final long currentTime = System.currentTimeMillis();
if (mStartTime == -1) {
mStartFrame = sGlobalFrameCounter;
mStartTime = currentTime;
}
if (!mHandlingOnAnimationUpdate &&
// 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()) {
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) {
// 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) {
animation.setCurrentPlayTime(IDEAL_FRAME_DURATION);
mAdjustedSecondFrameTime = true;
} else {
if (frameNum > 1) {
mTarget.post(new Runnable() {
public void run() {
animation.removeUpdateListener(FirstFrameAnimatorHelper.this);
}
});
}
if (DEBUG) print(animation);
}
mHandlingOnAnimationUpdate = false;
} else {
if (DEBUG) print(animation);
}