Ensure that FirstFrameAnimatorHelper doesn't set play time when animation is complete

Bug: 18567716

Change-Id: I656e869b8553d650916c2abe6dc83282c8b6fd65
This commit is contained in:
Adam Cohen
2014-12-02 15:24:52 -08:00
parent 1c96028f41
commit 5c18b80ed9
@@ -92,12 +92,14 @@ public class FirstFrameAnimatorHelper extends AnimatorListenerAdapter
}
final long currentPlayTime = animation.getCurrentPlayTime();
boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0;
if (!mHandlingOnAnimationUpdate &&
sVisible &&
// If the current play time exceeds the duration, the animation
// will get finished, even if we call setCurrentPlayTime -- therefore
// If the current play time exceeds the duration, or the animated fraction is 1,
// the animation will get finished, even if we call setCurrentPlayTime -- therefore
// don't adjust the animation in that case
currentPlayTime < animation.getDuration()) {
currentPlayTime < animation.getDuration() && !isFinalFrame) {
mHandlingOnAnimationUpdate = true;
long frameNum = sGlobalFrameCounter - mStartFrame;
// If we haven't drawn our first frame, reset the time to t = 0