Ensure that FirstFrameAnimatorHelper doesn't set play time when animation is complete
Bug: 18567716 Change-Id: I656e869b8553d650916c2abe6dc83282c8b6fd65
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@@ -92,12 +92,14 @@ public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter
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}
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final long currentPlayTime = animation.getCurrentPlayTime();
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boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0;
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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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// If the current play time exceeds the duration, or the animated fraction is 1,
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// the animation 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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currentPlayTime < animation.getDuration()) {
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currentPlayTime < animation.getDuration() && !isFinalFrame) {
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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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