Android 属性动画工作原理

Android 属性动画工作原理

属性动画要求作用的对象必须有set方法,它会根据传递的初始值和最终值以动画效果多次调用set方法,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,则需要提供get方法,可以让系统获取属性的初始值。

首先我们根据ObjectAnimator.onInt(mButton, "width", 500).setDuration(5000).start()作为入口分析一下,先看start方法:

@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();
                }
            }
        }
    }
    ...
    super.start();
}

上面的代码实际很简单,判断要开始的动画是否与播放的动画、等待的动画(Pending)和延迟的动画(Delay)相同,如果有相同的话则取消,然后调用父类ValuesAnimator的start方法,如下:

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;
    updateScaledDuration(); // in case the scale factor has changed since creation time
    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();
}

可以看出属性动画需要运行在Lopper线程中,上述代码终会调用AnimationHandler的start,这个并不是真正的handler,他是一个Runnable,看一下他的代码,通过代码我们发现,很快的调用了JNI层,不过JNI层最终还是调回来的,他的run方法被调用,这个Runnable涉及和底层的调用,我们来看下他的doAnimationFrame方法

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);
}

注意到上述代码最后调用了animationFrame方法,而animationFrame内部调用了animateValue,代码如下:

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calculateValues方法就是计算每一帧动画所对应的属性值。

下面看一下到底哪里调用set/get方法,在初始化的时候,如果属性的初始值没有提供,则get方法就会调用,请看PropertyValuesHolder的setupValue方法,可以发现get方法是通过反射来调用的,如下所示:

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

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,从下面的源码可以看出,set方法也是通过反射调用的:

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());
        }
    }
}
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转载自blog.csdn.net/lj402159806/article/details/99892748