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Android源码分析—属性动画的工作原理

2018-02-04 23:28 363 查看
转载请注明出处:http://blog.csdn.net/singwhatiwanna/article/details/17853275

前言

本文为Android动画系列的最后一篇文章,通过对源码的分析,能够让大家更深刻地理解属性动画的工作原理,这有助于我们更好地使用属性动画。但是,由于动画的底层实现已经深入到jni层,并且涉及到显示子系统,因此,深入地分析动画的底层实现不仅比较困难而且意义不大,因此,本文的分析到jni层为止。

Android动画系列:

android动画简介

Android动画进阶—使用开源动画库nineoldandroids

Android属性动画深入分析:让你成为动画牛人

Android源码分析—属性动画的工作原理

属性动画的原理

属性动画要求动画作用的对象提供该属性的set方法,属性动画根据你传递的该熟悉的初始值和最终值,以动画的效果多次去调用set方法,每次传递给set方法的值都不一样,确切来说是随着时间的推移,所传递的值越来越接近最终值。如果动画的时候没有传递初始值,那么还要提供get方法,因为系统要去拿属性的初始值。对于属性动画来说,其动画过程中所做的就是这么多,下面看源码分析。

源码分析

首先我们要找一个入口,就从ObjectAnimator.ofInt(mButton, “width”, 500).setDuration(5000).start()开始吧,其他动画都是类似的。

看ObjectAnimator的start方法

[java] view plain copy print?@Override
public void start() {
// See if any of the current active/pending animators need to be canceled
AnimationHandler handler = sAnimationHandler.get();
if (handler != null) {
int numAnims = handler.mAnimations.size();
for (int i = numAnims - 1; i >= 0; i–) {
if (handler.mAnimations.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mAnimations.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
numAnims = handler.mPendingAnimations.size();
for (int i = numAnims - 1; i >= 0; i–) {
if (handler.mPendingAnimations.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mPendingAnimations.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
numAnims = handler.mDelayedAnims.size();
for (int i = numAnims - 1; i >= 0; i–) {
if (handler.mDelayedAnims.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mDelayedAnims.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
}
if (DBG) {
Log.d(”ObjectAnimator”, “Anim target, duration: ” + mTarget + “, ” + getDuration());
for (int i = 0; i < mValues.length; ++i) {
PropertyValuesHolder pvh = mValues[i];
ArrayList<Keyframe> keyframes = pvh.mKeyframeSet.mKeyframes;
Log.d(”ObjectAnimator”, “ Values[“ + i + “]: ” +
pvh.getPropertyName() + ”, ” + keyframes.get(0).getValue() + “, ” +
keyframes.get(pvh.mKeyframeSet.mNumKeyframes - 1).getValue());
}
}
super.start();
}
@Override
public void start() {
// See if any of the current active/pending animators need to be canceled
AnimationHandler handler = sAnimationHandler.get();
if (handler != null) {
int numAnims = handler.mAnimations.size();
for (int i = numAnims - 1; i >= 0; i--) {
if (handler.mAnimations.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mAnimations.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
numAnims = handler.mPendingAnimations.size();
for (int i = numAnims - 1; i >= 0; i--) {
if (handler.mPendingAnimations.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mPendingAnimations.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
numAnims = handler.mDelayedAnims.size();
for (int i = numAnims - 1; i >= 0; i--) {
if (handler.mDelayedAnims.get(i) instanceof ObjectAnimator) {
ObjectAnimator anim = (ObjectAnimator) handler.mDelayedAnims.get(i);
if (anim.mAutoCancel && hasSameTargetAndProperties(anim)) {
anim.cancel();
}
}
}
}
if (DBG) {
Log.d("ObjectAnimator", "Anim target, duration: " + mTarget + ", " + getDuration());
for (int i = 0; i < mValues.length; ++i) {
PropertyValuesHolder pvh = mValues[i];
ArrayList<Keyframe> keyframes = pvh.mKeyframeSet.mKeyframes;
Log.d("ObjectAnimator", "   Values[" + i + "]: " +
pvh.getPropertyName() + ", " + keyframes.get(0).getValue() + ", " +
keyframes.get(pvh.mKeyframeSet.mNumKeyframes - 1).getValue());
}
}
super.start();
}
说明:上面的代码别看那么长,其实做的事情很简单,首先会判断一下,如果当前动画、等待的动画(Pending)和延迟的动画(Delay)中有和当前动画相同的动画,那么就把相同的动画给取消掉,接下来那一段是log,再接着就调用了父类的super.start()方法,因为ObjectAnimator继承了ValueAnimator,所以接下来我们看一下ValueAnimator的Start方法

[java] view plain copy print?private void start(boolean playBackwards) {
if (Looper.myLooper() == null) {
throw new AndroidRuntimeException(“Animators may only be run on Looper threads”);
}
mPlayingBackwards = playBackwards;
mCurrentIteration = 0;
mPlayingState = STOPPED;
mStarted = true;
mStartedDelay = false;
mPaused = false;
AnimationHandler animationHandler = getOrCreateAnimationHandler();
animationHandler.mPendingAnimations.add(this);
if (mStartDelay == 0) {
// This sets the initial value of the animation, prior to actually starting it running
setCurrentPlayTime(0);
mPlayingState = STOPPED;
mRunning = true;
notifyStartListeners();
}
animationHandler.start();
}
private void start(boolean playBackwards) {
if (Looper.myLooper() == null) {
throw new AndroidRuntimeException("Animators may only be run on Looper threads");
}
mPlayingBackwards = playBackwards;
mCurrentIteration = 0;
mPlayingState = STOPPED;
mStarted = true;
mStartedDelay = false;
mPaused = false;
AnimationHandler animationHandler = getOrCreateAnimationHandler();
animationHandler.mPendingAnimations.add(this);
if (mStartDelay == 0) {
// This sets the initial value of the animation, prior to actually starting it running
setCurrentPlayTime(0);
mPlayingState = STOPPED;
mRunning = true;
notifyStartListeners();
}
animationHandler.start();
}
说明:上述代码最终会调用AnimationHandler的start方法,这个AnimationHandler并不是Handler,它是个Runnable。看下它的代码,通过代码我们发现,很快就调到了jni层,不过jni层最终还是要调回来的。它的run方法会被调用,这个Runnable涉及到和底层的交互,我们就忽略这部分,直接看重点:ValueAnimator中的doAnimationFrame方法

[java] view plain copy print?final boolean doAnimationFrame(long frameTime) {
if (mPlayingState == STOPPED) {
mPlayingState = RUNNING;
if (mSeekTime < 0) {
mStartTime = frameTime;
} else {
mStartTime = frameTime - mSeekTime;
// Now that we’re playing, reset the seek time
mSeekTime = -1;
}
}
if (mPaused) {
if (mPauseTime < 0) {
mPauseTime = frameTime;
}
return false;
} else if (mResumed) {
mResumed = false;
if (mPauseTime > 0) {
// Offset by the duration that the animation was paused
mStartTime += (frameTime - mPauseTime);
}
}
// The frame time might be before the start time during the first frame of
// an animation. The “current time” must always be on or after the start
// time to avoid animating frames at negative time intervals. In practice, this
// is very rare and only happens when seeking backwards.
final long currentTime = Math.max(frameTime, mStartTime);
return animationFrame(currentTime);
}
final boolean doAnimationFrame(long frameTime) {
if (mPlayingState == STOPPED) {
mPlayingState = RUNNING;
if (mSeekTime < 0) {
mStartTime = frameTime;
} else {
mStartTime = frameTime - mSeekTime;
// Now that we're playing, reset the seek time
mSeekTime = -1;
}
}
if (mPaused) {
if (mPauseTime < 0) {
mPauseTime = frameTime;
}
return false;
} else if (mResumed) {
mResumed = false;
if (mPauseTime > 0) {
// Offset by the duration that the animation was paused
mStartTime += (frameTime - mPauseTime);
}
}
// The frame time might be before the start time during the first frame of
// an animation.  The "current time" must always be on or after the start
// time to avoid animating frames at negative time intervals.  In practice, this
// is very rare and only happens when seeking backwards.
final long currentTime = Math.max(frameTime, mStartTime);
return animationFrame(currentTime);
}
注意到上述代码末尾调用了animationFrame方法,而animationFrame内部调用了animateValue,下面看animateValue的代码

[java] view plain copy print?void animateValue(float fraction) {
fraction = mInterpolator.getInterpolation(fraction);
mCurrentFraction = fraction;
int numValues = mValues.length;
for (int i = 0; i < numValues; ++i) {
mValues[i].calculateValue(fraction);
}
if (mUpdateListeners != null) {
int numListeners = mUpdateListeners.size();
for (int i = 0; i < numListeners; ++i) {
mUpdateListeners.get(i).onAnimationUpdate(this);
}
}
}
void animateValue(float fraction) {
fraction = mInterpolator.getInterpolation(fraction);
mCurrentFraction = fraction;
int numValues = mValues.length;
for (int i = 0; i < numValues; ++i) {
mValues[i].calculateValue(fraction);
}
if (mUpdateListeners != null) {
int numListeners = mUpdateListeners.size();
for (int i = 0; i < numListeners; ++i) {
mUpdateListeners.get(i).onAnimationUpdate(this);
}
}
}
上述代码中的calculateValue方法就是计算每帧动画所对应的属性的值,下面着重看一下到底是在哪里调用属性的get和set方法的,毕竟这个才是我们最关心的。

get方法:在初始化的时候,如果属性的初始值没有提供,则get方法将会被调用。

[java] view plain copy print?private void setupValue(Object target, Keyframe kf) {
if (mProperty != null) {
kf.setValue(mProperty.get(target));
}
try {
if (mGetter == null) {
Class targetClass = target.getClass();
setupGetter(targetClass);
if (mGetter == null) {
// Already logged the error - just return to avoid NPE
return;
}
}
kf.setValue(mGetter.invoke(target));
} catch (InvocationTargetException e) {
Log.e(”PropertyValuesHolder”, e.toString());
} catch (IllegalAccessException e) {
Log.e(”PropertyValuesHolder”, e.toString());
}
}
private void setupValue(Object target, Keyframe kf) {
if (mProperty != null) {
kf.setValue(mProperty.get(target));
}
try {
if (mGetter == null) {
Class targetClass = target.getClass();
setupGetter(targetClass);
if (mGetter == null) {
// Already logged the error - just return to avoid NPE
return;
}
}
kf.setValue(mGetter.invoke(target));
} catch (InvocationTargetException e) {
Log.e("PropertyValuesHolder", e.toString());
} catch (IllegalAccessException e) {
Log.e("PropertyValuesHolder", e.toString());
}
}


set方法:当动画的下一帧到来的时候,PropertyValuesHolder中的setAnimatedValue方法会将新的属性值设置给对象,调用其set方法

[java] view plain copy print?void setAnimatedValue(Object target) {
if (mProperty != null) {
mProperty.set(target, getAnimatedValue());
}
if (mSetter != null) {
try {
mTmpValueArray[0] = getAnimatedValue();
mSetter.invoke(target, mTmpValueArray);
} catch (InvocationTargetException e) {
Log.e(”PropertyValuesHolder”, e.toString());
} catch (IllegalAccessException e) {
Log.e(”PropertyValuesHolder”, e.toString());
}
}
}
void setAnimatedValue(Object target) {
if (mProperty != null) {
mProperty.set(target, getAnimatedValue());
}
if (mSetter != null) {
try {
mTmpValueArray[0] = getAnimatedValue();
mSetter.invoke(target, mTmpValueArray);
} catch (InvocationTargetException e) {
Log.e("PropertyValuesHolder", e.toString());
} catch (IllegalAccessException e) {
Log.e("PropertyValuesHolder", e.toString());
}
}
}

总结

我觉得这篇源码分析写的逻辑有点混乱,希望不要给大家带来误导。从源码上来说,属性动画的源码逻辑层次有点跳跃,不过没关系,大家只要了解属性动画的工作原理就好,源码的作用在于让我们发现其工作原理的确如此。到此为止,Android动画系列已经全部完成,十分感谢大家阅读,希望能给大家带来一点帮助!
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