android 动画 源码,Android源码解析之属性动画详解

前言

大家在日常开发中离不开动画,属性动画更为强大,我们不仅要知道如何使用,更要知道他的原理。这样,才能得心应手。那么,今天,就从最简单的来说,了解下属性动画的原理。

ObjectAnimator

.ofInt(mView,"width",100,500)

.setDuration(1000)

.start();

ObjectAnimator#ofInt

以这个为例,代码如下。

public static ObjectAnimator ofInt(Object target, String propertyName, int... values) {

ObjectAnimator anim = new ObjectAnimator(target, propertyName);

anim.setIntValues(values);

return anim;

}

在这个方法中,首先会new一个ObjectAnimator对象,然后通过setIntValues方法将值设置进去,然后返回。在ObjectAnimator的构造方法中,会通过setTarget方法设置当前动画的对象,通过setPropertyName设置当前的属性名。我们重点说下setIntValues方法。

public void setIntValues(int... values) {

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.ofInt(mProperty, values));

} else {

setValues(PropertyValuesHolder.ofInt(mPropertyName, values));

}

} else {

super.setIntValues(values);

}

}

首先会判断,mValues是不是null,我们这里是null,并且mProperty也是null,所以会调用

setValues(PropertyValuesHolder.ofInt(mPropertyName, values));方法。先看PropertyValuesHolder.ofInt方法,PropertyValuesHolder这个类是holds属性和值的,在这个方法会构造一个IntPropertyValuesHolder对象并返回。

public static PropertyValuesHolder ofInt(String propertyName, int... values) {

return new IntPropertyValuesHolder(propertyName, values);

}

IntPropertyValuesHolder的构造方法如下:

public IntPropertyValuesHolder(String propertyName, int... values) {

super(propertyName);

setIntValues(values);

}

在这里,首先会调用他的分类的构造方法,然后调用setIntValues方法,在他父类的构造方法中,只是设置了下propertyName。setIntValues内容如下:

public void setIntValues(int... values) {

super.setIntValues(values);

mIntKeyframes = (Keyframes.IntKeyframes) mKeyframes;

}

在父类的setIntValues方法中,初始化了mValueType为int.class,mKeyframes为KeyframeSet.ofInt(values)。其中KeyframeSet为关键帧集合。然后将mKeyframes赋值给mIntKeyframes。

KeyframeSet

这个类是记录关键帧的。我们看下他的ofInt方法。

public static KeyframeSet ofInt(int... values) {

int numKeyframes = values.length;

IntKeyframe keyframes[] = new IntKeyframe[Math.max(numKeyframes,2)];

if (numKeyframes == 1) {

keyframes[0] = (IntKeyframe) Keyframe.ofInt(0f);

keyframes[1] = (IntKeyframe) Keyframe.ofInt(1f, values[0]);

} else {

keyframes[0] = (IntKeyframe) Keyframe.ofInt(0f, values[0]);

for (int i = 1; i < numKeyframes; ++i) {

keyframes[i] =

(IntKeyframe) Keyframe.ofInt((float) i / (numKeyframes - 1), values[i]);

}

}

return new IntKeyframeSet(keyframes);

}

在这里呢?根据传入的values来计算关键帧,最后返回IntKeyframeSet。

回到ObjectAnimator里面,这里的setValues用的是父类ValueAnimator的

ValueAnimator#setValues

public void setValues(PropertyValuesHolder... values) {

int numValues = values.length;

mValues = values;

mValuesMap = new HashMap(numValues);

for (int i = 0; i < numValues; ++i) {

PropertyValuesHolder valuesHolder = values[i];

mValuesMap.put(valuesHolder.getPropertyName(), valuesHolder);

}

// New property/values/target should cause re-initialization prior to starting

mInitialized = false;

}

这里的操作就简单了,就是把PropertyValuesHolder放入到mValuesMap中。

ObjectAnimator#start

这个方法就是动画开始的地方。

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(LOG_TAG, "Anim target, duration: " + getTarget() + ", " + getDuration());

for (int i = 0; i < mValues.length; ++i) {

PropertyValuesHolder pvh = mValues[i];

Log.d(LOG_TAG, " Values[" + i + "]: " +

pvh.getPropertyName() + ", " + pvh.mKeyframes.getValue(0) + ", " +

pvh.mKeyframes.getValue(1));

}

}

super.start();

}

首先呢,会获取AnimationHandler对象,如果不为空的话,就会判断是mAnimations、mPendingAnimations、mDelayedAnims中的动画,并且取消。最后调用父类的start方法。

ValueAnimator#start

private void start(boolean playBackwards) {

if (Looper.myLooper() == null) {

throw new AndroidRuntimeException("Animators may only be run on Looper threads");

}

mReversing = playBackwards;

mPlayingBackwards = playBackwards;

if (playBackwards && mSeekFraction != -1) {

if (mSeekFraction == 0 && mCurrentIteration == 0) {

// special case: reversing from seek-to-0 should act as if not seeked at all

mSeekFraction = 0;

} else if (mRepeatCount == INFINITE) {

mSeekFraction = 1 - (mSeekFraction % 1);

} else {

mSeekFraction = 1 + mRepeatCount - (mCurrentIteration + mSeekFraction);

}

mCurrentIteration = (int) mSeekFraction;

mSeekFraction = mSeekFraction % 1;

}

if (mCurrentIteration > 0 && mRepeatMode == REVERSE &&

(mCurrentIteration < (mRepeatCount + 1) || mRepeatCount == INFINITE)) {

// if we were seeked to some other iteration in a reversing animator,

// figure out the correct direction to start playing based on the iteration

if (playBackwards) {

mPlayingBackwards = (mCurrentIteration % 2) == 0;

} else {

mPlayingBackwards = (mCurrentIteration % 2) != 0;

}

}

int prevPlayingState = mPlayingState;

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

if (prevPlayingState != SEEKED) {

setCurrentPlayTime(0);

}

mPlayingState = STOPPED;

mRunning = true;

notifyStartListeners();

}

animationHandler.start();

}

先初始化一些值

updateScaledDuration 缩放时间,默认为1.0f

获取或者创建AnimationHandler,将动画加入到mPendingAnimations列表中,

如果没延迟,通知监听器

animationHandler.start

在animationHandler.start中,会调用scheduleAnimation方法,在这个种,会用mChoreographerpost一个callback,最终会执行mAnimate的run方法。mChoreographerpost涉及到VSYNC,这里不多介绍。

mAnimate#run

doAnimationFrame(mChoreographer.getFrameTime());

在这里会用过doAnimationFrame设置动画帧,我们看下这个方法的代码。

void doAnimationFrame(long frameTime) {

mLastFrameTime = frameTime;

// mPendingAnimations holds any animations that have requested to be started

// We're going to clear mPendingAnimations, but starting animation may

// cause more to be added to the pending list (for example, if one animation

// starting triggers another starting). So we loop until mPendingAnimations

// is empty.

while (mPendingAnimations.size() > 0) {

ArrayList pendingCopy =

(ArrayList) mPendingAnimations.clone();

mPendingAnimations.clear();

int count = pendingCopy.size();

for (int i = 0; i < count; ++i) {

ValueAnimator anim = pendingCopy.get(i);

// If the animation has a startDelay, place it on the delayed list

if (anim.mStartDelay == 0) {

anim.startAnimation(this);

} else {

mDelayedAnims.add(anim);

}

}

}

// Next, process animations currently sitting on the delayed queue, adding

// them to the active animations if they are ready

int numDelayedAnims = mDelayedAnims.size();

for (int i = 0; i < numDelayedAnims; ++i) {

ValueAnimator anim = mDelayedAnims.get(i);

if (anim.delayedAnimationFrame(frameTime)) {

mReadyAnims.add(anim);

}

}

int numReadyAnims = mReadyAnims.size();

if (numReadyAnims > 0) {

for (int i = 0; i < numReadyAnims; ++i) {

ValueAnimator anim = mReadyAnims.get(i);

anim.startAnimation(this);

anim.mRunning = true;

mDelayedAnims.remove(anim);

}

mReadyAnims.clear();

}

// Now process all active animations. The return value from animationFrame()

// tells the handler whether it should now be ended

int numAnims = mAnimations.size();

for (int i = 0; i < numAnims; ++i) {

mTmpAnimations.add(mAnimations.get(i));

}

for (int i = 0; i < numAnims; ++i) {

ValueAnimator anim = mTmpAnimations.get(i);

if (mAnimations.contains(anim) && anim.doAnimationFrame(frameTime)) {

mEndingAnims.add(anim);

}

}

mTmpAnimations.clear();

if (mEndingAnims.size() > 0) {

for (int i = 0; i < mEndingAnims.size(); ++i) {

mEndingAnims.get(i).endAnimation(this);

}

mEndingAnims.clear();

}

// Schedule final commit for the frame.

mChoreographer.postCallback(Choreographer.CALLBACK_COMMIT, mCommit, null);

// If there are still active or delayed animations, schedule a future call to

// onAnimate to process the next frame of the animations.

if (!mAnimations.isEmpty() || !mDelayedAnims.isEmpty()) {

scheduleAnimation();

}

}

方法较长,逻辑如下:

从mPendingAnimations中取出动画,根据事先选择startAnimation还是加入到mDelayedAnims列表。

如果mDelayedAnims列表中的动画准备好了,就加入到mReadyAnims列表中

从mAnimations列表中取出要执行的动画,加入到mTmpAnimations列表

通过doAnimationFrame方法执行动画帧

继续执行scheduleAnimation

从上面我们能看出,执行动画的关键是doAnimationFrame方法。在这个方法中,会调用animationFrame方法。

ValueAniator#animationFrame

boolean animationFrame(long currentTime) {

boolean done = false;

switch (mPlayingState) {

case RUNNING:

case SEEKED:

float fraction = mDuration > 0 ? (float)(currentTime - mStartTime) / mDuration : 1f;

if (mDuration == 0 && mRepeatCount != INFINITE) {

// Skip to the end

mCurrentIteration = mRepeatCount;

if (!mReversing) {

mPlayingBackwards = false;

}

}

if (fraction >= 1f) {

if (mCurrentIteration < mRepeatCount || mRepeatCount == INFINITE) {

// Time to repeat

if (mListeners != null) {

int numListeners = mListeners.size();

for (int i = 0; i < numListeners; ++i) {

mListeners.get(i).onAnimationRepeat(this);

}

}

if (mRepeatMode == REVERSE) {

mPlayingBackwards = !mPlayingBackwards;

}

mCurrentIteration += (int) fraction;

fraction = fraction % 1f;

mStartTime += mDuration;

// Note: We do not need to update the value of mStartTimeCommitted here

// since we just added a duration offset.

} else {

done = true;

fraction = Math.min(fraction, 1.0f);

}

}

if (mPlayingBackwards) {

fraction = 1f - fraction;

}

animateValue(fraction);

break;

}

return done;

}

计算fraction

调用animateValue方法

根据虚拟机执行引擎动态分派原则,这里会调用ObjectAnimator的animateValue方法。

ObjectAnimator#animateValue

void animateValue(float fraction) {

final Object target = getTarget();

if (mTarget != null && target == null) {

// We lost the target reference, cancel and clean up.

cancel();

return;

}

super.animateValue(fraction);

int numValues = mValues.length;

for (int i = 0; i < numValues; ++i) {

mValues[i].setAnimatedValue(target);

}

}

这里主要干了两件事,

调用父类的animateValue方法

通过setAnimatedValue设置属性

其父类的方法如下:

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);

}

}

}

在这个方法中,会通过Interpolator得到出当前的fraction,并通过calculateValue来计算当前应该的值,这里会调用IntPropertyValuesHolder的calculateValue

void calculateValue(float fraction) {

mIntAnimatedValue = mIntKeyframes.getIntValue(fraction);

}

我们知道,mIntKeyframes对应的是IntKeyframeSet。在这个类的getIntValue中,会通过TypeEvaluator来计算当前对应的值。不多说了。

最后,回到animateValue。计算了值之后,会调用setAnimatedValue来设置值。我们看看他的实现。

IntPropertyValuesHolder#setAnimatedValue

void setAnimatedValue(Object target) {

if (mIntProperty != null) {

mIntProperty.setValue(target, mIntAnimatedValue);

return;

}

if (mProperty != null) {

mProperty.set(target, mIntAnimatedValue);

return;

}

if (mJniSetter != 0) {

nCallIntMethod(target, mJniSetter, mIntAnimatedValue);

return;

}

if (mSetter != null) {

try {

mTmpValueArray[0] = mIntAnimatedValue;

mSetter.invoke(target, mTmpValueArray);

} catch (InvocationTargetException e) {

Log.e("PropertyValuesHolder", e.toString());

} catch (IllegalAccessException e) {

Log.e("PropertyValuesHolder", e.toString());

}

}

}

恩,到这里就能看到修改属性值得痕迹了,有以下四种情况

mIntProperty不为null

mProperty不为null

mJniSetter不为null

mSetter不为null

首先,我们通过String propertyName, int… values参数构造的对象,mIntProperty为null,并且mProperty也为null。那其他两个是怎么来的呢?似乎漏了什么?

还节的,在doAnimationFrame中,直接调用startAnimation么?没错,就是这里。

startAnimation

在这个方法中调用了initAnimation方法。还是根据动态分派规则,这里调用ObjectAnimator的initAnimation方法。在这里调用PropertyValuesHolder的setupSetterAndGetter方法,在这里对mSetter等进行了初始化,这里就不多说了,大家自己看代码吧。

好了,以上就是关于Android中属性动画对的全部内容,希望本文的内容对各位Android开发者们能带来一定的帮助,如果有疑问大家可以留言交流,谢谢大家对脚本之家的支持。

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