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);
+    }
+}