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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 android.animation;
+
+import android.app.ActivityThread;
+import android.app.Application;
+import android.os.Build;
+import android.os.Looper;
+import android.util.AndroidRuntimeException;
+import android.util.ArrayMap;
+import android.util.Log;
+import android.view.animation.Animation;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Comparator;
+import java.util.HashMap;
+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 implements AnimationHandler.AnimationFrameCallback {
+
+ private static final String TAG = "AnimatorSet";
+ /**
+ * 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<Node> mPlayingSet = new ArrayList<Node>();
+
+ /**
+ * 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>();
+
+ /**
+ * Contains the start and end events of all the nodes. All these events are sorted in this list.
+ */
+ private ArrayList<AnimationEvent> mEvents = new ArrayList<>();
+
+ /**
+ * 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>();
+
+ /**
+ * Tracks whether any change has been made to the AnimatorSet, which is then used to
+ * determine whether the dependency graph should be re-constructed.
+ */
+ private boolean mDependencyDirty = 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 = ValueAnimator.ofFloat(0f, 1f).setDuration(0);
+
+ // Root of the dependency tree of all the animators in the set. In this tree, parent-child
+ // relationship captures the order of animation (i.e. parent and child will play sequentially),
+ // and sibling relationship indicates "with" relationship, as sibling animators start at the
+ // same time.
+ private Node mRootNode = new Node(mDelayAnim);
+
+ // 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;
+
+ // The total duration of finishing all the Animators in the set.
+ private long mTotalDuration = 0;
+
+ // In pre-N releases, calling end() before start() on an animator set is no-op. But that is not
+ // consistent with the behavior for other animator types. In order to keep the behavior
+ // consistent within Animation framework, when end() is called without start(), we will start
+ // the animator set and immediately end it for N and forward.
+ private final boolean mShouldIgnoreEndWithoutStart;
+
+ // In pre-O releases, calling start() doesn't reset all the animators values to start values.
+ // As a result, the start of the animation is inconsistent with what setCurrentPlayTime(0) would
+ // look like on O. Also it is inconsistent with what reverse() does on O, as reverse would
+ // advance all the animations to the right beginning values for before starting to reverse.
+ // From O and forward, we will add an additional step of resetting the animation values (unless
+ // the animation was previously seeked and therefore doesn't start from the beginning).
+ private final boolean mShouldResetValuesAtStart;
+
+ // In pre-O releases, end() may never explicitly called on a child animator. As a result, end()
+ // may not even be properly implemented in a lot of cases. After a few apps crashing on this,
+ // it became necessary to use an sdk target guard for calling end().
+ private final boolean mEndCanBeCalled;
+
+ // The time, in milliseconds, when last frame of the animation came in. -1 when the animation is
+ // not running.
+ private long mLastFrameTime = -1;
+
+ // The time, in milliseconds, when the first frame of the animation came in. This is the
+ // frame before we start counting down the start delay, if any.
+ // -1 when the animation is not running.
+ private long mFirstFrame = -1;
+
+ // The time, in milliseconds, when the first frame of the animation came in.
+ // -1 when the animation is not running.
+ private int mLastEventId = -1;
+
+ // Indicates whether the animation is reversing.
+ private boolean mReversing = false;
+
+ // Indicates whether the animation should register frame callbacks. If false, the animation will
+ // passively wait for an AnimatorSet to pulse it.
+ private boolean mSelfPulse = true;
+
+ // SeekState stores the last seeked play time as well as seek direction.
+ private SeekState mSeekState = new SeekState();
+
+ // Indicates where children animators are all initialized with their start values captured.
+ private boolean mChildrenInitialized = false;
+
+ /**
+ * Set on the next frame after pause() is called, used to calculate a new startTime
+ * or delayStartTime which allows the animator set to continue from the point at which
+ * it was paused. If negative, has not yet been set.
+ */
+ private long mPauseTime = -1;
+
+ // This is to work around a bug in b/34736819. This needs to be removed once app team
+ // fixes their side.
+ private AnimatorListenerAdapter mDummyListener = new AnimatorListenerAdapter() {
+ @Override
+ public void onAnimationEnd(Animator animation) {
+ if (mNodeMap.get(animation) == null) {
+ throw new AndroidRuntimeException("Error: animation ended is not in the node map");
+ }
+ mNodeMap.get(animation).mEnded = true;
+
+ }
+ };
+
+ public AnimatorSet() {
+ super();
+ mNodeMap.put(mDelayAnim, mRootNode);
+ mNodes.add(mRootNode);
+ boolean isPreO;
+ // Set the flag to ignore calling end() without start() for pre-N releases
+ Application app = ActivityThread.currentApplication();
+ if (app == null || app.getApplicationInfo() == null) {
+ mShouldIgnoreEndWithoutStart = true;
+ isPreO = true;
+ } else {
+ if (app.getApplicationInfo().targetSdkVersion < Build.VERSION_CODES.N) {
+ mShouldIgnoreEndWithoutStart = true;
+ } else {
+ mShouldIgnoreEndWithoutStart = false;
+ }
+
+ isPreO = app.getApplicationInfo().targetSdkVersion < Build.VERSION_CODES.O;
+ }
+ mShouldResetValuesAtStart = !isPreO;
+ mEndCanBeCalled = !isPreO;
+ }
+
+ /**
+ * 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) {
+ 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) {
+ 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) {
+ 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<Animator> items) {
+ if (items != null && items.size() > 0) {
+ 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<Animator> The list of child animations of this AnimatorSet.
+ */
+ public ArrayList<Animator> getChildAnimations() {
+ ArrayList<Animator> childList = new ArrayList<Animator>();
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ if (node != mRootNode) {
+ childList.add(node.mAnimation);
+ }
+ }
+ 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) {
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ Animator animation = node.mAnimation;
+ 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).mAnimation.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) {
+ 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() {
+ if (Looper.myLooper() == null) {
+ throw new AndroidRuntimeException("Animators may only be run on Looper threads");
+ }
+ if (isStarted()) {
+ ArrayList<AnimatorListener> tmpListeners = null;
+ if (mListeners != null) {
+ tmpListeners = (ArrayList<AnimatorListener>) mListeners.clone();
+ int size = tmpListeners.size();
+ for (int i = 0; i < size; i++) {
+ tmpListeners.get(i).onAnimationCancel(this);
+ }
+ }
+ ArrayList<Node> playingSet = new ArrayList<>(mPlayingSet);
+ int setSize = playingSet.size();
+ for (int i = 0; i < setSize; i++) {
+ playingSet.get(i).mAnimation.cancel();
+ }
+ mPlayingSet.clear();
+ endAnimation();
+ }
+ }
+
+ // Force all the animations to end when the duration scale is 0.
+ private void forceToEnd() {
+ if (mEndCanBeCalled) {
+ end();
+ return;
+ }
+
+ // Note: we don't want to combine this case with the end() method below because in
+ // the case of developer calling end(), we still need to make sure end() is explicitly
+ // called on the child animators to maintain the old behavior.
+ if (mReversing) {
+ handleAnimationEvents(mLastEventId, 0, getTotalDuration());
+ } else {
+ long zeroScalePlayTime = getTotalDuration();
+ if (zeroScalePlayTime == DURATION_INFINITE) {
+ // Use a large number for the play time.
+ zeroScalePlayTime = Integer.MAX_VALUE;
+ }
+ handleAnimationEvents(mLastEventId, mEvents.size() - 1, zeroScalePlayTime);
+ }
+ mPlayingSet.clear();
+ endAnimation();
+ }
+
+ /**
+ * {@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() {
+ if (Looper.myLooper() == null) {
+ throw new AndroidRuntimeException("Animators may only be run on Looper threads");
+ }
+ if (mShouldIgnoreEndWithoutStart && !isStarted()) {
+ return;
+ }
+ if (isStarted()) {
+ // Iterate the animations that haven't finished or haven't started, and end them.
+ if (mReversing) {
+ // Between start() and first frame, mLastEventId would be unset (i.e. -1)
+ mLastEventId = mLastEventId == -1 ? mEvents.size() : mLastEventId;
+ while (mLastEventId > 0) {
+ mLastEventId = mLastEventId - 1;
+ AnimationEvent event = mEvents.get(mLastEventId);
+ Animator anim = event.mNode.mAnimation;
+ if (mNodeMap.get(anim).mEnded) {
+ continue;
+ }
+ if (event.mEvent == AnimationEvent.ANIMATION_END) {
+ anim.reverse();
+ } else if (event.mEvent == AnimationEvent.ANIMATION_DELAY_ENDED
+ && anim.isStarted()) {
+ // Make sure anim hasn't finished before calling end() so that we don't end
+ // already ended animations, which will cause start and end callbacks to be
+ // triggered again.
+ anim.end();
+ }
+ }
+ } else {
+ while (mLastEventId < mEvents.size() - 1) {
+ // Avoid potential reentrant loop caused by child animators manipulating
+ // AnimatorSet's lifecycle (i.e. not a recommended approach).
+ mLastEventId = mLastEventId + 1;
+ AnimationEvent event = mEvents.get(mLastEventId);
+ Animator anim = event.mNode.mAnimation;
+ if (mNodeMap.get(anim).mEnded) {
+ continue;
+ }
+ if (event.mEvent == AnimationEvent.ANIMATION_START) {
+ anim.start();
+ } else if (event.mEvent == AnimationEvent.ANIMATION_END && anim.isStarted()) {
+ // Make sure anim hasn't finished before calling end() so that we don't end
+ // already ended animations, which will cause start and end callbacks to be
+ // triggered again.
+ anim.end();
+ }
+ }
+ }
+ mPlayingSet.clear();
+ }
+ endAnimation();
+ }
+
+ /**
+ * Returns true if any of the child animations of this AnimatorSet have been started and have
+ * not yet ended. Child animations will not be started until the AnimatorSet has gone past
+ * its initial delay set through {@link #setStartDelay(long)}.
+ *
+ * @return Whether this AnimatorSet has gone past the initial delay, and at least one child
+ * animation has been started and not yet ended.
+ */
+ @Override
+ public boolean isRunning() {
+ if (mStartDelay == 0) {
+ return mStarted;
+ }
+ return mLastFrameTime > 0;
+ }
+
+ @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. Note that the start delay should always be non-negative. Any
+ * negative start delay will be clamped to 0 on N and above.
+ *
+ * @param startDelay The amount of the delay, in milliseconds
+ */
+ @Override
+ public void setStartDelay(long startDelay) {
+ // Clamp start delay to non-negative range.
+ if (startDelay < 0) {
+ Log.w(TAG, "Start delay should always be non-negative");
+ startDelay = 0;
+ }
+ long delta = startDelay - mStartDelay;
+ if (delta == 0) {
+ return;
+ }
+ mStartDelay = startDelay;
+ if (!mDependencyDirty) {
+ // Dependency graph already constructed, update all the nodes' start/end time
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ if (node == mRootNode) {
+ node.mEndTime = mStartDelay;
+ } else {
+ node.mStartTime = node.mStartTime == DURATION_INFINITE ?
+ DURATION_INFINITE : node.mStartTime + delta;
+ node.mEndTime = node.mEndTime == DURATION_INFINITE ?
+ DURATION_INFINITE : node.mEndTime + delta;
+ }
+ }
+ // Update total duration, if necessary.
+ if (mTotalDuration != DURATION_INFINITE) {
+ mTotalDuration += delta;
+ }
+ }
+ }
+
+ /**
+ * 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");
+ }
+ mDependencyDirty = true;
+ // Just record the value for now - it will be used later when the AnimatorSet starts
+ mDuration = duration;
+ return this;
+ }
+
+ @Override
+ public void setupStartValues() {
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ if (node != mRootNode) {
+ node.mAnimation.setupStartValues();
+ }
+ }
+ }
+
+ @Override
+ public void setupEndValues() {
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ if (node != mRootNode) {
+ node.mAnimation.setupEndValues();
+ }
+ }
+ }
+
+ @Override
+ public void pause() {
+ if (Looper.myLooper() == null) {
+ throw new AndroidRuntimeException("Animators may only be run on Looper threads");
+ }
+ boolean previouslyPaused = mPaused;
+ super.pause();
+ if (!previouslyPaused && mPaused) {
+ mPauseTime = -1;
+ }
+ }
+
+ @Override
+ public void resume() {
+ if (Looper.myLooper() == null) {
+ throw new AndroidRuntimeException("Animators may only be run on Looper threads");
+ }
+ boolean previouslyPaused = mPaused;
+ super.resume();
+ if (previouslyPaused && !mPaused) {
+ if (mPauseTime >= 0) {
+ addAnimationCallback(0);
+ }
+ }
+ }
+
+ /**
+ * {@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.
+ *
+ * <b>Note:</b> Manipulating AnimatorSet's lifecycle in the child animators' listener callbacks
+ * will lead to undefined behaviors. Also, AnimatorSet will ignore any seeking in the child
+ * animators once {@link #start()} is called.
+ */
+ @SuppressWarnings("unchecked")
+ @Override
+ public void start() {
+ start(false, true);
+ }
+
+ @Override
+ void startWithoutPulsing(boolean inReverse) {
+ start(inReverse, false);
+ }
+
+ private void initAnimation() {
+ if (mInterpolator != null) {
+ for (int i = 0; i < mNodes.size(); i++) {
+ Node node = mNodes.get(i);
+ node.mAnimation.setInterpolator(mInterpolator);
+ }
+ }
+ updateAnimatorsDuration();
+ createDependencyGraph();
+ }
+
+ private void start(boolean inReverse, boolean selfPulse) {
+ if (Looper.myLooper() == null) {
+ throw new AndroidRuntimeException("Animators may only be run on Looper threads");
+ }
+ mStarted = true;
+ mSelfPulse = selfPulse;
+ mPaused = false;
+ mPauseTime = -1;
+
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ node.mEnded = false;
+ node.mAnimation.setAllowRunningAsynchronously(false);
+ }
+
+ initAnimation();
+ if (inReverse && !canReverse()) {
+ throw new UnsupportedOperationException("Cannot reverse infinite AnimatorSet");
+ }
+
+ mReversing = inReverse;
+
+ // Now that all dependencies are set up, start the animations that should be started.
+ boolean isEmptySet = isEmptySet(this);
+ if (!isEmptySet) {
+ startAnimation();
+ }
+
+ 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, inReverse);
+ }
+ }
+ if (isEmptySet) {
+ // In the case of empty AnimatorSet, or 0 duration scale, we will trigger the
+ // onAnimationEnd() right away.
+ end();
+ }
+ }
+
+ // Returns true if set is empty or contains nothing but animator sets with no start delay.
+ private static boolean isEmptySet(AnimatorSet set) {
+ if (set.getStartDelay() > 0) {
+ return false;
+ }
+ for (int i = 0; i < set.getChildAnimations().size(); i++) {
+ Animator anim = set.getChildAnimations().get(i);
+ if (!(anim instanceof AnimatorSet)) {
+ // Contains non-AnimatorSet, not empty.
+ return false;
+ } else {
+ if (!isEmptySet((AnimatorSet) anim)) {
+ return false;
+ }
+ }
+ }
+ return true;
+ }
+
+ private void updateAnimatorsDuration() {
+ if (mDuration >= 0) {
+ // If the duration was set on this AnimatorSet, pass it along to all child animations
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ // TODO: don't set the duration of the timing-only nodes created by AnimatorSet to
+ // insert "play-after" delays
+ node.mAnimation.setDuration(mDuration);
+ }
+ }
+ mDelayAnim.setDuration(mStartDelay);
+ }
+
+ @Override
+ void skipToEndValue(boolean inReverse) {
+ if (!isInitialized()) {
+ throw new UnsupportedOperationException("Children must be initialized.");
+ }
+
+ // This makes sure the animation events are sorted an up to date.
+ initAnimation();
+
+ // Calling skip to the end in the sequence that they would be called in a forward/reverse
+ // run, such that the sequential animations modifying the same property would have
+ // the right value in the end.
+ if (inReverse) {
+ for (int i = mEvents.size() - 1; i >= 0; i--) {
+ if (mEvents.get(i).mEvent == AnimationEvent.ANIMATION_DELAY_ENDED) {
+ mEvents.get(i).mNode.mAnimation.skipToEndValue(true);
+ }
+ }
+ } else {
+ for (int i = 0; i < mEvents.size(); i++) {
+ if (mEvents.get(i).mEvent == AnimationEvent.ANIMATION_END) {
+ mEvents.get(i).mNode.mAnimation.skipToEndValue(false);
+ }
+ }
+ }
+ }
+
+ /**
+ * Internal only.
+ *
+ * This method sets the animation values based on the play time. It also fast forward or
+ * backward all the child animations progress accordingly.
+ *
+ * This method is also responsible for calling
+ * {@link android.view.animation.Animation.AnimationListener#onAnimationRepeat(Animation)},
+ * as needed, based on the last play time and current play time.
+ */
+ @Override
+ void animateBasedOnPlayTime(long currentPlayTime, long lastPlayTime, boolean inReverse) {
+ if (currentPlayTime < 0 || lastPlayTime < 0) {
+ throw new UnsupportedOperationException("Error: Play time should never be negative.");
+ }
+ // TODO: take into account repeat counts and repeat callback when repeat is implemented.
+ // Clamp currentPlayTime and lastPlayTime
+
+ // TODO: Make this more efficient
+
+ // Convert the play times to the forward direction.
+ if (inReverse) {
+ if (getTotalDuration() == DURATION_INFINITE) {
+ throw new UnsupportedOperationException("Cannot reverse AnimatorSet with infinite"
+ + " duration");
+ }
+ long duration = getTotalDuration() - mStartDelay;
+ currentPlayTime = Math.min(currentPlayTime, duration);
+ currentPlayTime = duration - currentPlayTime;
+ lastPlayTime = duration - lastPlayTime;
+ inReverse = false;
+ }
+ // Skip all values to start, and iterate mEvents to get animations to the right fraction.
+ skipToStartValue(false);
+
+ ArrayList<Node> unfinishedNodes = new ArrayList<>();
+ // Assumes forward playing from here on.
+ for (int i = 0; i < mEvents.size(); i++) {
+ AnimationEvent event = mEvents.get(i);
+ if (event.getTime() > currentPlayTime) {
+ break;
+ }
+
+ // This animation started prior to the current play time, and won't finish before the
+ // play time, add to the unfinished list.
+ if (event.mEvent == AnimationEvent.ANIMATION_DELAY_ENDED) {
+ if (event.mNode.mEndTime == DURATION_INFINITE
+ || event.mNode.mEndTime > currentPlayTime) {
+ unfinishedNodes.add(event.mNode);
+ }
+ }
+ // For animations that do finish before the play time, end them in the sequence that
+ // they would in a normal run.
+ if (event.mEvent == AnimationEvent.ANIMATION_END) {
+ // Skip to the end of the animation.
+ event.mNode.mAnimation.skipToEndValue(false);
+ }
+ }
+
+ // Seek unfinished animation to the right time.
+ for (int i = 0; i < unfinishedNodes.size(); i++) {
+ Node node = unfinishedNodes.get(i);
+ long playTime = getPlayTimeForNode(currentPlayTime, node, inReverse);
+ if (!inReverse) {
+ playTime -= node.mAnimation.getStartDelay();
+ }
+ node.mAnimation.animateBasedOnPlayTime(playTime, lastPlayTime, inReverse);
+ }
+ }
+
+ @Override
+ boolean isInitialized() {
+ if (mChildrenInitialized) {
+ return true;
+ }
+
+ boolean allInitialized = true;
+ for (int i = 0; i < mNodes.size(); i++) {
+ if (!mNodes.get(i).mAnimation.isInitialized()) {
+ allInitialized = false;
+ break;
+ }
+ }
+ mChildrenInitialized = allInitialized;
+ return mChildrenInitialized;
+ }
+
+ private void skipToStartValue(boolean inReverse) {
+ skipToEndValue(!inReverse);
+ }
+
+ /**
+ * 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.
+ * Unless the animation is reversing, the playtime is considered the time since
+ * the end of the start delay of the AnimatorSet in a forward playing direction.
+ *
+ */
+ public void setCurrentPlayTime(long playTime) {
+ if (mReversing && getTotalDuration() == DURATION_INFINITE) {
+ // Should never get here
+ throw new UnsupportedOperationException("Error: Cannot seek in reverse in an infinite"
+ + " AnimatorSet");
+ }
+
+ if ((getTotalDuration() != DURATION_INFINITE && playTime > getTotalDuration() - mStartDelay)
+ || playTime < 0) {
+ throw new UnsupportedOperationException("Error: Play time should always be in between"
+ + "0 and duration.");
+ }
+
+ initAnimation();
+
+ if (!isStarted()) {
+ if (mReversing) {
+ throw new UnsupportedOperationException("Error: Something went wrong. mReversing"
+ + " should not be set when AnimatorSet is not started.");
+ }
+ if (!mSeekState.isActive()) {
+ findLatestEventIdForTime(0);
+ // Set all the values to start values.
+ initChildren();
+ skipToStartValue(mReversing);
+ mSeekState.setPlayTime(0, mReversing);
+ }
+ animateBasedOnPlayTime(playTime, 0, mReversing);
+ mSeekState.setPlayTime(playTime, mReversing);
+ } else {
+ // If the animation is running, just set the seek time and wait until the next frame
+ // (i.e. doAnimationFrame(...)) to advance the animation.
+ mSeekState.setPlayTime(playTime, mReversing);
+ }
+ }
+
+ /**
+ * Returns the milliseconds elapsed since the start of the animation.
+ *
+ * <p>For ongoing animations, this method returns the current progress of the animation in
+ * terms of play time. For an animation that has not yet been started: if the animation has been
+ * seeked to a certain time via {@link #setCurrentPlayTime(long)}, the seeked play time will
+ * be returned; otherwise, this method will return 0.
+ *
+ * @return the current position in time of the animation in milliseconds
+ */
+ public long getCurrentPlayTime() {
+ if (mSeekState.isActive()) {
+ return mSeekState.getPlayTime();
+ }
+ if (mLastFrameTime == -1) {
+ // Not yet started or during start delay
+ return 0;
+ }
+ float durationScale = ValueAnimator.getDurationScale();
+ durationScale = durationScale == 0 ? 1 : durationScale;
+ if (mReversing) {
+ return (long) ((mLastFrameTime - mFirstFrame) / durationScale);
+ } else {
+ return (long) ((mLastFrameTime - mFirstFrame - mStartDelay) / durationScale);
+ }
+ }
+
+ private void initChildren() {
+ if (!isInitialized()) {
+ mChildrenInitialized = true;
+ // Forcefully initialize all children based on their end time, so that if the start
+ // value of a child is dependent on a previous animation, the animation will be
+ // initialized after the the previous animations have been advanced to the end.
+ skipToEndValue(false);
+ }
+ }
+
+ /**
+ * @param frameTime The frame start time, in the {@link SystemClock#uptimeMillis()} time
+ * base.
+ * @return
+ * @hide
+ */
+ @Override
+ public boolean doAnimationFrame(long frameTime) {
+ float durationScale = ValueAnimator.getDurationScale();
+ if (durationScale == 0f) {
+ // Duration scale is 0, end the animation right away.
+ forceToEnd();
+ return true;
+ }
+
+ // After the first frame comes in, we need to wait for start delay to pass before updating
+ // any animation values.
+ if (mFirstFrame < 0) {
+ mFirstFrame = frameTime;
+ }
+
+ // Handle pause/resume
+ if (mPaused) {
+ // Note: Child animations don't receive pause events. Since it's never a contract that
+ // the child animators will be paused when set is paused, this is unlikely to be an
+ // issue.
+ mPauseTime = frameTime;
+ removeAnimationCallback();
+ return false;
+ } else if (mPauseTime > 0) {
+ // Offset by the duration that the animation was paused
+ mFirstFrame += (frameTime - mPauseTime);
+ mPauseTime = -1;
+ }
+
+ // Continue at seeked position
+ if (mSeekState.isActive()) {
+ mSeekState.updateSeekDirection(mReversing);
+ if (mReversing) {
+ mFirstFrame = (long) (frameTime - mSeekState.getPlayTime() * durationScale);
+ } else {
+ mFirstFrame = (long) (frameTime - (mSeekState.getPlayTime() + mStartDelay)
+ * durationScale);
+ }
+ mSeekState.reset();
+ }
+
+ if (!mReversing && frameTime < mFirstFrame + mStartDelay * durationScale) {
+ // Still during start delay in a forward playing case.
+ return false;
+ }
+
+ // From here on, we always use unscaled play time. Note this unscaled playtime includes
+ // the start delay.
+ long unscaledPlayTime = (long) ((frameTime - mFirstFrame) / durationScale);
+ mLastFrameTime = frameTime;
+
+ // 1. Pulse the animators that will start or end in this frame
+ // 2. Pulse the animators that will finish in a later frame
+ int latestId = findLatestEventIdForTime(unscaledPlayTime);
+ int startId = mLastEventId;
+
+ handleAnimationEvents(startId, latestId, unscaledPlayTime);
+
+ mLastEventId = latestId;
+
+ // Pump a frame to the on-going animators
+ for (int i = 0; i < mPlayingSet.size(); i++) {
+ Node node = mPlayingSet.get(i);
+ if (!node.mEnded) {
+ pulseFrame(node, getPlayTimeForNode(unscaledPlayTime, node));
+ }
+ }
+
+ // Remove all the finished anims
+ for (int i = mPlayingSet.size() - 1; i >= 0; i--) {
+ if (mPlayingSet.get(i).mEnded) {
+ mPlayingSet.remove(i);
+ }
+ }
+
+ boolean finished = false;
+ if (mReversing) {
+ if (mPlayingSet.size() == 1 && mPlayingSet.get(0) == mRootNode) {
+ // The only animation that is running is the delay animation.
+ finished = true;
+ } else if (mPlayingSet.isEmpty() && mLastEventId < 3) {
+ // The only remaining animation is the delay animation
+ finished = true;
+ }
+ } else {
+ finished = mPlayingSet.isEmpty() && mLastEventId == mEvents.size() - 1;
+ }
+
+ if (finished) {
+ endAnimation();
+ return true;
+ }
+ return false;
+ }
+
+ /**
+ * @hide
+ */
+ @Override
+ public void commitAnimationFrame(long frameTime) {
+ // No op.
+ }
+
+ @Override
+ boolean pulseAnimationFrame(long frameTime) {
+ return doAnimationFrame(frameTime);
+ }
+
+ /**
+ * When playing forward, we call start() at the animation's scheduled start time, and make sure
+ * to pump a frame at the animation's scheduled end time.
+ *
+ * When playing in reverse, we should reverse the animation when we hit animation's end event,
+ * and expect the animation to end at the its delay ended event, rather than start event.
+ */
+ private void handleAnimationEvents(int startId, int latestId, long playTime) {
+ if (mReversing) {
+ startId = startId == -1 ? mEvents.size() : startId;
+ for (int i = startId - 1; i >= latestId; i--) {
+ AnimationEvent event = mEvents.get(i);
+ Node node = event.mNode;
+ if (event.mEvent == AnimationEvent.ANIMATION_END) {
+ if (node.mAnimation.isStarted()) {
+ // If the animation has already been started before its due time (i.e.
+ // the child animator is being manipulated outside of the AnimatorSet), we
+ // need to cancel the animation to reset the internal state (e.g. frame
+ // time tracking) and remove the self pulsing callbacks
+ node.mAnimation.cancel();
+ }
+ node.mEnded = false;
+ mPlayingSet.add(event.mNode);
+ node.mAnimation.startWithoutPulsing(true);
+ pulseFrame(node, 0);
+ } else if (event.mEvent == AnimationEvent.ANIMATION_DELAY_ENDED && !node.mEnded) {
+ // end event:
+ pulseFrame(node, getPlayTimeForNode(playTime, node));
+ }
+ }
+ } else {
+ for (int i = startId + 1; i <= latestId; i++) {
+ AnimationEvent event = mEvents.get(i);
+ Node node = event.mNode;
+ if (event.mEvent == AnimationEvent.ANIMATION_START) {
+ mPlayingSet.add(event.mNode);
+ if (node.mAnimation.isStarted()) {
+ // If the animation has already been started before its due time (i.e.
+ // the child animator is being manipulated outside of the AnimatorSet), we
+ // need to cancel the animation to reset the internal state (e.g. frame
+ // time tracking) and remove the self pulsing callbacks
+ node.mAnimation.cancel();
+ }
+ node.mEnded = false;
+ node.mAnimation.startWithoutPulsing(false);
+ pulseFrame(node, 0);
+ } else if (event.mEvent == AnimationEvent.ANIMATION_END && !node.mEnded) {
+ // start event:
+ pulseFrame(node, getPlayTimeForNode(playTime, node));
+ }
+ }
+ }
+ }
+
+ /**
+ * This method pulses frames into child animations. It scales the input animation play time
+ * with the duration scale and pass that to the child animation via pulseAnimationFrame(long).
+ *
+ * @param node child animator node
+ * @param animPlayTime unscaled play time (including start delay) for the child animator
+ */
+ private void pulseFrame(Node node, long animPlayTime) {
+ if (!node.mEnded) {
+ float durationScale = ValueAnimator.getDurationScale();
+ durationScale = durationScale == 0 ? 1 : durationScale;
+ node.mEnded = node.mAnimation.pulseAnimationFrame(
+ (long) (animPlayTime * durationScale));
+ }
+ }
+
+ private long getPlayTimeForNode(long overallPlayTime, Node node) {
+ return getPlayTimeForNode(overallPlayTime, node, mReversing);
+ }
+
+ private long getPlayTimeForNode(long overallPlayTime, Node node, boolean inReverse) {
+ if (inReverse) {
+ overallPlayTime = getTotalDuration() - overallPlayTime;
+ return node.mEndTime - overallPlayTime;
+ } else {
+ return overallPlayTime - node.mStartTime;
+ }
+ }
+
+ private void startAnimation() {
+ addDummyListener();
+
+ // Register animation callback
+ addAnimationCallback(0);
+
+ if (mSeekState.getPlayTimeNormalized() == 0 && mReversing) {
+ // Maintain old behavior, if seeked to 0 then call reverse, we'll treat the case
+ // the same as no seeking at all.
+ mSeekState.reset();
+ }
+ // Set the child animators to the right end:
+ if (mShouldResetValuesAtStart) {
+ if (isInitialized()) {
+ skipToEndValue(!mReversing);
+ } else if (mReversing) {
+ // Reversing but haven't initialized all the children yet.
+ initChildren();
+ skipToEndValue(!mReversing);
+ } else {
+ // If not all children are initialized and play direction is forward
+ for (int i = mEvents.size() - 1; i >= 0; i--) {
+ if (mEvents.get(i).mEvent == AnimationEvent.ANIMATION_DELAY_ENDED) {
+ Animator anim = mEvents.get(i).mNode.mAnimation;
+ // Only reset the animations that have been initialized to start value,
+ // so that if they are defined without a start value, they will get the
+ // values set at the right time (i.e. the next animation run)
+ if (anim.isInitialized()) {
+ anim.skipToEndValue(true);
+ }
+ }
+ }
+ }
+ }
+
+ if (mReversing || mStartDelay == 0 || mSeekState.isActive()) {
+ long playTime;
+ // If no delay, we need to call start on the first animations to be consistent with old
+ // behavior.
+ if (mSeekState.isActive()) {
+ mSeekState.updateSeekDirection(mReversing);
+ playTime = mSeekState.getPlayTime();
+ } else {
+ playTime = 0;
+ }
+ int toId = findLatestEventIdForTime(playTime);
+ handleAnimationEvents(-1, toId, playTime);
+ for (int i = mPlayingSet.size() - 1; i >= 0; i--) {
+ if (mPlayingSet.get(i).mEnded) {
+ mPlayingSet.remove(i);
+ }
+ }
+ mLastEventId = toId;
+ }
+ }
+
+ // This is to work around the issue in b/34736819, as the old behavior in AnimatorSet had
+ // masked a real bug in play movies. TODO: remove this and below once the root cause is fixed.
+ private void addDummyListener() {
+ for (int i = 1; i < mNodes.size(); i++) {
+ mNodes.get(i).mAnimation.addListener(mDummyListener);
+ }
+ }
+
+ private void removeDummyListener() {
+ for (int i = 1; i < mNodes.size(); i++) {
+ mNodes.get(i).mAnimation.removeListener(mDummyListener);
+ }
+ }
+
+ private int findLatestEventIdForTime(long currentPlayTime) {
+ int size = mEvents.size();
+ int latestId = mLastEventId;
+ // Call start on the first animations now to be consistent with the old behavior
+ if (mReversing) {
+ currentPlayTime = getTotalDuration() - currentPlayTime;
+ mLastEventId = mLastEventId == -1 ? size : mLastEventId;
+ for (int j = mLastEventId - 1; j >= 0; j--) {
+ AnimationEvent event = mEvents.get(j);
+ if (event.getTime() >= currentPlayTime) {
+ latestId = j;
+ }
+ }
+ } else {
+ for (int i = mLastEventId + 1; i < size; i++) {
+ AnimationEvent event = mEvents.get(i);
+ if (event.getTime() <= currentPlayTime) {
+ latestId = i;
+ }
+ }
+ }
+ return latestId;
+ }
+
+ private void endAnimation() {
+ mStarted = false;
+ mLastFrameTime = -1;
+ mFirstFrame = -1;
+ mLastEventId = -1;
+ mPaused = false;
+ mPauseTime = -1;
+ mSeekState.reset();
+ mPlayingSet.clear();
+
+ // No longer receive callbacks
+ removeAnimationCallback();
+ // Call end listener
+ 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, mReversing);
+ }
+ }
+ removeDummyListener();
+ mSelfPulse = true;
+ mReversing = false;
+ }
+
+ private void removeAnimationCallback() {
+ if (!mSelfPulse) {
+ return;
+ }
+ AnimationHandler handler = AnimationHandler.getInstance();
+ handler.removeCallback(this);
+ }
+
+ private void addAnimationCallback(long delay) {
+ if (!mSelfPulse) {
+ return;
+ }
+ AnimationHandler handler = AnimationHandler.getInstance();
+ handler.addAnimationFrameCallback(this, delay);
+ }
+
+ @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.mStarted = false;
+ anim.mLastFrameTime = -1;
+ anim.mFirstFrame = -1;
+ anim.mLastEventId = -1;
+ anim.mPaused = false;
+ anim.mPauseTime = -1;
+ anim.mSeekState = new SeekState();
+ anim.mSelfPulse = true;
+ anim.mPlayingSet = new ArrayList<Node>();
+ anim.mNodeMap = new ArrayMap<Animator, Node>();
+ anim.mNodes = new ArrayList<Node>(nodeCount);
+ anim.mEvents = new ArrayList<AnimationEvent>();
+ anim.mDummyListener = new AnimatorListenerAdapter() {
+ @Override
+ public void onAnimationEnd(Animator animation) {
+ if (anim.mNodeMap.get(animation) == null) {
+ throw new AndroidRuntimeException("Error: animation ended is not in the node"
+ + " map");
+ }
+ anim.mNodeMap.get(animation).mEnded = true;
+
+ }
+ };
+ anim.mReversing = false;
+ anim.mDependencyDirty = true;
+
+ // 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<Node, Node> clonesMap = new HashMap<>(nodeCount);
+ for (int n = 0; n < nodeCount; n++) {
+ final Node node = mNodes.get(n);
+ Node nodeClone = node.clone();
+ // Remove the old internal listener from the cloned child
+ nodeClone.mAnimation.removeListener(mDummyListener);
+ clonesMap.put(node, nodeClone);
+ anim.mNodes.add(nodeClone);
+ anim.mNodeMap.put(nodeClone.mAnimation, nodeClone);
+ }
+
+ anim.mRootNode = clonesMap.get(mRootNode);
+ anim.mDelayAnim = (ValueAnimator) anim.mRootNode.mAnimation;
+
+ // 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 i = 0; i < nodeCount; i++) {
+ Node node = mNodes.get(i);
+ // Update dependencies for node's clone
+ Node nodeClone = clonesMap.get(node);
+ nodeClone.mLatestParent = node.mLatestParent == null
+ ? null : clonesMap.get(node.mLatestParent);
+ int size = node.mChildNodes == null ? 0 : node.mChildNodes.size();
+ for (int j = 0; j < size; j++) {
+ nodeClone.mChildNodes.set(j, clonesMap.get(node.mChildNodes.get(j)));
+ }
+ size = node.mSiblings == null ? 0 : node.mSiblings.size();
+ for (int j = 0; j < size; j++) {
+ nodeClone.mSiblings.set(j, clonesMap.get(node.mSiblings.get(j)));
+ }
+ size = node.mParents == null ? 0 : node.mParents.size();
+ for (int j = 0; j < size; j++) {
+ nodeClone.mParents.set(j, clonesMap.get(node.mParents.get(j)));
+ }
+ }
+ return anim;
+ }
+
+
+ /**
+ * AnimatorSet is only reversible when the set contains no sequential animation, and no child
+ * animators have a start delay.
+ * @hide
+ */
+ @Override
+ public boolean canReverse() {
+ return getTotalDuration() != DURATION_INFINITE;
+ }
+
+ /**
+ * Plays the AnimatorSet in reverse. If the animation has been seeked to a specific play time
+ * using {@link #setCurrentPlayTime(long)}, it will play backwards from the point seeked when
+ * reverse was called. Otherwise, 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.
+ * <p>
+ * Note: reverse is not supported for infinite AnimatorSet.
+ */
+ @Override
+ public void reverse() {
+ start(true, true);
+ }
+
+ @Override
+ public String toString() {
+ String returnVal = "AnimatorSet@" + Integer.toHexString(hashCode()) + "{";
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ returnVal += "\n " + node.mAnimation.toString();
+ }
+ return returnVal + "\n}";
+ }
+
+ private void printChildCount() {
+ // Print out the child count through a level traverse.
+ ArrayList<Node> list = new ArrayList<>(mNodes.size());
+ list.add(mRootNode);
+ Log.d(TAG, "Current tree: ");
+ int index = 0;
+ while (index < list.size()) {
+ int listSize = list.size();
+ StringBuilder builder = new StringBuilder();
+ for (; index < listSize; index++) {
+ Node node = list.get(index);
+ int num = 0;
+ if (node.mChildNodes != null) {
+ for (int i = 0; i < node.mChildNodes.size(); i++) {
+ Node child = node.mChildNodes.get(i);
+ if (child.mLatestParent == node) {
+ num++;
+ list.add(child);
+ }
+ }
+ }
+ builder.append(" ");
+ builder.append(num);
+ }
+ Log.d(TAG, builder.toString());
+ }
+ }
+
+ private void createDependencyGraph() {
+ if (!mDependencyDirty) {
+ // Check whether any duration of the child animations has changed
+ boolean durationChanged = false;
+ for (int i = 0; i < mNodes.size(); i++) {
+ Animator anim = mNodes.get(i).mAnimation;
+ if (mNodes.get(i).mTotalDuration != anim.getTotalDuration()) {
+ durationChanged = true;
+ break;
+ }
+ }
+ if (!durationChanged) {
+ return;
+ }
+ }
+
+ mDependencyDirty = false;
+ // Traverse all the siblings and make sure they have all the parents
+ int size = mNodes.size();
+ for (int i = 0; i < size; i++) {
+ mNodes.get(i).mParentsAdded = false;
+ }
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ if (node.mParentsAdded) {
+ continue;
+ }
+
+ node.mParentsAdded = true;
+ if (node.mSiblings == null) {
+ continue;
+ }
+
+ // Find all the siblings
+ findSiblings(node, node.mSiblings);
+ node.mSiblings.remove(node);
+
+ // Get parents from all siblings
+ int siblingSize = node.mSiblings.size();
+ for (int j = 0; j < siblingSize; j++) {
+ node.addParents(node.mSiblings.get(j).mParents);
+ }
+
+ // Now make sure all siblings share the same set of parents
+ for (int j = 0; j < siblingSize; j++) {
+ Node sibling = node.mSiblings.get(j);
+ sibling.addParents(node.mParents);
+ sibling.mParentsAdded = true;
+ }
+ }
+
+ for (int i = 0; i < size; i++) {
+ Node node = mNodes.get(i);
+ if (node != mRootNode && node.mParents == null) {
+ node.addParent(mRootNode);
+ }
+ }
+
+ // Do a DFS on the tree
+ ArrayList<Node> visited = new ArrayList<Node>(mNodes.size());
+ // Assign start/end time
+ mRootNode.mStartTime = 0;
+ mRootNode.mEndTime = mDelayAnim.getDuration();
+ updatePlayTime(mRootNode, visited);
+
+ sortAnimationEvents();
+ mTotalDuration = mEvents.get(mEvents.size() - 1).getTime();
+ }
+
+ private void sortAnimationEvents() {
+ // Sort the list of events in ascending order of their time
+ // Create the list including the delay animation.
+ mEvents.clear();
+ for (int i = 1; i < mNodes.size(); i++) {
+ Node node = mNodes.get(i);
+ mEvents.add(new AnimationEvent(node, AnimationEvent.ANIMATION_START));
+ mEvents.add(new AnimationEvent(node, AnimationEvent.ANIMATION_DELAY_ENDED));
+ mEvents.add(new AnimationEvent(node, AnimationEvent.ANIMATION_END));
+ }
+ mEvents.sort(new Comparator<AnimationEvent>() {
+ @Override
+ public int compare(AnimationEvent e1, AnimationEvent e2) {
+ long t1 = e1.getTime();
+ long t2 = e2.getTime();
+ if (t1 == t2) {
+ // For events that happen at the same time, we need them to be in the sequence
+ // (end, start, start delay ended)
+ if (e2.mEvent + e1.mEvent == AnimationEvent.ANIMATION_START
+ + AnimationEvent.ANIMATION_DELAY_ENDED) {
+ // Ensure start delay happens after start
+ return e1.mEvent - e2.mEvent;
+ } else {
+ return e2.mEvent - e1.mEvent;
+ }
+ }
+ if (t2 == DURATION_INFINITE) {
+ return -1;
+ }
+ if (t1 == DURATION_INFINITE) {
+ return 1;
+ }
+ // When neither event happens at INFINITE time:
+ return (int) (t1 - t2);
+ }
+ });
+
+ int eventSize = mEvents.size();
+ // For the same animation, start event has to happen before end.
+ for (int i = 0; i < eventSize;) {
+ AnimationEvent event = mEvents.get(i);
+ if (event.mEvent == AnimationEvent.ANIMATION_END) {
+ boolean needToSwapStart;
+ if (event.mNode.mStartTime == event.mNode.mEndTime) {
+ needToSwapStart = true;
+ } else if (event.mNode.mEndTime == event.mNode.mStartTime
+ + event.mNode.mAnimation.getStartDelay()) {
+ // Swapping start delay
+ needToSwapStart = false;
+ } else {
+ i++;
+ continue;
+ }
+
+ int startEventId = eventSize;
+ int startDelayEndId = eventSize;
+ for (int j = i + 1; j < eventSize; j++) {
+ if (startEventId < eventSize && startDelayEndId < eventSize) {
+ break;
+ }
+ if (mEvents.get(j).mNode == event.mNode) {
+ if (mEvents.get(j).mEvent == AnimationEvent.ANIMATION_START) {
+ // Found start event
+ startEventId = j;
+ } else if (mEvents.get(j).mEvent == AnimationEvent.ANIMATION_DELAY_ENDED) {
+ startDelayEndId = j;
+ }
+ }
+
+ }
+ if (needToSwapStart && startEventId == mEvents.size()) {
+ throw new UnsupportedOperationException("Something went wrong, no start is"
+ + "found after stop for an animation that has the same start and end"
+ + "time.");
+
+ }
+ if (startDelayEndId == mEvents.size()) {
+ throw new UnsupportedOperationException("Something went wrong, no start"
+ + "delay end is found after stop for an animation");
+
+ }
+
+ // We need to make sure start is inserted before start delay ended event,
+ // because otherwise inserting start delay ended events first would change
+ // the start event index.
+ if (needToSwapStart) {
+ AnimationEvent startEvent = mEvents.remove(startEventId);
+ mEvents.add(i, startEvent);
+ i++;
+ }
+
+ AnimationEvent startDelayEndEvent = mEvents.remove(startDelayEndId);
+ mEvents.add(i, startDelayEndEvent);
+ i += 2;
+ } else {
+ i++;
+ }
+ }
+
+ if (!mEvents.isEmpty() && mEvents.get(0).mEvent != AnimationEvent.ANIMATION_START) {
+ throw new UnsupportedOperationException(
+ "Sorting went bad, the start event should always be at index 0");
+ }
+
+ // Add AnimatorSet's start delay node to the beginning
+ mEvents.add(0, new AnimationEvent(mRootNode, AnimationEvent.ANIMATION_START));
+ mEvents.add(1, new AnimationEvent(mRootNode, AnimationEvent.ANIMATION_DELAY_ENDED));
+ mEvents.add(2, new AnimationEvent(mRootNode, AnimationEvent.ANIMATION_END));
+
+ if (mEvents.get(mEvents.size() - 1).mEvent == AnimationEvent.ANIMATION_START
+ || mEvents.get(mEvents.size() - 1).mEvent == AnimationEvent.ANIMATION_DELAY_ENDED) {
+ throw new UnsupportedOperationException(
+ "Something went wrong, the last event is not an end event");
+ }
+ }
+
+ /**
+ * Based on parent's start/end time, calculate children's start/end time. If cycle exists in
+ * the graph, all the nodes on the cycle will be marked to start at {@link #DURATION_INFINITE},
+ * meaning they will ever play.
+ */
+ private void updatePlayTime(Node parent, ArrayList<Node> visited) {
+ if (parent.mChildNodes == null) {
+ if (parent == mRootNode) {
+ // All the animators are in a cycle
+ for (int i = 0; i < mNodes.size(); i++) {
+ Node node = mNodes.get(i);
+ if (node != mRootNode) {
+ node.mStartTime = DURATION_INFINITE;
+ node.mEndTime = DURATION_INFINITE;
+ }
+ }
+ }
+ return;
+ }
+
+ visited.add(parent);
+ int childrenSize = parent.mChildNodes.size();
+ for (int i = 0; i < childrenSize; i++) {
+ Node child = parent.mChildNodes.get(i);
+ child.mTotalDuration = child.mAnimation.getTotalDuration(); // Update cached duration.
+
+ int index = visited.indexOf(child);
+ if (index >= 0) {
+ // Child has been visited, cycle found. Mark all the nodes in the cycle.
+ for (int j = index; j < visited.size(); j++) {
+ visited.get(j).mLatestParent = null;
+ visited.get(j).mStartTime = DURATION_INFINITE;
+ visited.get(j).mEndTime = DURATION_INFINITE;
+ }
+ child.mStartTime = DURATION_INFINITE;
+ child.mEndTime = DURATION_INFINITE;
+ child.mLatestParent = null;
+ Log.w(TAG, "Cycle found in AnimatorSet: " + this);
+ continue;
+ }
+
+ if (child.mStartTime != DURATION_INFINITE) {
+ if (parent.mEndTime == DURATION_INFINITE) {
+ child.mLatestParent = parent;
+ child.mStartTime = DURATION_INFINITE;
+ child.mEndTime = DURATION_INFINITE;
+ } else {
+ if (parent.mEndTime >= child.mStartTime) {
+ child.mLatestParent = parent;
+ child.mStartTime = parent.mEndTime;
+ }
+
+ child.mEndTime = child.mTotalDuration == DURATION_INFINITE
+ ? DURATION_INFINITE : child.mStartTime + child.mTotalDuration;
+ }
+ }
+ updatePlayTime(child, visited);
+ }
+ visited.remove(parent);
+ }
+
+ // Recursively find all the siblings
+ private void findSiblings(Node node, ArrayList<Node> siblings) {
+ if (!siblings.contains(node)) {
+ siblings.add(node);
+ if (node.mSiblings == null) {
+ return;
+ }
+ for (int i = 0; i < node.mSiblings.size(); i++) {
+ findSiblings(node.mSiblings.get(i), siblings);
+ }
+ }
+ }
+
+ /**
+ * @hide
+ * TODO: For animatorSet defined in XML, we can use a flag to indicate what the play order
+ * if defined (i.e. sequential or together), then we can use the flag instead of calculating
+ * dynamically. Note that when AnimatorSet is empty this method returns true.
+ * @return whether all the animators in the set are supposed to play together
+ */
+ public boolean shouldPlayTogether() {
+ updateAnimatorsDuration();
+ createDependencyGraph();
+ // All the child nodes are set out to play right after the delay animation
+ return mRootNode.mChildNodes == null || mRootNode.mChildNodes.size() == mNodes.size() - 1;
+ }
+
+ @Override
+ public long getTotalDuration() {
+ updateAnimatorsDuration();
+ createDependencyGraph();
+ return mTotalDuration;
+ }
+
+ private Node getNodeForAnimation(Animator anim) {
+ Node node = mNodeMap.get(anim);
+ if (node == null) {
+ node = new Node(anim);
+ mNodeMap.put(anim, node);
+ mNodes.add(node);
+ }
+ return node;
+ }
+
+ /**
+ * 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 {
+ Animator mAnimation;
+
+ /**
+ * Child nodes are the nodes associated with animations that will be played immediately
+ * after current node.
+ */
+ ArrayList<Node> mChildNodes = 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 mEnded and it's time to send out an end event for the entire AnimatorSet.
+ */
+ boolean mEnded = false;
+
+ /**
+ * Nodes with animations that are defined to play simultaneously with the animation
+ * associated with this current node.
+ */
+ ArrayList<Node> mSiblings;
+
+ /**
+ * Parent nodes are the nodes with animations preceding current node's animation. Parent
+ * nodes here are derived from user defined animation sequence.
+ */
+ ArrayList<Node> mParents;
+
+ /**
+ * Latest parent is the parent node associated with a animation that finishes after all
+ * the other parents' animations.
+ */
+ Node mLatestParent = null;
+
+ boolean mParentsAdded = false;
+ long mStartTime = 0;
+ long mEndTime = 0;
+ long mTotalDuration = 0;
+
+ /**
+ * 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.mAnimation = animation;
+ }
+
+ @Override
+ public Node clone() {
+ try {
+ Node node = (Node) super.clone();
+ node.mAnimation = mAnimation.clone();
+ if (mChildNodes != null) {
+ node.mChildNodes = new ArrayList<>(mChildNodes);
+ }
+ if (mSiblings != null) {
+ node.mSiblings = new ArrayList<>(mSiblings);
+ }
+ if (mParents != null) {
+ node.mParents = new ArrayList<>(mParents);
+ }
+ node.mEnded = false;
+ return node;
+ } catch (CloneNotSupportedException e) {
+ throw new AssertionError();
+ }
+ }
+
+ void addChild(Node node) {
+ if (mChildNodes == null) {
+ mChildNodes = new ArrayList<>();
+ }
+ if (!mChildNodes.contains(node)) {
+ mChildNodes.add(node);
+ node.addParent(this);
+ }
+ }
+
+ public void addSibling(Node node) {
+ if (mSiblings == null) {
+ mSiblings = new ArrayList<Node>();
+ }
+ if (!mSiblings.contains(node)) {
+ mSiblings.add(node);
+ node.addSibling(this);
+ }
+ }
+
+ public void addParent(Node node) {
+ if (mParents == null) {
+ mParents = new ArrayList<Node>();
+ }
+ if (!mParents.contains(node)) {
+ mParents.add(node);
+ node.addChild(this);
+ }
+ }
+
+ public void addParents(ArrayList<Node> parents) {
+ if (parents == null) {
+ return;
+ }
+ int size = parents.size();
+ for (int i = 0; i < size; i++) {
+ addParent(parents.get(i));
+ }
+ }
+ }
+
+ /**
+ * This class is a wrapper around a node and an event for the animation corresponding to the
+ * node. The 3 types of events represent the start of an animation, the end of a start delay of
+ * an animation, and the end of an animation. When playing forward (i.e. in the non-reverse
+ * direction), start event marks when start() should be called, and end event corresponds to
+ * when the animation should finish. When playing in reverse, start delay will not be a part
+ * of the animation. Therefore, reverse() is called at the end event, and animation should end
+ * at the delay ended event.
+ */
+ private static class AnimationEvent {
+ static final int ANIMATION_START = 0;
+ static final int ANIMATION_DELAY_ENDED = 1;
+ static final int ANIMATION_END = 2;
+ final Node mNode;
+ final int mEvent;
+
+ AnimationEvent(Node node, int event) {
+ mNode = node;
+ mEvent = event;
+ }
+
+ long getTime() {
+ if (mEvent == ANIMATION_START) {
+ return mNode.mStartTime;
+ } else if (mEvent == ANIMATION_DELAY_ENDED) {
+ return mNode.mStartTime == DURATION_INFINITE
+ ? DURATION_INFINITE : mNode.mStartTime + mNode.mAnimation.getStartDelay();
+ } else {
+ return mNode.mEndTime;
+ }
+ }
+
+ public String toString() {
+ String eventStr = mEvent == ANIMATION_START ? "start" : (
+ mEvent == ANIMATION_DELAY_ENDED ? "delay ended" : "end");
+ return eventStr + " " + mNode.mAnimation.toString();
+ }
+ }
+
+ private class SeekState {
+ private long mPlayTime = -1;
+ private boolean mSeekingInReverse = false;
+ void reset() {
+ mPlayTime = -1;
+ mSeekingInReverse = false;
+ }
+
+ void setPlayTime(long playTime, boolean inReverse) {
+ // TODO: This can be simplified.
+
+ // Clamp the play time
+ if (getTotalDuration() != DURATION_INFINITE) {
+ mPlayTime = Math.min(playTime, getTotalDuration() - mStartDelay);
+ }
+ mPlayTime = Math.max(0, mPlayTime);
+ mSeekingInReverse = inReverse;
+ }
+
+ void updateSeekDirection(boolean inReverse) {
+ // Change seek direction without changing the overall fraction
+ if (inReverse && getTotalDuration() == DURATION_INFINITE) {
+ throw new UnsupportedOperationException("Error: Cannot reverse infinite animator"
+ + " set");
+ }
+ if (mPlayTime >= 0) {
+ if (inReverse != mSeekingInReverse) {
+ mPlayTime = getTotalDuration() - mStartDelay - mPlayTime;
+ mSeekingInReverse = inReverse;
+ }
+ }
+ }
+
+ long getPlayTime() {
+ return mPlayTime;
+ }
+
+ /**
+ * Returns the playtime assuming the animation is forward playing
+ */
+ long getPlayTimeNormalized() {
+ if (mReversing) {
+ return getTotalDuration() - mStartDelay - mPlayTime;
+ }
+ return mPlayTime;
+ }
+
+ boolean isActive() {
+ return mPlayTime != -1;
+ }
+ }
+
+ /**
+ * 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) {
+ mDependencyDirty = true;
+ mCurrentNode = getNodeForAnimation(anim);
+ }
+
+ /**
+ * 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 = getNodeForAnimation(anim);
+ mCurrentNode.addSibling(node);
+ 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) {
+ Node node = getNodeForAnimation(anim);
+ mCurrentNode.addChild(node);
+ 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) {
+ Node node = getNodeForAnimation(anim);
+ mCurrentNode.addParent(node);
+ 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;
+ }
+
+ }
+
+}