Don't adjust animation play time if not necessary

Potential fix for Bug: 11080792
This commit is contained in:
Michael Jurka
2013-11-06 17:06:57 +01:00
parent 458a15f732
commit 19d10a5822
2 changed files with 5 additions and 5 deletions

View File

@@ -91,29 +91,30 @@ public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter
mStartTime = currentTime;
}
final long currentPlayTime = animation.getCurrentPlayTime();
if (!mHandlingOnAnimationUpdate &&
sVisible &&
// If the current play time exceeds the duration, the animation
// will get finished, even if we call setCurrentPlayTime -- therefore
// don't adjust the animation in that case
animation.getCurrentPlayTime() < animation.getDuration()) {
currentPlayTime < animation.getDuration()) {
mHandlingOnAnimationUpdate = true;
long frameNum = sGlobalFrameCounter - mStartFrame;
// If we haven't drawn our first frame, reset the time to t = 0
// (give up after MAX_DELAY ms of waiting though - might happen, for example, if we
// are no longer in the foreground and no frames are being rendered ever)
if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY) {
if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY && currentPlayTime > 0) {
// The first frame on animations doesn't always trigger an invalidate...
// force an invalidate here to make sure the animation continues to advance
mTarget.getRootView().invalidate();
animation.setCurrentPlayTime(0);
// For the second frame, if the first frame took more than 16ms,
// adjust the start time and pretend it took only 16ms anyway. This
// prevents a large jump in the animation due to an expensive first frame
} else if (frameNum == 1 && currentTime < mStartTime + MAX_DELAY &&
!mAdjustedSecondFrameTime &&
currentTime > mStartTime + IDEAL_FRAME_DURATION) {
currentTime > mStartTime + IDEAL_FRAME_DURATION &&
currentPlayTime > IDEAL_FRAME_DURATION) {
animation.setCurrentPlayTime(IDEAL_FRAME_DURATION);
mAdjustedSecondFrameTime = true;
} else {

View File

@@ -94,7 +94,6 @@ class SimpleBitmapRegionDecoderWrapper implements SimpleBitmapRegionDecoder {
}
class DumbBitmapRegionDecoder implements SimpleBitmapRegionDecoder {
//byte[] mStreamCopy;
Bitmap mBuffer;
Canvas mTempCanvas;
Paint mTempPaint;