Add API 31 sources
Test: None
Change-Id: Ie45894f7a232b2a15e2439b2527ca1813f334cc5
diff --git a/android/animation/AnimationHandler.java b/android/animation/AnimationHandler.java
new file mode 100644
index 0000000..260323f
--- /dev/null
+++ b/android/animation/AnimationHandler.java
@@ -0,0 +1,317 @@
+/*
+ * Copyright (C) 2015 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.os.SystemClock;
+import android.util.ArrayMap;
+import android.view.Choreographer;
+
+import java.util.ArrayList;
+
+/**
+ * This custom, static handler handles the timing pulse that is shared by all active
+ * ValueAnimators. This approach ensures that the setting of animation values will happen on the
+ * same thread that animations start on, and that all animations will share the same times for
+ * calculating their values, which makes synchronizing animations possible.
+ *
+ * The handler uses the Choreographer by default for doing periodic callbacks. A custom
+ * AnimationFrameCallbackProvider can be set on the handler to provide timing pulse that
+ * may be independent of UI frame update. This could be useful in testing.
+ *
+ * @hide
+ */
+public class AnimationHandler {
+ /**
+ * Internal per-thread collections used to avoid set collisions as animations start and end
+ * while being processed.
+ * @hide
+ */
+ private final ArrayMap<AnimationFrameCallback, Long> mDelayedCallbackStartTime =
+ new ArrayMap<>();
+ private final ArrayList<AnimationFrameCallback> mAnimationCallbacks =
+ new ArrayList<>();
+ private final ArrayList<AnimationFrameCallback> mCommitCallbacks =
+ new ArrayList<>();
+ private AnimationFrameCallbackProvider mProvider;
+
+ private final Choreographer.FrameCallback mFrameCallback = new Choreographer.FrameCallback() {
+ @Override
+ public void doFrame(long frameTimeNanos) {
+ doAnimationFrame(getProvider().getFrameTime());
+ if (mAnimationCallbacks.size() > 0) {
+ getProvider().postFrameCallback(this);
+ }
+ }
+ };
+
+ public final static ThreadLocal<AnimationHandler> sAnimatorHandler = new ThreadLocal<>();
+ private boolean mListDirty = false;
+
+ public static AnimationHandler getInstance() {
+ if (sAnimatorHandler.get() == null) {
+ sAnimatorHandler.set(new AnimationHandler());
+ }
+ return sAnimatorHandler.get();
+ }
+
+ /**
+ * By default, the Choreographer is used to provide timing for frame callbacks. A custom
+ * provider can be used here to provide different timing pulse.
+ */
+ public void setProvider(AnimationFrameCallbackProvider provider) {
+ if (provider == null) {
+ mProvider = new MyFrameCallbackProvider();
+ } else {
+ mProvider = provider;
+ }
+ }
+
+ private AnimationFrameCallbackProvider getProvider() {
+ if (mProvider == null) {
+ mProvider = new MyFrameCallbackProvider();
+ }
+ return mProvider;
+ }
+
+ /**
+ * Register to get a callback on the next frame after the delay.
+ */
+ public void addAnimationFrameCallback(final AnimationFrameCallback callback, long delay) {
+ if (mAnimationCallbacks.size() == 0) {
+ getProvider().postFrameCallback(mFrameCallback);
+ }
+ if (!mAnimationCallbacks.contains(callback)) {
+ mAnimationCallbacks.add(callback);
+ }
+
+ if (delay > 0) {
+ mDelayedCallbackStartTime.put(callback, (SystemClock.uptimeMillis() + delay));
+ }
+ }
+
+ /**
+ * Register to get a one shot callback for frame commit timing. Frame commit timing is the
+ * time *after* traversals are done, as opposed to the animation frame timing, which is
+ * before any traversals. This timing can be used to adjust the start time of an animation
+ * when expensive traversals create big delta between the animation frame timing and the time
+ * that animation is first shown on screen.
+ *
+ * Note this should only be called when the animation has already registered to receive
+ * animation frame callbacks. This callback will be guaranteed to happen *after* the next
+ * animation frame callback.
+ */
+ public void addOneShotCommitCallback(final AnimationFrameCallback callback) {
+ if (!mCommitCallbacks.contains(callback)) {
+ mCommitCallbacks.add(callback);
+ }
+ }
+
+ /**
+ * Removes the given callback from the list, so it will no longer be called for frame related
+ * timing.
+ */
+ public void removeCallback(AnimationFrameCallback callback) {
+ mCommitCallbacks.remove(callback);
+ mDelayedCallbackStartTime.remove(callback);
+ int id = mAnimationCallbacks.indexOf(callback);
+ if (id >= 0) {
+ mAnimationCallbacks.set(id, null);
+ mListDirty = true;
+ }
+ }
+
+ private void doAnimationFrame(long frameTime) {
+ long currentTime = SystemClock.uptimeMillis();
+ final int size = mAnimationCallbacks.size();
+ for (int i = 0; i < size; i++) {
+ final AnimationFrameCallback callback = mAnimationCallbacks.get(i);
+ if (callback == null) {
+ continue;
+ }
+ if (isCallbackDue(callback, currentTime)) {
+ callback.doAnimationFrame(frameTime);
+ if (mCommitCallbacks.contains(callback)) {
+ getProvider().postCommitCallback(new Runnable() {
+ @Override
+ public void run() {
+ commitAnimationFrame(callback, getProvider().getFrameTime());
+ }
+ });
+ }
+ }
+ }
+ cleanUpList();
+ }
+
+ private void commitAnimationFrame(AnimationFrameCallback callback, long frameTime) {
+ if (!mDelayedCallbackStartTime.containsKey(callback) &&
+ mCommitCallbacks.contains(callback)) {
+ callback.commitAnimationFrame(frameTime);
+ mCommitCallbacks.remove(callback);
+ }
+ }
+
+ /**
+ * Remove the callbacks from mDelayedCallbackStartTime once they have passed the initial delay
+ * so that they can start getting frame callbacks.
+ *
+ * @return true if they have passed the initial delay or have no delay, false otherwise.
+ */
+ private boolean isCallbackDue(AnimationFrameCallback callback, long currentTime) {
+ Long startTime = mDelayedCallbackStartTime.get(callback);
+ if (startTime == null) {
+ return true;
+ }
+ if (startTime < currentTime) {
+ mDelayedCallbackStartTime.remove(callback);
+ return true;
+ }
+ return false;
+ }
+
+ /**
+ * Return the number of callbacks that have registered for frame callbacks.
+ */
+ public static int getAnimationCount() {
+ AnimationHandler handler = sAnimatorHandler.get();
+ if (handler == null) {
+ return 0;
+ }
+ return handler.getCallbackSize();
+ }
+
+ public static void setFrameDelay(long delay) {
+ getInstance().getProvider().setFrameDelay(delay);
+ }
+
+ public static long getFrameDelay() {
+ return getInstance().getProvider().getFrameDelay();
+ }
+
+ void autoCancelBasedOn(ObjectAnimator objectAnimator) {
+ for (int i = mAnimationCallbacks.size() - 1; i >= 0; i--) {
+ AnimationFrameCallback cb = mAnimationCallbacks.get(i);
+ if (cb == null) {
+ continue;
+ }
+ if (objectAnimator.shouldAutoCancel(cb)) {
+ ((Animator) mAnimationCallbacks.get(i)).cancel();
+ }
+ }
+ }
+
+ private void cleanUpList() {
+ if (mListDirty) {
+ for (int i = mAnimationCallbacks.size() - 1; i >= 0; i--) {
+ if (mAnimationCallbacks.get(i) == null) {
+ mAnimationCallbacks.remove(i);
+ }
+ }
+ mListDirty = false;
+ }
+ }
+
+ private int getCallbackSize() {
+ int count = 0;
+ int size = mAnimationCallbacks.size();
+ for (int i = size - 1; i >= 0; i--) {
+ if (mAnimationCallbacks.get(i) != null) {
+ count++;
+ }
+ }
+ return count;
+ }
+
+ /**
+ * Default provider of timing pulse that uses Choreographer for frame callbacks.
+ */
+ private class MyFrameCallbackProvider implements AnimationFrameCallbackProvider {
+
+ final Choreographer mChoreographer = Choreographer.getInstance();
+
+ @Override
+ public void postFrameCallback(Choreographer.FrameCallback callback) {
+ mChoreographer.postFrameCallback(callback);
+ }
+
+ @Override
+ public void postCommitCallback(Runnable runnable) {
+ mChoreographer.postCallback(Choreographer.CALLBACK_COMMIT, runnable, null);
+ }
+
+ @Override
+ public long getFrameTime() {
+ return mChoreographer.getFrameTime();
+ }
+
+ @Override
+ public long getFrameDelay() {
+ return Choreographer.getFrameDelay();
+ }
+
+ @Override
+ public void setFrameDelay(long delay) {
+ Choreographer.setFrameDelay(delay);
+ }
+ }
+
+ /**
+ * Callbacks that receives notifications for animation timing and frame commit timing.
+ */
+ interface AnimationFrameCallback {
+ /**
+ * Run animation based on the frame time.
+ * @param frameTime The frame start time, in the {@link SystemClock#uptimeMillis()} time
+ * base.
+ * @return if the animation has finished.
+ */
+ boolean doAnimationFrame(long frameTime);
+
+ /**
+ * This notifies the callback of frame commit time. Frame commit time is the time after
+ * traversals happen, as opposed to the normal animation frame time that is before
+ * traversals. This is used to compensate expensive traversals that happen as the
+ * animation starts. When traversals take a long time to complete, the rendering of the
+ * initial frame will be delayed (by a long time). But since the startTime of the
+ * animation is set before the traversal, by the time of next frame, a lot of time would
+ * have passed since startTime was set, the animation will consequently skip a few frames
+ * to respect the new frameTime. By having the commit time, we can adjust the start time to
+ * when the first frame was drawn (after any expensive traversals) so that no frames
+ * will be skipped.
+ *
+ * @param frameTime The frame time after traversals happen, if any, in the
+ * {@link SystemClock#uptimeMillis()} time base.
+ */
+ void commitAnimationFrame(long frameTime);
+ }
+
+ /**
+ * The intention for having this interface is to increase the testability of ValueAnimator.
+ * Specifically, we can have a custom implementation of the interface below and provide
+ * timing pulse without using Choreographer. That way we could use any arbitrary interval for
+ * our timing pulse in the tests.
+ *
+ * @hide
+ */
+ public interface AnimationFrameCallbackProvider {
+ void postFrameCallback(Choreographer.FrameCallback callback);
+ void postCommitCallback(Runnable runnable);
+ long getFrameTime();
+ long getFrameDelay();
+ void setFrameDelay(long delay);
+ }
+}