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/* * Copyright (C) 2010 The Android Open Source Project *//from w w w . j a v a2 s . c om * 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 com.nineoldandroids.animation; import android.os.Handler; import android.os.Looper; import android.os.Message; import android.util.AndroidRuntimeException; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AnimationUtils; import android.view.animation.Interpolator; import android.view.animation.LinearInterpolator; import java.util.ArrayList; import java.util.HashMap; /** * This class provides a simple timing engine for running animations * which calculate animated values and set them on target objects. * * <p>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.</p> * * <p>By default, ValueAnimator uses non-linear time interpolation, via the * {@link AccelerateDecelerateInterpolator} class, which accelerates into and decelerates * out of an animation. This behavior can be changed by calling * {@link ValueAnimator#setInterpolator(TimeInterpolator)}.</p> */ public class ValueAnimator extends Animator { /** * Internal constants */ /* * The default amount of time in ms between animation frames */ private static final long DEFAULT_FRAME_DELAY = 10; /** * 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 */ static final int ANIMATION_START = 0; static final int ANIMATION_FRAME = 1; /** * Values used with internal variable mPlayingState to indicate the current state of an * animation. */ static final int STOPPED = 0; // Not yet playing static final int RUNNING = 1; // Playing normally static final int SEEKED = 2; // Seeked to some time value /** * Internal variables * NOTE: This object implements the clone() method, making a deep copy of any referenced * objects. As other non-trivial fields are added to this class, make sure to add logic * to clone() to make deep copies of them. */ // 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() long mStartTime; /** * Set when setCurrentPlayTime() is called. If negative, animation is not currently seeked * to a value. */ long mSeekTime = -1; // TODO: We access the following ThreadLocal variables often, some of them on every update. // If ThreadLocal access is significantly expensive, we may want to put all of these // fields into a structure sot hat we just access ThreadLocal once to get the reference // to that structure, then access the structure directly for each field. // The static sAnimationHandler processes the internal timing loop on which all animations // are based private static ThreadLocal<AnimationHandler> sAnimationHandler = new ThreadLocal<AnimationHandler>(); // The per-thread list of all active animations private static final ThreadLocal<ArrayList<ValueAnimator>> sAnimations = new ThreadLocal<ArrayList<ValueAnimator>>() { @Override protected ArrayList<ValueAnimator> initialValue() { return new ArrayList<ValueAnimator>(); } }; // The per-thread set of animations to be started on the next animation frame private static final ThreadLocal<ArrayList<ValueAnimator>> sPendingAnimations = new ThreadLocal<ArrayList<ValueAnimator>>() { @Override protected ArrayList<ValueAnimator> initialValue() { return new ArrayList<ValueAnimator>(); } }; /** * Internal per-thread collections used to avoid set collisions as animations start and end * while being processed. */ private static final ThreadLocal<ArrayList<ValueAnimator>> sDelayedAnims = new ThreadLocal<ArrayList<ValueAnimator>>() { @Override protected ArrayList<ValueAnimator> initialValue() { return new ArrayList<ValueAnimator>(); } }; private static final ThreadLocal<ArrayList<ValueAnimator>> sEndingAnims = new ThreadLocal<ArrayList<ValueAnimator>>() { @Override protected ArrayList<ValueAnimator> initialValue() { return new ArrayList<ValueAnimator>(); } }; private static final ThreadLocal<ArrayList<ValueAnimator>> sReadyAnims = new ThreadLocal<ArrayList<ValueAnimator>>() { @Override protected ArrayList<ValueAnimator> initialValue() { return new ArrayList<ValueAnimator>(); } }; // The time interpolator to be used if none is set on the animation private static final /*Time*/Interpolator sDefaultInterpolator = new AccelerateDecelerateInterpolator(); // type evaluators for the primitive types handled by this implementation private static final TypeEvaluator sIntEvaluator = new IntEvaluator(); private static final TypeEvaluator sFloatEvaluator = new FloatEvaluator(); /** * 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 current elapsed/eased fraction, for querying in getAnimatedFraction(). */ private float mCurrentFraction = 0f; /** * 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, SEEKED. */ int mPlayingState = STOPPED; /** * Additional playing state to indicate whether an animator has been start()'d. There is * some lag between a call to start() and the first animation frame. We should still note * that the animation has been started, even if it's first animation frame has not yet * happened, and reflect that state in isRunning(). * Note that delayed animations are different: they are not started until their first * animation frame, which occurs after their delay elapses. */ private boolean mRunning = false; /** * Additional playing state to indicate whether an animator has been start()'d, whether or * not there is a nonzero startDelay. */ private boolean mStarted = false; /** * Flag that denotes whether the animation is set up and ready to go. Used to * set up animation that has not yet been started. */ boolean mInitialized = false; // // Backing variables // // How long the animation should last in ms private long mDuration = 300; // 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 /*Time*/Interpolator mInterpolator = sDefaultInterpolator; /** * The set of listeners to be sent events through the life of an animation. */ private ArrayList<AnimatorUpdateListener> mUpdateListeners = null; /** * The property/value sets being animated. */ PropertyValuesHolder[] mValues; /** * A hashmap of the PropertyValuesHolder objects. This map is used to lookup animated values * by property name during calls to getAnimatedValue(String). */ HashMap<String, PropertyValuesHolder> mValuesMap; /** * Public constants */ /** * When the animation reaches the end and <code>repeatCount</code> 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 <code>repeatCount</code> 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; /** * Creates a new ValueAnimator object. This default constructor is primarily for * use internally; the factory methods which take parameters are more generally * useful. */ public ValueAnimator() { } /** * Constructs and returns a ValueAnimator that animates between int values. A single * value implies that that value is the one being animated to. However, this is not typically * useful in a ValueAnimator object because there is no way for the object to determine the * starting value for the animation (unlike ObjectAnimator, which can derive that value * from the target object and property being animated). Therefore, there should typically * be two or more values. * * @param values A set of values that the animation will animate between over time. * @return A ValueAnimator object that is set up to animate between the given values. */ public static ValueAnimator ofInt(int... values) { ValueAnimator anim = new ValueAnimator(); anim.setIntValues(values); return anim; } /** * Constructs and returns a ValueAnimator that animates between float values. A single * value implies that that value is the one being animated to. However, this is not typically * useful in a ValueAnimator object because there is no way for the object to determine the * starting value for the animation (unlike ObjectAnimator, which can derive that value * from the target object and property being animated). Therefore, there should typically * be two or more values. * * @param values A set of values that the animation will animate between over time. * @return A ValueAnimator object that is set up to animate between the given values. */ public static ValueAnimator ofFloat(float... values) { ValueAnimator anim = new ValueAnimator(); anim.setFloatValues(values); return anim; } /** * Constructs and returns a ValueAnimator that animates between the values * specified in the PropertyValuesHolder objects. * * @param values A set of PropertyValuesHolder objects whose values will be animated * between over time. * @return A ValueAnimator object that is set up to animate between the given values. */ public static ValueAnimator ofPropertyValuesHolder(PropertyValuesHolder... values) { ValueAnimator anim = new ValueAnimator(); anim.setValues(values); return anim; } /** * Constructs and returns a ValueAnimator that animates between Object values. A single * value implies that that value is the one being animated to. However, this is not typically * useful in a ValueAnimator object because there is no way for the object to determine the * starting value for the animation (unlike ObjectAnimator, which can derive that value * from the target object and property being animated). Therefore, there should typically * be two or more values. * * <p>Since ValueAnimator does not know how to animate between arbitrary Objects, this * factory method also takes a TypeEvaluator object that the ValueAnimator will use * to perform that interpolation. * * @param evaluator A TypeEvaluator that will be called on each animation frame to * provide the ncessry interpolation between the Object values to derive the animated * value. * @param values A set of values that the animation will animate between over time. * @return A ValueAnimator object that is set up to animate between the given values. */ public static ValueAnimator ofObject(TypeEvaluator evaluator, Object... values) { ValueAnimator anim = new ValueAnimator(); anim.setObjectValues(values); anim.setEvaluator(evaluator); return anim; } /** * Sets int values that will be animated between. A single * value implies that that value is the one being animated to. However, this is not typically * useful in a ValueAnimator object because there is no way for the object to determine the * starting value for the animation (unlike ObjectAnimator, which can derive that value * from the target object and property being animated). Therefore, there should typically * be two or more values. * * <p>If there are already multiple sets of values defined for this ValueAnimator via more * than one PropertyValuesHolder object, this method will set the values for the first * of those objects.</p> * * @param values A set of values that the animation will animate between over time. */ public void setIntValues(int... values) { if (values == null || values.length == 0) { return; } if (mValues == null || mValues.length == 0) { setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofInt("", values)}); } else { PropertyValuesHolder valuesHolder = mValues[0]; valuesHolder.setIntValues(values); } // New property/values/target should cause re-initialization prior to starting mInitialized = false; } /** * Sets float values that will be animated between. A single * value implies that that value is the one being animated to. However, this is not typically * useful in a ValueAnimator object because there is no way for the object to determine the * starting value for the animation (unlike ObjectAnimator, which can derive that value * from the target object and property being animated). Therefore, there should typically * be two or more values. * * <p>If there are already multiple sets of values defined for this ValueAnimator via more * than one PropertyValuesHolder object, this method will set the values for the first * of those objects.</p> * * @param values A set of values that the animation will animate between over time. */ public void setFloatValues(float... values) { if (values == null || values.length == 0) { return; } if (mValues == null || mValues.length == 0) { setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofFloat("", values)}); } else { PropertyValuesHolder valuesHolder = mValues[0]; valuesHolder.setFloatValues(values); } // New property/values/target should cause re-initialization prior to starting mInitialized = false; } /** * Sets the values to animate between for this animation. A single * value implies that that value is the one being animated to. However, this is not typically * useful in a ValueAnimator object because there is no way for the object to determine the * starting value for the animation (unlike ObjectAnimator, which can derive that value * from the target object and property being animated). Therefore, there should typically * be two or more values. * * <p>If there are already multiple sets of values defined for this ValueAnimator via more * than one PropertyValuesHolder object, this method will set the values for the first * of those objects.</p> * * <p>There should be a TypeEvaluator set on the ValueAnimator that knows how to interpolate * between these value objects. ValueAnimator only knows how to interpolate between the * primitive types specified in the other setValues() methods.</p> * * @param values The set of values to animate between. */ public void setObjectValues(Object... values) { if (values == null || values.length == 0) { return; } if (mValues == null || mValues.length == 0) { setValues(new PropertyValuesHolder[]{PropertyValuesHolder.ofObject("", (TypeEvaluator)null, values)}); } else { PropertyValuesHolder valuesHolder = mValues[0]; valuesHolder.setObjectValues(values); } // New property/values/target should cause re-initialization prior to starting mInitialized = false; } /** * Sets the values, per property, being animated between. This function is called internally * by the constructors of ValueAnimator that take a list of values. But an ValueAnimator can * be constructed without values and this method can be called to set the values manually * instead. * * @param values The set of values, per property, being animated between. */ public void setValues(PropertyValuesHolder... values) { int numValues = values.length; mValues = values; mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); for (int i = 0; i < numValues; ++i) { PropertyValuesHolder valuesHolder = (PropertyValuesHolder) values[i]; mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder); } // New property/values/target should cause re-initialization prior to starting mInitialized = false; } /** * Returns the values that this ValueAnimator animates between. These values are stored in * PropertyValuesHolder objects, even if the ValueAnimator was created with a simple list * of value objects instead. * * @return PropertyValuesHolder[] An array of PropertyValuesHolder objects which hold the * values, per property, that define the animation. */ public PropertyValuesHolder[] getValues() { return mValues; } /** * This function is called immediately before processing the first animation * frame of an animation. If there is a nonzero <code>startDelay</code>, the * function is called after that delay ends. * It takes care of the final initialization steps for the * animation. * * <p>Overrides of this method should call the superclass method to ensure * that internal mechanisms for the animation are set up correctly.</p> */ void initAnimation() { if (!mInitialized) { int numValues = mValues.length; for (int i = 0; i < numValues; ++i) { mValues[i].init(); } mInitialized = true; } } /** * Sets the length of the animation. The default duration is 300 milliseconds. * * @param duration The length of the animation, in milliseconds. This value cannot * be negative. * @return ValueAnimator The object called with setDuration(). This return * value makes it easier to compose statements together that construct and then set the * duration, as in <code>ValueAnimator.ofInt(0, 10).setDuration(500).start()</code>. */ public ValueAnimator setDuration(long duration) { if (duration < 0) { throw new IllegalArgumentException("Animators cannot have negative duration: " + duration); } mDuration = duration; return this; } /** * Gets the length of the animation. The default duration is 300 milliseconds. * * @return The length of the animation, in milliseconds. */ public long getDuration() { return mDuration; } /** * Sets the position of the animation to the specified point in time. This time should * be between 0 and the total duration of the animation, including any repetition. If * the animation has not yet been started, then it will not advance forward after it is * set to this time; it will simply set the time to this value and perform any appropriate * actions based on that time. If the animation is already running, then setCurrentPlayTime() * will set the current playing time to this value and continue playing from that point. * * @param playTime The time, in milliseconds, to which the animation is advanced or rewound. */ public void setCurrentPlayTime(long playTime) { initAnimation(); long currentTime = AnimationUtils.currentAnimationTimeMillis(); if (mPlayingState != RUNNING) { mSeekTime = playTime; mPlayingState = SEEKED; } mStartTime = currentTime - playTime; animationFrame(currentTime); } /** * Gets the current position of the animation in time, which is equal to the current * time minus the time that the animation started. An animation that is not yet started will * return a value of zero. * * @return The current position in time of the animation. */ public long getCurrentPlayTime() { if (!mInitialized || mPlayingState == STOPPED) { return 0; } return AnimationUtils.currentAnimationTimeMillis() - mStartTime; } /** * 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; ArrayList<ValueAnimator> animations = sAnimations.get(); ArrayList<ValueAnimator> delayedAnims = sDelayedAnims.get(); switch (msg.what) { // TODO: should we avoid sending frame message when starting if we // were already running? case ANIMATION_START: ArrayList<ValueAnimator> pendingAnimations = sPendingAnimations.get(); if (animations.size() > 0 || delayedAnims.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 (pendingAnimations.size() > 0) { ArrayList<ValueAnimator> pendingCopy = (ArrayList<ValueAnimator>) pendingAnimations.clone(); pendingAnimations.clear(); int count = pendingCopy.size(); for (int i = 0; i < count; ++i) { ValueAnimator anim = pendingCopy.get(i); // If the animation has a startDelay, place it on the delayed list if (anim.mStartDelay == 0) { anim.startAnimation(); } else { delayedAnims.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(); ArrayList<ValueAnimator> readyAnims = sReadyAnims.get(); ArrayList<ValueAnimator> endingAnims = sEndingAnims.get(); // First, process animations currently sitting on the delayed queue, adding // them to the active animations if they are ready int numDelayedAnims = delayedAnims.size(); for (int i = 0; i < numDelayedAnims; ++i) { ValueAnimator anim = delayedAnims.get(i); if (anim.delayedAnimationFrame(currentTime)) { readyAnims.add(anim); } } int numReadyAnims = readyAnims.size(); if (numReadyAnims > 0) { for (int i = 0; i < numReadyAnims; ++i) { ValueAnimator anim = readyAnims.get(i); anim.startAnimation(); anim.mRunning = true; delayedAnims.remove(anim); } readyAnims.clear(); } // Now process all active animations. The return value from animationFrame() // tells the handler whether it should now be ended int numAnims = animations.size(); int i = 0; while (i < numAnims) { ValueAnimator anim = animations.get(i); if (anim.animationFrame(currentTime)) { endingAnims.add(anim); } if (animations.size() == numAnims) { ++i; } else { // An animation might be canceled or ended by client code // during the animation frame. Check to see if this happened by // seeing whether the current index is the same as it was before // calling animationFrame(). Another approach would be to copy // animations to a temporary list and process that list instead, // but that entails garbage and processing overhead that would // be nice to avoid. --numAnims; endingAnims.remove(anim); } } if (endingAnims.size() > 0) { for (i = 0; i < endingAnims.size(); ++i) { endingAnims.get(i).endAnimation(); } endingAnims.clear(); } // If there are still active or delayed animations, call the handler again // after the frameDelay if (callAgain && (!animations.isEmpty() || !delayedAnims.isEmpty())) { sendEmptyMessageDelayed(ANIMATION_FRAME, Math.max(0, sFrameDelay - (AnimationUtils.currentAnimationTimeMillis() - currentTime))); } 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; } /** * 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 <code>ValueAnimator</code> when there is just one * 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 <code>ValueAnimator</code> * during a call to {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which * is called during each animation frame, immediately after the value is calculated. * * @return animatedValue The value most recently calculated by this <code>ValueAnimator</code> for * the single property being animated. If there are several properties being animated * (specified by several PropertyValuesHolder objects in the constructor), this function * returns the animated value for the first of those objects. */ public Object getAnimatedValue() { if (mValues != null && mValues.length > 0) { return mValues[0].getAnimatedValue(); } // Shouldn't get here; should always have values unless ValueAnimator was set up wrong return null; } /** * The most recent value calculated by this <code>ValueAnimator</code> for <code>propertyName</code>. * The main purpose for this read-only property is to retrieve the value from the * <code>ValueAnimator</code> during a call to * {@link AnimatorUpdateListener#onAnimationUpdate(ValueAnimator)}, which * is called during each animation frame, immediately after the value is calculated. * * @return animatedValue The value most recently calculated for the named property * by this <code>ValueAnimator</code>. */ public Object getAnimatedValue(String propertyName) { PropertyValuesHolder valuesHolder = mValuesMap.get(propertyName); if (valuesHolder != null) { return valuesHolder.getAnimatedValue(); } else { // At least avoid crashing if called with bogus propertyName return null; } } /** * 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<AnimatorUpdateListener>(); } mUpdateListeners.add(listener); } /** * Removes all listeners from the set listening to frame updates for this animation. */ public void removeAllUpdateListeners() { if (mUpdateListeners == null) { return; } mUpdateListeners.clear(); mUpdateListeners = null; } /** * 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. A value of <code>null</code> * will result in linear interpolation. */ @Override public void setInterpolator(/*Time*/Interpolator value) { if (value != null) { mInterpolator = value; } else { mInterpolator = new LinearInterpolator(); } } /** * Returns the timing interpolator that this ValueAnimator uses. * * @return The timing interpolator for this ValueAnimator. */ public /*Time*/Interpolator getInterpolator() { return mInterpolator; } /** * The type evaluator to be used when calculating the animated values of this animation. * The system will automatically assign a float or int evaluator based on the type * of <code>startValue</code> and <code>endValue</code> 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 ArgbEvaluator} * should be used to get correct RGB color interpolation. * * <p>If this ValueAnimator has only one set of values being animated between, this evaluator * will be used for that set. If there are several sets of values being animated, which is * the case if PropertyValuesHOlder objects were set on the ValueAnimator, then the evaluator * is assigned just to the first PropertyValuesHolder object.</p> * * @param value the evaluator to be used this animation */ public void setEvaluator(TypeEvaluator value) { if (value != null && mValues != null && mValues.length > 0) { mValues[0].setEvaluator(value); } } /** * Start the animation playing. This version of start() takes a boolean flag that indicates * whether the animation should play in reverse. The flag is usually false, but may be set * to true if called from the reverse() method. * * <p>The animation started by calling this method will be run on the thread that called * this method. This thread should have a Looper on it (a runtime exception will be thrown if * this is not the case). Also, if the animation will animate * properties of objects in the view hierarchy, then the calling thread should be the UI * thread for that view hierarchy.</p> * * @param playBackwards Whether the ValueAnimator should start playing in reverse. */ private void start(boolean playBackwards) { if (Looper.myLooper() == null) { throw new AndroidRuntimeException("Animators may only be run on Looper threads"); } mPlayingBackwards = playBackwards; mCurrentIteration = 0; mPlayingState = STOPPED; mStarted = true; mStartedDelay = false; sPendingAnimations.get().add(this); if (mStartDelay == 0) { // This sets the initial value of the animation, prior to actually starting it running setCurrentPlayTime(getCurrentPlayTime()); mPlayingState = STOPPED; mRunning = true; if (mListeners != null) { ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); int numListeners = tmpListeners.size(); for (int i = 0; i < numListeners; ++i) { tmpListeners.get(i).onAnimationStart(this); } } } AnimationHandler animationHandler = sAnimationHandler.get(); if (animationHandler == null) { animationHandler = new AnimationHandler(); sAnimationHandler.set(animationHandler); } animationHandler.sendEmptyMessage(ANIMATION_START); } @Override public void start() { start(false); } @Override public void cancel() { // Only cancel if the animation is actually running or has been started and is about // to run if (mPlayingState != STOPPED || sPendingAnimations.get().contains(this) || sDelayedAnims.get().contains(this)) { // Only notify listeners if the animator has actually started if (mRunning && mListeners != null) { ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); for (AnimatorListener listener : tmpListeners) { listener.onAnimationCancel(this); } } endAnimation(); } } @Override public void end() { if (!sAnimations.get().contains(this) && !sPendingAnimations.get().contains(this)) { // Special case if the animation has not yet started; get it ready for ending mStartedDelay = false; startAnimation(); } else if (!mInitialized) { initAnimation(); } // 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); } endAnimation(); } @Override public boolean isRunning() { return (mPlayingState == RUNNING || mRunning); } @Override public boolean isStarted() { return mStarted; } /** * Plays the ValueAnimator in reverse. If the animation is already running, * it will stop itself and play backwards from the point reached when reverse was called. * If the animation is not currently running, then it will start from the end and * play backwards. This behavior is only set for the current animation; future playing * of the animation will use the default behavior of playing forward. */ public void reverse() { mPlayingBackwards = !mPlayingBackwards; if (mPlayingState == RUNNING) { long currentTime = AnimationUtils.currentAnimationTimeMillis(); long currentPlayTime = currentTime - mStartTime; long timeLeft = mDuration - currentPlayTime; mStartTime = currentTime - timeLeft; } else { start(true); } } /** * Called internally to end an animation by removing it from the animations list. Must be * called on the UI thread. */ private void endAnimation() { sAnimations.get().remove(this); sPendingAnimations.get().remove(this); sDelayedAnims.get().remove(this); mPlayingState = STOPPED; if (mRunning && mListeners != null) { ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); int numListeners = tmpListeners.size(); for (int i = 0; i < numListeners; ++i) { tmpListeners.get(i).onAnimationEnd(this); } } mRunning = false; mStarted = false; } /** * 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.get().add(this); if (mStartDelay > 0 && mListeners != null) { // Listeners were already notified in start() if startDelay is 0; this is // just for delayed animations ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); int numListeners = tmpListeners.size(); for (int i = 0; i < numListeners; ++i) { tmpListeners.get(i).onAnimationStart(this); } } } /** * Internal function called to process an animation frame on an animation that is currently * sleeping through its <code>startDelay</code> 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 <code>startDelay</code> and should be started. * @return True if the animation's <code>startDelay</code> 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 * <code>repeatCount</code> has been exceeded and the animation should be ended. */ boolean animationFrame(long currentTime) { boolean done = false; if (mPlayingState == STOPPED) { mPlayingState = RUNNING; if (mSeekTime < 0) { mStartTime = currentTime; } else { mStartTime = currentTime - mSeekTime; // Now that we're playing, reset the seek time mSeekTime = -1; } } switch (mPlayingState) { case RUNNING: case SEEKED: float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f; if (fraction >= 1f) { if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) { // Time to repeat if (mListeners != null) { int numListeners = mListeners.size(); for (int i = 0; i < numListeners; ++i) { mListeners.get(i).onAnimationRepeat(this); } } if (mRepeatMode == REVERSE) { mPlayingBackwards = mPlayingBackwards ? false : true; } mCurrentIteration += (int)fraction; fraction = fraction % 1f; mStartTime += mDuration; } else { done = true; fraction = Math.min(fraction, 1.0f); } } if (mPlayingBackwards) { fraction = 1f - fraction; } animateValue(fraction); break; } return done; } /** * Returns the current animation fraction, which is the elapsed/interpolated fraction used in * the most recent frame update on the animation. * * @return Elapsed/interpolated fraction of the animation. */ public float getAnimatedFraction() { return mCurrentFraction; } /** * 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 <code>end()</code> * function is called, to set the final value on the property. * * <p>Overrides of this method must call the superclass to perform the calculation * of the animated value.</p> * * @param fraction The elapsed fraction of the animation. */ void animateValue(float fraction) { fraction = mInterpolator.getInterpolation(fraction); mCurrentFraction = fraction; int numValues = mValues.length; for (int i = 0; i < numValues; ++i) { mValues[i].calculateValue(fraction); } if (mUpdateListeners != null) { int numListeners = mUpdateListeners.size(); for (int i = 0; i < numListeners; ++i) { mUpdateListeners.get(i).onAnimationUpdate(this); } } } @Override public ValueAnimator clone() { final ValueAnimator anim = (ValueAnimator) super.clone(); if (mUpdateListeners != null) { ArrayList<AnimatorUpdateListener> oldListeners = mUpdateListeners; anim.mUpdateListeners = new ArrayList<AnimatorUpdateListener>(); int numListeners = oldListeners.size(); for (int i = 0; i < numListeners; ++i) { anim.mUpdateListeners.add(oldListeners.get(i)); } } anim.mSeekTime = -1; anim.mPlayingBackwards = false; anim.mCurrentIteration = 0; anim.mInitialized = false; anim.mPlayingState = STOPPED; anim.mStartedDelay = false; PropertyValuesHolder[] oldValues = mValues; if (oldValues != null) { int numValues = oldValues.length; anim.mValues = new PropertyValuesHolder[numValues]; anim.mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues); for (int i = 0; i < numValues; ++i) { PropertyValuesHolder newValuesHolder = oldValues[i].clone(); anim.mValues[i] = newValuesHolder; anim.mValuesMap.put(newValuesHolder.getPropertyName(), newValuesHolder); } } return anim; } /** * Implementors of this interface can add themselves as update listeners * to an <code>ValueAnimator</code> instance to receive callbacks on every animation * frame, after the current frame's values have been calculated for that * <code>ValueAnimator</code>. */ public static interface AnimatorUpdateListener { /** * <p>Notifies the occurrence of another frame of the animation.</p> * * @param animation The animation which was repeated. */ void onAnimationUpdate(ValueAnimator animation); } /** * Return the number of animations currently running. * * Used by StrictMode internally to annotate violations. Only * called on the main thread. * * @hide */ public static int getCurrentAnimationsCount() { return sAnimations.get().size(); } /** * Clear all animations on this thread, without canceling or ending them. * This should be used with caution. * * @hide */ public static void clearAllAnimations() { sAnimations.get().clear(); sPendingAnimations.get().clear(); sDelayedAnims.get().clear(); } @Override public String toString() { String returnVal = "ValueAnimator@" + Integer.toHexString(hashCode()); if (mValues != null) { for (int i = 0; i < mValues.length; ++i) { returnVal += "\n " + mValues[i].toString(); } } return returnVal; } }