Android属性动画源码解析

属性动画是Android开发中常用的知识,网上大多数文章都是关于属性动画的用法,本文从源码角度去分析一下属性动画的原理

属性动画有两个非常重要的类,分别是ObjectAnimator和ValueAnimator,其中前者继承了后者,前者是对后者更进一步的封装,方便开发者使用。属性动画常见的用法如下

ObjectAnimator animator = ObjectAnimator.ofFloat(targetView, "translationX", 100);

animator.setInterpolator(new LinearInterpolator());
animator.setEvaluator(new FloatEvaluator());
animator.setDuration(100);
animator.start();

上面涉及到两个概念,插值器Interpolator和估值器Evaluator,其中插值器表示动画播放过程中的某个时间点播放进度的百分比,是用来控制播放速率的,估值器用来计算某个播放进度点需要改变的view的属性值,Evaluator.evaluate(float fraction, T startValue, T endValue) 是估值器的核心方法,fraction是进度百分比,startValue 和 endValue 表示动画的起始值和结束值,通过这三个值来计算动画View的属性值

属性动画的源码还是挺庞大,我们一步一步来吧,下面就基于例子来开始属性动画的源码之旅

一、ofFloat方法源码

public static ObjectAnimator ofFloat(Object target, String propertyName, float... values) {
        ObjectAnimator anim = new ObjectAnimator(target, propertyName);
        anim.setFloatValues(values);
        return anim;
    }


//new ObjectAnimator代码如下
private ObjectAnimator(Object target, String propertyName) {
        setTarget(target);
        setPropertyName(propertyName);
    }


//setFloatValues方法的代码如下
    @Override
    public void setFloatValues(float... values) {
        //如果第一次保存这个属性的相关值,mValues没被初始化,则创建之
        if (mValues == null || mValues.length == 0) {
            // No values yet - this animator is being constructed piecemeal. Init the values with
            // whatever the current propertyName is
            if (mProperty != null) {
                setValues(PropertyValuesHolder.ofFloat(mProperty, values));
            } else {
                setValues(PropertyValuesHolder.ofFloat(mPropertyName, values));
            }
        } else { //之前保存过这个属性的值,这里直接保存值即可
            super.setFloatValues(values);
        }
    }

ofFloat方法三个参数的都很关键,第一个代表动画的作用目标,第二个代表动画目标的指定属性,第三个参数以后是动画值,在此方法中会创建一个ObjectAnimator对象,传入动画目标和属性,然后通过setFloatValues设置动画值,将属性和动画值保存到mValues中,其中mValues是一个PropertyValuesHolder数组,PropertyValuesHolder又是什么?看起来像是将属性和动画值保存在一个类中,来看看


 public static PropertyValuesHolder ofFloat(Property<?, Float> property, float... values) {
        return new FloatPropertyValuesHolder(property, values);
    }


//下一步代码
public FloatPropertyValuesHolder(Property property, float... values) {
            //将property赋值给mProperty
            super(property);
            setFloatValues(values);
            if (property instanceof  FloatProperty) {
                mFloatProperty = (FloatProperty) mProperty;
            }
        }


//setFloatValues的代码
public void setFloatValues(float... values) {
            super.setFloatValues(values);
            mFloatKeyframes = (Keyframes.FloatKeyframes) mKeyframes;
        }

//------
public void setFloatValues(float... values) {
        mValueType = float.class;
        mKeyframes = KeyframeSet.ofFloat(values);
    }


可以得知FloatPropertyValuesHolder就是用来保存相关属性值的,来看看KeyframeSet.ofFloat(values)方法

 // 通过这个方法去保存该属性对应的动画值values
  public static KeyframeSet ofFloat(float... values) {
        boolean badValue = false;
        int numKeyframes = values.length;
        FloatKeyframe keyframes[] = new FloatKeyframe[Math.max(numKeyframes,2)];
        if (numKeyframes == 1) {
            keyframes[0] = (FloatKeyframe) Keyframe.ofFloat(0f);
            keyframes[1] = (FloatKeyframe) Keyframe.ofFloat(1f, values[0]);
            if (Float.isNaN(values[0])) {
                badValue = true;
            }
        } else {
            keyframes[0] = (FloatKeyframe) Keyframe.ofFloat(0f, values[0]);
            for (int i = 1; i < numKeyframes; ++i) {
                keyframes[i] =
                        (FloatKeyframe) Keyframe.ofFloat((float) i / (numKeyframes - 1), values[i]);
                if (Float.isNaN(values[i])) {
                    badValue = true;
                }
            }
        }
        if (badValue) {
            Log.w("Animator", "Bad value (NaN) in float animator");
        }
        return new FloatKeyframeSet(keyframes);
    }

  在KeyframeSet的ofFloat方法中,创建一个FloatKeyframes数组,将动画值values封装成FloatKeyframes保存在数组中。其中Keyframe我们翻译叫关键帧,用来保存动画执行过程中的一些重要的值,比如开始、结束、中间值等等。这些值在动画执行过程中都会用到

将属性和动画值封装成PropertyValuesHolder之后,接下来看看setValues方法:

 public void setValues(PropertyValuesHolder... values) {
        int numValues = values.length;
        mValues = values;
        mValuesMap = new HashMap<String, PropertyValuesHolder>(numValues);
        for (int i = 0; i < numValues; ++i) {
            PropertyValuesHolder valuesHolder = values[i];
            //将封装好的PropertyValuesHolder保存到一个Map中
            mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);
        }
        // New property/values/target should cause re-initialization prior to starting
        mInitialized = false;
    }

将封装好的PropertyValuesHolder保存到一个HashMap中,其中key为属性名,当然这个setValues方法是当mValues为null的时候调用的,其实是代表第一次保存属性值,否则调用父类的setFloatValues方法,如下

    public void setFloatValues(float... values) {
        if (values == null || values.length == 0) {
            return;
        }
        if (mValues == null || mValues.length == 0) {
            setValues(PropertyValuesHolder.ofFloat("", values));
        } else {
            //更新属性对应的动画值
            PropertyValuesHolder valuesHolder = mValues[0];
            valuesHolder.setFloatValues(values);
        }
        // New property/values/target should cause re-initialization prior to starting
        mInitialized = false;
    }

 

到这里分析完了ObjectAnimator.ofFloat(targetView, "translationX", 100)方法的整个过程,其实就是将我们设置的属性和动画值保存起来,接下来是设置插值器和估值器

 

二、setInterpolator、setEvaluator和setDuration

//保存插值器 
@Override
    public void setInterpolator(TimeInterpolator value) {
        if (value != null) {
            mInterpolator = value;
        } else {
            mInterpolator = new LinearInterpolator();
        }
    }


//保存估值器
public void setEvaluator(TypeEvaluator value) {
        if (value != null && mValues != null && mValues.length > 0) {
            mValues[0].setEvaluator(value);
        }
    }

    //设置动画时长
    @Override
    public ValueAnimator setDuration(long duration) {
        if (duration < 0) {
            throw new IllegalArgumentException("Animators cannot have negative duration: " +
                    duration);
        }
        mDuration = duration;
        return this;
    }

插值器和动画时长保存在ValueAnimator中,而估值器保存在PropertyValuesHolder中

相关的值已经设置好了,下面将进入start方法,这个方法里面代码非常复杂,我尽量简要一点说明吧

 

三、开始动画start()

 private void start(boolean playBackwards) {
        if (Looper.myLooper() == null) {
            throw new AndroidRuntimeException("Animators may only be run on Looper threads");
        }
        mReversing = playBackwards;
        mSelfPulse = !mSuppressSelfPulseRequested;
        // Special case: reversing from seek-to-0 should act as if not seeked at all.
        if (playBackwards && mSeekFraction != -1 && mSeekFraction != 0) {
            if (mRepeatCount == INFINITE) {
                // Calculate the fraction of the current iteration.
                float fraction = (float) (mSeekFraction - Math.floor(mSeekFraction));
                mSeekFraction = 1 - fraction;
            } else {
                mSeekFraction = 1 + mRepeatCount - mSeekFraction;
            }
        }
        mStarted = true;
        mPaused = false;
        mRunning = false;
        mAnimationEndRequested = false;
        // Resets mLastFrameTime when start() is called, so that if the animation was running,
        // calling start() would put the animation in the
        // started-but-not-yet-reached-the-first-frame phase.
        mLastFrameTime = -1;
        mFirstFrameTime = -1;
        mStartTime = -1;
        //关键一
        addAnimationCallback(0);

        if (mStartDelay == 0 || mSeekFraction >= 0 || mReversing) {
            // If there's no start delay, init the animation and notify start listeners right away
            // to be consistent with the previous behavior. Otherwise, postpone this until the first
            // frame after the start delay.
            //关键二
            startAnimation();
            if (mSeekFraction == -1) {
                // No seek, start at play time 0. Note that the reason we are not using fraction 0
                // is because for animations with 0 duration, we want to be consistent with pre-N
                // behavior: skip to the final value immediately.
                //关键三
                setCurrentPlayTime(0);
            } else {
                setCurrentFraction(mSeekFraction);
            }
        }
    }

从中挑出三个关键的方法逐一分析

1.addAnimationCallback(0)

2.startAnimation()

3.setCurrentPlayTime(0)

--------------------------------------------

1.addAnimationCallback方法

private void addAnimationCallback(long delay) {
        if (!mSelfPulse) {
            return;
        }
        getAnimationHandler().addAnimationFrameCallback(this, delay);
    }


//AnimationHandler的addAnimationFrameCallback方法
   public void addAnimationFrameCallback(final AnimationFrameCallback callback, long delay) {
        if (mAnimationCallbacks.size() == 0) {
            //如果方法第一次调用会执行这里,因为第一次mAnimationCallbacks还没有添加元素
            getProvider().postFrameCallback(mFrameCallback);
        }
        //callback其实是ValueAnimator
        if (!mAnimationCallbacks.contains(callback)) {
            mAnimationCallbacks.add(callback);
        }

        if (delay > 0) {
            mDelayedCallbackStartTime.put(callback, (SystemClock.uptimeMillis() + delay));
        }
    }

 

先来看getProvider().postFrameCallback(mFrameCallback)方法,其中参数mFrameCallback如下

 private final Choreographer.FrameCallback mFrameCallback = new Choreographer.FrameCallback() {
        @Override
        public void doFrame(long frameTimeNanos) {
            doAnimationFrame(getProvider().getFrameTime());
            if (mAnimationCallbacks.size() > 0) {
                //重复调用
                getProvider().postFrameCallback(this);
            }
        }
    };

我暂且不知道mFrameCallback会什么时候执行,但发现里面会重复执行这个回调,其中doAnimationFrame有点像绘制动画帧的方法,再来看看getProvider方法吧

private AnimationFrameCallbackProvider getProvider() {
        if (mProvider == null) {
            mProvider = new MyFrameCallbackProvider();
        }
        return mProvider;
    }

   //getProvider().postFrameCallback方法最终会执行mChoreographer的postFrameCallback
   final Choreographer mChoreographer = Choreographer.getInstance();
        @Override
        public void postFrameCallback(Choreographer.FrameCallback callback) {
            mChoreographer.postFrameCallback(callback);
        }

发现是这个类Choreographer承接了mFrameCallback,又是一串长长的调用

//Choreographer类的方法
public void postFrameCallback(FrameCallback callback) {
        postFrameCallbackDelayed(callback, 0);
    }

  //第一步
  public void postFrameCallbackDelayed(FrameCallback callback, long delayMillis) {
        if (callback == null) {
            throw new IllegalArgumentException("callback must not be null");
        }

        postCallbackDelayedInternal(CALLBACK_ANIMATION,
                callback, FRAME_CALLBACK_TOKEN, delayMillis);
    }

    //第二步,callback是action
    private void postCallbackDelayedInternal(int callbackType,
            Object action, Object token, long delayMillis) {
        if (DEBUG_FRAMES) {
            Log.d(TAG, "PostCallback: type=" + callbackType
                    + ", action=" + action + ", token=" + token
                    + ", delayMillis=" + delayMillis);
        }

        synchronized (mLock) {
            final long now = SystemClock.uptimeMillis();
            final long dueTime = now + delayMillis;
            //到这里将mFrameCallback添加到一个数组中保存起来,其中callbackTye为CALLBACK_ANIMATION
            mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);

            if (dueTime <= now) { //执行时间到了
                //第三步
                scheduleFrameLocked(now);
            } else { //执行时间还没到,等待
                Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_CALLBACK, action);
                msg.arg1 = callbackType;
                msg.setAsynchronous(true);
                mHandler.sendMessageAtTime(msg, dueTime);
            }
        }
    }

程序又走了几步,将mFrameCallback保持到一个数组中,然后执行scheduleFrameLocked(now)

    private void scheduleFrameLocked(long now) {
        if (!mFrameScheduled) {
            mFrameScheduled = true;
            if (USE_VSYNC) {
                if (DEBUG_FRAMES) {
                    Log.d(TAG, "Scheduling next frame on vsync.");
                }

                // If running on the Looper thread, then schedule the vsync immediately,
                // otherwise post a message to schedule the vsync from the UI thread
                // as soon as possible.
                if (isRunningOnLooperThreadLocked()) {
                    scheduleVsyncLocked();
                } else {
                    //程序会执行到这里
                    Message msg = mHandler.obtainMessage(MSG_DO_SCHEDULE_VSYNC);
                    msg.setAsynchronous(true);
                    mHandler.sendMessageAtFrontOfQueue(msg);

                }
            } else {
                final long nextFrameTime = Math.max(
                        mLastFrameTimeNanos / TimeUtils.NANOS_PER_MS + sFrameDelay, now);
                if (DEBUG_FRAMES) {
                    Log.d(TAG, "Scheduling next frame in " + (nextFrameTime - now) + " ms.");
                }
                Message msg = mHandler.obtainMessage(MSG_DO_FRAME);
                msg.setAsynchronous(true);
                mHandler.sendMessageAtTime(msg, nextFrameTime);
            }
        }
    }

代码有点多,我们忽略其他部分,只看程序的执行部分,上面的会通过mHandler发送一个MSG_DO_SCHEDULE_VSYNC消息,去看看handler是怎么处理这个消息的

   private final class FrameHandler extends Handler {
        public FrameHandler(Looper looper) {
            super(looper);
        }

        @Override
        public void handleMessage(Message msg) {
            switch (msg.what) {
                case MSG_DO_FRAME:
                    doFrame(System.nanoTime(), 0);
                    break;
                 //执行这里
                case MSG_DO_SCHEDULE_VSYNC:
                    doScheduleVsync();
                    break;
                case MSG_DO_SCHEDULE_CALLBACK:
                    doScheduleCallback(msg.arg1);
                    break;
            }
        }
    }

    /第一步
    void doScheduleVsync() {
        synchronized (mLock) {
            if (mFrameScheduled) {
                scheduleVsyncLocked();
            }
        }
    }
    //第二步
    private void scheduleVsyncLocked() {
        mDisplayEventReceiver.scheduleVsync();
    }
    //第三步
    public void scheduleVsync() {
        if (mReceiverPtr == 0) {
            Log.w(TAG, "Attempted to schedule a vertical sync pulse but the display event "
                    + "receiver has already been disposed.");
        } else {
            nativeScheduleVsync(mReceiverPtr);
        }
    }

            到最后执行执行到一个native方法,呵呵了?native方法的参数mReceiverPtr是一个指向FrameDisplayEventReceiver的指针,jni层会回调 FrameDisplayEventReceiver.onVsync() 方法,我们不探究在Jni层是如何实现的,继续看onVsync方法

 

    @Override
        public void onVsync(long timestampNanos, int builtInDisplayId, int frame) {

            //......省略代码
            mTimestampNanos = timestampNanos;
            mFrame = frame;
            Message msg = Message.obtain(mHandler, this);
            msg.setAsynchronous(true);
            mHandler.sendMessageAtTime(msg, timestampNanos / TimeUtils.NANOS_PER_MS);
            }

因为obtain方法的第二个参数传递this,所以这里将通过mHandler 调用FrameDisplayEventReceiver自身的run()方法

public void run() {
            mHavePendingVsync = false;
            doFrame(mTimestampNanos, mFrame);
        }


//doFrame的代码
void doFrame(long frameTimeNanos, int frame) {
    final long startNanos;
    synchronized (mLock) {
        ……

    try {
        Trace.traceBegin(Trace.TRACE_TAG_VIEW, "Choreographer#doFrame");
        AnimationUtils.lockAnimationClock(frameTimeNanos / TimeUtils.NANOS_PER_MS);

        mFrameInfo.markInputHandlingStart();
        doCallbacks(Choreographer.CALLBACK_INPUT, frameTimeNanos);

        mFrameInfo.markAnimationsStart();
        //类型CALLBACK_ANIMATION就是最开始保存的mFrameCallback
        doCallbacks(Choreographer.CALLBACK_ANIMATION, frameTimeNanos);

        mFrameInfo.markPerformTraversalsStart();
        doCallbacks(Choreographer.CALLBACK_TRAVERSAL, frameTimeNanos);

        doCallbacks(Choreographer.CALLBACK_COMMIT, frameTimeNanos);
    } finally {
        AnimationUtils.unlockAnimationClock();
        Trace.traceEnd(Trace.TRACE_TAG_VIEW);
    }

    ……
}

doFrame的关键是开始执行各种类型的callback了,进入去看看

void doCallbacks(int callbackType, long frameTimeNanos) {
        CallbackRecord callbacks;
        synchronized (mLock) {
         
            final long now = System.nanoTime();
            //获取我们之前保存的callbacks
            callbacks = mCallbackQueues[callbackType].extractDueCallbacksLocked(
                    now / TimeUtils.NANOS_PER_MS);
            if (callbacks == null) {
                return;
            }
            mCallbacksRunning = true;

    //。。。。。。。。。。省略代码
        try {
            Trace.traceBegin(Trace.TRACE_TAG_VIEW, CALLBACK_TRACE_TITLES[callbackType]);
            for (CallbackRecord c = callbacks; c != null; c = c.next) {
                if (DEBUG_FRAMES) {
                    Log.d(TAG, "RunCallback: type=" + callbackType
                            + ", action=" + c.action + ", token=" + c.token
                            + ", latencyMillis=" + (SystemClock.uptimeMillis() - c.dueTime));
                }
                //执行callback
                c.run(frameTimeNanos);
            }
        } finally {
            synchronized (mLock) {
                mCallbacksRunning = false;
                do {
                    final CallbackRecord next = callbacks.next;
                    recycleCallbackLocked(callbacks);
                    callbacks = next;
                } while (callbacks != null);
            }
            Trace.traceEnd(Trace.TRACE_TAG_VIEW);
        }
    }

获取到之前保存的各种callback,然后通过run方法执行callback,到这里最开始保存那个mFrameCallback就已经开始执行了

    private void postCallbackDelayedInternal(int callbackType,
        ...................
        synchronized (mLock) {
            final long now = SystemClock.uptimeMillis();
            final long dueTime = now + delayMillis;
            //mFrameCallback就在这里保存到数组的
            mCallbackQueues[callbackType].addCallbackLocked(dueTime, action, token);
         ................... 
        }
    }

看看CallbackRecord 的run方法

    public void run(long frameTimeNanos) {
            if (token == FRAME_CALLBACK_TOKEN) {
                ((FrameCallback)action).doFrame(frameTimeNanos);
            } else {
                ((Runnable)action).run();
            }
        }
    }

饶了一大圈,终于到了执行mFrameCallback的doFrame方法了,我们回过头去看看mFrameCallback的代码

 private final Choreographer.FrameCallback mFrameCallback = new Choreographer.FrameCallback() {
        @Override
        public void doFrame(long frameTimeNanos) {
            doAnimationFrame(getProvider().getFrameTime());
            if (mAnimationCallbacks.size() > 0) {
                //重复调用
                getProvider().postFrameCallback(this);
            }
        }
    };

可以看到,doFrame方法就会被重复执行,然后通过doAnimationFrame来绘制动画,接下来看看它是如何绘制的

 private void doAnimationFrame(long frameTime) {
        long currentTime = SystemClock.uptimeMillis();
        final int size = mAnimationCallbacks.size();
        for (int i = 0; i < size; i++) {
            final AnimationFrameCallback callback = mAnimationCallbacks.get(i);
            if (callback == null) {
                continue;
            }
            if (isCallbackDue(callback, currentTime)) {
                //关键点
                callback.doAnimationFrame(frameTime);
                if (mCommitCallbacks.contains(callback)) {
                    getProvider().postCommitCallback(new Runnable() {
                        @Override
                        public void run() {
                            commitAnimationFrame(callback, getProvider().getFrameTime());
                        }
                    });
                }
            }
        }
        cleanUpList();
    }

关键是callback.doAnimationFrame(frameTime),这个callback其实是ValueAnimator,看下面

getAnimationHandler().addAnimationFrameCallback(this, delay)

来看看ValueAnimator中的接口实现

 public final boolean doAnimationFrame(long frameTime) {
        ...........
        //直接看这里
        boolean finished = animateBasedOnTime(currentTime);

        if (finished) {
            endAnimation();
        }
        return finished;
    }

继续看 animateBasedOnTime(currentTime)

boolean animateBasedOnTime(long currentTime) {
    boolean done = false;
    if (mRunning) {
        ……
        animateValue(currentIterationFraction);
    }
    return done;
}


//执行这个方法
void animateValue(float fraction) {
    //通过插值器获取动画执行进度
    fraction = mInterpolator.getInterpolation(fraction);
    mCurrentFraction = fraction;
    int numValues = mValues.length;
    //通过fraction计算mValues中保存的各个动画值
    for (int i = 0; i < numValues; ++i) { 
        //更新属性对应的动画值
        mValues[i].calculateValue(fraction);
    }
    if (mUpdateListeners != null) {
        int numListeners = mUpdateListeners.size();
        //回调监听
        for (int i = 0; i < numListeners; ++i) {
            mUpdateListeners.get(i).onAnimationUpdate(this);
        }
    }
}

这里利用了之前设置的的插值器,通过插值器获得动画的执行进度,然后计算各种动画值,回调我们在ValueAnimator中设置的监听方法,比如下面的

valueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
        @Override
        public void onAnimationUpdate(ValueAnimator animation) {

        }
});

上面从animateValue开始分析的其实是ValueAnimator的相关实现,但是我们刚开始的例子是用ObjectAnimator实现动画的,而ObjectAnimator是继承ValueAnimator的,而且它也重写了animateValue方法,下面来分析一下ObjectAnimator的动画实现是怎么样的

ObjectAnimator的animateValue方法

    @Override
    void animateValue(float fraction) {
        final Object target = getTarget();
        if (mTarget != null && target == null) {
            // We lost the target reference, cancel and clean up. Note: we allow null target if the
            /// target has never been set.
            cancel();
            return;
        }

        super.animateValue(fraction);
        int numValues = mValues.length;
        for (int i = 0; i < numValues; ++i) {
            mValues[i].setAnimatedValue(target);
        }
    }

除了调用父类的animateValue,还遍历执行了mValues[i].setAnimatedValue(target),我们知道mValues中保存的是FloatPropertyValuesHolder,它持有了动画目标的属性和相关动画值,来看看这个方法

void setAnimatedValue(Object target) {
        if (mFloatProperty != null) {
            mFloatProperty.setValue(target, mFloatAnimatedValue);
            return;
        }
        if (mProperty != null) {
            mProperty.set(target, mFloatAnimatedValue);
            return;
        }
        if (mJniSetter != 0) {
            nCallFloatMethod(target, mJniSetter, mFloatAnimatedValue);
            return;
        }
        if (mSetter != null) {
            try {
                mTmpValueArray[0] = mFloatAnimatedValue;
                mSetter.invoke(target, mTmpValueArray);
            } catch (InvocationTargetException e) {
                Log.e("PropertyValuesHolder", e.toString());
            } catch (IllegalAccessException e) {
                Log.e("PropertyValuesHolder", e.toString());
            }
        }
    }

到这里有几个if判断,我们不知道程序会走哪一步,怎么办迷路了?回头去找找线索,前面开始执行动画的时候,先后一共有三个关键方法的,来看看第二个startAnimation()方法吧

 

2.startAnimation()

private void startAnimation() {
    if (Trace.isTagEnabled(Trace.TRACE_TAG_VIEW)) {
        Trace.asyncTraceBegin(Trace.TRACE_TAG_VIEW, getNameForTrace(),
                System.identityHashCode(this));
    }

    mAnimationEndRequested = false;
    initAnimation(); //初始化动画
    mRunning = true;
    if (mSeekFraction >= 0) {
        mOverallFraction = mSeekFraction;
    } else {
        mOverallFraction = 0f;
    }
    if (mListeners != null) {
        notifyStartListeners();
    }
}

来看initAnimation()方法

void initAnimation() {
    if (!mInitialized) {
        int numValues = mValues.length;
        for (int i = 0; i < numValues; ++i) {
            mValues[i].init(); //调用FloatPropertyValuesHolder的init
        }
        mInitialized = true;
    }
}


//FloatPropertyValuesHolder.init()方法
void init() {
    if (mEvaluator == null) {
        // We already handle int and float automatically, but not their Object
        // equivalents
        mEvaluator = (mValueType == Integer.class) ? sIntEvaluator :
                (mValueType == Float.class) ? sFloatEvaluator :
                null;
    }
    if (mEvaluator != null) {
        // KeyframeSet knows how to evaluate the common types - only give it a custom
        // evaluator if one has been set on this class
        mKeyframes.setEvaluator(mEvaluator);
    }
}

好像没什么值得的发现,我们来看看ObjectAnimator重写的initAnimation方法

void initAnimation() {
    if (!mInitialized) {
        // mValueType may change due to setter/getter setup; do this before calling super.init(),
        // which uses mValueType to set up the default type evaluator.
        final Object target = getTarget();
        if (target != null) {
            final int numValues = mValues.length;
            for (int i = 0; i < numValues; ++i) {
                //更新目标对应的属性值
                mValues[i].setupSetterAndGetter(target);
            }
        }
        super.initAnimation();
    }
}

调用 mValues[i].setupSetterAndGetter(target) 即FloatPropertyValuesHolder.setupSetterAndGetter(target),继续跟进

void setupSetterAndGetter(Object target) {
        setupSetter(target.getClass());
    }


//继续
void setupSetter(Class targetClass) {
        if (mJniSetter != 0) {
            return;
        }
        synchronized(sJNISetterPropertyMap) {
            HashMap<String, Long> propertyMap = sJNISetterPropertyMap.get(targetClass);
            boolean wasInMap = false;
            if (propertyMap != null) {
                wasInMap = propertyMap.containsKey(mPropertyName);
                if (wasInMap) {
                    Long jniSetter = propertyMap.get(mPropertyName);
                    if (jniSetter != null) {
                        mJniSetter = jniSetter;
                    }
                }
            }
            if (!wasInMap) {
                String methodName = getMethodName("set", mPropertyName);
                calculateValue(0f);
                float[] values = (float[]) getAnimatedValue();
                int numParams = values.length;
                try {
                    mJniSetter = nGetMultipleFloatMethod(targetClass, methodName, numParams);
                } catch (NoSuchMethodError e) {
                    // try without the 'set' prefix
                    try {
                        mJniSetter = nGetMultipleFloatMethod(targetClass, mPropertyName,
                                numParams);
                    } catch (NoSuchMethodError e2) {
                        // just try reflection next
                    }
                }
                if (propertyMap == null) {
                    propertyMap = new HashMap<String, Long>();
                    sJNISetterPropertyMap.put(targetClass, propertyMap);
                }
                propertyMap.put(mPropertyName, mJniSetter);
            }
        }
    }
}

这里将对mJniSetter进行赋值,所以回到上面几个if的判断中,我们可以知道,程序会走

 if (mJniSetter != 0) {
            nCallFloatMethod(target, mJniSetter, mFloatAnimatedValue);
            return;
        }

这里会通过mJniSetter指针,修改动画目标对应的属性值,比如例子中的view.setTranslateX(value)方法。代码到这里,我们完成了view属性的更新,整个动画过程中,随着动画的进度不断改变,属性值也会不断改变,然后就不断调用View是属性的set方法,在View的set方法中将会不断刷新渲染View,从而呈现出动画的效果 那现在改变了动画目标的属性值,接下来自然就想到了是目标View的渲染操作了,只有最后渲染了才能呈现出动画的效果

通过了上面可以动画的所有条件都已经准备好了,mJnisSetter指针也可以准备好了,那么就剩下最后一个方法setCurrentPlayTime了,此方法是指定动画从什么时间点开始执行,所以一开始我们传参为0,通过这个方法,动画将从0开始执行

3.setCurrentPlayTime(0)

public void setCurrentPlayTime(long playTime) {
    float fraction = mDuration > 0 ? (float) playTime / mDuration : 1;
    setCurrentFraction(fraction);
}


// setCurrentPlayTime(0) 还是会调用 setCurrentFraction(mSeekFraction)
public void setCurrentFraction(float fraction) {
    initAnimation();
    fraction = clampFraction(fraction);
    mStartTimeCommitted = true; // do not allow start time to be compensated for jank
    if (isPulsingInternal()) {
        long seekTime = (long) (getScaledDuration() * fraction);
        long currentTime = AnimationUtils.currentAnimationTimeMillis();
        // Only modify the start time when the animation is running. Seek fraction will ensure
        // non-running animations skip to the correct start time.
        mStartTime = currentTime - seekTime;
    } else {
        // If the animation loop hasn't started, or during start delay, the startTime will be
        // adjusted once the delay has passed based on seek fraction.
        mSeekFraction = fraction;
    }
    mOverallFraction = fraction;
    final float currentIterationFraction = getCurrentIterationFraction(fraction, mReversing);
    animateValue(currentIterationFraction);
}

调用了animateValue(currentIterationFraction)方法,我们知道这个方法就是对view属性的更新,所以在调用了startAnimation()之后,就会立即进行一次View的更新操作,代表动画的开始

 

四、总结

整个过程还是挺长的,来总结一下动画执行的整体过程

1.设置属性动画的目标、属性、动画值、插值器、估值器、动画时长等等

2.设置好以后,即开始动画,分为三个阶段

第一阶段是添加动画回调,这里会实现一个循环重复调用绘制动画的操作

第二阶段是开始动画,主要是通过各种属性和值,最终不断改变动画目标的属性值,从而实现动画效果

第三阶段是指定动画开始指定的时间

3.动画结束

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