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。
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()); } } }