Inline hippo's glcomponents
* Replace android support with androidx as well
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/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.hippo.glview.anim;
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import android.os.SystemClock;
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import android.view.animation.Interpolator;
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import com.hippo.yorozuya.MathUtils;
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// Animation calculates a value according to the current input time.
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//
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// 1. First we need to use setDuration(int) to set the duration of the
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// animation. The duration is in milliseconds.
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// 2. Then we should call start(). The actual start time is the first value
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// passed to calculate(long).
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// 3. Each time we want to get an animation value, we call
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// calculate(long currentTimeMillis) to ask the Animation to calculate it.
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// The parameter passed to calculate(long) should be nonnegative.
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// 4. Use get() to get that value.
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//
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// In step 3, onCalculate(float progress) is called so subclasses can calculate
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// the value according to progress (progress is a value in [0,1]).
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//
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// Before onCalculate(float) is called, There is an optional interpolator which
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// can change the progress value. The interpolator can be set by
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// setInterpolator(Interpolator). If the interpolator is used, the value passed
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// to onCalculate may be (for example, the overshoot effect).
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//
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// The isActive() method returns true after the animation start() is called and
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// before calculate is passed a value which reaches the duration of the
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// animation.
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//
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// The start() method can be called again to restart the Animation.
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//
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abstract public class Animation {
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private static final long ANIMATION_START = -1;
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private static final long NO_ANIMATION = -2;
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/**
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* When the animation reaches the end and <code>repeatCount</code> is INFINITE
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* or a positive value, the animation restarts from the beginning.
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*/
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public static final int RESTART = 1;
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/**
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* When the animation reaches the end and <code>repeatCount</code> is INFINITE
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* or a positive value, the animation reverses direction on every iteration.
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*/
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public static final int REVERSE = 2;
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/**
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* This value used used with the {@link #setRepeatCount(int)} property to repeat
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* the animation indefinitely.
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*/
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public static final int INFINITE = -1;
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private long mStartTime = NO_ANIMATION;
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private long mDuration;
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private Interpolator mInterpolator;
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private int mRepeatCount;
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private int mRepeatMode;
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private int mRunnedCount;
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private long mLastFrameTime;
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public void setInterpolator(Interpolator interpolator) {
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mInterpolator = interpolator;
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}
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public void setDuration(long duration) {
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mDuration = duration;
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}
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public void setRepeatCount(int repeatCount) {
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mRepeatCount = repeatCount;
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}
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public void setRepeatMode(int repeatMode) {
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mRepeatMode = repeatMode;
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}
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public boolean isRunning() {
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return mStartTime > 0 || mStartTime == ANIMATION_START;
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}
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public long getLastFrameTime() {
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return mLastFrameTime;
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}
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public void start() {
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if (mStartTime == NO_ANIMATION) {
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mStartTime = ANIMATION_START;
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mRunnedCount = 0;
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mLastFrameTime = 0;
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}
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}
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public void startAt(long time) {
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start();
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setStartTime(time);
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}
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public void startNow() {
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start();
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setStartTime(SystemClock.uptimeMillis());
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}
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public void setStartTime(long time) {
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mStartTime = time;
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}
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public void cancel() {
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mStartTime = NO_ANIMATION;
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}
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public void reset() {
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mStartTime = ANIMATION_START;
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mRunnedCount = 0;
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mLastFrameTime = 0;
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}
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// TODO mRepeatMode
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public boolean calculate(long currentTimeMillis) {
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if (mStartTime == NO_ANIMATION) {
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return false;
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}
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if (mStartTime == ANIMATION_START) {
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mStartTime = currentTimeMillis;
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}
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mLastFrameTime = currentTimeMillis;
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long elapse = currentTimeMillis - mStartTime;
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float x = MathUtils.clamp(mDuration == 0.0f ? 1.0f : (float) elapse / mDuration, 0.0f, 1.0f); // Avoid NaN
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Interpolator i = mInterpolator;
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onCalculate(i != null ? i.getInterpolation(x) : x);
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// It is ok to call cancel() in onCalculate()
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if (mStartTime != NO_ANIMATION && elapse >= mDuration) {
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mRunnedCount++;
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if (mRunnedCount >= mRepeatCount && mRepeatCount != INFINITE) {
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onFinish();
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mStartTime = NO_ANIMATION;
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} else {
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mStartTime += elapse;
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}
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}
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return mStartTime != NO_ANIMATION;
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}
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abstract protected void onCalculate(float progress);
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protected void onFinish() {
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}
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}
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