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/*
* 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 com.android.launcher3;
import android.animation.Animator;
import android.animation.AnimatorListenerAdapter;
import android.animation.ValueAnimator;
import android.view.View;
import com.android.launcher3.util.Thunk;
/**
* A convenience class for two-way animations, e.g. a fadeIn/fadeOut animation.
* With a regular ValueAnimator, if you call reverse to show the 'out' animation, you'll get
* a frame-by-frame mirror of the 'in' animation -- i.e., the interpolated values will
* be exactly reversed. Using this class, both the 'in' and the 'out' animation use the
* interpolator in the same direction.
*/
public class InterruptibleInOutAnimator {
private long mOriginalDuration;
private float mOriginalFromValue;
private float mOriginalToValue;
private ValueAnimator mAnimator;
private boolean mFirstRun = true;
private Object mTag = null;
private static final int STOPPED = 0;
private static final int IN = 1;
private static final int OUT = 2;
// TODO: This isn't really necessary, but is here to help diagnose a bug in the drag viz
@Thunk int mDirection = STOPPED;
public InterruptibleInOutAnimator(View view, long duration, float fromValue, float toValue) {
mAnimator = LauncherAnimUtils.ofFloat(fromValue, toValue).setDuration(duration);
mOriginalDuration = duration;
mOriginalFromValue = fromValue;
mOriginalToValue = toValue;
mAnimator.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
mDirection = STOPPED;
}
});
}
private void animate(int direction) {
final long currentPlayTime = mAnimator.getCurrentPlayTime();
final float toValue = (direction == IN) ? mOriginalToValue : mOriginalFromValue;
final float startValue = mFirstRun ? mOriginalFromValue :
((Float) mAnimator.getAnimatedValue()).floatValue();
// Make sure it's stopped before we modify any values
cancel();
// TODO: We don't really need to do the animation if startValue == toValue, but
// somehow that doesn't seem to work, possibly a quirk of the animation framework
mDirection = direction;
// Ensure we don't calculate a non-sensical duration
long duration = mOriginalDuration - currentPlayTime;
mAnimator.setDuration(Math.max(0, Math.min(duration, mOriginalDuration)));
mAnimator.setFloatValues(startValue, toValue);
mAnimator.start();
mFirstRun = false;
}
public void cancel() {
mAnimator.cancel();
mDirection = STOPPED;
}
public void end() {
mAnimator.end();
mDirection = STOPPED;
}
/**
* Return true when the animation is not running and it hasn't even been started.
*/
public boolean isStopped() {
return mDirection == STOPPED;
}
/**
* This is the equivalent of calling Animator.start(), except that it can be called when
* the animation is running in the opposite direction, in which case we reverse
* direction and animate for a correspondingly shorter duration.
*/
public void animateIn() {
animate(IN);
}
/**
* This is the roughly the equivalent of calling Animator.reverse(), except that it uses the
* same interpolation curve as animateIn(), rather than mirroring it. Also, like animateIn(),
* if the animation is currently running in the opposite direction, we reverse
* direction and animate for a correspondingly shorter duration.
*/
public void animateOut() {
animate(OUT);
}
public void setTag(Object tag) {
mTag = tag;
}
public Object getTag() {
return mTag;
}
public ValueAnimator getAnimator() {
return mAnimator;
}
}