Animator.java revision 17fb4b0d1cfbad1f026fec704c86640f070b4c2f
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.Message;
21import android.view.animation.AccelerateDecelerateInterpolator;
22import android.view.animation.AnimationUtils;
23import android.view.animation.Interpolator;
24
25import java.util.ArrayList;
26
27/**
28 * This class provides a simple timing engine for running animations
29 * which calculate animated values and set them on target objects.
30 *
31 * There is a single timing pulse that all animations use. It runs in a
32 * custom handler to ensure that property changes happen on the UI thread.
33 */
34public class Animator extends Animatable {
35
36    /**
37     * Internal constants
38     */
39
40    /*
41     * The default amount of time in ms between animation frames
42     */
43    private static final long DEFAULT_FRAME_DELAY = 30;
44
45    /**
46     * Messages sent to timing handler: START is sent when an animation first begins, FRAME is sent
47     * by the handler to itself to process the next animation frame
48     */
49    private static final int ANIMATION_START = 0;
50    private static final int ANIMATION_FRAME = 1;
51
52    /**
53     * Values used with internal variable mPlayingState to indicate the current state of an
54     * animation.
55     */
56    private static final int STOPPED    = 0; // Not yet playing
57    private static final int RUNNING    = 1; // Playing normally
58    private static final int CANCELED   = 2; // cancel() called - need to end it
59    private static final int ENDED      = 3; // end() called - need to end it
60
61    /**
62     * Internal variables
63     */
64
65
66    // The first time that the animation's animateFrame() method is called. This time is used to
67    // determine elapsed time (and therefore the elapsed fraction) in subsequent calls
68    // to animateFrame()
69    private long mStartTime;
70
71    // The static sAnimationHandler processes the internal timing loop on which all animations
72    // are based
73    private static AnimationHandler sAnimationHandler;
74
75    // The static list of all active animations
76    private static final ArrayList<Animator> sAnimations = new ArrayList<Animator>();
77
78    // The set of animations to be started on the next animation frame
79    private static final ArrayList<Animator> sPendingAnimations = new ArrayList<Animator>();
80
81    // The time interpolator to be used if none is set on the animation
82    private static final Interpolator sDefaultInterpolator = new AccelerateDecelerateInterpolator();
83
84    // type evaluators for the three primitive types handled by this implementation
85    private static final TypeEvaluator sIntEvaluator = new IntEvaluator();
86    private static final TypeEvaluator sFloatEvaluator = new FloatEvaluator();
87    private static final TypeEvaluator sDoubleEvaluator = new DoubleEvaluator();
88
89    /**
90     * Used to indicate whether the animation is currently playing in reverse. This causes the
91     * elapsed fraction to be inverted to calculate the appropriate values.
92     */
93    private boolean mPlayingBackwards = false;
94
95    /**
96     * This variable tracks the current iteration that is playing. When mCurrentIteration exceeds the
97     * repeatCount (if repeatCount!=INFINITE), the animation ends
98     */
99    private int mCurrentIteration = 0;
100
101    /**
102     * Tracks whether a startDelay'd animation has begun playing through the startDelay.
103     */
104    private boolean mStartedDelay = false;
105
106    /**
107     * Tracks the time at which the animation began playing through its startDelay. This is
108     * different from the mStartTime variable, which is used to track when the animation became
109     * active (which is when the startDelay expired and the animation was added to the active
110     * animations list).
111     */
112    private long mDelayStartTime;
113
114    /**
115     * Flag that represents the current state of the animation. Used to figure out when to start
116     * an animation (if state == STOPPED). Also used to end an animation that
117     * has been cancel()'d or end()'d since the last animation frame. Possible values are
118     * STOPPED, RUNNING, ENDED, CANCELED.
119     */
120    private int mPlayingState = STOPPED;
121
122    /**
123     * Internal collections used to avoid set collisions as animations start and end while being
124     * processed.
125     */
126    private static final ArrayList<Animator> sEndingAnims = new ArrayList<Animator>();
127    private static final ArrayList<Animator> sDelayedAnims = new ArrayList<Animator>();
128    private static final ArrayList<Animator> sReadyAnims = new ArrayList<Animator>();
129
130    //
131    // Backing variables
132    //
133
134    // How long the animation should last in ms
135    private long mDuration;
136
137    // The value that the animation should start from, set in the constructor
138    private Object mValueFrom;
139
140    // The value that the animation should animate to, set in the constructor
141    private Object mValueTo;
142
143    // The amount of time in ms to delay starting the animation after start() is called
144    private long mStartDelay = 0;
145
146    // The number of milliseconds between animation frames
147    private static long sFrameDelay = DEFAULT_FRAME_DELAY;
148
149    // The number of times the animation will repeat. The default is 0, which means the animation
150    // will play only once
151    private int mRepeatCount = 0;
152
153    /**
154     * The type of repetition that will occur when repeatMode is nonzero. RESTART means the
155     * animation will start from the beginning on every new cycle. REVERSE means the animation
156     * will reverse directions on each iteration.
157     */
158    private int mRepeatMode = RESTART;
159
160    /**
161     * The time interpolator to be used. The elapsed fraction of the animation will be passed
162     * through this interpolator to calculate the interpolated fraction, which is then used to
163     * calculate the animated values.
164     */
165    private Interpolator mInterpolator = sDefaultInterpolator;
166
167    /**
168     * The type evaluator used to calculate the animated values. This evaluator is determined
169     * automatically based on the type of the start/end objects passed into the constructor,
170     * but the system only knows about the primitive types int, double, and float. Any other
171     * type will need to set the evaluator to a custom evaluator for that type.
172     */
173    private TypeEvaluator mEvaluator;
174
175    /**
176     * The set of listeners to be sent events through the life of an animation.
177     */
178    private ArrayList<AnimatorUpdateListener> mUpdateListeners = null;
179
180    /**
181     * The current value calculated by the animation. The value is calculated in animateFraction(),
182     * prior to calling the setter (if set) and sending out the onAnimationUpdate() callback
183     * to the update listeners.
184     */
185    private Object mAnimatedValue = null;
186
187    /**
188     * The type of the values, as determined by the valueFrom/valueTo properties.
189     */
190    Class mValueType;
191
192    /**
193     * Public constants
194     */
195
196    /**
197     * When the animation reaches the end and <code>repeatCount</code> is INFINITE
198     * or a positive value, the animation restarts from the beginning.
199     */
200    public static final int RESTART = 1;
201    /**
202     * When the animation reaches the end and <code>repeatCount</code> is INFINITE
203     * or a positive value, the animation reverses direction on every iteration.
204     */
205    public static final int REVERSE = 2;
206    /**
207     * This value used used with the {@link #setRepeatCount(int)} property to repeat
208     * the animation indefinitely.
209     */
210    public static final int INFINITE = -1;
211
212    private Animator(long duration, Object valueFrom, Object valueTo, Class valueType) {
213        mDuration = duration;
214        mValueFrom = valueFrom;
215        mValueTo= valueTo;
216        this.mValueType = valueType;
217    }
218
219    /**
220     * This function is called immediately before processing the first animation
221     * frame of an animation. If there is a nonzero <code>startDelay</code>, the
222     * function is called after that delay ends.
223     * It takes care of the final initialization steps for the
224     * animation.
225     *
226     *  <p>Overrides of this method should call the superclass method to ensure
227     *  that internal mechanisms for the animation are set up correctly.</p>
228     */
229    void initAnimation() {
230        if (mEvaluator == null) {
231            mEvaluator = (mValueType == int.class) ? sIntEvaluator :
232                (mValueType == double.class) ? sDoubleEvaluator : sFloatEvaluator;
233        }
234        mPlayingBackwards = false;
235        mCurrentIteration = 0;
236    }
237
238    /**
239     * A constructor that takes <code>float</code> values.
240     *
241     * @param duration The length of the animation, in milliseconds.
242     * @param valueFrom The initial value of the property when the animation begins.
243     * @param valueTo The value to which the property will animate.
244     */
245    public Animator(long duration, float valueFrom, float valueTo) {
246        this(duration, valueFrom, valueTo, float.class);
247    }
248
249    /**
250     * A constructor that takes <code>int</code> values.
251     *
252     * @param duration The length of the animation, in milliseconds.
253     * @param valueFrom The initial value of the property when the animation begins.
254     * @param valueTo The value to which the property will animate.
255     */
256    public Animator(long duration, int valueFrom, int valueTo) {
257        this(duration, valueFrom, valueTo, int.class);
258    }
259
260    /**
261     * A constructor that takes <code>double</code> values.
262     *
263     * @param duration The length of the animation, in milliseconds.
264     * @param valueFrom The initial value of the property when the animation begins.
265     * @param valueTo The value to which the property will animate.
266     */
267    public Animator(long duration, double valueFrom, double valueTo) {
268        this(duration, valueFrom, valueTo, double.class);
269    }
270
271    /**
272     * A constructor that takes <code>Object</code> values.
273     *
274     * @param duration The length of the animation, in milliseconds.
275     * @param valueFrom The initial value of the property when the animation begins.
276     * @param valueTo The value to which the property will animate.
277     */
278    public Animator(long duration, Object valueFrom, Object valueTo) {
279        this(duration, valueFrom, valueTo,
280                (valueFrom != null) ? valueFrom.getClass() : valueTo.getClass());
281    }
282
283    /**
284     * This custom, static handler handles the timing pulse that is shared by
285     * all active animations. This approach ensures that the setting of animation
286     * values will happen on the UI thread and that all animations will share
287     * the same times for calculating their values, which makes synchronizing
288     * animations possible.
289     *
290     */
291    private static class AnimationHandler extends Handler {
292        /**
293         * There are only two messages that we care about: ANIMATION_START and
294         * ANIMATION_FRAME. The START message is sent when an animation's start()
295         * method is called. It cannot start synchronously when start() is called
296         * because the call may be on the wrong thread, and it would also not be
297         * synchronized with other animations because it would not start on a common
298         * timing pulse. So each animation sends a START message to the handler, which
299         * causes the handler to place the animation on the active animations queue and
300         * start processing frames for that animation.
301         * The FRAME message is the one that is sent over and over while there are any
302         * active animations to process.
303         */
304        @Override
305        public void handleMessage(Message msg) {
306            boolean callAgain = true;
307            switch (msg.what) {
308                // TODO: should we avoid sending frame message when starting if we
309                // were already running?
310                case ANIMATION_START:
311                    if (sAnimations.size() > 0 || sDelayedAnims.size() > 0) {
312                        callAgain = false;
313                    }
314                    // pendingAnims holds any animations that have requested to be started
315                    // We're going to clear sPendingAnimations, but starting animation may
316                    // cause more to be added to the pending list (for example, if one animation
317                    // starting triggers another starting). So we loop until sPendingAnimations
318                    // is empty.
319                    while (sPendingAnimations.size() > 0) {
320                        ArrayList<Animator> pendingCopy =
321                                (ArrayList<Animator>) sPendingAnimations.clone();
322                        sPendingAnimations.clear();
323                        int count = pendingCopy.size();
324                        for (int i = 0; i < count; ++i) {
325                            Animator anim = pendingCopy.get(i);
326                            // If the animation has a startDelay, place it on the delayed list
327                            if (anim.mStartDelay == 0) {
328                                anim.startAnimation();
329                            } else {
330                                sDelayedAnims.add(anim);
331                            }
332                        }
333                    }
334                    // fall through to process first frame of new animations
335                case ANIMATION_FRAME:
336                    // currentTime holds the common time for all animations processed
337                    // during this frame
338                    long currentTime = AnimationUtils.currentAnimationTimeMillis();
339
340                    // First, process animations currently sitting on the delayed queue, adding
341                    // them to the active animations if they are ready
342                    int numDelayedAnims = sDelayedAnims.size();
343                    for (int i = 0; i < numDelayedAnims; ++i) {
344                        Animator anim = sDelayedAnims.get(i);
345                        if (anim.delayedAnimationFrame(currentTime)) {
346                            sReadyAnims.add(anim);
347                        }
348                    }
349                    int numReadyAnims = sReadyAnims.size();
350                    if (numReadyAnims > 0) {
351                        for (int i = 0; i < numReadyAnims; ++i) {
352                            Animator anim = sReadyAnims.get(i);
353                            anim.startAnimation();
354                            sDelayedAnims.remove(anim);
355                        }
356                        sReadyAnims.clear();
357                    }
358
359                    // Now process all active animations. The return value from animationFrame()
360                    // tells the handler whether it should now be ended
361                    int numAnims = sAnimations.size();
362                    for (int i = 0; i < numAnims; ++i) {
363                        Animator anim = sAnimations.get(i);
364                        if (anim.animationFrame(currentTime)) {
365                            sEndingAnims.add(anim);
366                        }
367                    }
368                    if (sEndingAnims.size() > 0) {
369                        for (int i = 0; i < sEndingAnims.size(); ++i) {
370                            sEndingAnims.get(i).endAnimation();
371                        }
372                        sEndingAnims.clear();
373                    }
374
375                    // If there are still active or delayed animations, call the handler again
376                    // after the frameDelay
377                    if (callAgain && (!sAnimations.isEmpty() || !sDelayedAnims.isEmpty())) {
378                        sendEmptyMessageDelayed(ANIMATION_FRAME, sFrameDelay);
379                    }
380                    break;
381            }
382        }
383    }
384
385    /**
386     * The amount of time, in milliseconds, to delay starting the animation after
387     * {@link #start()} is called.
388     *
389     * @return the number of milliseconds to delay running the animation
390     */
391    public long getStartDelay() {
392        return mStartDelay;
393    }
394
395    /**
396     * The amount of time, in milliseconds, to delay starting the animation after
397     * {@link #start()} is called.
398
399     * @param startDelay The amount of the delay, in milliseconds
400     */
401    public void setStartDelay(long startDelay) {
402        this.mStartDelay = startDelay;
403    }
404
405    /**
406     * The amount of time, in milliseconds, between each frame of the animation. This is a
407     * requested time that the animation will attempt to honor, but the actual delay between
408     * frames may be different, depending on system load and capabilities. This is a static
409     * function because the same delay will be applied to all animations, since they are all
410     * run off of a single timing loop.
411     *
412     * @return the requested time between frames, in milliseconds
413     */
414    public static long getFrameDelay() {
415        return sFrameDelay;
416    }
417
418    /**
419     * Gets the value that this animation will start from.
420     *
421     * @return Object The starting value for the animation.
422     */
423    public Object getValueFrom() {
424        return mValueFrom;
425    }
426
427    /**
428     * Sets the value that this animation will start from.
429     */
430    public void setValueFrom(Object valueFrom) {
431        mValueFrom = valueFrom;
432    }
433
434    /**
435     * Gets the value that this animation will animate to.
436     *
437     * @return Object The ending value for the animation.
438     */
439    public Object getValueTo() {
440        return mValueTo;
441    }
442
443    /**
444     * Sets the value that this animation will animate to.
445     *
446     * @return Object The ending value for the animation.
447     */
448    public void setValueTo(Object valueTo) {
449        mValueTo = valueTo;
450    }
451
452    /**
453     * The amount of time, in milliseconds, between each frame of the animation. This is a
454     * requested time that the animation will attempt to honor, but the actual delay between
455     * frames may be different, depending on system load and capabilities. This is a static
456     * function because the same delay will be applied to all animations, since they are all
457     * run off of a single timing loop.
458     *
459     * @param frameDelay the requested time between frames, in milliseconds
460     */
461    public static void setFrameDelay(long frameDelay) {
462        sFrameDelay = frameDelay;
463    }
464
465    /**
466     * The most recent value calculated by this <code>Animator</code> for the property
467     * being animated. This value is only sensible while the animation is running. The main
468     * purpose for this read-only property is to retrieve the value from the <code>Animator</code>
469     * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(Animator)}, which
470     * is called during each animation frame, immediately after the value is calculated.
471     *
472     * @return animatedValue The value most recently calculated by this <code>Animator</code> for
473     * the property specified in the constructor.
474     */
475    public Object getAnimatedValue() {
476        return mAnimatedValue;
477    }
478
479    /**
480     * Sets how many times the animation should be repeated. If the repeat
481     * count is 0, the animation is never repeated. If the repeat count is
482     * greater than 0 or {@link #INFINITE}, the repeat mode will be taken
483     * into account. The repeat count is 0 by default.
484     *
485     * @param value the number of times the animation should be repeated
486     */
487    public void setRepeatCount(int value) {
488        mRepeatCount = value;
489    }
490    /**
491     * Defines how many times the animation should repeat. The default value
492     * is 0.
493     *
494     * @return the number of times the animation should repeat, or {@link #INFINITE}
495     */
496    public int getRepeatCount() {
497        return mRepeatCount;
498    }
499
500    /**
501     * Defines what this animation should do when it reaches the end. This
502     * setting is applied only when the repeat count is either greater than
503     * 0 or {@link #INFINITE}. Defaults to {@link #RESTART}.
504     *
505     * @param value {@link #RESTART} or {@link #REVERSE}
506     */
507    public void setRepeatMode(int value) {
508        mRepeatMode = value;
509    }
510
511    /**
512     * Defines what this animation should do when it reaches the end.
513     *
514     * @return either one of {@link #REVERSE} or {@link #RESTART}
515     */
516    public int getRepeatMode() {
517        return mRepeatMode;
518    }
519
520    /**
521     * Adds a listener to the set of listeners that are sent update events through the life of
522     * an animation. This method is called on all listeners for every frame of the animation,
523     * after the values for the animation have been calculated.
524     *
525     * @param listener the listener to be added to the current set of listeners for this animation.
526     */
527    public void addUpdateListener(AnimatorUpdateListener listener) {
528        if (mUpdateListeners == null) {
529            mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
530        }
531        mUpdateListeners.add(listener);
532    }
533
534    /**
535     * Removes a listener from the set listening to frame updates for this animation.
536     *
537     * @param listener the listener to be removed from the current set of update listeners
538     * for this animation.
539     */
540    public void removeUpdateListener(AnimatorUpdateListener listener) {
541        if (mUpdateListeners == null) {
542            return;
543        }
544        mUpdateListeners.remove(listener);
545        if (mUpdateListeners.size() == 0) {
546            mUpdateListeners = null;
547        }
548    }
549
550
551    /**
552     * The time interpolator used in calculating the elapsed fraction of this animation. The
553     * interpolator determines whether the animation runs with linear or non-linear motion,
554     * such as acceleration and deceleration. The default value is
555     * {@link android.view.animation.AccelerateDecelerateInterpolator}
556     *
557     * @param value the interpolator to be used by this animation
558     */
559    public void setInterpolator(Interpolator value) {
560        if (value != null) {
561            mInterpolator = value;
562        }
563    }
564
565    /**
566     * The type evaluator to be used when calculating the animated values of this animation.
567     * The system will automatically assign a float, int, or double evaluator based on the type
568     * of <code>startValue</code> and <code>endValue</code> in the constructor. But if these values
569     * are not one of these primitive types, or if different evaluation is desired (such as is
570     * necessary with int values that represent colors), a custom evaluator needs to be assigned.
571     * For example, when running an animation on color values, the {@link RGBEvaluator}
572     * should be used to get correct RGB color interpolation.
573     *
574     * @param value the evaluator to be used this animation
575     */
576    public void setEvaluator(TypeEvaluator value) {
577        if (value != null) {
578            mEvaluator = value;
579        }
580    }
581
582    public void start() {
583        sPendingAnimations.add(this);
584        if (sAnimationHandler == null) {
585            sAnimationHandler = new AnimationHandler();
586        }
587        // TODO: does this put too many messages on the queue if the handler
588        // is already running?
589        sAnimationHandler.sendEmptyMessage(ANIMATION_START);
590    }
591
592    public void cancel() {
593        if (mListeners != null) {
594            ArrayList<AnimatableListener> tmpListeners =
595                    (ArrayList<AnimatableListener>) mListeners.clone();
596            for (AnimatableListener listener : tmpListeners) {
597                listener.onAnimationCancel(this);
598            }
599        }
600        // Just set the CANCELED flag - this causes the animation to end the next time a frame
601        // is processed.
602        mPlayingState = CANCELED;
603    }
604
605    public void end() {
606        // Just set the ENDED flag - this causes the animation to end the next time a frame
607        // is processed.
608        mPlayingState = ENDED;
609    }
610
611    /**
612     * Called internally to end an animation by removing it from the animations list. Must be
613     * called on the UI thread.
614     */
615    private void endAnimation() {
616        sAnimations.remove(this);
617        if (mListeners != null) {
618            ArrayList<AnimatableListener> tmpListeners =
619                    (ArrayList<AnimatableListener>) mListeners.clone();
620            for (AnimatableListener listener : tmpListeners) {
621                listener.onAnimationEnd(this);
622            }
623        }
624        mPlayingState = STOPPED;
625    }
626
627    /**
628     * Called internally to start an animation by adding it to the active animations list. Must be
629     * called on the UI thread.
630     */
631    private void startAnimation() {
632        initAnimation();
633        sAnimations.add(this);
634        if (mListeners != null) {
635            ArrayList<AnimatableListener> tmpListeners =
636                    (ArrayList<AnimatableListener>) mListeners.clone();
637            for (AnimatableListener listener : tmpListeners) {
638                listener.onAnimationStart(this);
639            }
640        }
641    }
642
643    /**
644     * Internal function called to process an animation frame on an animation that is currently
645     * sleeping through its <code>startDelay</code> phase. The return value indicates whether it
646     * should be woken up and put on the active animations queue.
647     *
648     * @param currentTime The current animation time, used to calculate whether the animation
649     * has exceeded its <code>startDelay</code> and should be started.
650     * @return True if the animation's <code>startDelay</code> has been exceeded and the animation
651     * should be added to the set of active animations.
652     */
653    private boolean delayedAnimationFrame(long currentTime) {
654        if (!mStartedDelay) {
655            mStartedDelay = true;
656            mDelayStartTime = currentTime;
657        } else {
658            long deltaTime = currentTime - mDelayStartTime;
659            if (deltaTime > mStartDelay) {
660                // startDelay ended - start the anim and record the
661                // mStartTime appropriately
662                mStartTime = currentTime - (deltaTime - mStartDelay);
663                mPlayingState = RUNNING;
664                return true;
665            }
666        }
667        return false;
668    }
669
670    /**
671     * This internal function processes a single animation frame for a given animation. The
672     * currentTime parameter is the timing pulse sent by the handler, used to calculate the
673     * elapsed duration, and therefore
674     * the elapsed fraction, of the animation. The return value indicates whether the animation
675     * should be ended (which happens when the elapsed time of the animation exceeds the
676     * animation's duration, including the repeatCount).
677     *
678     * @param currentTime The current time, as tracked by the static timing handler
679     * @return true if the animation's duration, including any repetitions due to
680     * <code>repeatCount</code> has been exceeded and the animation should be ended.
681     */
682    private boolean animationFrame(long currentTime) {
683
684        boolean done = false;
685
686        if (mPlayingState == STOPPED) {
687            mPlayingState = RUNNING;
688            mStartTime = currentTime;
689        }
690        switch (mPlayingState) {
691        case RUNNING:
692            float fraction = (float)(currentTime - mStartTime) / mDuration;
693            if (fraction >= 1f) {
694                if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) {
695                    // Time to repeat
696                    if (mListeners != null) {
697                        for (AnimatableListener listener : mListeners) {
698                            listener.onAnimationRepeat(this);
699                        }
700                    }
701                    ++mCurrentIteration;
702                    if (mRepeatMode == REVERSE) {
703                        mPlayingBackwards = mPlayingBackwards ? false : true;
704                    }
705                    // TODO: doesn't account for fraction going Wayyyyy over 1, like 2+
706                    fraction = fraction - 1f;
707                    mStartTime += mDuration;
708                } else {
709                    done = true;
710                    fraction = Math.min(fraction, 1.0f);
711                }
712            }
713            if (mPlayingBackwards) {
714                fraction = 1f - fraction;
715            }
716            animateValue(fraction);
717            break;
718        case ENDED:
719            // The final value set on the target varies, depending on whether the animation
720            // was supposed to repeat an odd number of times
721            if (mRepeatCount > 0 && (mRepeatCount & 0x01) == 1) {
722                animateValue(0f);
723            } else {
724                animateValue(1f);
725            }
726            // Fall through to set done flag
727        case CANCELED:
728            done = true;
729            break;
730        }
731
732        return done;
733    }
734
735    /**
736     * This method is called with the elapsed fraction of the animation during every
737     * animation frame. This function turns the elapsed fraction into an interpolated fraction
738     * and then into an animated value (from the evaluator. The function is called mostly during
739     * animation updates, but it is also called when the <code>end()</code>
740     * function is called, to set the final value on the property.
741     *
742     * <p>Overrides of this method must call the superclass to perform the calculation
743     * of the animated value.</p>
744     *
745     * @param fraction The elapsed fraction of the animation.
746     */
747    void animateValue(float fraction) {
748        fraction = mInterpolator.getInterpolation(fraction);
749        mAnimatedValue = mEvaluator.evaluate(fraction, mValueFrom, mValueTo);
750        if (mUpdateListeners != null) {
751            int numListeners = mUpdateListeners.size();
752            for (int i = 0; i < numListeners; ++i) {
753                mUpdateListeners.get(i).onAnimationUpdate(this);
754            }
755        }
756    }
757
758    /**
759     * Implementors of this interface can add themselves as update listeners
760     * to an <code>Animator</code> instance to receive callbacks on every animation
761     * frame, after the current frame's values have been calculated for that
762     * <code>Animator</code>.
763     */
764    public static interface AnimatorUpdateListener {
765        /**
766         * <p>Notifies the occurrence of another frame of the animation.</p>
767         *
768         * @param animation The animation which was repeated.
769         */
770        void onAnimationUpdate(Animator animation);
771
772    }
773}