMode() {
599        return mRepeatMode;
600    }
601
602    /**
603     * Adds a listener to the set of listeners that are sent update events through the life of
604     * an animation. This method is called on all listeners for every frame of the animation,
605     * after the values for the animation have been calculated.
606     *
607     * @param listener the listener to be added to the current set of listeners for this animation.
608     */
609    public void addUpdateListener(AnimatorUpdateListener listener) {
610        if (mUpdateListeners == null) {
611            mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
612        }
613        mUpdateListeners.add(listener);
614    }
615
616    /**
617     * Removes a listener from the set listening to frame updates for this animation.
618     *
619     * @param listener the listener to be removed from the current set of update listeners
620     * for this animation.
621     */
622    public void removeUpdateListener(AnimatorUpdateListener listener) {
623        if (mUpdateListeners == null) {
624            return;
625        }
626        mUpdateListeners.remove(listener);
627        if (mUpdateListeners.size() == 0) {
628            mUpdateListeners = null;
629        }
630    }
631
632
633    /**
634     * The time interpolator used in calculating the elapsed fraction of this animation. The
635     * interpolator determines whether the animation runs with linear or non-linear motion,
636     * such as acceleration and deceleration. The default value is
637     * {@link android.view.animation.AccelerateDecelerateInterpolator}
638     *
639     * @param value the interpolator to be used by this animation
640     */
641    @Override
642    public void setInterpolator(Interpolator value) {
643        if (value != null) {
644            mInterpolator = value;
645        }
646    }
647
648    /**
649     * Returns the timing interpolator that this ValueAnimator uses.
650     *
651     * @return The timing interpolator for this ValueAnimator.
652     */
653    public Interpolator getInterpolator() {
654        return mInterpolator;
655    }
656
657    /**
658     * The type evaluator to be used when calculating the animated values of this animation.
659     * The system will automatically assign a float, int, or double evaluator based on the type
660     * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values
661     * are not one of these primitive types, or if different evaluation is desired (such as is
662     * necessary with int values that represent colors), a custom evaluator needs to be assigned.
663     * For example, when running an animation on color values, the {@link RGBEvaluator}
664     * should be used to get correct RGB color interpolation.
665     *
666     * <p>If this ValueAnimator has only one set of values being animated between, this evaluator
667     * will be used for that set. If there are several sets of values being animated, which is
668     * the case if PropertyValuesHOlder objects were set on the ValueAnimator, then the evaluator
669     * is assigned just to the first PropertyValuesHolder object.</p>
670     *
671     * @param value the evaluator to be used this animation
672     */
673    public void setEvaluator(TypeEvaluator value) {
674        if (value != null && mValues != null && mValues.length > 0) {
675            mValues[0].setEvaluator(value);
676        }
677    }
678
679    /**
680     * Start the animation playing. This version of start() takes a boolean flag that indicates
681     * whether the animation should play in reverse. The flag is usually false, but may be set
682     * to true if called from the reverse() method/
683     *
684     * @param playBackwards Whether the ValueAnimator should start playing in reverse.
685     */
686    private void start(boolean playBackwards) {
687        mPlayingBackwards = playBackwards;
688        if ((mStartDelay == 0) && (Thread.currentThread() == Looper.getMainLooper().getThread())) {
689            if (mListeners != null) {
690                ArrayList<AnimatorListener> tmpListeners =
691                        (ArrayList<AnimatorListener>) mListeners.clone();
692                for (AnimatorListener listener : tmpListeners) {
693                    listener.onAnimationStart(this);
694                }
695            }
696            // This sets the initial value of the animation, prior to actually starting it running
697            setCurrentPlayTime(getCurrentPlayTime());
698        }
699        mPlayingState = STOPPED;
700        mStartedDelay = false;
701        sPendingAnimations.add(this);
702        if (sAnimationHandler == null) {
703            sAnimationHandler = new AnimationHandler();
704        }
705        // TODO: does this put too many messages on the queue if the handler
706        // is already running?
707        sAnimationHandler.sendEmptyMessage(ANIMATION_START);
708    }
709
710    @Override
711    public void start() {
712        start(false);
713    }
714
715    @Override
716    public void cancel() {
717        if (mListeners != null) {
718            ArrayList<AnimatorListener> tmpListeners =
719                    (ArrayList<AnimatorListener>) mListeners.clone();
720            for (AnimatorListener listener : tmpListeners) {
721                listener.onAnimationCancel(this);
722            }
723        }
724        // Just set the CANCELED flag - this causes the animation to end the next time a frame
725        // is processed.
726        mPlayingState = CANCELED;
727    }
728
729    @Override
730    public void end() {
731        if (!sAnimations.contains(this) && !sPendingAnimations.contains(this)) {
732            // Special case if the animation has not yet started; get it ready for ending
733            mStartedDelay = false;
734            sPendingAnimations.add(this);
735            if (sAnimationHandler == null) {
736                sAnimationHandler = new AnimationHandler();
737            }
738            sAnimationHandler.sendEmptyMessage(ANIMATION_START);
739        }
740        // Just set the ENDED flag - this causes the animation to end the next time a frame
741        // is processed.
742        mPlayingState = ENDED;
743    }
744
745    @Override
746    public boolean isRunning() {
747        // ENDED or CANCELED indicate that it has been ended or canceled, but not processed yet
748        return (mPlayingState == RUNNING || mPlayingState == ENDED || mPlayingState == CANCELED);
749    }
750
751    /**
752     * Plays the ValueAnimator in reverse. If the animation is already running,
753     * it will stop itself and play backwards from the point reached when reverse was called.
754     * If the animation is not currently running, then it will start from the end and
755     * play backwards. This behavior is only set for the current animation; future playing
756     * of the animation will use the default behavior of playing forward.
757     */
758    public void reverse() {
759        mPlayingBackwards = !mPlayingBackwards;
760        if (mPlayingState == RUNNING) {
761            long currentTime = AnimationUtils.currentAnimationTimeMillis();
762            long currentPlayTime = currentTime - mStartTime;
763            long timeLeft = mDuration - currentPlayTime;
764            mStartTime = currentTime - timeLeft;
765        } else {
766            start(true);
767        }
768    }
769
770    /**
771     * Called internally to end an animation by removing it from the animations list. Must be
772     * called on the UI thread.
773     */
774    private void endAnimation() {
775        sAnimations.remove(this);
776        mPlayingState = STOPPED;
777        if (mListeners != null) {
778            ArrayList<AnimatorListener> tmpListeners =
779                    (ArrayList<AnimatorListener>) mListeners.clone();
780            for (AnimatorListener listener : tmpListeners) {
781                listener.onAnimationEnd(this);
782            }
783        }
784    }
785
786    /**
787     * Called internally to start an animation by adding it to the active animations list. Must be
788     * called on the UI thread.
789     */
790    private void startAnimation() {
791        initAnimation();
792        sAnimations.add(this);
793        if (mStartDelay > 0 && mListeners != null) {
794            // Listeners were already notified in start() if startDelay is 0; this is
795            // just for delayed animations
796            ArrayList<AnimatorListener> tmpListeners =
797                    (ArrayList<AnimatorListener>) mListeners.clone();
798            for (AnimatorListener listener : tmpListeners) {
799                listener.onAnimationStart(this);
800            }
801        }
802    }
803
804    /**
805     * Internal function called to process an animation frame on an animation that is currently
806     * sleeping through its <code>startDelay</code> phase. The return value indicates whether it
807     * should be woken up and put on the active animations queue.
808     *
809     * @param currentTime The current animation time, used to calculate whether the animation
810     * has exceeded its <code>startDelay</code> and should be started.
811     * @return True if the animation's <code>startDelay</code> has been exceeded and the animation
812     * should be added to the set of active animations.
813     */
814    private boolean delayedAnimationFrame(long currentTime) {
815        if (mPlayingState == CANCELED || mPlayingState == ENDED) {
816            // end the delay, process an animation frame to actually cancel it
817            return true;
818        }
819        if (!mStartedDelay) {
820            mStartedDelay = true;
821            mDelayStartTime = currentTime;
822        } else {
823            long deltaTime = currentTime - mDelayStartTime;
824            if (deltaTime > mStartDelay) {
825                // startDelay ended - start the anim and record the
826                // mStartTime appropriately
827                mStartTime = currentTime - (deltaTime - mStartDelay);
828                mPlayingState = RUNNING;
829                return true;
830            }
831        }
832        return false;
833    }
834
835    /**
836     * This internal function processes a single animation frame for a given animation. The
837     * currentTime parameter is the timing pulse sent by the handler, used to calculate the
838     * elapsed duration, and therefore
839     * the elapsed fraction, of the animation. The return value indicates whether the animation
840     * should be ended (which happens when the elapsed time of the animation exceeds the
841     * animation's duration, including the repeatCount).
842     *
843     * @param currentTime The current time, as tracked by the static timing handler
844     * @return true if the animation's duration, including any repetitions due to
845     * <code>repeatCount</code> has been exceeded and the animation should be ended.
846     */
847    private boolean animationFrame(long currentTime) {
848        boolean done = false;
849
850        if (mPlayingState == STOPPED) {
851            mPlayingState = RUNNING;
852            if (mSeekTime < 0) {
853                mStartTime = currentTime;
854            } else {
855                mStartTime = currentTime - mSeekTime;
856                // Now that we're playing, reset the seek time
857                mSeekTime = -1;
858            }
859        }
860        switch (mPlayingState) {
861        case RUNNING:
862        case SEEKED:
863            float fraction = (float)(currentTime - mStartTime) / mDuration;
864            if (fraction >= 1f) {
865                if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) {
866                    // Time to repeat
867                    if (mListeners != null) {
868                        for (AnimatorListener listener : mListeners) {
869                            listener.onAnimationRepeat(this);
870                        }
871                    }
872                    ++mCurrentIteration;
873                    if (mRepeatMode == REVERSE) {
874                        mPlayingBackwards = mPlayingBackwards ? false : true;
875                    }
876                    // TODO: doesn't account for fraction going Wayyyyy over 1, like 2+
877                    fraction = fraction - 1f;
878                    mStartTime += mDuration;
879                } else {
880                    done = true;
881                    fraction = Math.min(fraction, 1.0f);
882                }
883            }
884            if (mPlayingBackwards) {
885                fraction = 1f - fraction;
886            }
887            animateValue(fraction);
888            break;
889        case ENDED:
890            // The final value set on the target varies, depending on whether the animation
891            // was supposed to repeat an odd number of times
892            if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) {
893                animateValue(0f);
894            } else {
895                animateValue(1f);
896            }
897            // Fall through to set done flag
898        case CANCELED:
899            done = true;
900            mPlayingState = STOPPED;
901            break;
902        }
903
904        return done;
905    }
906
907    /**
908     * This method is called with the elapsed fraction of the animation during every
909     * animation frame. This function turns the elapsed fraction into an interpolated fraction
910     * and then into an animated value (from the evaluator. The function is called mostly during
911     * animation updates, but it is also called when the <code>end()</code>
912     * function is called, to set the final value on the property.
913     *
914     * <p>Overrides of this method must call the superclass to perform the calculation
915     * of the animated value.</p>
916     *
917     * @param fraction The elapsed fraction of the animation.
918     */
919    void animateValue(float fraction) {
920        fraction = mInterpolator.getInterpolation(fraction);
921        int numValues = mValues.length;
922        for (int i = 0; i < numValues; ++i) {
923            mValues[i].calculateValue(fraction);
924        }
925        if (mUpdateListeners != null) {
926            int numListeners = mUpdateListeners.size();
927            for (int i = 0; i < numListeners; ++i) {
928                mUpdateListeners.get(i).onAnimationUpdate(this);
929            }
930        }
931    }
932
933    @Override
934    public ValueAnimator clone() {
935        final ValueAnimator anim = (ValueAnimator) super.clone();
936        if (mUpdateListeners != null) {
937            ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners;
938            anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
939            int numListeners = oldListeners.size();
940            for (int i = 0; i < numListeners; ++i) {
941                anim.mUpdateListeners.add(oldListeners.get(i));
942            }
943        }
944        anim.mSeekTime = -1;
945        anim.mPlayingBackwards = false;
946        anim.mCurrentIteration = 0;
947        anim.mInitialized = false;
948        anim.mPlayingState = STOPPED;
949        anim.mStartedDelay = false;
950        PropertyValuesHolder[] oldValues = mValues;
951        if (oldValues != null) {
952            int numValues = oldValues.length;
953            anim.mValues = new PropertyValuesHolder[numValues];
954            for (int i = 0; i < numValues; ++i) {
955                anim.mValues[i] = oldValues[i].clone();
956            }
957            anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
958            for (int i = 0; i < numValues; ++i) {
959                PropertyValuesHolder valuesHolder = mValues[i];
960                anim.mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
961            }
962        }
963        return anim;
964    }
965
966    /**
967     * Implementors of this interface can add themselves as update listeners
968     * to an <code>ValueAnimator</code> instance to receive callbacks on every animation
969     * frame, after the current frame's values have been calculated for that
970     * <code>ValueAnimator</code>.
971     */
972    public static interface AnimatorUpdateListener {
973        /**
974         * <p>Notifies the occurrence of another frame of the animation.</p>
975         *
976         * @param animation The animation which was repeated.
977         */
978        void onAnimationUpdate(ValueAnimator animation);
979
980    }
981}