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A library jar that provides APIs for Applications written for the Google Android Platform.

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/*
 * 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 com.android.ide.common.rendering.api.IAnimationListener;
import com.android.ide.common.rendering.api.RenderSession;
import com.android.ide.common.rendering.api.Result;
import com.android.ide.common.rendering.api.Result.Status;
import com.android.layoutlib.bridge.Bridge;
import com.android.layoutlib.bridge.impl.RenderSessionImpl;

import android.os.Handler;
import android.os.Handler_Delegate;
import android.os.Message;

import java.util.PriorityQueue;
import java.util.Queue;

/**
 * Abstract animation thread.
 * 

* This does not actually start an animation, instead it fakes a looper that will play whatever * animation is sending messages to its own {@link Handler}. *

* Classes should implement {@link #preAnimation()} and {@link #postAnimation()}. *

* If {@link #preAnimation()} does not start an animation somehow then the thread doesn't do * anything. * */ public abstract class AnimationThread extends Thread { private static class MessageBundle implements Comparable { final Handler mTarget; final Message mMessage; final long mUptimeMillis; MessageBundle(Handler target, Message message, long uptimeMillis) { mTarget = target; mMessage = message; mUptimeMillis = uptimeMillis; } @Override public int compareTo(MessageBundle bundle) { if (mUptimeMillis < bundle.mUptimeMillis) { return -1; } return 1; } } private final RenderSessionImpl mSession; private Queue mQueue = new PriorityQueue(); private final IAnimationListener mListener; public AnimationThread(RenderSessionImpl scene, String threadName, IAnimationListener listener) { super(threadName); mSession = scene; mListener = listener; } public abstract Result preAnimation(); public abstract void postAnimation(); @Override public void run() { Bridge.prepareThread(); try { /* FIXME: The ANIMATION_FRAME message no longer exists. Instead, the * animation timing loop is completely based on a Choreographer objects * that schedules animation and drawing frames. The animation handler is * no longer even a handler; it is just a Runnable enqueued on the Choreographer. Handler_Delegate.setCallback(new IHandlerCallback() { @Override public void sendMessageAtTime(Handler handler, Message msg, long uptimeMillis) { if (msg.what == ValueAnimator.ANIMATION_START || msg.what == ValueAnimator.ANIMATION_FRAME) { mQueue.add(new MessageBundle(handler, msg, uptimeMillis)); } else { // just ignore. } } }); */ // call out to the pre-animation work, which should start an animation or more. Result result = preAnimation(); if (result.isSuccess() == false) { mListener.done(result); } // loop the animation RenderSession session = mSession.getSession(); do { // check early. if (mListener.isCanceled()) { break; } // get the next message. MessageBundle bundle = mQueue.poll(); if (bundle == null) { break; } // sleep enough for this bundle to be on time long currentTime = System.currentTimeMillis(); if (currentTime < bundle.mUptimeMillis) { try { sleep(bundle.mUptimeMillis - currentTime); } catch (InterruptedException e) { // FIXME log/do something/sleep again? e.printStackTrace(); } } // check after sleeping. if (mListener.isCanceled()) { break; } // ready to do the work, acquire the scene. result = mSession.acquire(250); if (result.isSuccess() == false) { mListener.done(result); return; } // process the bundle. If the animation is not finished, this will enqueue // the next message, so mQueue will have another one. try { // check after acquiring in case it took a while. if (mListener.isCanceled()) { break; } bundle.mTarget.handleMessage(bundle.mMessage); if (mSession.render(false /*freshRender*/).isSuccess()) { mListener.onNewFrame(session); } } finally { mSession.release(); } } while (mListener.isCanceled() == false && mQueue.size() > 0); mListener.done(Status.SUCCESS.createResult()); } catch (Throwable throwable) { // can't use Bridge.getLog() as the exception might be thrown outside // of an acquire/release block. mListener.done(Status.ERROR_UNKNOWN.createResult("Error playing animation", throwable)); } finally { postAnimation(); Handler_Delegate.setCallback(null); Bridge.cleanupThread(); } } }





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