@Override public void start() { start(false); }
@Override public void start() { start(false); }
@Override public void start() { 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(); }
@Override public void start() { 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(); }
/** * Plays the ValueAnimator in reverse. If the animation is already running, * it will stop itself and play backwards from the point reached when reverse was called. * If the animation is not currently running, then it will start from the end and * play backwards. This behavior is only set for the current animation; future playing * of the animation will use the default behavior of playing forward. */ public void reverse() { mPlayingBackwards = !mPlayingBackwards; if (mPlayingState == RUNNING) { long currentTime = AnimationUtils.currentAnimationTimeMillis(); long currentPlayTime = currentTime - mStartTime; long timeLeft = mDuration - currentPlayTime; mStartTime = currentTime - timeLeft; } else { start(true); } }
/** * Plays the ValueAnimator in reverse. If the animation is already running, * it will stop itself and play backwards from the point reached when reverse was called. * If the animation is not currently running, then it will start from the end and * play backwards. This behavior is only set for the current animation; future playing * of the animation will use the default behavior of playing forward. */ public void reverse() { mPlayingBackwards = !mPlayingBackwards; if (mPlayingState == RUNNING) { long currentTime = AnimationUtils.currentAnimationTimeMillis(); long currentPlayTime = currentTime - mStartTime; long timeLeft = mDuration - currentPlayTime; mStartTime = currentTime - timeLeft; } else { start(true); } }
mDelayAnim.start();
mDelayAnim.start();