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https://github.com/LawnchairLauncher/lawnchair.git
synced 2026-02-27 23:36:47 +00:00
Don't adjust animation play time if not necessary
Potential fix for Bug: 11080792
This commit is contained in:
@@ -91,29 +91,30 @@ public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter
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mStartTime = currentTime;
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}
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final long currentPlayTime = animation.getCurrentPlayTime();
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if (!mHandlingOnAnimationUpdate &&
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sVisible &&
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// If the current play time exceeds the duration, the animation
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// will get finished, even if we call setCurrentPlayTime -- therefore
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// don't adjust the animation in that case
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animation.getCurrentPlayTime() < animation.getDuration()) {
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currentPlayTime < animation.getDuration()) {
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mHandlingOnAnimationUpdate = true;
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long frameNum = sGlobalFrameCounter - mStartFrame;
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// If we haven't drawn our first frame, reset the time to t = 0
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// (give up after MAX_DELAY ms of waiting though - might happen, for example, if we
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// are no longer in the foreground and no frames are being rendered ever)
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if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY) {
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if (frameNum == 0 && currentTime < mStartTime + MAX_DELAY && currentPlayTime > 0) {
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// The first frame on animations doesn't always trigger an invalidate...
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// force an invalidate here to make sure the animation continues to advance
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mTarget.getRootView().invalidate();
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animation.setCurrentPlayTime(0);
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// For the second frame, if the first frame took more than 16ms,
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// adjust the start time and pretend it took only 16ms anyway. This
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// prevents a large jump in the animation due to an expensive first frame
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} else if (frameNum == 1 && currentTime < mStartTime + MAX_DELAY &&
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!mAdjustedSecondFrameTime &&
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currentTime > mStartTime + IDEAL_FRAME_DURATION) {
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currentTime > mStartTime + IDEAL_FRAME_DURATION &&
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currentPlayTime > IDEAL_FRAME_DURATION) {
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animation.setCurrentPlayTime(IDEAL_FRAME_DURATION);
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mAdjustedSecondFrameTime = true;
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} else {
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@@ -94,7 +94,6 @@ class SimpleBitmapRegionDecoderWrapper implements SimpleBitmapRegionDecoder {
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}
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class DumbBitmapRegionDecoder implements SimpleBitmapRegionDecoder {
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//byte[] mStreamCopy;
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Bitmap mBuffer;
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Canvas mTempCanvas;
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Paint mTempPaint;
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