/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.animation; import android.os.Handler; import android.os.Message; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AnimationUtils; import android.view.animation.Interpolator; import java.util.ArrayList; /** * This class provides a simple timing engine for running animations * which calculate animated values and set them on target objects. * * There is a single timing pulse that all animations use. It runs in a * custom handler to ensure that property changes happen on the UI thread. */ public class Animator extends Animatable { /** * Internal constants */ /* * The default amount of time in ms between animation frames */ private static final long DEFAULT_FRAME_DELAY = 30; /** * Messages sent to timing handler: START is sent when an animation first begins, FRAME is sent * by the handler to itself to process the next animation frame */ private static final int ANIMATION_START = 0; private static final int ANIMATION_FRAME = 1; /** * Values used with internal variable mPlayingState to indicate the current state of an * animation. */ private static final int STOPPED = 0; // Not yet playing private static final int RUNNING = 1; // Playing normally private static final int CANCELED = 2; // cancel() called - need to end it private static final int ENDED = 3; // end() called - need to end it /** * Internal variables */ // The first time that the animation's animateFrame() method is called. This time is used to // determine elapsed time (and therefore the elapsed fraction) in subsequent calls // to animateFrame() private long mStartTime; // The static sAnimationHandler processes the internal timing loop on which all animations // are based private static AnimationHandler sAnimationHandler; // The static list of all active animations private static final ArrayList sAnimations = new ArrayList(); // The set of animations to be started on the next animation frame private static final ArrayList sPendingAnimations = new ArrayList(); // The time interpolator to be used if none is set on the animation private static final Interpolator sDefaultInterpolator = new AccelerateDecelerateInterpolator(); // type evaluators for the three primitive types handled by this implementation private static final TypeEvaluator sIntEvaluator = new IntEvaluator(); private static final TypeEvaluator sFloatEvaluator = new FloatEvaluator(); private static final TypeEvaluator sDoubleEvaluator = new DoubleEvaluator(); /** * Used to indicate whether the animation is currently playing in reverse. This causes the * elapsed fraction to be inverted to calculate the appropriate values. */ private boolean mPlayingBackwards = false; /** * This variable tracks the current iteration that is playing. When mCurrentIteration exceeds the * repeatCount (if repeatCount!=INFINITE), the animation ends */ private int mCurrentIteration = 0; /** * Tracks whether a startDelay'd animation has begun playing through the startDelay. */ private boolean mStartedDelay = false; /** * Tracks the time at which the animation began playing through its startDelay. This is * different from the mStartTime variable, which is used to track when the animation became * active (which is when the startDelay expired and the animation was added to the active * animations list). */ private long mDelayStartTime; /** * Flag that represents the current state of the animation. Used to figure out when to start * an animation (if state == STOPPED). Also used to end an animation that * has been cancel()'d or end()'d since the last animation frame. Possible values are * STOPPED, RUNNING, ENDED, CANCELED. */ private int mPlayingState = STOPPED; /** * Internal collections used to avoid set collisions as animations start and end while being * processed. */ private static final ArrayList sEndingAnims = new ArrayList(); private static final ArrayList sDelayedAnims = new ArrayList(); private static final ArrayList sReadyAnims = new ArrayList(); // // Backing variables // // How long the animation should last in ms private long mDuration; // The value that the animation should start from, set in the constructor private Object mValueFrom; // The value that the animation should animate to, set in the constructor private Object mValueTo; // The amount of time in ms to delay starting the animation after start() is called private long mStartDelay = 0; // The number of milliseconds between animation frames private static long sFrameDelay = DEFAULT_FRAME_DELAY; // The number of times the animation will repeat. The default is 0, which means the animation // will play only once private int mRepeatCount = 0; /** * The type of repetition that will occur when repeatMode is nonzero. RESTART means the * animation will start from the beginning on every new cycle. REVERSE means the animation * will reverse directions on each iteration. */ private int mRepeatMode = RESTART; /** * The time interpolator to be used. The elapsed fraction of the animation will be passed * through this interpolator to calculate the interpolated fraction, which is then used to * calculate the animated values. */ private Interpolator mInterpolator = sDefaultInterpolator; /** * The type evaluator used to calculate the animated values. This evaluator is determined * automatically based on the type of the start/end objects passed into the constructor, * but the system only knows about the primitive types int, double, and float. Any other * type will need to set the evaluator to a custom evaluator for that type. */ private TypeEvaluator mEvaluator; /** * The set of listeners to be sent events through the life of an animation. */ private ArrayList mUpdateListeners = null; /** * The current value calculated by the animation. The value is calculated in animateFraction(), * prior to calling the setter (if set) and sending out the onAnimationUpdate() callback * to the update listeners. */ private Object mAnimatedValue = null; /** * The type of the values, as determined by the valueFrom/valueTo properties. */ Class mValueType; /** * Public constants */ /** * When the animation reaches the end and repeatCount is INFINITE * or a positive value, the animation restarts from the beginning. */ public static final int RESTART = 1; /** * When the animation reaches the end and repeatCount is INFINITE * or a positive value, the animation reverses direction on every iteration. */ public static final int REVERSE = 2; /** * This value used used with the {@link #setRepeatCount(int)} property to repeat * the animation indefinitely. */ public static final int INFINITE = -1; private Animator(long duration, Object valueFrom, Object valueTo, Class valueType) { mDuration = duration; mValueFrom = valueFrom; mValueTo= valueTo; this.mValueType = valueType; } /** * This function is called immediately before processing the first animation * frame of an animation. If there is a nonzero startDelay, the * function is called after that delay ends. * It takes care of the final initialization steps for the * animation. * *

Overrides of this method should call the superclass method to ensure * that internal mechanisms for the animation are set up correctly.

*/ void initAnimation() { if (mEvaluator == null) { mEvaluator = (mValueType == int.class) ? sIntEvaluator : (mValueType == double.class) ? sDoubleEvaluator : sFloatEvaluator; } mPlayingBackwards = false; mCurrentIteration = 0; } /** * A constructor that takes float values. * * @param duration The length of the animation, in milliseconds. * @param valueFrom The initial value of the property when the animation begins. * @param valueTo The value to which the property will animate. */ public Animator(long duration, float valueFrom, float valueTo) { this(duration, valueFrom, valueTo, float.class); } /** * A constructor that takes int values. * * @param duration The length of the animation, in milliseconds. * @param valueFrom The initial value of the property when the animation begins. * @param valueTo The value to which the property will animate. */ public Animator(long duration, int valueFrom, int valueTo) { this(duration, valueFrom, valueTo, int.class); } /** * A constructor that takes double values. * * @param duration The length of the animation, in milliseconds. * @param valueFrom The initial value of the property when the animation begins. * @param valueTo The value to which the property will animate. */ public Animator(long duration, double valueFrom, double valueTo) { this(duration, valueFrom, valueTo, double.class); } /** * A constructor that takes Object values. * * @param duration The length of the animation, in milliseconds. * @param valueFrom The initial value of the property when the animation begins. * @param valueTo The value to which the property will animate. */ public Animator(long duration, Object valueFrom, Object valueTo) { this(duration, valueFrom, valueTo, (valueFrom != null) ? valueFrom.getClass() : valueTo.getClass()); } /** * This custom, static handler handles the timing pulse that is shared by * all active animations. This approach ensures that the setting of animation * values will happen on the UI thread and that all animations will share * the same times for calculating their values, which makes synchronizing * animations possible. * */ private static class AnimationHandler extends Handler { /** * There are only two messages that we care about: ANIMATION_START and * ANIMATION_FRAME. The START message is sent when an animation's start() * method is called. It cannot start synchronously when start() is called * because the call may be on the wrong thread, and it would also not be * synchronized with other animations because it would not start on a common * timing pulse. So each animation sends a START message to the handler, which * causes the handler to place the animation on the active animations queue and * start processing frames for that animation. * The FRAME message is the one that is sent over and over while there are any * active animations to process. */ @Override public void handleMessage(Message msg) { boolean callAgain = true; switch (msg.what) { // TODO: should we avoid sending frame message when starting if we // were already running? case ANIMATION_START: if (sAnimations.size() > 0 || sDelayedAnims.size() > 0) { callAgain = false; } // pendingAnims holds any animations that have requested to be started // We're going to clear sPendingAnimations, but starting animation may // cause more to be added to the pending list (for example, if one animation // starting triggers another starting). So we loop until sPendingAnimations // is empty. while (sPendingAnimations.size() > 0) { ArrayList pendingCopy = (ArrayList) sPendingAnimations.clone(); sPendingAnimations.clear(); int count = pendingCopy.size(); for (int i = 0; i < count; ++i) { Animator anim = pendingCopy.get(i); // If the animation has a startDelay, place it on the delayed list if (anim.mStartDelay == 0) { anim.startAnimation(); } else { sDelayedAnims.add(anim); } } } // fall through to process first frame of new animations case ANIMATION_FRAME: // currentTime holds the common time for all animations processed // during this frame long currentTime = AnimationUtils.currentAnimationTimeMillis(); // First, process animations currently sitting on the delayed queue, adding // them to the active animations if they are ready int numDelayedAnims = sDelayedAnims.size(); for (int i = 0; i < numDelayedAnims; ++i) { Animator anim = sDelayedAnims.get(i); if (anim.delayedAnimationFrame(currentTime)) { sReadyAnims.add(anim); } } int numReadyAnims = sReadyAnims.size(); if (numReadyAnims > 0) { for (int i = 0; i < numReadyAnims; ++i) { Animator anim = sReadyAnims.get(i); anim.startAnimation(); sDelayedAnims.remove(anim); } sReadyAnims.clear(); } // Now process all active animations. The return value from animationFrame() // tells the handler whether it should now be ended int numAnims = sAnimations.size(); for (int i = 0; i < numAnims; ++i) { Animator anim = sAnimations.get(i); if (anim.animationFrame(currentTime)) { sEndingAnims.add(anim); } } if (sEndingAnims.size() > 0) { for (int i = 0; i < sEndingAnims.size(); ++i) { sEndingAnims.get(i).endAnimation(); } sEndingAnims.clear(); } // If there are still active or delayed animations, call the handler again // after the frameDelay if (callAgain && (!sAnimations.isEmpty() || !sDelayedAnims.isEmpty())) { sendEmptyMessageDelayed(ANIMATION_FRAME, sFrameDelay); } break; } } } /** * The amount of time, in milliseconds, to delay starting the animation after * {@link #start()} is called. * * @return the number of milliseconds to delay running the animation */ public long getStartDelay() { return mStartDelay; } /** * The amount of time, in milliseconds, to delay starting the animation after * {@link #start()} is called. * @param startDelay The amount of the delay, in milliseconds */ public void setStartDelay(long startDelay) { this.mStartDelay = startDelay; } /** * The amount of time, in milliseconds, between each frame of the animation. This is a * requested time that the animation will attempt to honor, but the actual delay between * frames may be different, depending on system load and capabilities. This is a static * function because the same delay will be applied to all animations, since they are all * run off of a single timing loop. * * @return the requested time between frames, in milliseconds */ public static long getFrameDelay() { return sFrameDelay; } /** * Gets the value that this animation will start from. * * @return Object The starting value for the animation. */ public Object getValueFrom() { return mValueFrom; } /** * Sets the value that this animation will start from. */ public void setValueFrom(Object valueFrom) { mValueFrom = valueFrom; } /** * Gets the value that this animation will animate to. * * @return Object The ending value for the animation. */ public Object getValueTo() { return mValueTo; } /** * Sets the value that this animation will animate to. * * @return Object The ending value for the animation. */ public void setValueTo(Object valueTo) { mValueTo = valueTo; } /** * The amount of time, in milliseconds, between each frame of the animation. This is a * requested time that the animation will attempt to honor, but the actual delay between * frames may be different, depending on system load and capabilities. This is a static * function because the same delay will be applied to all animations, since they are all * run off of a single timing loop. * * @param frameDelay the requested time between frames, in milliseconds */ public static void setFrameDelay(long frameDelay) { sFrameDelay = frameDelay; } /** * The most recent value calculated by this Animator for the property * being animated. This value is only sensible while the animation is running. The main * purpose for this read-only property is to retrieve the value from the Animator * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(Animator)}, which * is called during each animation frame, immediately after the value is calculated. * * @return animatedValue The value most recently calculated by this Animator for * the property specified in the constructor. */ public Object getAnimatedValue() { return mAnimatedValue; } /** * Sets how many times the animation should be repeated. If the repeat * count is 0, the animation is never repeated. If the repeat count is * greater than 0 or {@link #INFINITE}, the repeat mode will be taken * into account. The repeat count is 0 by default. * * @param value the number of times the animation should be repeated */ public void setRepeatCount(int value) { mRepeatCount = value; } /** * Defines how many times the animation should repeat. The default value * is 0. * * @return the number of times the animation should repeat, or {@link #INFINITE} */ public int getRepeatCount() { return mRepeatCount; } /** * Defines what this animation should do when it reaches the end. This * setting is applied only when the repeat count is either greater than * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}. * * @param value {@link #RESTART} or {@link #REVERSE} */ public void setRepeatMode(int value) { mRepeatMode = value; } /** * Defines what this animation should do when it reaches the end. * * @return either one of {@link #REVERSE} or {@link #RESTART} */ public int getRepeatMode() { return mRepeatMode; } /** * Adds a listener to the set of listeners that are sent update events through the life of * an animation. This method is called on all listeners for every frame of the animation, * after the values for the animation have been calculated. * * @param listener the listener to be added to the current set of listeners for this animation. */ public void addUpdateListener(AnimatorUpdateListener listener) { if (mUpdateListeners == null) { mUpdateListeners = new ArrayList(); } mUpdateListeners.add(listener); } /** * Removes a listener from the set listening to frame updates for this animation. * * @param listener the listener to be removed from the current set of update listeners * for this animation. */ public void removeUpdateListener(AnimatorUpdateListener listener) { if (mUpdateListeners == null) { return; } mUpdateListeners.remove(listener); if (mUpdateListeners.size() == 0) { mUpdateListeners = null; } } /** * The time interpolator used in calculating the elapsed fraction of this animation. The * interpolator determines whether the animation runs with linear or non-linear motion, * such as acceleration and deceleration. The default value is * {@link android.view.animation.AccelerateDecelerateInterpolator} * * @param value the interpolator to be used by this animation */ public void setInterpolator(Interpolator value) { if (value != null) { mInterpolator = value; } } /** * The type evaluator to be used when calculating the animated values of this animation. * The system will automatically assign a float, int, or double evaluator based on the type * of startValue and endValue in the constructor. But if these values * are not one of these primitive types, or if different evaluation is desired (such as is * necessary with int values that represent colors), a custom evaluator needs to be assigned. * For example, when running an animation on color values, the {@link RGBEvaluator} * should be used to get correct RGB color interpolation. * * @param value the evaluator to be used this animation */ public void setEvaluator(TypeEvaluator value) { if (value != null) { mEvaluator = value; } } public void start() { sPendingAnimations.add(this); if (sAnimationHandler == null) { sAnimationHandler = new AnimationHandler(); } // TODO: does this put too many messages on the queue if the handler // is already running? sAnimationHandler.sendEmptyMessage(ANIMATION_START); } public void cancel() { if (mListeners != null) { ArrayList tmpListeners = (ArrayList) mListeners.clone(); for (AnimatableListener listener : tmpListeners) { listener.onAnimationCancel(this); } } // Just set the CANCELED flag - this causes the animation to end the next time a frame // is processed. mPlayingState = CANCELED; } public void end() { // Just set the ENDED flag - this causes the animation to end the next time a frame // is processed. mPlayingState = ENDED; } /** * Called internally to end an animation by removing it from the animations list. Must be * called on the UI thread. */ private void endAnimation() { sAnimations.remove(this); if (mListeners != null) { ArrayList tmpListeners = (ArrayList) mListeners.clone(); for (AnimatableListener listener : tmpListeners) { listener.onAnimationEnd(this); } } mPlayingState = STOPPED; } /** * Called internally to start an animation by adding it to the active animations list. Must be * called on the UI thread. */ private void startAnimation() { initAnimation(); sAnimations.add(this); if (mListeners != null) { ArrayList tmpListeners = (ArrayList) mListeners.clone(); for (AnimatableListener listener : tmpListeners) { listener.onAnimationStart(this); } } } /** * Internal function called to process an animation frame on an animation that is currently * sleeping through its startDelay phase. The return value indicates whether it * should be woken up and put on the active animations queue. * * @param currentTime The current animation time, used to calculate whether the animation * has exceeded its startDelay and should be started. * @return True if the animation's startDelay has been exceeded and the animation * should be added to the set of active animations. */ private boolean delayedAnimationFrame(long currentTime) { if (!mStartedDelay) { mStartedDelay = true; mDelayStartTime = currentTime; } else { long deltaTime = currentTime - mDelayStartTime; if (deltaTime > mStartDelay) { // startDelay ended - start the anim and record the // mStartTime appropriately mStartTime = currentTime - (deltaTime - mStartDelay); mPlayingState = RUNNING; return true; } } return false; } /** * This internal function processes a single animation frame for a given animation. The * currentTime parameter is the timing pulse sent by the handler, used to calculate the * elapsed duration, and therefore * the elapsed fraction, of the animation. The return value indicates whether the animation * should be ended (which happens when the elapsed time of the animation exceeds the * animation's duration, including the repeatCount). * * @param currentTime The current time, as tracked by the static timing handler * @return true if the animation's duration, including any repetitions due to * repeatCount has been exceeded and the animation should be ended. */ private boolean animationFrame(long currentTime) { boolean done = false; if (mPlayingState == STOPPED) { mPlayingState = RUNNING; mStartTime = currentTime; } switch (mPlayingState) { case RUNNING: float fraction = (float)(currentTime - mStartTime) / mDuration; if (fraction >= 1f) { if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) { // Time to repeat if (mListeners != null) { for (AnimatableListener listener : mListeners) { listener.onAnimationRepeat(this); } } ++mCurrentIteration; if (mRepeatMode == REVERSE) { mPlayingBackwards = mPlayingBackwards ? false : true; } // TODO: doesn't account for fraction going Wayyyyy over 1, like 2+ fraction = fraction - 1f; mStartTime += mDuration; } else { done = true; fraction = Math.min(fraction, 1.0f); } } if (mPlayingBackwards) { fraction = 1f - fraction; } animateValue(fraction); break; case ENDED: // The final value set on the target varies, depending on whether the animation // was supposed to repeat an odd number of times if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) { animateValue(0f); } else { animateValue(1f); } // Fall through to set done flag case CANCELED: done = true; break; } return done; } /** * This method is called with the elapsed fraction of the animation during every * animation frame. This function turns the elapsed fraction into an interpolated fraction * and then into an animated value (from the evaluator. The function is called mostly during * animation updates, but it is also called when the end() * function is called, to set the final value on the property. * *

Overrides of this method must call the superclass to perform the calculation * of the animated value.

* * @param fraction The elapsed fraction of the animation. */ void animateValue(float fraction) { fraction = mInterpolator.getInterpolation(fraction); mAnimatedValue = mEvaluator.evaluate(fraction, mValueFrom, mValueTo); if (mUpdateListeners != null) { int numListeners = mUpdateListeners.size(); for (int i = 0; i < numListeners; ++i) { mUpdateListeners.get(i).onAnimationUpdate(this); } } } /** * Implementors of this interface can add themselves as update listeners * to an Animator instance to receive callbacks on every animation * frame, after the current frame's values have been calculated for that * Animator. */ public static interface AnimatorUpdateListener { /** *

Notifies the occurrence of another frame of the animation.

* * @param animation The animation which was repeated. */ void onAnimationUpdate(Animator animation); } }