/*
* 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 com.glview.view.animation;
import android.content.Context;
import android.content.res.TypedArray;
import android.util.AttributeSet;
import java.util.Random;
import com.glview.view.View;
import com.glview.view.ViewGroup;
/**
* 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.
*/
public static final int DIRECTION_LEFT_TO_RIGHT = 0x0;
/**
* 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.
*/
public static final int DIRECTION_TOP_TO_BOTTOM = 0x0;
/**
* 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.
*/
public static final int DIRECTION_HORIZONTAL_MASK = 0x1;
/**
* 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.
*/
public static final int PRIORITY_NONE = 0;
/**
* Columns are animated first.
*/
public static final int PRIORITY_COLUMN = 1;
/**
* 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.
*
* @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.glview.R.styleable.GridLayoutAnimation);
Animation.Description d = Animation.Description.parseValue(
a.peekValue(com.glview.R.styleable.GridLayoutAnimation_columnDelay));
mColumnDelay = d.value;
d = Animation.Description.parseValue(
a.peekValue(com.glview.R.styleable.GridLayoutAnimation_rowDelay));
mRowDelay = d.value;
//noinspection PointlessBitwiseExpression
mDirection = a.getInt(com.glview.R.styleable.GridLayoutAnimation_direction,
DIRECTION_LEFT_TO_RIGHT | DIRECTION_TOP_TO_BOTTOM);
mDirectionPriority = a.getInt(com.glview.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.
*
* @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.
*
* @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.
*
* @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.
*
* @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.
*
* @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.
*
* @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. {@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,
* <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 {@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,
* {@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}
*/
@Override
public boolean willOverlap() {
return mColumnDelay < 1.0f || mRowDelay < 1.0f;
}
/**
* {@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.
*/
public static class AnimationParameters extends
LayoutAnimationController.AnimationParameters {
/**
* The view group's column to which the view belongs.
*/
public int column;
/**
* The view group's row to which the view belongs.
*/
public int row;
/**
* 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.
*/
public int rowsCount;
}
}