/* * 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.content.Context; import android.content.res.TypedArray; import android.util.AttributeSet; import android.view.animation.AnimationUtils; import java.util.ArrayList; import java.util.HashMap; /** * This class plays a set of {@link Animatable} 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 Sequencer: * either the {@link Sequencer#playTogether(Animatable[]) playTogether()} or * {@link Sequencer#playSequentially(Animatable[]) playSequentially()} methods can be called to add * a set of animations all at once, or the {@link Sequencer#play(Animatable)} can be * used in conjunction with methods in the {@link android.animation.Sequencer.Builder Builder} * class to add animations * one by one.

* *

It is possible to set up a Sequencer 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. */ public final class Sequencer extends Animatable { /** * Tracks animations currently being played, so that we know what to * cancel or end when cancel() or end() is called on this Sequencer */ private final ArrayList mPlayingSet = new ArrayList(); /** * Contains all nodes, mapped to their respective Animatables. When new * dependency information is added for an Animatable, we want to add it * to a single node representing that Animatable, not create a new Node * if one already exists. */ private final HashMap mNodeMap = new HashMap(); /** * Set of all nodes created for this Sequencer. This list is used upon * starting the sequencer, and the nodes are placed in sorted order into the * sortedNodes collection. */ private final 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 final 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 SequencerAnimatableListener mSequenceListener = null; /** * Flag indicating that the Sequencer has been canceled (by calling cancel() or end()). * This flag is used to avoid starting other animations when currently-playing * child animations of this Sequencer end. */ boolean mCanceled = false; /** * Sets up this Sequencer to play all of the supplied animations at the same time. * * @param sequenceItems The animations that will be started simultaneously. */ public void playTogether(Animatable... sequenceItems) { if (sequenceItems != null) { mNeedsSort = true; Builder builder = play(sequenceItems[0]); for (int i = 1; i < sequenceItems.length; ++i) { builder.with(sequenceItems[i]); } } } /** * Sets up this Sequencer to play each of the supplied animations when the * previous animation ends. * * @param sequenceItems The aniamtions that will be started one after another. */ public void playSequentially(Animatable... sequenceItems) { if (sequenceItems != null) { mNeedsSort = true; if (sequenceItems.length == 1) { play(sequenceItems[0]); } else { for (int i = 0; i < sequenceItems.length - 1; ++i) { play(sequenceItems[i]).before(sequenceItems[i+1]); } } } } /** * Returns the current list of child Animatable objects controlled by this * Sequencer. This is a copy of the internal list; modifications to the returned list * will not affect the Sequencer, although changes to the underlying Animatable objects * will affect those objects being managed by the Sequencer. * * @return ArrayList The list of child animations of this Sequencer. */ public ArrayList getChildAnimations() { ArrayList childList = new ArrayList(); for (Node node : mNodes) { childList.add(node.animation); } return childList; } /** * 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 Sequence to play * a1 and a2 at the same time, * play(a1).before(a2) sets up the Sequence to play * a1 first, followed by a2, and * play(a1).after(a2) sets up the Sequence 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 sequence based on the dependencies * outlined in the calls to play and the other methods in the * BuilderNote that canceling a Sequencer also cancels all of the animations that it is * responsible for.

*/ @SuppressWarnings("unchecked") @Override public void cancel() { mCanceled = true; if (mListeners != null) { ArrayList tmpListeners = (ArrayList) mListeners.clone(); for (AnimatableListener listener : tmpListeners) { listener.onAnimationCancel(this); } } if (mSortedNodes.size() > 0) { for (Node node : mSortedNodes) { node.animation.cancel(); } } } /** * {@inheritDoc} * *

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

*/ @Override public void end() { mCanceled = true; if (mSortedNodes.size() > 0) { for (Node node : mSortedNodes) { node.animation.end(); } } } /** * {@inheritDoc} * *

Starting this Sequencer will, in turn, start the animations for which * it is responsible. The details of when exactly those animations are started depends on * the dependency relationships that have been set up between the animations. */ @SuppressWarnings("unchecked") @Override public void start() { mCanceled = false; // First, sort the nodes (if necessary). This will ensure that sortedNodes // contains the animation nodes in the correct order. sortNodes(); // 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. ArrayList nodesToStart = new ArrayList(); for (Node node : mSortedNodes) { if (mSequenceListener == null) { mSequenceListener = new SequencerAnimatableListener(this); } if (node.dependencies == null || node.dependencies.size() == 0) { nodesToStart.add(node); } else { for (Dependency dependency : node.dependencies) { dependency.node.animation.addListener( new DependencyListener(this, node, dependency.rule)); } node.tmpDependencies = (ArrayList) node.dependencies.clone(); } node.animation.addListener(mSequenceListener); } // Now that all dependencies are set up, start the animations that should be started. for (Node node : nodesToStart) { node.animation.start(); mPlayingSet.add(node.animation); } if (mListeners != null) { ArrayList tmpListeners = (ArrayList) mListeners.clone(); for (AnimatableListener listener : tmpListeners) { listener.onAnimationStart(this); } } } /** * 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 AnimatableListener { private Sequencer mSequencer; // 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(Sequencer sequencer, Node node, int rule) { this.mSequencer = sequencer; 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(Animatable animation) { } /** * An end event is received - see if this is an event we are listening for */ public void onAnimationEnd(Animatable animation) { if (mRule == Dependency.AFTER) { startIfReady(animation); } } /** * Ignore repeat events for now */ public void onAnimationRepeat(Animatable animation) { } /** * A start event is received - see if this is an event we are listening for */ public void onAnimationStart(Animatable 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(Animatable dependencyAnimation) { if (mSequencer.mCanceled) { // if the parent Sequencer was canceled, then don't start any dependent anims return; } Dependency dependencyToRemove = null; for (Dependency dependency : mNode.tmpDependencies) { 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(); mSequencer.mPlayingSet.add(mNode.animation); } } } private class SequencerAnimatableListener implements AnimatableListener { private Sequencer mSequencer; SequencerAnimatableListener(Sequencer sequencer) { mSequencer = sequencer; } public void onAnimationCancel(Animatable animation) { if (mPlayingSet.size() == 0) { if (mListeners != null) { for (AnimatableListener listener : mListeners) { listener.onAnimationCancel(mSequencer); } } } } @SuppressWarnings("unchecked") public void onAnimationEnd(Animatable animation) { animation.removeListener(this); mPlayingSet.remove(animation); Node animNode = mSequencer.mNodeMap.get(animation); animNode.done = true; ArrayList sortedNodes = mSequencer.mSortedNodes; int numNodes = sortedNodes.size(); int nodeIndex = sortedNodes.indexOf(animNode); boolean allDone = true; for (int i = nodeIndex + 1; i < numNodes; ++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 // sequencer has ended if (mListeners != null) { ArrayList tmpListeners = (ArrayList) mListeners.clone(); for (AnimatableListener listener : tmpListeners) { listener.onAnimationEnd(mSequencer); } } } } // Nothing to do public void onAnimationRepeat(Animatable animation) { } // Nothing to do public void onAnimationStart(Animatable 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(); for (Node node : mNodes) { if (node.dependencies == null || node.dependencies.size() == 0) { roots.add(node); } } ArrayList tmpRoots = new ArrayList(); while (roots.size() > 0) { for (Node root : roots) { mSortedNodes.add(root); if (root.nodeDependents != null) { for (Node node : root.nodeDependents) { 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 Sequencer"); } } 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 for (Node node : mNodes) { if (node.dependencies != null && node.dependencies.size() > 0) { for (Dependency dependency : node.dependencies) { if (node.nodeDependencies == null) { node.nodeDependencies = new ArrayList(); } if (!node.nodeDependencies.contains(dependency.node)) { node.nodeDependencies.add(dependency.node); } } } node.done = false; // also reset done flag } } } /** * 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 Animatable 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 { public Animatable 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 sequencer is launched in the future. So we create a copy of the dependency * list when the sequencer 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 Sequencer 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 Sequencer. */ 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(Animatable 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); } } /** * The Builder object is a utility class to facilitate adding animations to a * Sequencer along with the relationships between the various animations. The * intention of the Builder methods, along with the {@link * Sequencer#play(Animatable) play()} method of Sequencer is to make it possible to * express the dependency relationships of animations in a natural way. Developers can also use * the {@link Sequencer#playTogether(Animatable[]) playTogether()} and {@link * Sequencer#playSequentially(Animatable[]) playSequentially()} methods if these suit the need, * but it might be easier in some situations to express the sequence of animations in pairs. *

*

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

*

*

For example, this sets up a Sequencer to play anim1 and anim2 at the same time, anim3 to * play when anim2 finishes, and anim4 to play when anim3 finishes:

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

*

Note in the example that both {@link Builder#before(Animatable)} and {@link * Builder#after(Animatable)} 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 Sequencer#play(Animatable)} 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: *

     *   Sequencer s = new Sequencer();
     *   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:

*
     *   Sequencer s = new Sequencer();
     *   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 sequences 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 Sequencer and passed into the constructor of Builder. */ private Node mCurrentNode; /** * package-private constructor. Builders are only constructed by Sequencer, 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(Animatable 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 Sequencer#play(Animatable)} call that created this Builder object. * * @param anim The animation that will play when the animation supplied to the * {@link Sequencer#play(Animatable)} method starts. */ public void with(Animatable 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); } /** * Sets up the given animation to play when the animation supplied in the * {@link Sequencer#play(Animatable)} call that created this Builder object * ends. * * @param anim The animation that will play when the animation supplied to the * {@link Sequencer#play(Animatable)} method ends. */ public void before(Animatable 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); } /** * Sets up the given animation to play when the animation supplied in the * {@link Sequencer#play(Animatable)} 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 Sequencer#play(Animatable)} method to play. */ public void after(Animatable 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); } /** * Sets up the animation supplied in the * {@link Sequencer#play(Animatable)} 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 void after(long delay) { // setup dummy Animator just to run the clock Animator anim = new Animator(delay, 0f, 1f); Node node = new Node(anim); mNodes.add(node); Dependency dependency = new Dependency(node, Dependency.AFTER); mCurrentNode.addDependency(dependency); } } }