本文整理匯總了Java中android.animation.ValueAnimator.getDuration方法的典型用法代碼示例。如果您正苦於以下問題:Java ValueAnimator.getDuration方法的具體用法?Java ValueAnimator.getDuration怎麽用?Java ValueAnimator.getDuration使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類android.animation.ValueAnimator
的用法示例。
在下文中一共展示了ValueAnimator.getDuration方法的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: getAnimatedFraction
import android.animation.ValueAnimator; //導入方法依賴的package包/類
static float getAnimatedFraction(ValueAnimator animator) {
float fraction = animator.getDuration() > 0 ? ((float) animator.getCurrentPlayTime()) / animator.getDuration() : 0f;
fraction = min(fraction, 1f);
fraction = animator.getInterpolator().getInterpolation(fraction);
return fraction;
}
示例2: onAnimationUpdate
import android.animation.ValueAnimator; //導入方法依賴的package包/類
@Override
public void onAnimationUpdate(ValueAnimator animation) {
iconYPosition = ((int) animation.getAnimatedValue() - iconMargin);
if (animation.getCurrentPlayTime() > animation.getDuration() / 2
&& !alphaEnterTrigger
&& actualState.equals(MaterialAnimatedSwitchState.RELEASE)) {
exitAlphaAnimator.start();
alphaEnterTrigger = true;
}
}
示例3: onAnimationUpdate
import android.animation.ValueAnimator; //導入方法依賴的package包/類
public void onAnimationUpdate(final ValueAnimator animation) {
final long currentTime = System.currentTimeMillis();
if (mStartTime == -1) {
mStartFrame = sGlobalFrameCounter;
mStartTime = currentTime;
}
final long currentPlayTime = animation.getCurrentPlayTime();
boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0;
if (!mHandlingOnAnimationUpdate &&
sVisible &&
// If the current play time exceeds the duration, or the animated fraction is 1,
// the animation will get finished, even if we call setCurrentPlayTime -- therefore
// don't adjust the animation in that case
currentPlayTime < animation.getDuration() && !isFinalFrame) {
mHandlingOnAnimationUpdate = true;
long frameNum = sGlobalFrameCounter - mStartFrame;
// If we haven't drawn our first frame, reset the time to t = 0
// (give up after MAX_DELAY ms of waiting though - might happen, for example, if we
// are no longer in the foreground and no frames are being rendered ever)
if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY && currentPlayTime > 0) {
// The first frame on animations doesn't always trigger an invalidate...
// force an invalidate here to make sure the animation continues to advance
mTarget.getRootView().invalidate();
animation.setCurrentPlayTime(0);
// For the second frame, if the first frame took more than 16ms,
// adjust the start time and pretend it took only 16ms anyway. This
// prevents a large jump in the animation due to an expensive first frame
} else if (frameNum == 1 && currentTime < mStartTime + MAX_DELAY &&
!mAdjustedSecondFrameTime &&
currentTime > mStartTime + IDEAL_FRAME_DURATION &&
currentPlayTime > IDEAL_FRAME_DURATION) {
animation.setCurrentPlayTime(IDEAL_FRAME_DURATION);
mAdjustedSecondFrameTime = true;
} else {
if (frameNum > 1) {
mTarget.post(new Runnable() {
public void run() {
animation.removeUpdateListener(FirstFrameAnimatorHelper.this);
}
});
}
}
mHandlingOnAnimationUpdate = false;
}
}
示例4: updateInitAnimation
import android.animation.ValueAnimator; //導入方法依賴的package包/類
/**
* Update animation initialization flag
*
* @param animation {@link ValueAnimator}
*/
private void updateInitAnimation(ValueAnimator animation) {
if (mAnimateInitialMove && animation.getDuration() <= animation.getCurrentPlayTime()) {
mIsInitialAnimationRunning = false;
}
}
示例5: onAnimationUpdate
import android.animation.ValueAnimator; //導入方法依賴的package包/類
public void onAnimationUpdate(final ValueAnimator animation) {
final long currentTime = System.currentTimeMillis();
if (mStartTime == -1) {
mStartFrame = sGlobalFrameCounter;
mStartTime = currentTime;
}
final long currentPlayTime = animation.getCurrentPlayTime();
boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0;
if (!mHandlingOnAnimationUpdate &&
sVisible &&
// If the current play time exceeds the duration, or the animated fraction is 1,
// the animation will get finished, even if we call setCurrentPlayTime -- therefore
// don't adjust the animation in that case
currentPlayTime < animation.getDuration() && !isFinalFrame) {
mHandlingOnAnimationUpdate = true;
long frameNum = sGlobalFrameCounter - mStartFrame;
// If we haven't drawn our first frame, reset the time to t = 0
// (give up after MAX_DELAY ms of waiting though - might happen, for example, if we
// are no longer in the foreground and no frames are being rendered ever)
if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY && currentPlayTime > 0) {
// The first frame on animations doesn't always trigger an invalidate...
// force an invalidate here to make sure the animation continues to advance
mTarget.getRootView().invalidate();
animation.setCurrentPlayTime(0);
// For the second frame, if the first frame took more than 16ms,
// adjust the start time and pretend it took only 16ms anyway. This
// prevents a large jump in the animation due to an expensive first frame
} else if (frameNum == 1 && currentTime < mStartTime + MAX_DELAY &&
!mAdjustedSecondFrameTime &&
currentTime > mStartTime + IDEAL_FRAME_DURATION &&
currentPlayTime > IDEAL_FRAME_DURATION) {
animation.setCurrentPlayTime(IDEAL_FRAME_DURATION);
mAdjustedSecondFrameTime = true;
} else {
if (frameNum > 1) {
mTarget.post(new Runnable() {
public void run() {
animation.removeUpdateListener(FirstFrameAnimatorHelper.this);
}
});
}
if (DEBUG) print(animation);
}
mHandlingOnAnimationUpdate = false;
} else {
if (DEBUG) print(animation);
}
}
示例6: print
import android.animation.ValueAnimator; //導入方法依賴的package包/類
public void print(ValueAnimator animation) {
float flatFraction = animation.getCurrentPlayTime() / (float) animation.getDuration();
Log.d("FirstFrameAnimatorHelper", sGlobalFrameCounter +
"(" + (sGlobalFrameCounter - mStartFrame) + ") " + mTarget + " dirty? " +
mTarget.isDirty() + " " + flatFraction + " " + this + " " + animation);
}