ValueAnimator.java revision e0ee2e9f3102c3c14c873a75a7b04e49787e0fb9
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;
24
25import java.util.ArrayList;
26import java.util.HashMap;
27
28/**
29 * This class provides a simple timing engine for running animations
30 * which calculate animated values and set them on target objects.
31 *
32 * <p>There is a single timing pulse that all animations use. It runs in a
33 * custom handler to ensure that property changes happen on the UI thread.</p>
34 *
35 * <p>By default, ValueAnimator uses non-linear time interpolation, via the
36 * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates
37 * out of an animation. This behavior can be changed by calling
38 * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.</p>
39 */
40public class ValueAnimator<T> extends Animator {
41
42    /**
43     * Internal constants
44     */
45
46    /*
47     * The default amount of time in ms between animation frames
48     */
49    private static final long DEFAULT_FRAME_DELAY = 30;
50
51    /**
52     * Messages sent to timing handler: START is sent when an animation first begins, FRAME is sent
53     * by the handler to itself to process the next animation frame
54     */
55    private static final int ANIMATION_START = 0;
56    private static final int ANIMATION_FRAME = 1;
57
58    /**
59     * Values used with internal variable mPlayingState to indicate the current state of an
60     * animation.
61     */
62    private static final int STOPPED    = 0; // Not yet playing
63    private static final int RUNNING    = 1; // Playing normally
64    private static final int CANCELED   = 2; // cancel() called - need to end it
65    private static final int ENDED      = 3; // end() called - need to end it
66    private static final int SEEKED     = 4; // Seeked to some time value
67
68    /**
69     * Internal variables
70     * NOTE: This object implements the clone() method, making a deep copy of any referenced
71     * objects. As other non-trivial fields are added to this class, make sure to add logic
72     * to clone() to make deep copies of them.
73     */
74
75    // The first time that the animation's animateFrame() method is called. This time is used to
76    // determine elapsed time (and therefore the elapsed fraction) in subsequent calls
77    // to animateFrame()
78    private long mStartTime;
79
80    /**
81     * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked
82     * to a value.
83     */
84    private long mSeekTime = -1;
85
86    // The static sAnimationHandler processes the internal timing loop on which all animations
87    // are based
88    private static AnimationHandler sAnimationHandler;
89
90    // The static list of all active animations
91    private static final ArrayList<ValueAnimator> sAnimations = new ArrayList<ValueAnimator>();
92
93    // The set of animations to be started on the next animation frame
94    private static final ArrayList<ValueAnimator> sPendingAnimations = new ArrayList<ValueAnimator>();
95
96    // The time interpolator to be used if none is set on the animation
97    private static final TimeInterpolator sDefaultInterpolator =
98            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 TimeInterpolator 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        // New property/values/target should cause re-initialization prior to starting
262        mInitialized = false;
263    }
264
265    /**
266     * Returns the values that this ValueAnimator animates between. These values are stored in
267     * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list
268     * of value objects instead.
269     *
270     * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the
271     * values, per property, that define the animation.
272     */
273    public PropertyValuesHolder[] getValues() {
274        return mValues;
275    }
276
277    /**
278     * Sets the values to animate between for this animation. If <code>values</code> is
279     * a set of PropertyValuesHolder objects, these objects will become the set of properties
280     * animated and the values that those properties are animated between. Otherwise, this method
281     * will set only one set of values for the ValueAnimator. Also, if the values are not
282     * PropertyValuesHolder objects and if there are already multiple sets of
283     * values defined for this ValueAnimator via
284     * more than one PropertyValuesHolder objects, this method will set the values for
285     * the first of those objects.
286     *
287     * @param values The set of values to animate between.
288     */
289    public void setValues(T... values) {
290        if (mValues == null || mValues.length == 0) {
291            setValues(new PropertyValuesHolder[]{
292                    new PropertyValuesHolder("", (Object[])values)});
293        } else {
294            PropertyValuesHolder valuesHolder = mValues[0];
295            valuesHolder.setValues(values);
296        }
297        // New property/values/target should cause re-initialization prior to starting
298        mInitialized = false;
299    }
300
301    /**
302     * This function is called immediately before processing the first animation
303     * frame of an animation. If there is a nonzero <code>startDelay</code>, the
304     * function is called after that delay ends.
305     * It takes care of the final initialization steps for the
306     * animation.
307     *
308     *  <p>Overrides of this method should call the superclass method to ensure
309     *  that internal mechanisms for the animation are set up correctly.</p>
310     */
311    void initAnimation() {
312        if (!mInitialized) {
313            int numValues = mValues.length;
314            for (int i = 0; i < numValues; ++i) {
315                mValues[i].init();
316            }
317            mCurrentIteration = 0;
318            mInitialized = true;
319        }
320    }
321
322
323    /**
324     * Sets the length of the animation.
325     *
326     * @param duration The length of the animation, in milliseconds.
327     */
328    public void setDuration(long duration) {
329        mDuration = duration;
330    }
331
332    /**
333     * Gets the length of the animation.
334     *
335     * @return The length of the animation, in milliseconds.
336     */
337    public long getDuration() {
338        return mDuration;
339    }
340
341    /**
342     * Sets the position of the animation to the specified point in time. This time should
343     * be between 0 and the total duration of the animation, including any repetition. If
344     * the animation has not yet been started, then it will not advance forward after it is
345     * set to this time; it will simply set the time to this value and perform any appropriate
346     * actions based on that time. If the animation is already running, then setCurrentPlayTime()
347     * will set the current playing time to this value and continue playing from that point.
348     *
349     * @param playTime The time, in milliseconds, to which the animation is advanced or rewound.
350     */
351    public void setCurrentPlayTime(long playTime) {
352        initAnimation();
353        long currentTime = AnimationUtils.currentAnimationTimeMillis();
354        if (mPlayingState != RUNNING) {
355            mSeekTime = playTime;
356            mPlayingState = SEEKED;
357        }
358        mStartTime = currentTime - playTime;
359        animationFrame(currentTime);
360    }
361
362    /**
363     * Gets the current position of the animation in time, which is equal to the current
364     * time minus the time that the animation started. An animation that is not yet started will
365     * return a value of zero.
366     *
367     * @return The current position in time of the animation.
368     */
369    public long getCurrentPlayTime() {
370        if (!mInitialized || mPlayingState == STOPPED) {
371            return 0;
372        }
373        return AnimationUtils.currentAnimationTimeMillis() - mStartTime;
374    }
375
376    /**
377     * This custom, static handler handles the timing pulse that is shared by
378     * all active animations. This approach ensures that the setting of animation
379     * values will happen on the UI thread and that all animations will share
380     * the same times for calculating their values, which makes synchronizing
381     * animations possible.
382     *
383     */
384    private static class AnimationHandler extends Handler {
385        /**
386         * There are only two messages that we care about: ANIMATION_START and
387         * ANIMATION_FRAME. The START message is sent when an animation's start()
388         * method is called. It cannot start synchronously when start() is called
389         * because the call may be on the wrong thread, and it would also not be
390         * synchronized with other animations because it would not start on a common
391         * timing pulse. So each animation sends a START message to the handler, which
392         * causes the handler to place the animation on the active animations queue and
393         * start processing frames for that animation.
394         * The FRAME message is the one that is sent over and over while there are any
395         * active animations to process.
396         */
397        @Override
398        public void handleMessage(Message msg) {
399            boolean callAgain = true;
400            switch (msg.what) {
401                // TODO: should we avoid sending frame message when starting if we
402                // were already running?
403                case ANIMATION_START:
404                    if (sAnimations.size() > 0 || sDelayedAnims.size() > 0) {
405                        callAgain = false;
406                    }
407                    // pendingAnims holds any animations that have requested to be started
408                    // We're going to clear sPendingAnimations, but starting animation may
409                    // cause more to be added to the pending list (for example, if one animation
410                    // starting triggers another starting). So we loop until sPendingAnimations
411                    // is empty.
412                    while (sPendingAnimations.size() > 0) {
413                        ArrayList<ValueAnimator> pendingCopy =
414                                (ArrayList<ValueAnimator>) sPendingAnimations.clone();
415                        sPendingAnimations.clear();
416                        int count = pendingCopy.size();
417                        for (int i = 0; i < count; ++i) {
418                            ValueAnimator anim = pendingCopy.get(i);
419                            // If the animation has a startDelay, place it on the delayed list
420                            if (anim.mStartDelay == 0 || anim.mPlayingState == ENDED ||
421                                    anim.mPlayingState == CANCELED) {
422                                anim.startAnimation();
423                            } else {
424                                sDelayedAnims.add(anim);
425                            }
426                        }
427                    }
428                    // fall through to process first frame of new animations
429                case ANIMATION_FRAME:
430                    // currentTime holds the common time for all animations processed
431                    // during this frame
432                    long currentTime = AnimationUtils.currentAnimationTimeMillis();
433
434                    // First, process animations currently sitting on the delayed queue, adding
435                    // them to the active animations if they are ready
436                    int numDelayedAnims = sDelayedAnims.size();
437                    for (int i = 0; i < numDelayedAnims; ++i) {
438                        ValueAnimator anim = sDelayedAnims.get(i);
439                        if (anim.delayedAnimationFrame(currentTime)) {
440                            sReadyAnims.add(anim);
441                        }
442                    }
443                    int numReadyAnims = sReadyAnims.size();
444                    if (numReadyAnims > 0) {
445                        for (int i = 0; i < numReadyAnims; ++i) {
446                            ValueAnimator anim = sReadyAnims.get(i);
447                            anim.startAnimation();
448                            sDelayedAnims.remove(anim);
449                        }
450                        sReadyAnims.clear();
451                    }
452
453                    // Now process all active animations. The return value from animationFrame()
454                    // tells the handler whether it should now be ended
455                    int numAnims = sAnimations.size();
456                    for (int i = 0; i < numAnims; ++i) {
457                        ValueAnimator anim = sAnimations.get(i);
458                        if (anim.animationFrame(currentTime)) {
459                            sEndingAnims.add(anim);
460                        }
461                    }
462                    if (sEndingAnims.size() > 0) {
463                        for (int i = 0; i < sEndingAnims.size(); ++i) {
464                            sEndingAnims.get(i).endAnimation();
465                        }
466                        sEndingAnims.clear();
467                    }
468
469                    // If there are still active or delayed animations, call the handler again
470                    // after the frameDelay
471                    if (callAgain && (!sAnimations.isEmpty() || !sDelayedAnims.isEmpty())) {
472                        sendEmptyMessageDelayed(ANIMATION_FRAME, sFrameDelay);
473                    }
474                    break;
475            }
476        }
477    }
478
479    /**
480     * The amount of time, in milliseconds, to delay starting the animation after
481     * {@link #start()} is called.
482     *
483     * @return the number of milliseconds to delay running the animation
484     */
485    public long getStartDelay() {
486        return mStartDelay;
487    }
488
489    /**
490     * The amount of time, in milliseconds, to delay starting the animation after
491     * {@link #start()} is called.
492
493     * @param startDelay The amount of the delay, in milliseconds
494     */
495    public void setStartDelay(long startDelay) {
496        this.mStartDelay = startDelay;
497    }
498
499    /**
500     * The amount of time, in milliseconds, between each frame of the animation. This is a
501     * requested time that the animation will attempt to honor, but the actual delay between
502     * frames may be different, depending on system load and capabilities. This is a static
503     * function because the same delay will be applied to all animations, since they are all
504     * run off of a single timing loop.
505     *
506     * @return the requested time between frames, in milliseconds
507     */
508    public static long getFrameDelay() {
509        return sFrameDelay;
510    }
511
512    /**
513     * The amount of time, in milliseconds, between each frame of the animation. This is a
514     * requested time that the animation will attempt to honor, but the actual delay between
515     * frames may be different, depending on system load and capabilities. This is a static
516     * function because the same delay will be applied to all animations, since they are all
517     * run off of a single timing loop.
518     *
519     * @param frameDelay the requested time between frames, in milliseconds
520     */
521    public static void setFrameDelay(long frameDelay) {
522        sFrameDelay = frameDelay;
523    }
524
525    /**
526     * The most recent value calculated by this <code>ValueAnimator</code> when there is just one
527     * property being animated. This value is only sensible while the animation is running. The main
528     * purpose for this read-only property is to retrieve the value from the <code>ValueAnimator</code>
529     * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
530     * is called during each animation frame, immediately after the value is calculated.
531     *
532     * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for
533     * the single property being animated. If there are several properties being animated
534     * (specified by several PropertyValuesHolder objects in the constructor), this function
535     * returns the animated value for the first of those objects.
536     */
537    public Object getAnimatedValue() {
538        if (mValues != null && mValues.length > 0) {
539            return mValues[0].getAnimatedValue();
540        }
541        // Shouldn't get here; should always have values unless ValueAnimator was set up wrong
542        return null;
543    }
544
545    /**
546     * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>.
547     * The main purpose for this read-only property is to retrieve the value from the
548     * <code>ValueAnimator</code> during a call to
549     * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which
550     * is called during each animation frame, immediately after the value is calculated.
551     *
552     * @return animatedValue The value most recently calculated for the named property
553     * by this <code>ValueAnimator</code>.
554     */
555    public Object getAnimatedValue(String propertyName) {
556        PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName);
557        if (valuesHolder != null) {
558            return valuesHolder.getAnimatedValue();
559        } else {
560            // At least avoid crashing if called with bogus propertyName
561            return null;
562        }
563    }
564
565    /**
566     * Sets how many times the animation should be repeated. If the repeat
567     * count is 0, the animation is never repeated. If the repeat count is
568     * greater than 0 or {@link #INFINITE}, the repeat mode will be taken
569     * into account. The repeat count is 0 by default.
570     *
571     * @param value the number of times the animation should be repeated
572     */
573    public void setRepeatCount(int value) {
574        mRepeatCount = value;
575    }
576    /**
577     * Defines how many times the animation should repeat. The default value
578     * is 0.
579     *
580     * @return the number of times the animation should repeat, or {@link #INFINITE}
581     */
582    public int getRepeatCount() {
583        return mRepeatCount;
584    }
585
586    /**
587     * Defines what this animation should do when it reaches the end. This
588     * setting is applied only when the repeat count is either greater than
589     * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}.
590     *
591     * @param value {@link #RESTART} or {@link #REVERSE}
592     */
593    public void setRepeatMode(int value) {
594        mRepeatMode = value;
595    }
596
597    /**
598     * Defines what this animation should do when it reaches the end.
599     *
600     * @return either one of {@link #REVERSE} or {@link #RESTART}
601     */
602    public int getRepeatMode() {
603        return mRepeatMode;
604    }
605
606    /**
607     * Adds a listener to the set of listeners that are sent update events through the life of
608     * an animation. This method is called on all listeners for every frame of the animation,
609     * after the values for the animation have been calculated.
610     *
611     * @param listener the listener to be added to the current set of listeners for this animation.
612     */
613    public void addUpdateListener(AnimatorUpdateListener listener) {
614        if (mUpdateListeners == null) {
615            mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
616        }
617        mUpdateListeners.add(listener);
618    }
619
620    /**
621     * Removes all listeners from the set listening to frame updates for this animation.
622     */
623    public void removeAllUpdateListeners() {
624        if (mUpdateListeners == null) {
625            return;
626        }
627        mUpdateListeners.clear();
628        mUpdateListeners = null;
629    }
630
631    /**
632     * Removes a listener from the set listening to frame updates for this animation.
633     *
634     * @param listener the listener to be removed from the current set of update listeners
635     * for this animation.
636     */
637    public void removeUpdateListener(AnimatorUpdateListener listener) {
638        if (mUpdateListeners == null) {
639            return;
640        }
641        mUpdateListeners.remove(listener);
642        if (mUpdateListeners.size() == 0) {
643            mUpdateListeners = null;
644        }
645    }
646
647
648    /**
649     * The time interpolator used in calculating the elapsed fraction of this animation. The
650     * interpolator determines whether the animation runs with linear or non-linear motion,
651     * such as acceleration and deceleration. The default value is
652     * {@link android.view.animation.AccelerateDecelerateInterpolator}
653     *
654     * @param value the interpolator to be used by this animation
655     */
656    @Override
657    public void setInterpolator(TimeInterpolator value) {
658        if (value != null) {
659            mInterpolator = value;
660        }
661    }
662
663    /**
664     * Returns the timing interpolator that this ValueAnimator uses.
665     *
666     * @return The timing interpolator for this ValueAnimator.
667     */
668    public TimeInterpolator getInterpolator() {
669        return mInterpolator;
670    }
671
672    /**
673     * The type evaluator to be used when calculating the animated values of this animation.
674     * The system will automatically assign a float, int, or double evaluator based on the type
675     * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values
676     * are not one of these primitive types, or if different evaluation is desired (such as is
677     * necessary with int values that represent colors), a custom evaluator needs to be assigned.
678     * For example, when running an animation on color values, the {@link RGBEvaluator}
679     * should be used to get correct RGB color interpolation.
680     *
681     * <p>If this ValueAnimator has only one set of values being animated between, this evaluator
682     * will be used for that set. If there are several sets of values being animated, which is
683     * the case if PropertyValuesHOlder objects were set on the ValueAnimator, then the evaluator
684     * is assigned just to the first PropertyValuesHolder object.</p>
685     *
686     * @param value the evaluator to be used this animation
687     */
688    public void setEvaluator(TypeEvaluator value) {
689        if (value != null && mValues != null && mValues.length > 0) {
690            mValues[0].setEvaluator(value);
691        }
692    }
693
694    /**
695     * Start the animation playing. This version of start() takes a boolean flag that indicates
696     * whether the animation should play in reverse. The flag is usually false, but may be set
697     * to true if called from the reverse() method/
698     *
699     * @param playBackwards Whether the ValueAnimator should start playing in reverse.
700     */
701    private void start(boolean playBackwards) {
702        mPlayingBackwards = playBackwards;
703        Looper looper = Looper.getMainLooper();
704        final boolean isUiThread;
705        if (looper != null) {
706            isUiThread = Thread.currentThread() == looper.getThread();
707        } else {
708            // ignore check if we don't have a Looper (this isn't an Activity)
709            isUiThread = true;
710        }
711        if ((mStartDelay == 0) && isUiThread) {
712            if (mListeners != null) {
713                ArrayList<AnimatorListener> tmpListeners =
714                        (ArrayList<AnimatorListener>) mListeners.clone();
715                for (AnimatorListener listener : tmpListeners) {
716                    listener.onAnimationStart(this);
717                }
718            }
719            // This sets the initial value of the animation, prior to actually starting it running
720            setCurrentPlayTime(getCurrentPlayTime());
721        }
722        mPlayingState = STOPPED;
723        mStartedDelay = false;
724        sPendingAnimations.add(this);
725        if (sAnimationHandler == null) {
726            sAnimationHandler = new AnimationHandler();
727        }
728        // TODO: does this put too many messages on the queue if the handler
729        // is already running?
730        sAnimationHandler.sendEmptyMessage(ANIMATION_START);
731    }
732
733    @Override
734    public void start() {
735        start(false);
736    }
737
738    @Override
739    public void cancel() {
740        if (mListeners != null) {
741            ArrayList<AnimatorListener> tmpListeners =
742                    (ArrayList<AnimatorListener>) mListeners.clone();
743            for (AnimatorListener listener : tmpListeners) {
744                listener.onAnimationCancel(this);
745            }
746        }
747        // Just set the CANCELED flag - this causes the animation to end the next time a frame
748        // is processed.
749        mPlayingState = CANCELED;
750    }
751
752    @Override
753    public void end() {
754        if (!sAnimations.contains(this) && !sPendingAnimations.contains(this)) {
755            // Special case if the animation has not yet started; get it ready for ending
756            mStartedDelay = false;
757            sPendingAnimations.add(this);
758            if (sAnimationHandler == null) {
759                sAnimationHandler = new AnimationHandler();
760            }
761            sAnimationHandler.sendEmptyMessage(ANIMATION_START);
762        }
763        // Just set the ENDED flag - this causes the animation to end the next time a frame
764        // is processed.
765        mPlayingState = ENDED;
766    }
767
768    @Override
769    public boolean isRunning() {
770        // ENDED or CANCELED indicate that it has been ended or canceled, but not processed yet
771        return (mPlayingState == RUNNING || mPlayingState == ENDED || mPlayingState == CANCELED);
772    }
773
774    /**
775     * Plays the ValueAnimator in reverse. If the animation is already running,
776     * it will stop itself and play backwards from the point reached when reverse was called.
777     * If the animation is not currently running, then it will start from the end and
778     * play backwards. This behavior is only set for the current animation; future playing
779     * of the animation will use the default behavior of playing forward.
780     */
781    public void reverse() {
782        mPlayingBackwards = !mPlayingBackwards;
783        if (mPlayingState == RUNNING) {
784            long currentTime = AnimationUtils.currentAnimationTimeMillis();
785            long currentPlayTime = currentTime - mStartTime;
786            long timeLeft = mDuration - currentPlayTime;
787            mStartTime = currentTime - timeLeft;
788        } else {
789            start(true);
790        }
791    }
792
793    /**
794     * Called internally to end an animation by removing it from the animations list. Must be
795     * called on the UI thread.
796     */
797    private void endAnimation() {
798        sAnimations.remove(this);
799        mPlayingState = STOPPED;
800        if (mListeners != null) {
801            ArrayList<AnimatorListener> tmpListeners =
802                    (ArrayList<AnimatorListener>) mListeners.clone();
803            for (AnimatorListener listener : tmpListeners) {
804                listener.onAnimationEnd(this);
805            }
806        }
807    }
808
809    /**
810     * Called internally to start an animation by adding it to the active animations list. Must be
811     * called on the UI thread.
812     */
813    private void startAnimation() {
814        initAnimation();
815        sAnimations.add(this);
816        if (mStartDelay > 0 && mListeners != null) {
817            // Listeners were already notified in start() if startDelay is 0; this is
818            // just for delayed animations
819            ArrayList<AnimatorListener> tmpListeners =
820                    (ArrayList<AnimatorListener>) mListeners.clone();
821            for (AnimatorListener listener : tmpListeners) {
822                listener.onAnimationStart(this);
823            }
824        }
825    }
826
827    /**
828     * Internal function called to process an animation frame on an animation that is currently
829     * sleeping through its <code>startDelay</code> phase. The return value indicates whether it
830     * should be woken up and put on the active animations queue.
831     *
832     * @param currentTime The current animation time, used to calculate whether the animation
833     * has exceeded its <code>startDelay</code> and should be started.
834     * @return True if the animation's <code>startDelay</code> has been exceeded and the animation
835     * should be added to the set of active animations.
836     */
837    private boolean delayedAnimationFrame(long currentTime) {
838        if (mPlayingState == CANCELED || mPlayingState == ENDED) {
839            // end the delay, process an animation frame to actually cancel it
840            return true;
841        }
842        if (!mStartedDelay) {
843            mStartedDelay = true;
844            mDelayStartTime = currentTime;
845        } else {
846            long deltaTime = currentTime - mDelayStartTime;
847            if (deltaTime > mStartDelay) {
848                // startDelay ended - start the anim and record the
849                // mStartTime appropriately
850                mStartTime = currentTime - (deltaTime - mStartDelay);
851                mPlayingState = RUNNING;
852                return true;
853            }
854        }
855        return false;
856    }
857
858    /**
859     * This internal function processes a single animation frame for a given animation. The
860     * currentTime parameter is the timing pulse sent by the handler, used to calculate the
861     * elapsed duration, and therefore
862     * the elapsed fraction, of the animation. The return value indicates whether the animation
863     * should be ended (which happens when the elapsed time of the animation exceeds the
864     * animation's duration, including the repeatCount).
865     *
866     * @param currentTime The current time, as tracked by the static timing handler
867     * @return true if the animation's duration, including any repetitions due to
868     * <code>repeatCount</code> has been exceeded and the animation should be ended.
869     */
870    private boolean animationFrame(long currentTime) {
871        boolean done = false;
872
873        if (mPlayingState == STOPPED) {
874            mPlayingState = RUNNING;
875            if (mSeekTime < 0) {
876                mStartTime = currentTime;
877            } else {
878                mStartTime = currentTime - mSeekTime;
879                // Now that we're playing, reset the seek time
880                mSeekTime = -1;
881            }
882        }
883        switch (mPlayingState) {
884        case RUNNING:
885        case SEEKED:
886            float fraction = (float)(currentTime - mStartTime) / mDuration;
887            if (fraction >= 1f) {
888                if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) {
889                    // Time to repeat
890                    if (mListeners != null) {
891                        for (AnimatorListener listener : mListeners) {
892                            listener.onAnimationRepeat(this);
893                        }
894                    }
895                    ++mCurrentIteration;
896                    if (mRepeatMode == REVERSE) {
897                        mPlayingBackwards = mPlayingBackwards ? false : true;
898                    }
899                    // TODO: doesn't account for fraction going Wayyyyy over 1, like 2+
900                    fraction = fraction - 1f;
901                    mStartTime += mDuration;
902                } else {
903                    done = true;
904                    fraction = Math.min(fraction, 1.0f);
905                }
906            }
907            if (mPlayingBackwards) {
908                fraction = 1f - fraction;
909            }
910            animateValue(fraction);
911            break;
912        case ENDED:
913            // The final value set on the target varies, depending on whether the animation
914            // was supposed to repeat an odd number of times
915            if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) {
916                animateValue(0f);
917            } else {
918                animateValue(1f);
919            }
920            // Fall through to set done flag
921        case CANCELED:
922            done = true;
923            mPlayingState = STOPPED;
924            break;
925        }
926
927        return done;
928    }
929
930    /**
931     * This method is called with the elapsed fraction of the animation during every
932     * animation frame. This function turns the elapsed fraction into an interpolated fraction
933     * and then into an animated value (from the evaluator. The function is called mostly during
934     * animation updates, but it is also called when the <code>end()</code>
935     * function is called, to set the final value on the property.
936     *
937     * <p>Overrides of this method must call the superclass to perform the calculation
938     * of the animated value.</p>
939     *
940     * @param fraction The elapsed fraction of the animation.
941     */
942    void animateValue(float fraction) {
943        fraction = mInterpolator.getInterpolation(fraction);
944        int numValues = mValues.length;
945        for (int i = 0; i < numValues; ++i) {
946            mValues[i].calculateValue(fraction);
947        }
948        if (mUpdateListeners != null) {
949            int numListeners = mUpdateListeners.size();
950            for (int i = 0; i < numListeners; ++i) {
951                mUpdateListeners.get(i).onAnimationUpdate(this);
952            }
953        }
954    }
955
956    @Override
957    public ValueAnimator clone() {
958        final ValueAnimator anim = (ValueAnimator) super.clone();
959        if (mUpdateListeners != null) {
960            ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners;
961            anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
962            int numListeners = oldListeners.size();
963            for (int i = 0; i < numListeners; ++i) {
964                anim.mUpdateListeners.add(oldListeners.get(i));
965            }
966        }
967        anim.mSeekTime = -1;
968        anim.mPlayingBackwards = false;
969        anim.mCurrentIteration = 0;
970        anim.mInitialized = false;
971        anim.mPlayingState = STOPPED;
972        anim.mStartedDelay = false;
973        PropertyValuesHolder[] oldValues = mValues;
974        if (oldValues != null) {
975            int numValues = oldValues.length;
976            anim.mValues = new PropertyValuesHolder[numValues];
977            for (int i = 0; i < numValues; ++i) {
978                anim.mValues[i] = oldValues[i].clone();
979            }
980            anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
981            for (int i = 0; i < numValues; ++i) {
982                PropertyValuesHolder valuesHolder = mValues[i];
983                anim.mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
984            }
985        }
986        return anim;
987    }
988
989    /**
990     * Implementors of this interface can add themselves as update listeners
991     * to an <code>ValueAnimator</code> instance to receive callbacks on every animation
992     * frame, after the current frame's values have been calculated for that
993     * <code>ValueAnimator</code>.
994     */
995    public static interface AnimatorUpdateListener {
996        /**
997         * <p>Notifies the occurrence of another frame of the animation.</p>
998         *
999         * @param animation The animation which was repeated.
1000         */
1001        void onAnimationUpdate(ValueAnimator animation);
1002
1003    }
1004}