version:
fix: update:更换为酷信
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150
src/com/uiuipad/os/InterruptibleInOutAnimator.java
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150
src/com/uiuipad/os/InterruptibleInOutAnimator.java
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/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.uiuipad.os;
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import android.animation.Animator;
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import android.animation.AnimatorListenerAdapter;
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import android.animation.ObjectAnimator;
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import android.animation.ValueAnimator;
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import android.util.Property;
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import com.uiuipad.os.util.Thunk;
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/**
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* A convenience class for two-way animations, e.g. a fadeIn/fadeOut animation.
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* With a regular ValueAnimator, if you call reverse to show the 'out' animation, you'll get
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* a frame-by-frame mirror of the 'in' animation -- i.e., the interpolated values will
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* be exactly reversed. Using this class, both the 'in' and the 'out' animation use the
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* interpolator in the same direction.
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*/
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public class InterruptibleInOutAnimator {
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private static final Property<InterruptibleInOutAnimator, Float> VALUE =
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new Property<InterruptibleInOutAnimator, Float>(Float.TYPE, "value") {
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@Override
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public Float get(InterruptibleInOutAnimator anim) {
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return anim.mValue;
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}
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@Override
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public void set(InterruptibleInOutAnimator anim, Float value) {
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anim.mValue = value;
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}
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};
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private long mOriginalDuration;
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private float mOriginalFromValue;
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private float mOriginalToValue;
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private ValueAnimator mAnimator;
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private float mValue;
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private boolean mFirstRun = true;
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private Object mTag = null;
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private static final int STOPPED = 0;
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private static final int IN = 1;
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private static final int OUT = 2;
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// TODO: This isn't really necessary, but is here to help diagnose a bug in the drag viz
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@Thunk
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int mDirection = STOPPED;
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public InterruptibleInOutAnimator(long duration, float fromValue, float toValue) {
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mAnimator = ObjectAnimator.ofFloat(this, VALUE, fromValue, toValue).setDuration(duration);
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mOriginalDuration = duration;
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mOriginalFromValue = fromValue;
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mOriginalToValue = toValue;
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mAnimator.addListener(new AnimatorListenerAdapter() {
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@Override
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public void onAnimationEnd(Animator animation) {
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mDirection = STOPPED;
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}
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});
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}
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private void animate(int direction) {
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final long currentPlayTime = mAnimator.getCurrentPlayTime();
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final float toValue = (direction == IN) ? mOriginalToValue : mOriginalFromValue;
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final float startValue = mFirstRun ? mOriginalFromValue : mValue;
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// Make sure it's stopped before we modify any values
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cancel();
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// TODO: We don't really need to do the animation if startValue == toValue, but
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// somehow that doesn't seem to work, possibly a quirk of the animation framework
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mDirection = direction;
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// Ensure we don't calculate a non-sensical duration
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long duration = mOriginalDuration - currentPlayTime;
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mAnimator.setDuration(Math.max(0, Math.min(duration, mOriginalDuration)));
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mAnimator.setFloatValues(startValue, toValue);
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mAnimator.start();
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mFirstRun = false;
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}
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public void cancel() {
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mAnimator.cancel();
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mDirection = STOPPED;
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}
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public void end() {
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mAnimator.end();
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mDirection = STOPPED;
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}
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/**
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* Return true when the animation is not running and it hasn't even been started.
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*/
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public boolean isStopped() {
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return mDirection == STOPPED;
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}
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/**
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* This is the equivalent of calling Animator.start(), except that it can be called when
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* the animation is running in the opposite direction, in which case we reverse
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* direction and animate for a correspondingly shorter duration.
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*/
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public void animateIn() {
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animate(IN);
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}
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/**
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* This is the roughly the equivalent of calling Animator.reverse(), except that it uses the
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* same interpolation curve as animateIn(), rather than mirroring it. Also, like animateIn(),
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* if the animation is currently running in the opposite direction, we reverse
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* direction and animate for a correspondingly shorter duration.
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*/
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public void animateOut() {
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animate(OUT);
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}
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public void setTag(Object tag) {
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mTag = tag;
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}
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public Object getTag() {
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return mTag;
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}
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public ValueAnimator getAnimator() {
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return mAnimator;
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}
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}
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