X-Git-Url: https://git.gag.com/?a=blobdiff_plain;f=android-libraries%2FActionBarSherlock%2Fsrc%2Fcom%2Factionbarsherlock%2Finternal%2Fnineoldandroids%2Fanimation%2FAnimatorSet.java;fp=android-libraries%2FActionBarSherlock%2Fsrc%2Fcom%2Factionbarsherlock%2Finternal%2Fnineoldandroids%2Fanimation%2FAnimatorSet.java;h=3231080c44d367bda178700281fddd895dcb8fb5;hb=9349577cdfdff682b2aabd6daa24fdc3a7449b58;hp=0000000000000000000000000000000000000000;hpb=30ba0a882f0c061176ba14dbf86d3d6fad096c02;p=debian%2Fopenrocket diff --git a/android-libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java b/android-libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java new file mode 100644 index 00000000..3231080c --- /dev/null +++ b/android-libraries/ActionBarSherlock/src/com/actionbarsherlock/internal/nineoldandroids/animation/AnimatorSet.java @@ -0,0 +1,1111 @@ +/* + * 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.actionbarsherlock.internal.nineoldandroids.animation; + +import java.util.ArrayList; +import java.util.Collection; +import java.util.HashMap; +import java.util.List; + +import android.view.animation.Interpolator; + +/** + * 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. + * + *

There are two different approaches to adding animations to a AnimatorSet: + * 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.

+ * + *

It is possible to set up a AnimatorSet 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. + */ +@SuppressWarnings("unchecked") +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 mPlayingSet = new ArrayList(); + + /** + * 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 HashMap mNodeMap = new HashMap(); + + /** + * 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 mNodes = new ArrayList(); + + /** + * 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 mSortedNodes = new ArrayList(); + + /** + * 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; + + + /** + * 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(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 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 { + 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 items) { + if (items != null && items.size() > 0) { + mNeedsSort = true; + if (items.size() == 1) { + play(items.get(0)); + } else { + 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 The list of child animations of this AnimatorSet. + */ + public ArrayList getChildAnimations() { + ArrayList childList = new ArrayList(); + 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); + } + } + } + + /** + * Sets the TimeInterpolator for all current {@link #getChildAnimations() child animations} + * of this AnimatorSet. + * + * @param interpolator the interpolator to be used by each child animation of this AnimatorSet + */ + @Override + public void setInterpolator(/*Time*/Interpolator interpolator) { + for (Node node : mNodes) { + node.animation.setInterpolator(interpolator); + } + } + + /** + * This method creates a Builder object, which is used to + * set up playing constraints. This initial play() method + * tells the Builder the animation that is the dependency for + * the succeeding commands to the Builder. For example, + * calling play(a1).with(a2) sets up the AnimatorSet to play + * a1 and a2 at the same time, + * play(a1).before(a2) sets up the AnimatorSet to play + * a1 first, followed by a2, and + * play(a1).after(a2) sets up the AnimatorSet to play + * a2 first, followed by a1. + * + *

Note that play() is the only way to tell the + * Builder the animation upon which the dependency is created, + * so successive calls to the various functions in Builder + * will all refer to the initial parameter supplied in play() + * as the dependency of the other animations. For example, calling + * play(a1).before(a2).before(a3) will play both a2 + * and a3 when a1 ends; it does not set up a dependency between + * a2 and a3.

+ * + * @param anim The animation that is the dependency used in later calls to the + * methods in the returned Builder object. A null parameter will result + * in a null Builder return value. + * @return Builder The object that constructs the AnimatorSet based on the dependencies + * outlined in the calls to play and the other methods in the + * BuilderNote that canceling a AnimatorSet also cancels all of the animations that it + * is responsible for.

+ */ + @Override + public void cancel() { + mTerminated = true; + if (isStarted()) { + ArrayList tmpListeners = null; + if (mListeners != null) { + tmpListeners = (ArrayList) 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} + * + *

Note that ending a AnimatorSet also ends all of the animations that it is + * responsible for.

+ */ + @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 tmpListeners = + (ArrayList) 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) { + 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"); + } + 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(duration); + } + 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(); + } + } + + /** + * {@inheritDoc} + * + *

Starting this AnimatorSet 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. + */ + @Override + public void start() { + mTerminated = false; + mStarted = true; + + // 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 oldListeners = node.animation.getListeners(); + if (oldListeners != null && oldListeners.size() > 0) { + final ArrayList clonedListeners = new + ArrayList(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 nodesToStart = new ArrayList(); + 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) 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.start(); + } + if (mListeners != null) { + ArrayList tmpListeners = + (ArrayList) 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 tmpListeners = + (ArrayList) 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. + */ + anim.mNeedsSort = true; + anim.mTerminated = false; + anim.mStarted = false; + anim.mPlayingSet = new ArrayList(); + anim.mNodeMap = new HashMap(); + anim.mNodes = new ArrayList(); + anim.mSortedNodes = new ArrayList(); + + // 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. + HashMap nodeCloneMap = new HashMap(); // + for (Node node : mNodes) { + Node nodeClone = node.clone(); + nodeCloneMap.put(node, 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 + ArrayList cloneListeners = nodeClone.animation.getListeners(); + if (cloneListeners != null) { + ArrayList listenersToRemove = null; + for (AnimatorListener listener : cloneListeners) { + if (listener instanceof AnimatorSetListener) { + if (listenersToRemove == null) { + listenersToRemove = new ArrayList(); + } + listenersToRemove.add(listener); + } + } + if (listenersToRemove != null) { + for (AnimatorListener listener : listenersToRemove) { + cloneListeners.remove(listener); + } + } + } + } + // 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 (Node node : mNodes) { + Node nodeClone = nodeCloneMap.get(node); + if (node.dependencies != null) { + for (Dependency dependency : node.dependencies) { + Node clonedDependencyNode = nodeCloneMap.get(dependency.node); + Dependency cloneDependency = new Dependency(clonedDependencyNode, + dependency.rule); + nodeClone.addDependency(cloneDependency); + } + } + } + + 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); + } + } + } + } + } + + 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 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 tmpListeners = + (ArrayList) mListeners.clone(); + int numListeners = tmpListeners.size(); + for (int i = 0; i < numListeners; ++i) { + tmpListeners.get(i).onAnimationEnd(mAnimatorSet); + } + } + mAnimatorSet.mStarted = 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 roots = new ArrayList(); + 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 tmpRoots = new ArrayList(); + 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(); + } + 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; + } + } + } + + /** + * 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 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 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 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 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; + + /** + * 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(); + nodeDependencies = new ArrayList(); + } + dependencies.add(dependency); + if (!nodeDependencies.contains(dependency.node)) { + nodeDependencies.add(dependency.node); + } + Node dependencyNode = dependency.node; + if (dependencyNode.nodeDependents == null) { + dependencyNode.nodeDependents = new ArrayList(); + } + dependencyNode.nodeDependents.add(this); + } + + @Override + public Node clone() { + try { + Node node = (Node) super.clone(); + node.animation = animation.clone(); + return node; + } catch (CloneNotSupportedException e) { + throw new AssertionError(); + } + } + } + + /** + * The Builder object is a utility class to facilitate adding animations to a + * AnimatorSet along with the relationships between the various animations. The + * intention of the Builder methods, along with the {@link + * AnimatorSet#play(Animator) play()} method of AnimatorSet 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. + *

+ *

The Builder object cannot be constructed directly, but is rather constructed + * internally via a call to {@link AnimatorSet#play(Animator)}.

+ *

+ *

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:

+ *
+     *     AnimatorSet s = new AnimatorSet();
+     *     s.play(anim1).with(anim2);
+     *     s.play(anim2).before(anim3);
+     *     s.play(anim4).after(anim3);
+     * 
+ *

+ *

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.

+ *

+ *

It is possible to make several calls into the same Builder 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 Builder object. For example, the following code starts both anim2 + * and anim3 when anim1 ends; there is no direct dependency relationship between anim2 and + * anim3: + *

+     *   AnimatorSet s = new AnimatorSet();
+     *   s.play(anim1).before(anim2).before(anim3);
+     * 
+ * If the desired result is to play anim1 then anim2 then anim3, this code expresses the + * relationship correctly:

+ *
+     *   AnimatorSet s = new AnimatorSet();
+     *   s.play(anim1).before(anim2);
+     *   s.play(anim2).before(anim3);
+     * 
+ *

+ *

Note that it is possible to express relationships that cannot be resolved and will not + * result in sensible results. For example, play(anim1).after(anim1) 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.

+ */ + 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 Builder 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 Builder 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) { + 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 Builder 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) { + 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 Builder 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; + } + + } + +}