/*
 * Copyright (C) 2007 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package android.view.animation;

import android.content.Context;
import android.content.res.TypedArray;
import android.util.AttributeSet;
import android.view.View;
import android.view.ViewGroup;

import java.util.Random;

A layout animation controller is used to animated a grid layout's children. While LayoutAnimationController relies only on the index of the child in the view group to compute the animation delay, this class uses both the X and Y coordinates of the child within a grid. In addition, the animation direction can be controlled. The default direction is DIRECTION_LEFT_TO_RIGHT | DIRECTION_TOP_TO_BOTTOM. You can also set the animation priority to columns or rows. The default priority is none. Information used to compute the animation delay of each child are stored in an instance of AnimationParameters, itself stored in the LayoutParams of the view.
See Also:
@attrref android.R.styleable#GridLayoutAnimation_columnDelay
@attrref android.R.styleable#GridLayoutAnimation_rowDelay
@attrref android.R.styleable#GridLayoutAnimation_direction
@attrref android.R.styleable#GridLayoutAnimation_directionPriority
/** * A layout animation controller is used to animated a grid layout's children. * * While {@link LayoutAnimationController} relies only on the index of the child * in the view group to compute the animation delay, this class uses both the * X and Y coordinates of the child within a grid. * * In addition, the animation direction can be controlled. The default direction * is <code>DIRECTION_LEFT_TO_RIGHT | DIRECTION_TOP_TO_BOTTOM</code>. You can * also set the animation priority to columns or rows. The default priority is * none. * * Information used to compute the animation delay of each child are stored * in an instance of * {@link android.view.animation.GridLayoutAnimationController.AnimationParameters}, * itself stored in the {@link android.view.ViewGroup.LayoutParams} of the view. * * @see LayoutAnimationController * @see android.widget.GridView * * @attr ref android.R.styleable#GridLayoutAnimation_columnDelay * @attr ref android.R.styleable#GridLayoutAnimation_rowDelay * @attr ref android.R.styleable#GridLayoutAnimation_direction * @attr ref android.R.styleable#GridLayoutAnimation_directionPriority */
public class GridLayoutAnimationController extends LayoutAnimationController {
Animates the children starting from the left of the grid to the right.
/** * Animates the children starting from the left of the grid to the right. */
public static final int DIRECTION_LEFT_TO_RIGHT = 0x0;
Animates the children starting from the right of the grid to the left.
/** * Animates the children starting from the right of the grid to the left. */
public static final int DIRECTION_RIGHT_TO_LEFT = 0x1;
Animates the children starting from the top of the grid to the bottom.
/** * Animates the children starting from the top of the grid to the bottom. */
public static final int DIRECTION_TOP_TO_BOTTOM = 0x0;
Animates the children starting from the bottom of the grid to the top.
/** * Animates the children starting from the bottom of the grid to the top. */
public static final int DIRECTION_BOTTOM_TO_TOP = 0x2;
Bitmask used to retrieve the horizontal component of the direction.
/** * Bitmask used to retrieve the horizontal component of the direction. */
public static final int DIRECTION_HORIZONTAL_MASK = 0x1;
Bitmask used to retrieve the vertical component of the direction.
/** * Bitmask used to retrieve the vertical component of the direction. */
public static final int DIRECTION_VERTICAL_MASK = 0x2;
Rows and columns are animated at the same time.
/** * Rows and columns are animated at the same time. */
public static final int PRIORITY_NONE = 0;
Columns are animated first.
/** * Columns are animated first. */
public static final int PRIORITY_COLUMN = 1;
Rows are animated first.
/** * Rows are animated first. */
public static final int PRIORITY_ROW = 2; private float mColumnDelay; private float mRowDelay; private int mDirection; private int mDirectionPriority;
Creates a new grid layout animation controller from external resources.
Params:
  • context – the Context the view group is running in, through which it can access the resources
  • attrs – the attributes of the XML tag that is inflating the layout animation controller
/** * Creates a new grid layout animation controller from external resources. * * @param context the Context the view group is running in, through which * it can access the resources * @param attrs the attributes of the XML tag that is inflating the * layout animation controller */
public GridLayoutAnimationController(Context context, AttributeSet attrs) { super(context, attrs); TypedArray a = context.obtainStyledAttributes(attrs, com.android.internal.R.styleable.GridLayoutAnimation); Animation.Description d = Animation.Description.parseValue( a.peekValue(com.android.internal.R.styleable.GridLayoutAnimation_columnDelay)); mColumnDelay = d.value; d = Animation.Description.parseValue( a.peekValue(com.android.internal.R.styleable.GridLayoutAnimation_rowDelay)); mRowDelay = d.value; //noinspection PointlessBitwiseExpression mDirection = a.getInt(com.android.internal.R.styleable.GridLayoutAnimation_direction, DIRECTION_LEFT_TO_RIGHT | DIRECTION_TOP_TO_BOTTOM); mDirectionPriority = a.getInt(com.android.internal.R.styleable.GridLayoutAnimation_directionPriority, PRIORITY_NONE); a.recycle(); }
Creates a new layout animation controller with a delay of 50% for both rows and columns and the specified animation.
Params:
  • animation – the animation to use on each child of the view group
/** * Creates a new layout animation controller with a delay of 50% * for both rows and columns and the specified animation. * * @param animation the animation to use on each child of the view group */
public GridLayoutAnimationController(Animation animation) { this(animation, 0.5f, 0.5f); }
Creates a new layout animation controller with the specified delays and the specified animation.
Params:
  • animation – the animation to use on each child of the view group
  • columnDelay – the delay by which each column animation must be offset
  • rowDelay – the delay by which each row animation must be offset
/** * Creates a new layout animation controller with the specified delays * and the specified animation. * * @param animation the animation to use on each child of the view group * @param columnDelay the delay by which each column animation must be offset * @param rowDelay the delay by which each row animation must be offset */
public GridLayoutAnimationController(Animation animation, float columnDelay, float rowDelay) { super(animation); mColumnDelay = columnDelay; mRowDelay = rowDelay; }
Returns the delay by which the children's animation are offset from one column to the other. The delay is expressed as a fraction of the animation duration.
See Also:
Returns:a fraction of the animation duration
/** * Returns the delay by which the children's animation are offset from one * column to the other. The delay is expressed as a fraction of the * animation duration. * * @return a fraction of the animation duration * * @see #setColumnDelay(float) * @see #getRowDelay() * @see #setRowDelay(float) */
public float getColumnDelay() { return mColumnDelay; }
Sets the delay, as a fraction of the animation duration, by which the children's animations are offset from one column to the other.
Params:
  • columnDelay – a fraction of the animation duration
See Also:
/** * Sets the delay, as a fraction of the animation duration, by which the * children's animations are offset from one column to the other. * * @param columnDelay a fraction of the animation duration * * @see #getColumnDelay() * @see #getRowDelay() * @see #setRowDelay(float) */
public void setColumnDelay(float columnDelay) { mColumnDelay = columnDelay; }
Returns the delay by which the children's animation are offset from one row to the other. The delay is expressed as a fraction of the animation duration.
See Also:
Returns:a fraction of the animation duration
/** * Returns the delay by which the children's animation are offset from one * row to the other. The delay is expressed as a fraction of the * animation duration. * * @return a fraction of the animation duration * * @see #setRowDelay(float) * @see #getColumnDelay() * @see #setColumnDelay(float) */
public float getRowDelay() { return mRowDelay; }
Sets the delay, as a fraction of the animation duration, by which the children's animations are offset from one row to the other.
Params:
  • rowDelay – a fraction of the animation duration
See Also:
/** * Sets the delay, as a fraction of the animation duration, by which the * children's animations are offset from one row to the other. * * @param rowDelay a fraction of the animation duration * * @see #getRowDelay() * @see #getColumnDelay() * @see #setColumnDelay(float) */
public void setRowDelay(float rowDelay) { mRowDelay = rowDelay; }
Returns the direction of the animation. DIRECTION_HORIZONTAL_MASK and DIRECTION_VERTICAL_MASK can be used to retrieve the horizontal and vertical components of the direction.
See Also:
Returns:the direction of the animation
/** * Returns the direction of the animation. {@link #DIRECTION_HORIZONTAL_MASK} * and {@link #DIRECTION_VERTICAL_MASK} can be used to retrieve the * horizontal and vertical components of the direction. * * @return the direction of the animation * * @see #setDirection(int) * @see #DIRECTION_BOTTOM_TO_TOP * @see #DIRECTION_TOP_TO_BOTTOM * @see #DIRECTION_LEFT_TO_RIGHT * @see #DIRECTION_RIGHT_TO_LEFT * @see #DIRECTION_HORIZONTAL_MASK * @see #DIRECTION_VERTICAL_MASK */
public int getDirection() { return mDirection; }
Sets the direction of the animation. The direction is expressed as an integer containing a horizontal and vertical component. For instance, DIRECTION_BOTTOM_TO_TOP | DIRECTION_RIGHT_TO_LEFT.
Params:
  • direction – the direction of the animation
See Also:
/** * Sets the direction of the animation. The direction is expressed as an * integer containing a horizontal and vertical component. For instance, * <code>DIRECTION_BOTTOM_TO_TOP | DIRECTION_RIGHT_TO_LEFT</code>. * * @param direction the direction of the animation * * @see #getDirection() * @see #DIRECTION_BOTTOM_TO_TOP * @see #DIRECTION_TOP_TO_BOTTOM * @see #DIRECTION_LEFT_TO_RIGHT * @see #DIRECTION_RIGHT_TO_LEFT * @see #DIRECTION_HORIZONTAL_MASK * @see #DIRECTION_VERTICAL_MASK */
public void setDirection(int direction) { mDirection = direction; }
Returns the direction priority for the animation. The priority can be either PRIORITY_NONE, PRIORITY_COLUMN or PRIORITY_ROW.
See Also:
Returns:the priority of the animation direction
/** * Returns the direction priority for the animation. The priority can * be either {@link #PRIORITY_NONE}, {@link #PRIORITY_COLUMN} or * {@link #PRIORITY_ROW}. * * @return the priority of the animation direction * * @see #setDirectionPriority(int) * @see #PRIORITY_COLUMN * @see #PRIORITY_NONE * @see #PRIORITY_ROW */
public int getDirectionPriority() { return mDirectionPriority; }
Specifies the direction priority of the animation. For instance, PRIORITY_COLUMN will give priority to columns: the animation will first play on the column, then on the rows.Z
Params:
  • directionPriority – the direction priority of the animation
See Also:
/** * Specifies the direction priority of the animation. For instance, * {@link #PRIORITY_COLUMN} will give priority to columns: the animation * will first play on the column, then on the rows.Z * * @param directionPriority the direction priority of the animation * * @see #getDirectionPriority() * @see #PRIORITY_COLUMN * @see #PRIORITY_NONE * @see #PRIORITY_ROW */
public void setDirectionPriority(int directionPriority) { mDirectionPriority = directionPriority; }
{@inheritDoc}
/** * {@inheritDoc} */
@Override public boolean willOverlap() { return mColumnDelay < 1.0f || mRowDelay < 1.0f; }
{@inheritDoc}
/** * {@inheritDoc} */
@Override protected long getDelayForView(View view) { ViewGroup.LayoutParams lp = view.getLayoutParams(); AnimationParameters params = (AnimationParameters) lp.layoutAnimationParameters; if (params == null) { return 0; } final int column = getTransformedColumnIndex(params); final int row = getTransformedRowIndex(params); final int rowsCount = params.rowsCount; final int columnsCount = params.columnsCount; final long duration = mAnimation.getDuration(); final float columnDelay = mColumnDelay * duration; final float rowDelay = mRowDelay * duration; float totalDelay; long viewDelay; if (mInterpolator == null) { mInterpolator = new LinearInterpolator(); } switch (mDirectionPriority) { case PRIORITY_COLUMN: viewDelay = (long) (row * rowDelay + column * rowsCount * rowDelay); totalDelay = rowsCount * rowDelay + columnsCount * rowsCount * rowDelay; break; case PRIORITY_ROW: viewDelay = (long) (column * columnDelay + row * columnsCount * columnDelay); totalDelay = columnsCount * columnDelay + rowsCount * columnsCount * columnDelay; break; case PRIORITY_NONE: default: viewDelay = (long) (column * columnDelay + row * rowDelay); totalDelay = columnsCount * columnDelay + rowsCount * rowDelay; break; } float normalizedDelay = viewDelay / totalDelay; normalizedDelay = mInterpolator.getInterpolation(normalizedDelay); return (long) (normalizedDelay * totalDelay); } private int getTransformedColumnIndex(AnimationParameters params) { int index; switch (getOrder()) { case ORDER_REVERSE: index = params.columnsCount - 1 - params.column; break; case ORDER_RANDOM: if (mRandomizer == null) { mRandomizer = new Random(); } index = (int) (params.columnsCount * mRandomizer.nextFloat()); break; case ORDER_NORMAL: default: index = params.column; break; } int direction = mDirection & DIRECTION_HORIZONTAL_MASK; if (direction == DIRECTION_RIGHT_TO_LEFT) { index = params.columnsCount - 1 - index; } return index; } private int getTransformedRowIndex(AnimationParameters params) { int index; switch (getOrder()) { case ORDER_REVERSE: index = params.rowsCount - 1 - params.row; break; case ORDER_RANDOM: if (mRandomizer == null) { mRandomizer = new Random(); } index = (int) (params.rowsCount * mRandomizer.nextFloat()); break; case ORDER_NORMAL: default: index = params.row; break; } int direction = mDirection & DIRECTION_VERTICAL_MASK; if (direction == DIRECTION_BOTTOM_TO_TOP) { index = params.rowsCount - 1 - index; } return index; }
The set of parameters that has to be attached to each view contained in the view group animated by the grid layout animation controller. These parameters are used to compute the start time of each individual view's animation.
/** * The set of parameters that has to be attached to each view contained in * the view group animated by the grid layout animation controller. These * parameters are used to compute the start time of each individual view's * animation. */
public static class AnimationParameters extends LayoutAnimationController.AnimationParameters {
The view group's column to which the view belongs.
/** * The view group's column to which the view belongs. */
public int column;
The view group's row to which the view belongs.
/** * The view group's row to which the view belongs. */
public int row;
The number of columns in the view's enclosing grid layout.
/** * The number of columns in the view's enclosing grid layout. */
public int columnsCount;
The number of rows in the view's enclosing grid layout.
/** * The number of rows in the view's enclosing grid layout. */
public int rowsCount; } }