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Java ValueAnimator.setCurrentPlayTime方法代碼示例

本文整理匯總了Java中android.animation.ValueAnimator.setCurrentPlayTime方法的典型用法代碼示例。如果您正苦於以下問題:Java ValueAnimator.setCurrentPlayTime方法的具體用法?Java ValueAnimator.setCurrentPlayTime怎麽用?Java ValueAnimator.setCurrentPlayTime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android.animation.ValueAnimator的用法示例。


在下文中一共展示了ValueAnimator.setCurrentPlayTime方法的2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: 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;
    }
}
 
開發者ID:enricocid,項目名稱:LaunchEnr,代碼行數:48,代碼來源:FirstFrameAnimatorHelper.java

示例2: 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);
    }
}
 
開發者ID:michelelacorte,項目名稱:FlickLauncher,代碼行數:51,代碼來源:FirstFrameAnimatorHelper.java


注:本文中的android.animation.ValueAnimator.setCurrentPlayTime方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。