private void setCurrentPlayTimeByStateAndPlay(long[] tab, State mState) { switch (mState) { case ANIMATING_LINE_TO_DOT: mArrowToLineAnimatorSet.start(); for (int i = 0; i < mArrowToLineAnimatorSet.getChildAnimations().size(); i++) { ((ValueAnimator) mArrowToLineAnimatorSet.getChildAnimations().get(i)) .setCurrentPlayTime(tab[i]); } break; case ANIMATING_PROGRESS: mProgressAnimationSet.start(); for (int i = 0; i < mProgressAnimationSet.getChildAnimations().size(); i++) { ((ValueAnimator) mProgressAnimationSet.getChildAnimations().get(i)) .setCurrentPlayTime(tab[i]); } break; case ANIMATING_ERROR: mErrorAnimation.start(); mErrorAnimation.setCurrentPlayTime(tab[0]); break; case ANIMATING_SUCCESS: mSuccessAnimation.start(); mSuccessAnimation.setCurrentPlayTime(tab[0]); break; } }
public void onAnimationUpdate(final ValueAnimator animation) { final long currentTime = System.currentTimeMillis(); if (mStartTime == -1) { mStartFrame = sGlobalFrameCounter; mStartTime = currentTime; } final long currentPlayTime = animation.getCurrentPlayTime(); boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0; if (!mHandlingOnAnimationUpdate && sVisible && // If the current play time exceeds the duration, or the animated fraction is 1, // the animation will get finished, even if we call setCurrentPlayTime -- therefore // don't adjust the animation in that case currentPlayTime < animation.getDuration() && !isFinalFrame) { mHandlingOnAnimationUpdate = true; long frameNum = sGlobalFrameCounter - mStartFrame; // If we haven't drawn our first frame, reset the time to t = 0 // (give up after MAX_DELAY ms of waiting though - might happen, for example, if we // are no longer in the foreground and no frames are being rendered ever) if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY && currentPlayTime > 0) { // The first frame on animations doesn't always trigger an invalidate... // force an invalidate here to make sure the animation continues to advance mTarget.getRootView().invalidate(); animation.setCurrentPlayTime(0); // For the second frame, if the first frame took more than 16ms, // adjust the start time and pretend it took only 16ms anyway. This // prevents a large jump in the animation due to an expensive first frame } else if (frameNum == 1 && currentTime < mStartTime + MAX_DELAY && !mAdjustedSecondFrameTime && currentTime > mStartTime + IDEAL_FRAME_DURATION && currentPlayTime > IDEAL_FRAME_DURATION) { animation.setCurrentPlayTime(IDEAL_FRAME_DURATION); mAdjustedSecondFrameTime = true; } else { if (frameNum > 1) { mTarget.post( new Runnable() { public void run() { animation.removeUpdateListener(FirstFrameAnimatorHelper.this); } }); } if (DEBUG) print(animation); } mHandlingOnAnimationUpdate = false; } else { if (DEBUG) print(animation); } }
public void setCurrentPlayTime(long playTime) { for (ValueAnimator valueAnimator : getAllAnimator()) { playTime -= valueAnimator.getStartDelay(); if (playTime < 0) playTime = 0; valueAnimator.setCurrentPlayTime(playTime); } }
@Override public void onAnimationUpdate(ValueAnimator animation) { // No need for synchronization as this always run on main thread anyway TextView v = textView.get(); if (v != null) { if (isAttachedToHierarchy(v)) { shift = (Integer) animation.getAnimatedValue(); v.invalidate(); } else { animation.setCurrentPlayTime(0); animation.start(); } } else { // The textview has been destroyed and teardown() hasn't been called teardown(); if (BuildConfig.DEBUG) { Log.e( "JumpingBeans", "!!! Remember to call JumpingBeans.stopJumping() when appropriate !!!"); } } }
private void seek(long seekTime) { if (colorAnim == null) { createDefaultAnimation(); } colorAnim.setCurrentPlayTime(seekTime); }