Class AnimatorSet

java.lang.Object
icyllis.modernui.animation.Animator
icyllis.modernui.animation.AnimatorSet
All Implemented Interfaces:
AnimationHandler.FrameCallback, Cloneable

public final class AnimatorSet extends Animator implements AnimationHandler.FrameCallback
This class plays a set of Animator objects in the specified order. Animations can be set up to play together, in sequence, or after a specified delay.

There are two different approaches to adding animations to a AnimatorSet: either the playTogether() or playSequentially() methods can be called to add a set of animations all at once, or the play(Animator) can be used in conjunction with methods in the Builder class to add animations one by one.

It is possible to set up a AnimatorSet with circular dependencies between its animations. For example, an animation a1 could be set up to start before animation a2, a2 before a3, and a3 before a1. The results of this configuration are undefined, but will typically result in none of the affected animations being played. Because of this (and because circular dependencies do not make logical sense anyway), circular dependencies should be avoided, and the dependency flow of animations should only be in one direction.

Developer Guides

For more information about animating with AnimatorSet, read the Property Animation developer guide.

  • Constructor Details

    • AnimatorSet

      public AnimatorSet()
  • Method Details

    • playTogether

      public void playTogether(Animator... items)
      Sets up this AnimatorSet to play all of the supplied animations at the same time. This is equivalent to calling play(Animator) with the first animator in the set and then AnimatorSet.Builder.with(Animator) with each of the other animators. Note that an Animator with a startDelay will not actually start until that delay elapses, which means that if the first animator in the list supplied to this constructor has a startDelay, none of the other animators will start until that first animator's startDelay has elapsed.
      Parameters:
      items - The animations that will be started simultaneously.
    • playTogether

      public void playTogether(Collection<Animator> items)
      Sets up this AnimatorSet to play all of the supplied animations at the same time.
      Parameters:
      items - The animations that will be started simultaneously.
    • playSequentially

      public void playSequentially(Animator... items)
      Sets up this AnimatorSet to play each of the supplied animations when the previous animation ends.
      Parameters:
      items - The animations that will be started one after another.
    • playSequentially

      public void playSequentially(List<Animator> items)
      Sets up this AnimatorSet to play each of the supplied animations when the previous animation ends.
      Parameters:
      items - The animations that will be started one after another.
    • getChildAnimations

      @Nonnull public ArrayList<Animator> getChildAnimations()
      Returns the current list of child Animator objects controlled by this AnimatorSet. This is a copy of the internal list; modifications to the returned list will not affect the AnimatorSet, although changes to the underlying Animator objects will affect those objects being managed by the AnimatorSet.
      Returns:
      The list of child animations of this AnimatorSet.
    • setTarget

      public void setTarget(@Nullable Object target)
      Sets the target object for all current child animations of this AnimatorSet that take targets (ObjectAnimator and AnimatorSet).
      Overrides:
      setTarget in class Animator
      Parameters:
      target - The object being animated
    • setInterpolator

      public void setInterpolator(@Nullable TimeInterpolator interpolator)
      Sets the TimeInterpolator for all current child animations of this AnimatorSet. The default value is null, which means that no interpolator is set on this AnimatorSet. Setting the interpolator to any non-null value will cause that interpolator to be set on the child animations when the set is started.
      Specified by:
      setInterpolator in class Animator
      Parameters:
      interpolator - the interpolator to be used by each child animation of this AnimatorSet
    • getInterpolator

      @Nullable public TimeInterpolator getInterpolator()
      Description copied from class: Animator
      Returns the timing interpolator that this animation uses.
      Specified by:
      getInterpolator in class Animator
      Returns:
      The timing interpolator for this animation.
    • play

      public AnimatorSet.Builder play(Animator anim)
      This method creates a Builder object, which is used to set up playing constraints. This initial play() method tells the Builder the animation that is the dependency for the succeeding commands to the Builder. For example, calling play(a1).with(a2) sets up the AnimatorSet to play a1 and a2 at the same time, play(a1).before(a2) sets up the AnimatorSet to play a1 first, followed by a2, and play(a1).after(a2) sets up the AnimatorSet to play a2 first, followed by a1.

      Note that play() is the only way to tell the Builder the animation upon which the dependency is created, so successive calls to the various functions in Builder will all refer to the initial parameter supplied in play() as the dependency of the other animations. For example, calling play(a1).before(a2).before(a3) will play both a2 and a3 when a1 ends; it does not set up a dependency between a2 and a3.

      Parameters:
      anim - The animation that is the dependency used in later calls to the methods in the returned Builder object. A null parameter will result in a null Builder return value.
      Returns:
      Builder The object that constructs the AnimatorSet based on the dependencies outlined in the calls to play and the other methods in the Builder object.
    • cancel

      public void cancel()
      Cancels the animation. Unlike Animator.end(), cancel() causes the animation to stop in its tracks, sending an AnimatorListener.onAnimationCancel(Animator) to its listeners, followed by an AnimatorListener.onAnimationEnd(Animator, boolean) message.

      This method must be called on the thread that is running the animation.

      Note that canceling a AnimatorSet also cancels all of the animations that it is responsible for.

      Specified by:
      cancel in class Animator
    • end

      public void end()
      Ends the animation. This causes the animation to assign the end value of the property being animated, then calling the AnimatorListener.onAnimationEnd(Animator, boolean) method on its listeners.

      This method must be called on the thread that is running the animation.

      Note that ending a AnimatorSet also ends all of the animations that it is responsible for.

      Specified by:
      end in class Animator
    • isRunning

      public boolean isRunning()
      Returns true if any of the child animations of this AnimatorSet have been started and have not yet ended. Child animations will not be started until the AnimatorSet has gone past its initial delay set through setStartDelay(long).
      Specified by:
      isRunning in class Animator
      Returns:
      Whether this AnimatorSet has gone past the initial delay, and at least one child animation has been started and not yet ended.
    • isStarted

      public boolean isStarted()
      Description copied from class: Animator
      Returns whether this Animator has been started and not yet ended. For reusable Animators (which most Animators are, apart from the one-shot animator), this state is a superset of Animator.isRunning(), because an Animator with a nonzero Animator.getStartDelay() will return true during the delay phase, whereas Animator.isRunning() will return true only after the delay phase is complete. Non-reusable animators will always return true after they have been started, because they cannot return to a non-started state.
      Specified by:
      isStarted in class Animator
      Returns:
      whether the Animator has been started and not yet ended.
    • getStartDelay

      public long getStartDelay()
      The amount of time, in milliseconds, to delay starting the animation after start() is called.
      Specified by:
      getStartDelay in class Animator
      Returns:
      the number of milliseconds to delay running the animation
    • setStartDelay

      public void setStartDelay(long startDelay)
      The amount of time, in milliseconds, to delay starting the animation after start() is called. Note that the start delay should always be non-negative. Any negative start delay will be clamped to 0 on N and above.
      Specified by:
      setStartDelay in class Animator
      Parameters:
      startDelay - The amount of the delay, in milliseconds
    • getDuration

      public long getDuration()
      Gets the length of each of the child animations of this AnimatorSet. This value may be less than 0, which indicates that no duration has been set on this AnimatorSet and each of the child animations will use their own duration.
      Specified by:
      getDuration in class Animator
      Returns:
      The length of the animation, in milliseconds, of each of the child animations of this AnimatorSet.
    • setDuration

      public AnimatorSet setDuration(long duration)
      Sets the length of each of the current child animations of this AnimatorSet. By default, each child animation will use its own duration. If the duration is set on the AnimatorSet, then each child animation inherits this duration.
      Specified by:
      setDuration in class Animator
      Parameters:
      duration - The length of the animation, in milliseconds, of each of the child animations of this AnimatorSet.
    • setupStartValues

      public void setupStartValues()
      Description copied from class: Animator
      This method tells the object to use appropriate information to extract starting values for the animation. For example, a AnimatorSet object will pass this call to its child objects to tell them to set up the values. A ObjectAnimator object will use the information it has about its target object and PropertyValuesHolder objects to get the start values for its properties. A ValueAnimator object will ignore the request since it does not have enough information (such as a target object) to gather these values.
      Overrides:
      setupStartValues in class Animator
    • setupEndValues

      public void setupEndValues()
      Description copied from class: Animator
      This method tells the object to use appropriate information to extract ending values for the animation. For example, a AnimatorSet object will pass this call to its child objects to tell them to set up the values. A ObjectAnimator object will use the information it has about its target object and PropertyValuesHolder objects to get the start values for its properties. A ValueAnimator object will ignore the request since it does not have enough information (such as a target object) to gather these values.
      Overrides:
      setupEndValues in class Animator
    • pause

      public void pause()
      Description copied from class: Animator
      Pauses a running animation. This method should only be called on the same thread on which the animation was started. If the animation has not yet been started or has since ended, then the call is ignored. Paused animations can be resumed by calling Animator.resume().
      Overrides:
      pause in class Animator
      See Also:
    • resume

      public void resume()
      Description copied from class: Animator
      Resumes a paused animation, causing the animator to pick up where it left off when it was paused. This method should only be called on the same thread on which the animation was started. Calls to resume() on an animator that is not currently paused will be ignored.
      Overrides:
      resume in class Animator
      See Also:
    • start

      public void start()
      Starts this animation. If the animation has a nonzero startDelay, the animation will start running after that delay elapses. A non-delayed animation will have its initial value(s) set immediately, followed by calls to AnimatorListener.onAnimationStart(Animator, boolean) for any listeners of this animator.

      The animation started by calling this method will be run on the thread that called this method.

      Starting this AnimatorSet will, in turn, start the animations for which it is responsible. The details of when exactly those animations are started depends on the dependency relationships that have been set up between the animations. Note: Manipulating AnimatorSet's lifecycle in the child animators' listener callbacks will lead to undefined behaviors. Also, AnimatorSet will ignore any seeking in the child animators once start() is called.

      Specified by:
      start in class Animator
    • setCurrentPlayTime

      public void setCurrentPlayTime(long playTime)
      Sets the position of the animation to the specified point in time. This time should be between 0 and the total duration of the animation, including any repetition. If the animation has not yet been started, then it will not advance forward after it is set to this time; it will simply set the time to this value and perform any appropriate actions based on that time. If the animation is already running, then setCurrentPlayTime() will set the current playing time to this value and continue playing from that point.
      Parameters:
      playTime - The time, in milliseconds, to which the animation is advanced or rewound. Unless the animation is reversing, the playtime is considered the time since the end of the start delay of the AnimatorSet in a forward playing direction.
    • getCurrentPlayTime

      public long getCurrentPlayTime()
      Returns the milliseconds elapsed since the start of the animation.

      For ongoing animations, this method returns the current progress of the animation in terms of play time. For an animation that has not yet been started: if the animation has been seeked to a certain time via setCurrentPlayTime(long), the seeked play time will be returned; otherwise, this method will return 0.

      Returns:
      the current position in time of the animation in milliseconds
    • doAnimationFrame

      @Internal public boolean doAnimationFrame(long frameTime)
      Description copied from interface: AnimationHandler.FrameCallback
      Run animation based on the frame time.
      Specified by:
      doAnimationFrame in interface AnimationHandler.FrameCallback
      Parameters:
      frameTime - The frame start time, in the Core.timeMillis() time base
      Returns:
      if the animation has finished.
    • commitAnimationFrame

      @Internal public void commitAnimationFrame(long frameTime)
    • clone

      @Nonnull public AnimatorSet clone()
      Overrides:
      clone in class Animator
    • canReverse

      @Internal public boolean canReverse()
      AnimatorSet is only reversible when the set contains no sequential animation, and no child animators have a start delay.
      Overrides:
      canReverse in class Animator
    • reverse

      public void reverse()
      Plays the AnimatorSet in reverse. If the animation has been seeked to a specific play time using setCurrentPlayTime(long), it will play backwards from the point seeked when reverse was called. Otherwise, then it will start from the end and play backwards. This behavior is only set for the current animation; future playing of the animation will use the default behavior of playing forward.

      Note: reverse is not supported for infinite AnimatorSet.

      Overrides:
      reverse in class Animator
    • toString

      @Nonnull public String toString()
      Overrides:
      toString in class Object
    • shouldPlayTogether

      public boolean shouldPlayTogether()
      Returns:
      whether all the animators in the set are supposed to play together
    • getTotalDuration

      public long getTotalDuration()
      Description copied from class: Animator
      Gets the total duration of the animation, accounting for animation sequences, start delay, and repeating. Return Animator.DURATION_INFINITE if the duration is infinite.
      Specified by:
      getTotalDuration in class Animator
      Returns:
      Total time an animation takes to finish, starting from the time Animator.start() is called. Animator.DURATION_INFINITE will be returned if the animation or any child animation repeats infinite times.