/* * 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.util.ArrayMap; import java.util.ArrayList; import java.util.Collection; import java.util.List; /** * This class plays a set of {@link Animator} objects in the specified order. Animations * can be set up to play together, in sequence, or after a specified delay. * * <p>There are two different approaches to adding animations to a <code>AnimatorSet</code>: * either the {@link AnimatorSet#playTogether(Animator[]) playTogether()} or * {@link AnimatorSet#playSequentially(Animator[]) playSequentially()} methods can be called to add * a set of animations all at once, or the {@link AnimatorSet#play(Animator)} can be * used in conjunction with methods in the {@link AnimatorSet.Builder Builder} * class to add animations * one by one.</p> * * <p>It is possible to set up a <code>AnimatorSet</code> with circular dependencies between * its animations. For example, an animation a1 could be set up to start before animation a2, a2 * before a3, and a3 before a1. The results of this configuration are undefined, but will typically * result in none of the affected animations being played. Because of this (and because * circular dependencies do not make logical sense anyway), circular dependencies * should be avoided, and the dependency flow of animations should only be in one direction. * * <div class="special reference"> * <h3>Developer Guides</h3> * <p>For more information about animating with {@code AnimatorSet}, read the * <a href="{@docRoot}guide/topics/graphics/prop-animation.html#choreography">Property * Animation</a> developer guide.</p> * </div> */ public final class AnimatorSet extends Animator { /** * 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. */ /** * Tracks animations currently being played, so that we know what to * cancel or end when cancel() or end() is called on this AnimatorSet */ private ArrayList<Animator> mPlayingSet = new ArrayList<Animator>(); /** * Contains all nodes, mapped to their respective Animators. When new * dependency information is added for an Animator, we want to add it * to a single node representing that Animator, not create a new Node * if one already exists. */ private ArrayMap<Animator, Node> mNodeMap = new ArrayMap<Animator, Node>(); /** * Set of all nodes created for this AnimatorSet. This list is used upon * starting the set, and the nodes are placed in sorted order into the * sortedNodes collection. */ private ArrayList<Node> mNodes = new ArrayList<Node>(); /** * The sorted list of nodes. This is the order in which the animations will * be played. The details about when exactly they will be played depend * on the dependency relationships of the nodes. */ private ArrayList<Node> mSortedNodes = new ArrayList<Node>(); /** * Flag indicating whether the nodes should be sorted prior to playing. This * flag allows us to cache the previous sorted nodes so that if the sequence * is replayed with no changes, it does not have to re-sort the nodes again. */ private boolean mNeedsSort = true; private AnimatorSetListener mSetListener = null; /** * Flag indicating that the AnimatorSet has been manually * terminated (by calling cancel() or end()). * This flag is used to avoid starting other animations when currently-playing * child animations of this AnimatorSet end. It also determines whether cancel/end * notifications are sent out via the normal AnimatorSetListener mechanism. */ boolean mTerminated = false; /** * Indicates whether an AnimatorSet has been start()'d, whether or * not there is a nonzero startDelay. */ private boolean mStarted = false; // The amount of time in ms to delay starting the animation after start() is called private long mStartDelay = 0; // Animator used for a nonzero startDelay private ValueAnimator mDelayAnim = null; // How long the child animations should last in ms. The default value is negative, which // simply means that there is no duration set on the AnimatorSet. When a real duration is // set, it is passed along to the child animations. private long mDuration = -1; // Records the interpolator for the set. Null value indicates that no interpolator // was set on this AnimatorSet, so it should not be passed down to the children. private TimeInterpolator mInterpolator = null; private boolean mReversible = true; /** * Sets up this AnimatorSet to play all of the supplied animations at the same time. * This is equivalent to calling {@link #play(Animator)} with the first animator in the * set and then {@link Builder#with(Animator)} with each of the other animators. Note that * an Animator with a {@link Animator#setStartDelay(long) startDelay} will not actually * start until that delay elapses, which means that if the first animator in the list * supplied to this constructor has a startDelay, none of the other animators will start * until that first animator's startDelay has elapsed. * * @param items The animations that will be started simultaneously. */ public void playTogether(Animator... items) { if (items != null) { mNeedsSort = true; Builder builder = play(items[0]); for (int i = 1; i < items.length; ++i) { builder.with(items[i]); } } } /** * Sets up this AnimatorSet to play all of the supplied animations at the same time. * * @param items The animations that will be started simultaneously. */ public void playTogether(Collection<Animator> items) { if (items != null && items.size() > 0) { mNeedsSort = true; Builder builder = null; for (Animator anim : items) { if (builder == null) { builder = play(anim); } else { builder.with(anim); } } } } /** * Sets up this AnimatorSet to play each of the supplied animations when the * previous animation ends. * * @param items The animations that will be started one after another. */ public void playSequentially(Animator... items) { if (items != null) { mNeedsSort = true; if (items.length == 1) { play(items[0]); } else { mReversible = false; for (int i = 0; i < items.length - 1; ++i) { play(items[i]).before(items[i+1]); } } } } /** * Sets up this AnimatorSet to play each of the supplied animations when the * previous animation ends. * * @param items The animations that will be started one after another. */ public void playSequentially(List<Animator> items) { if (items != null && items.size() > 0) { mNeedsSort = true; if (items.size() == 1) { play(items.get(0)); } else { mReversible = false; for (int i = 0; i < items.size() - 1; ++i) { play(items.get(i)).before(items.get(i+1)); } } } } /** * Returns the current list of child Animator objects controlled by this * AnimatorSet. This is a copy of the internal list; modifications to the returned list * will not affect the AnimatorSet, although changes to the underlying Animator objects * will affect those objects being managed by the AnimatorSet. * * @return ArrayList<Animator> The list of child animations of this AnimatorSet. */ public ArrayList<Animator> getChildAnimations() { ArrayList<Animator> childList = new ArrayList<Animator>(); for (Node node : mNodes) { childList.add(node.animation); } return childList; } /** * Sets the target object for all current {@link #getChildAnimations() child animations} * of this AnimatorSet that take targets ({@link ObjectAnimator} and * AnimatorSet). * * @param target The object being animated */ @Override public void setTarget(Object target) { for (Node node : mNodes) { Animator animation = node.animation; if (animation instanceof AnimatorSet) { ((AnimatorSet)animation).setTarget(target); } else if (animation instanceof ObjectAnimator) { ((ObjectAnimator)animation).setTarget(target); } } } /** * @hide */ @Override public int getChangingConfigurations() { int conf = super.getChangingConfigurations(); final int nodeCount = mNodes.size(); for (int i = 0; i < nodeCount; i ++) { conf |= mNodes.get(i).animation.getChangingConfigurations(); } return conf; } /** * Sets the TimeInterpolator for all current {@link #getChildAnimations() child animations} * of this AnimatorSet. The default value is null, which means that no interpolator * is set on this AnimatorSet. Setting the interpolator to any non-null value * will cause that interpolator to be set on the child animations * when the set is started. * * @param interpolator the interpolator to be used by each child animation of this AnimatorSet */ @Override public void setInterpolator(TimeInterpolator interpolator) { mInterpolator = interpolator; } @Override public TimeInterpolator getInterpolator() { return mInterpolator; } /** * This method creates a <code>Builder</code> object, which is used to * set up playing constraints. This initial <code>play()</code> method * tells the <code>Builder</code> the animation that is the dependency for * the succeeding commands to the <code>Builder</code>. For example, * calling <code>play(a1).with(a2)</code> sets up the AnimatorSet to play * <code>a1</code> and <code>a2</code> at the same time, * <code>play(a1).before(a2)</code> sets up the AnimatorSet to play * <code>a1</code> first, followed by <code>a2</code>, and * <code>play(a1).after(a2)</code> sets up the AnimatorSet to play * <code>a2</code> first, followed by <code>a1</code>. * * <p>Note that <code>play()</code> is the only way to tell the * <code>Builder</code> the animation upon which the dependency is created, * so successive calls to the various functions in <code>Builder</code> * will all refer to the initial parameter supplied in <code>play()</code> * as the dependency of the other animations. For example, calling * <code>play(a1).before(a2).before(a3)</code> will play both <code>a2</code> * and <code>a3</code> when a1 ends; it does not set up a dependency between * <code>a2</code> and <code>a3</code>.</p> * * @param anim The animation that is the dependency used in later calls to the * methods in the returned <code>Builder</code> object. A null parameter will result * in a null <code>Builder</code> return value. * @return Builder The object that constructs the AnimatorSet based on the dependencies * outlined in the calls to <code>play</code> and the other methods in the * <code>Builder</code object. */ public Builder play(Animator anim) { if (anim != null) { mNeedsSort = true; return new Builder(anim); } return null; } /** * {@inheritDoc} * * <p>Note that canceling a <code>AnimatorSet</code> also cancels all of the animations that it * is responsible for.</p> */ @SuppressWarnings("unchecked") @Override public void cancel() { mTerminated = true; if (isStarted()) { ArrayList<AnimatorListener> tmpListeners = null; if (mListeners != null) { tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); for (AnimatorListener listener : tmpListeners) { listener.onAnimationCancel(this); } } if (mDelayAnim != null && mDelayAnim.isRunning()) { // If we're currently in the startDelay period, just cancel that animator and // send out the end event to all listeners mDelayAnim.cancel(); } else if (mSortedNodes.size() > 0) { for (Node node : mSortedNodes) { node.animation.cancel(); } } if (tmpListeners != null) { for (AnimatorListener listener : tmpListeners) { listener.onAnimationEnd(this); } } mStarted = false; } } /** * {@inheritDoc} * * <p>Note that ending a <code>AnimatorSet</code> also ends all of the animations that it is * responsible for.</p> */ @Override public void end() { mTerminated = true; if (isStarted()) { if (mSortedNodes.size() != mNodes.size()) { // hasn't been started yet - sort the nodes now, then end them sortNodes(); for (Node node : mSortedNodes) { if (mSetListener == null) { mSetListener = new AnimatorSetListener(this); } node.animation.addListener(mSetListener); } } if (mDelayAnim != null) { mDelayAnim.cancel(); } if (mSortedNodes.size() > 0) { for (Node node : mSortedNodes) { node.animation.end(); } } if (mListeners != null) { ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); for (AnimatorListener listener : tmpListeners) { listener.onAnimationEnd(this); } } mStarted = false; } } /** * Returns true if any of the child animations of this AnimatorSet have been started and have * not yet ended. * @return Whether this AnimatorSet has been started and has not yet ended. */ @Override public boolean isRunning() { for (Node node : mNodes) { if (node.animation.isRunning()) { return true; } } return false; } @Override public boolean isStarted() { return mStarted; } /** * 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 */ @Override 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 */ @Override public void setStartDelay(long startDelay) { if (mStartDelay > 0) { mReversible = false; } mStartDelay = startDelay; } /** * Gets the length of each of the child animations of this AnimatorSet. This value may * be less than 0, which indicates that no duration has been set on this AnimatorSet * and each of the child animations will use their own duration. * * @return The length of the animation, in milliseconds, of each of the child * animations of this AnimatorSet. */ @Override public long getDuration() { return mDuration; } /** * Sets the length of each of the current child animations of this AnimatorSet. By default, * each child animation will use its own duration. If the duration is set on the AnimatorSet, * then each child animation inherits this duration. * * @param duration The length of the animation, in milliseconds, of each of the child * animations of this AnimatorSet. */ @Override public AnimatorSet setDuration(long duration) { if (duration < 0) { throw new IllegalArgumentException("duration must be a value of zero or greater"); } // Just record the value for now - it will be used later when the AnimatorSet starts mDuration = duration; return this; } @Override public void setupStartValues() { for (Node node : mNodes) { node.animation.setupStartValues(); } } @Override public void setupEndValues() { for (Node node : mNodes) { node.animation.setupEndValues(); } } @Override public void pause() { boolean previouslyPaused = mPaused; super.pause(); if (!previouslyPaused && mPaused) { if (mDelayAnim != null) { mDelayAnim.pause(); } else { for (Node node : mNodes) { node.animation.pause(); } } } } @Override public void resume() { boolean previouslyPaused = mPaused; super.resume(); if (previouslyPaused && !mPaused) { if (mDelayAnim != null) { mDelayAnim.resume(); } else { for (Node node : mNodes) { node.animation.resume(); } } } } /** * {@inheritDoc} * * <p>Starting this <code>AnimatorSet</code> will, in turn, start the animations for which * it is responsible. The details of when exactly those animations are started depends on * the dependency relationships that have been set up between the animations. */ @SuppressWarnings("unchecked") @Override public void start() { mTerminated = false; mStarted = true; mPaused = false; for (Node node : mNodes) { node.animation.setAllowRunningAsynchronously(false); } if (mDuration >= 0) { // If the duration was set on this AnimatorSet, pass it along to all child animations for (Node node : mNodes) { // TODO: don't set the duration of the timing-only nodes created by AnimatorSet to // insert "play-after" delays node.animation.setDuration(mDuration); } } if (mInterpolator != null) { for (Node node : mNodes) { node.animation.setInterpolator(mInterpolator); } } // First, sort the nodes (if necessary). This will ensure that sortedNodes // contains the animation nodes in the correct order. sortNodes(); int numSortedNodes = mSortedNodes.size(); for (int i = 0; i < numSortedNodes; ++i) { Node node = mSortedNodes.get(i); // First, clear out the old listeners ArrayList<AnimatorListener> oldListeners = node.animation.getListeners(); if (oldListeners != null && oldListeners.size() > 0) { final ArrayList<AnimatorListener> clonedListeners = new ArrayList<AnimatorListener>(oldListeners); for (AnimatorListener listener : clonedListeners) { if (listener instanceof DependencyListener || listener instanceof AnimatorSetListener) { node.animation.removeListener(listener); } } } } // nodesToStart holds the list of nodes to be started immediately. We don't want to // start the animations in the loop directly because we first need to set up // dependencies on all of the nodes. For example, we don't want to start an animation // when some other animation also wants to start when the first animation begins. final ArrayList<Node> nodesToStart = new ArrayList<Node>(); for (int i = 0; i < numSortedNodes; ++i) { Node node = mSortedNodes.get(i); if (mSetListener == null) { mSetListener = new AnimatorSetListener(this); } if (node.dependencies == null || node.dependencies.size() == 0) { nodesToStart.add(node); } else { int numDependencies = node.dependencies.size(); for (int j = 0; j < numDependencies; ++j) { Dependency dependency = node.dependencies.get(j); dependency.node.animation.addListener( new DependencyListener(this, node, dependency.rule)); } node.tmpDependencies = (ArrayList<Dependency>) node.dependencies.clone(); } node.animation.addListener(mSetListener); } // Now that all dependencies are set up, start the animations that should be started. if (mStartDelay <= 0) { for (Node node : nodesToStart) { node.animation.start(); mPlayingSet.add(node.animation); } } else { mDelayAnim = ValueAnimator.ofFloat(0f, 1f); mDelayAnim.setDuration(mStartDelay); mDelayAnim.addListener(new AnimatorListenerAdapter() { boolean canceled = false; public void onAnimationCancel(Animator anim) { canceled = true; } public void onAnimationEnd(Animator anim) { if (!canceled) { int numNodes = nodesToStart.size(); for (int i = 0; i < numNodes; ++i) { Node node = nodesToStart.get(i); node.animation.start(); mPlayingSet.add(node.animation); } } mDelayAnim = null; } }); mDelayAnim.start(); } 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); } } if (mNodes.size() == 0 && mStartDelay == 0) { // Handle unusual case where empty AnimatorSet is started - should send out // end event immediately since the event will not be sent out at all otherwise mStarted = false; if (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); } } } } @Override public AnimatorSet clone() { final AnimatorSet anim = (AnimatorSet) super.clone(); /* * The basic clone() operation copies all items. This doesn't work very well for * AnimatorSet, because it will copy references that need to be recreated and state * that may not apply. What we need to do now is put the clone in an uninitialized * state, with fresh, empty data structures. Then we will build up the nodes list * manually, as we clone each Node (and its animation). The clone will then be sorted, * and will populate any appropriate lists, when it is started. */ final int nodeCount = mNodes.size(); anim.mNeedsSort = true; anim.mTerminated = false; anim.mStarted = false; anim.mPlayingSet = new ArrayList<Animator>(); anim.mNodeMap = new ArrayMap<Animator, Node>(); anim.mNodes = new ArrayList<Node>(nodeCount); anim.mSortedNodes = new ArrayList<Node>(nodeCount); anim.mReversible = mReversible; anim.mSetListener = null; // Walk through the old nodes list, cloning each node and adding it to the new nodemap. // One problem is that the old node dependencies point to nodes in the old AnimatorSet. // We need to track the old/new nodes in order to reconstruct the dependencies in the clone. for (int n = 0; n < nodeCount; n++) { final Node node = mNodes.get(n); Node nodeClone = node.clone(); node.mTmpClone = nodeClone; anim.mNodes.add(nodeClone); anim.mNodeMap.put(nodeClone.animation, nodeClone); // Clear out the dependencies in the clone; we'll set these up manually later nodeClone.dependencies = null; nodeClone.tmpDependencies = null; nodeClone.nodeDependents = null; nodeClone.nodeDependencies = null; // clear out any listeners that were set up by the AnimatorSet; these will // be set up when the clone's nodes are sorted final ArrayList<AnimatorListener> cloneListeners = nodeClone.animation.getListeners(); if (cloneListeners != null) { for (int i = cloneListeners.size() - 1; i >= 0; i--) { final AnimatorListener listener = cloneListeners.get(i); if (listener instanceof AnimatorSetListener) { cloneListeners.remove(i); } } } } // Now that we've cloned all of the nodes, we're ready to walk through their // dependencies, mapping the old dependencies to the new nodes for (int n = 0; n < nodeCount; n++) { final Node node = mNodes.get(n); final Node clone = node.mTmpClone; if (node.dependencies != null) { clone.dependencies = new ArrayList<Dependency>(node.dependencies.size()); final int depSize = node.dependencies.size(); for (int i = 0; i < depSize; i ++) { final Dependency dependency = node.dependencies.get(i); Dependency cloneDependency = new Dependency(dependency.node.mTmpClone, dependency.rule); clone.dependencies.add(cloneDependency); } } if (node.nodeDependents != null) { clone.nodeDependents = new ArrayList<Node>(node.nodeDependents.size()); for (Node dep : node.nodeDependents) { clone.nodeDependents.add(dep.mTmpClone); } } if (node.nodeDependencies != null) { clone.nodeDependencies = new ArrayList<Node>(node.nodeDependencies.size()); for (Node dep : node.nodeDependencies) { clone.nodeDependencies.add(dep.mTmpClone); } } } for (int n = 0; n < nodeCount; n++) { mNodes.get(n).mTmpClone = null; } return anim; } /** * This class is the mechanism by which animations are started based on events in other * animations. If an animation has multiple dependencies on other animations, then * all dependencies must be satisfied before the animation is started. */ private static class DependencyListener implements AnimatorListener { private AnimatorSet mAnimatorSet; // The node upon which the dependency is based. private Node mNode; // The Dependency rule (WITH or AFTER) that the listener should wait for on // the node private int mRule; public DependencyListener(AnimatorSet animatorSet, Node node, int rule) { this.mAnimatorSet = animatorSet; this.mNode = node; this.mRule = rule; } /** * Ignore cancel events for now. We may want to handle this eventually, * to prevent follow-on animations from running when some dependency * animation is canceled. */ public void onAnimationCancel(Animator animation) { } /** * An end event is received - see if this is an event we are listening for */ public void onAnimationEnd(Animator animation) { if (mRule == Dependency.AFTER) { startIfReady(animation); } } /** * Ignore repeat events for now */ public void onAnimationRepeat(Animator animation) { } /** * A start event is received - see if this is an event we are listening for */ public void onAnimationStart(Animator animation) { if (mRule == Dependency.WITH) { startIfReady(animation); } } /** * Check whether the event received is one that the node was waiting for. * If so, mark it as complete and see whether it's time to start * the animation. * @param dependencyAnimation the animation that sent the event. */ private void startIfReady(Animator dependencyAnimation) { if (mAnimatorSet.mTerminated) { // if the parent AnimatorSet was canceled, then don't start any dependent anims return; } Dependency dependencyToRemove = null; int numDependencies = mNode.tmpDependencies.size(); for (int i = 0; i < numDependencies; ++i) { Dependency dependency = mNode.tmpDependencies.get(i); if (dependency.rule == mRule && dependency.node.animation == dependencyAnimation) { // rule fired - remove the dependency and listener and check to // see whether it's time to start the animation dependencyToRemove = dependency; dependencyAnimation.removeListener(this); break; } } mNode.tmpDependencies.remove(dependencyToRemove); if (mNode.tmpDependencies.size() == 0) { // all dependencies satisfied: start the animation mNode.animation.start(); mAnimatorSet.mPlayingSet.add(mNode.animation); } } } private class AnimatorSetListener implements AnimatorListener { private AnimatorSet mAnimatorSet; AnimatorSetListener(AnimatorSet animatorSet) { mAnimatorSet = animatorSet; } public void onAnimationCancel(Animator animation) { if (!mTerminated) { // Listeners are already notified of the AnimatorSet canceling in cancel(). // The logic below only kicks in when animations end normally if (mPlayingSet.size() == 0) { if (mListeners != null) { int numListeners = mListeners.size(); for (int i = 0; i < numListeners; ++i) { mListeners.get(i).onAnimationCancel(mAnimatorSet); } } } } } @SuppressWarnings("unchecked") public void onAnimationEnd(Animator animation) { animation.removeListener(this); mPlayingSet.remove(animation); Node animNode = mAnimatorSet.mNodeMap.get(animation); animNode.done = true; if (!mTerminated) { // Listeners are already notified of the AnimatorSet ending in cancel() or // end(); the logic below only kicks in when animations end normally ArrayList<Node> sortedNodes = mAnimatorSet.mSortedNodes; boolean allDone = true; int numSortedNodes = sortedNodes.size(); for (int i = 0; i < numSortedNodes; ++i) { if (!sortedNodes.get(i).done) { allDone = false; break; } } if (allDone) { // If this was the last child animation to end, then notify listeners that this // AnimatorSet has ended if (mListeners != null) { ArrayList<AnimatorListener> tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone(); int numListeners = tmpListeners.size(); for (int i = 0; i < numListeners; ++i) { tmpListeners.get(i).onAnimationEnd(mAnimatorSet); } } mAnimatorSet.mStarted = false; mAnimatorSet.mPaused = false; } } } // Nothing to do public void onAnimationRepeat(Animator animation) { } // Nothing to do public void onAnimationStart(Animator animation) { } } /** * This method sorts the current set of nodes, if needed. The sort is a simple * DependencyGraph sort, which goes like this: * - All nodes without dependencies become 'roots' * - while roots list is not null * - for each root r * - add r to sorted list * - remove r as a dependency from any other node * - any nodes with no dependencies are added to the roots list */ private void sortNodes() { if (mNeedsSort) { mSortedNodes.clear(); ArrayList<Node> roots = new ArrayList<Node>(); int numNodes = mNodes.size(); for (int i = 0; i < numNodes; ++i) { Node node = mNodes.get(i); if (node.dependencies == null || node.dependencies.size() == 0) { roots.add(node); } } ArrayList<Node> tmpRoots = new ArrayList<Node>(); while (roots.size() > 0) { int numRoots = roots.size(); for (int i = 0; i < numRoots; ++i) { Node root = roots.get(i); mSortedNodes.add(root); if (root.nodeDependents != null) { int numDependents = root.nodeDependents.size(); for (int j = 0; j < numDependents; ++j) { Node node = root.nodeDependents.get(j); node.nodeDependencies.remove(root); if (node.nodeDependencies.size() == 0) { tmpRoots.add(node); } } } } roots.clear(); roots.addAll(tmpRoots); tmpRoots.clear(); } mNeedsSort = false; if (mSortedNodes.size() != mNodes.size()) { throw new IllegalStateException("Circular dependencies cannot exist" + " in AnimatorSet"); } } else { // Doesn't need sorting, but still need to add in the nodeDependencies list // because these get removed as the event listeners fire and the dependencies // are satisfied int numNodes = mNodes.size(); for (int i = 0; i < numNodes; ++i) { Node node = mNodes.get(i); if (node.dependencies != null && node.dependencies.size() > 0) { int numDependencies = node.dependencies.size(); for (int j = 0; j < numDependencies; ++j) { Dependency dependency = node.dependencies.get(j); if (node.nodeDependencies == null) { node.nodeDependencies = new ArrayList<Node>(); } if (!node.nodeDependencies.contains(dependency.node)) { node.nodeDependencies.add(dependency.node); } } } // nodes are 'done' by default; they become un-done when started, and done // again when ended node.done = false; } } } /** * @hide */ @Override public boolean canReverse() { if (!mReversible) { return false; } // Loop to make sure all the Nodes can reverse. for (Node node : mNodes) { if (!node.animation.canReverse() || node.animation.getStartDelay() > 0) { return false; } } return true; } /** * @hide */ @Override public void reverse() { if (canReverse()) { for (Node node : mNodes) { node.animation.reverse(); } } } @Override public String toString() { String returnVal = "AnimatorSet@" + Integer.toHexString(hashCode()) + "{"; boolean prevNeedsSort = mNeedsSort; sortNodes(); mNeedsSort = prevNeedsSort; for (Node node : mSortedNodes) { returnVal += "\n " + node.animation.toString(); } return returnVal + "\n}"; } /** * Dependency holds information about the node that some other node is * dependent upon and the nature of that dependency. * */ private static class Dependency { static final int WITH = 0; // dependent node must start with this dependency node static final int AFTER = 1; // dependent node must start when this dependency node finishes // The node that the other node with this Dependency is dependent upon public Node node; // The nature of the dependency (WITH or AFTER) public int rule; public Dependency(Node node, int rule) { this.node = node; this.rule = rule; } } /** * A Node is an embodiment of both the Animator that it wraps as well as * any dependencies that are associated with that Animation. This includes * both dependencies upon other nodes (in the dependencies list) as * well as dependencies of other nodes upon this (in the nodeDependents list). */ private static class Node implements Cloneable { public Animator animation; /** * These are the dependencies that this node's animation has on other * nodes. For example, if this node's animation should begin with some * other animation ends, then there will be an item in this node's * dependencies list for that other animation's node. */ public ArrayList<Dependency> dependencies = null; /** * tmpDependencies is a runtime detail. We use the dependencies list for sorting. * But we also use the list to keep track of when multiple dependencies are satisfied, * but removing each dependency as it is satisfied. We do not want to remove * the dependency itself from the list, because we need to retain that information * if the AnimatorSet is launched in the future. So we create a copy of the dependency * list when the AnimatorSet starts and use this tmpDependencies list to track the * list of satisfied dependencies. */ public ArrayList<Dependency> tmpDependencies = null; /** * nodeDependencies is just a list of the nodes that this Node is dependent upon. * This information is used in sortNodes(), to determine when a node is a root. */ public ArrayList<Node> nodeDependencies = null; /** * nodeDepdendents is the list of nodes that have this node as a dependency. This * is a utility field used in sortNodes to facilitate removing this node as a * dependency when it is a root node. */ public ArrayList<Node> nodeDependents = null; /** * Flag indicating whether the animation in this node is finished. This flag * is used by AnimatorSet to check, as each animation ends, whether all child animations * are done and it's time to send out an end event for the entire AnimatorSet. */ public boolean done = false; /** * Temporary field to hold the clone in AnimatorSet#clone. Cleaned after clone is complete */ private Node mTmpClone = null; /** * Constructs the Node with the animation that it encapsulates. A Node has no * dependencies by default; dependencies are added via the addDependency() * method. * * @param animation The animation that the Node encapsulates. */ public Node(Animator animation) { this.animation = animation; } /** * Add a dependency to this Node. The dependency includes information about the * node that this node is dependency upon and the nature of the dependency. * @param dependency */ public void addDependency(Dependency dependency) { if (dependencies == null) { dependencies = new ArrayList<Dependency>(); nodeDependencies = new ArrayList<Node>(); } dependencies.add(dependency); if (!nodeDependencies.contains(dependency.node)) { nodeDependencies.add(dependency.node); } Node dependencyNode = dependency.node; if (dependencyNode.nodeDependents == null) { dependencyNode.nodeDependents = new ArrayList<Node>(); } dependencyNode.nodeDependents.add(this); } @Override public Node clone() { try { Node node = (Node) super.clone(); node.animation = animation.clone(); node.done = false; return node; } catch (CloneNotSupportedException e) { throw new AssertionError(); } } } /** * The <code>Builder</code> object is a utility class to facilitate adding animations to a * <code>AnimatorSet</code> along with the relationships between the various animations. The * intention of the <code>Builder</code> methods, along with the {@link * AnimatorSet#play(Animator) play()} method of <code>AnimatorSet</code> is to make it possible * to express the dependency relationships of animations in a natural way. Developers can also * use the {@link AnimatorSet#playTogether(Animator[]) playTogether()} and {@link * AnimatorSet#playSequentially(Animator[]) playSequentially()} methods if these suit the need, * but it might be easier in some situations to express the AnimatorSet of animations in pairs. * <p/> * <p>The <code>Builder</code> object cannot be constructed directly, but is rather constructed * internally via a call to {@link AnimatorSet#play(Animator)}.</p> * <p/> * <p>For example, this sets up a AnimatorSet to play anim1 and anim2 at the same time, anim3 to * play when anim2 finishes, and anim4 to play when anim3 finishes:</p> * <pre> * AnimatorSet s = new AnimatorSet(); * s.play(anim1).with(anim2); * s.play(anim2).before(anim3); * s.play(anim4).after(anim3); * </pre> * <p/> * <p>Note in the example that both {@link Builder#before(Animator)} and {@link * Builder#after(Animator)} are used. These are just different ways of expressing the same * relationship and are provided to make it easier to say things in a way that is more natural, * depending on the situation.</p> * <p/> * <p>It is possible to make several calls into the same <code>Builder</code> object to express * multiple relationships. However, note that it is only the animation passed into the initial * {@link AnimatorSet#play(Animator)} method that is the dependency in any of the successive * calls to the <code>Builder</code> object. For example, the following code starts both anim2 * and anim3 when anim1 ends; there is no direct dependency relationship between anim2 and * anim3: * <pre> * AnimatorSet s = new AnimatorSet(); * s.play(anim1).before(anim2).before(anim3); * </pre> * If the desired result is to play anim1 then anim2 then anim3, this code expresses the * relationship correctly:</p> * <pre> * AnimatorSet s = new AnimatorSet(); * s.play(anim1).before(anim2); * s.play(anim2).before(anim3); * </pre> * <p/> * <p>Note that it is possible to express relationships that cannot be resolved and will not * result in sensible results. For example, <code>play(anim1).after(anim1)</code> makes no * sense. In general, circular dependencies like this one (or more indirect ones where a depends * on b, which depends on c, which depends on a) should be avoided. Only create AnimatorSets * that can boil down to a simple, one-way relationship of animations starting with, before, and * after other, different, animations.</p> */ public class Builder { /** * This tracks the current node being processed. It is supplied to the play() method * of AnimatorSet and passed into the constructor of Builder. */ private Node mCurrentNode; /** * package-private constructor. Builders are only constructed by AnimatorSet, when the * play() method is called. * * @param anim The animation that is the dependency for the other animations passed into * the other methods of this Builder object. */ Builder(Animator anim) { mCurrentNode = mNodeMap.get(anim); if (mCurrentNode == null) { mCurrentNode = new Node(anim); mNodeMap.put(anim, mCurrentNode); mNodes.add(mCurrentNode); } } /** * Sets up the given animation to play at the same time as the animation supplied in the * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object. * * @param anim The animation that will play when the animation supplied to the * {@link AnimatorSet#play(Animator)} method starts. */ public Builder with(Animator anim) { Node node = mNodeMap.get(anim); if (node == null) { node = new Node(anim); mNodeMap.put(anim, node); mNodes.add(node); } Dependency dependency = new Dependency(mCurrentNode, Dependency.WITH); node.addDependency(dependency); return this; } /** * Sets up the given animation to play when the animation supplied in the * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object * ends. * * @param anim The animation that will play when the animation supplied to the * {@link AnimatorSet#play(Animator)} method ends. */ public Builder before(Animator anim) { mReversible = false; Node node = mNodeMap.get(anim); if (node == null) { node = new Node(anim); mNodeMap.put(anim, node); mNodes.add(node); } Dependency dependency = new Dependency(mCurrentNode, Dependency.AFTER); node.addDependency(dependency); return this; } /** * Sets up the given animation to play when the animation supplied in the * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object * to start when the animation supplied in this method call ends. * * @param anim The animation whose end will cause the animation supplied to the * {@link AnimatorSet#play(Animator)} method to play. */ public Builder after(Animator anim) { mReversible = false; Node node = mNodeMap.get(anim); if (node == null) { node = new Node(anim); mNodeMap.put(anim, node); mNodes.add(node); } Dependency dependency = new Dependency(node, Dependency.AFTER); mCurrentNode.addDependency(dependency); return this; } /** * Sets up the animation supplied in the * {@link AnimatorSet#play(Animator)} call that created this <code>Builder</code> object * to play when the given amount of time elapses. * * @param delay The number of milliseconds that should elapse before the * animation starts. */ public Builder after(long delay) { // setup dummy ValueAnimator just to run the clock ValueAnimator anim = ValueAnimator.ofFloat(0f, 1f); anim.setDuration(delay); after(anim); return this; } } }