Android源码分析—属性动画的工作原理

                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

    @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

    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

    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

    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。

    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

    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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