public abstract class

Animator

extends java.lang.Object

implements java.lang.Cloneable

 java.lang.Object

↳androidx.core.animation.Animator

Subclasses:

ValueAnimator, ObjectAnimator, AnimatorSet, TimeAnimator

Gradle dependencies

compile group: 'androidx.core', name: 'core-animation', version: '1.0.0-beta01'

  • groupId: androidx.core
  • artifactId: core-animation
  • version: 1.0.0-beta01

Artifact androidx.core:core-animation:1.0.0-beta01 it located at Google repository (https://maven.google.com/)

Overview

This is the superclass for classes which provide basic support for animations which can be started, ended, and have AnimatorListeners added to them.

Summary

Fields
public static final longDURATION_INFINITE

The value used to indicate infinite duration (e.g.

Constructors
publicAnimator()

Methods
public voidaddListener(Animator.AnimatorListener listener)

Adds a listener to the set of listeners that are sent events through the life of an animation, such as start, repeat, and end.

public voidaddPauseListener(Animator.AnimatorPauseListener listener)

Adds a pause listener to this animator.

public voidaddUpdateListener(Animator.AnimatorUpdateListener listener)

Adds a listener to the set of listeners that are sent update events through the life of an animation.

public voidcancel()

Cancels the animation.

public Animatorclone()

public voidend()

Ends the animation.

public abstract longgetDuration()

Gets the duration of the animation.

public InterpolatorgetInterpolator()

Returns the timing interpolator that this animation uses.

public abstract longgetStartDelay()

The amount of time, in milliseconds, to delay processing the animation after Animator.start() is called.

public longgetTotalDuration()

Gets the total duration of the animation, accounting for animation sequences, start delay, and repeating.

public booleanisPaused()

Returns whether this animator is currently in a paused state.

public abstract booleanisRunning()

Returns whether this Animator is currently running (having been started and gone past any initial startDelay period and not yet ended).

public booleanisStarted()

Returns whether this Animator has been started and not yet ended.

public voidpause()

Pauses a running animation.

public voidremoveAllListeners()

Removes all listeners and pauseListeners from this object.

public voidremoveAllUpdateListeners()

Removes all listeners from the set listening to frame updates for this animation.

public voidremoveListener(Animator.AnimatorListener listener)

Removes a listener from the set listening to this animation.

public voidremovePauseListener(Animator.AnimatorPauseListener listener)

Removes a pause listener from the set listening to this animation.

public voidremoveUpdateListener(Animator.AnimatorUpdateListener listener)

Removes a listener from the set listening to frame updates for this animation.

public voidresume()

Resumes a paused animation, causing the animator to pick up where it left off when it was paused.

public abstract AnimatorsetDuration(long duration)

Sets the duration of the animation.

public abstract voidsetInterpolator(Interpolator value)

The interpolator used in calculating the elapsed fraction of the animation.

public abstract voidsetStartDelay(long startDelay)

The amount of time, in milliseconds, to delay processing the animation after Animator.start() is called.

public voidsetTarget(java.lang.Object target)

Sets the target object whose property will be animated by this animation.

public voidsetupEndValues()

This method tells the object to use appropriate information to extract ending values for the animation.

public voidsetupStartValues()

This method tells the object to use appropriate information to extract starting values for the animation.

public voidstart()

Starts this animation.

from java.lang.Objectequals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait

Fields

public static final long DURATION_INFINITE

The value used to indicate infinite duration (e.g. when Animators repeat infinitely).

Constructors

public Animator()

Methods

public void start()

Starts this animation. If the animation has a nonzero startDelay, the animation will start running after that delay elapses. A non-delayed animation will have its initial value(s) set immediately, followed by calls to Animator.AnimatorListener.onAnimationStart(Animator) for any listeners of this animator.

The animation started by calling this method will be run on the thread that called this method. This thread should have a Looper on it (a runtime exception will be thrown if this is not the case). Also, if the animation will animate properties of objects in the view hierarchy, then the calling thread should be the UI thread for that view hierarchy.

public void cancel()

Cancels the animation. Unlike Animator.end(), cancel() causes the animation to stop in its tracks, sending an Animator.AnimatorListener.onAnimationCancel(Animator) to its listeners, followed by an Animator.AnimatorListener.onAnimationEnd(Animator) message.

This method must be called on the thread that is running the animation.

public void end()

Ends the animation. This causes the animation to assign the end value of the property being animated, then calling the Animator.AnimatorListener.onAnimationEnd(Animator) method on its listeners.

This method must be called on the thread that is running the animation.

public void pause()

Pauses a running animation. This method should only be called on the same thread on which the animation was started. If the animation has not yet been started or has since ended, then the call is ignored. Paused animations can be resumed by calling Animator.resume().

See also: Animator.resume(), Animator.isPaused(), Animator.AnimatorPauseListener

public void resume()

Resumes a paused animation, causing the animator to pick up where it left off when it was paused. This method should only be called on the same thread on which the animation was started. Calls to resume() on an animator that is not currently paused will be ignored.

See also: Animator.pause(), Animator.isPaused(), Animator.AnimatorPauseListener

public boolean isPaused()

Returns whether this animator is currently in a paused state.

Returns:

True if the animator is currently paused, false otherwise.

See also: Animator.pause(), Animator.resume()

public abstract long getStartDelay()

The amount of time, in milliseconds, to delay processing the animation after Animator.start() is called.

Returns:

the number of milliseconds to delay running the animation

public abstract void setStartDelay(long startDelay)

The amount of time, in milliseconds, to delay processing the animation after Animator.start() is called.

Parameters:

startDelay: The amount of the delay, in milliseconds

public abstract Animator setDuration(long duration)

Sets the duration of the animation.

Parameters:

duration: The length of the animation, in milliseconds.

public abstract long getDuration()

Gets the duration of the animation.

Returns:

The length of the animation, in milliseconds.

public long getTotalDuration()

Gets the total duration of the animation, accounting for animation sequences, start delay, and repeating.

When the animation repeats infinite times, or when any of the child animators does (via ValueAnimator.setRepeatCount(int)} to ValueAnimator.INFINITE), the total duration will be Animator.DURATION_INFINITE. Otherwise, the total duration is the sum of start delay and animation running time (i.e. duration of one iteration multiplied by the number of iterations).

Returns:

Total time an animation takes to finish, starting from the time Animator.start() is called. Animator.DURATION_INFINITE will be returned if the animation or any child animation repeats infinite times.

public abstract void setInterpolator(Interpolator value)

The interpolator used in calculating the elapsed fraction of the animation. The interpolator determines whether the animation runs with linear or non-linear motion, such as acceleration and deceleration. The default value is AccelerateDecelerateInterpolator.

Parameters:

value: the interpolator to be used by this animation, or null to use the default one.

public Interpolator getInterpolator()

Returns the timing interpolator that this animation uses.

Returns:

The timing interpolator for this animation.

public abstract boolean isRunning()

Returns whether this Animator is currently running (having been started and gone past any initial startDelay period and not yet ended).

Returns:

Whether the Animator is running.

public boolean isStarted()

Returns whether this Animator has been started and not yet ended. For reusable Animators (which most Animators are, apart from the one-shot animator produced by ), this state is a superset of Animator.isRunning(), because an Animator with a nonzero startDelay will return true for Animator.isStarted() during the delay phase, whereas Animator.isRunning() will return true only after the delay phase is complete. Non-reusable animators will always return true after they have been started, because they cannot return to a non-started state.

Returns:

Whether the Animator has been started and not yet ended.

public void addListener(Animator.AnimatorListener listener)

Adds a listener to the set of listeners that are sent events through the life of an animation, such as start, repeat, and end.

Parameters:

listener: the listener to be added to the current set of listeners for this animation.

public void removeListener(Animator.AnimatorListener listener)

Removes a listener from the set listening to this animation.

Parameters:

listener: the listener to be removed from the current set of listeners for this animation.

public void addUpdateListener(Animator.AnimatorUpdateListener listener)

Adds a listener to the set of listeners that are sent update events through the life of an animation. This method is called on all listeners for every frame of the animation, after the values for the animation have been calculated.

Parameters:

listener: the listener to be added to the current set of listeners for this animation.

public void removeAllUpdateListeners()

Removes all listeners from the set listening to frame updates for this animation.

public void removeUpdateListener(Animator.AnimatorUpdateListener listener)

Removes a listener from the set listening to frame updates for this animation.

Parameters:

listener: the listener to be removed from the current set of update listeners for this animation.

public void addPauseListener(Animator.AnimatorPauseListener listener)

Adds a pause listener to this animator.

Parameters:

listener: the listener to be added to the current set of pause listeners for this animation.

public void removePauseListener(Animator.AnimatorPauseListener listener)

Removes a pause listener from the set listening to this animation.

Parameters:

listener: the listener to be removed from the current set of pause listeners for this animation.

public void removeAllListeners()

Removes all listeners and pauseListeners from this object.

public Animator clone()

public void setupStartValues()

This method tells the object to use appropriate information to extract starting values for the animation. For example, a AnimatorSet object will pass this call to its child objects to tell them to set up the values. A ObjectAnimator object will use the information it has about its target object and PropertyValuesHolder objects to get the start values for its properties. A ValueAnimator object will ignore the request since it does not have enough information (such as a target object) to gather these values.

public void setupEndValues()

This method tells the object to use appropriate information to extract ending values for the animation. For example, a AnimatorSet object will pass this call to its child objects to tell them to set up the values. A ObjectAnimator object will use the information it has about its target object and PropertyValuesHolder objects to get the start values for its properties. A ValueAnimator object will ignore the request since it does not have enough information (such as a target object) to gather these values.

public void setTarget(java.lang.Object target)

Sets the target object whose property will be animated by this animation. Not all subclasses operate on target objects (for example, ValueAnimator, but this method is on the superclass for the convenience of dealing generically with those subclasses that do handle targets.

Note: The target is stored as a weak reference internally to avoid leaking resources by having animators directly reference old targets. Therefore, you should ensure that animator targets always have a hard reference elsewhere.

Parameters:

target: The object being animated

Source

/*
 * Copyright 2018 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 androidx.core.animation;

import android.annotation.SuppressLint;

import androidx.annotation.IntRange;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;

import java.util.ArrayList;

/**
 * This is the superclass for classes which provide basic support for animations which can be
 * started, ended, and have <code>AnimatorListeners</code> added to them.
 */
public abstract class Animator implements Cloneable {

    /**
     * The value used to indicate infinite duration (e.g. when Animators repeat infinitely).
     */
    public static final long DURATION_INFINITE = -1;
    /**
     * The set of listeners to be sent events through the life of an animation.
     */
    ArrayList<AnimatorListener> mListeners = null;

    /**
     * The set of listeners to be sent pause/resume events through the life
     * of an animation.
     */
    ArrayList<AnimatorPauseListener> mPauseListeners = null;

    /**
     * The set of listeners to be sent events through the life of an animation.
     */
    ArrayList<AnimatorUpdateListener> mUpdateListeners = null;

    /**
     * Whether this animator is currently in a paused state.
     */
    boolean mPaused = false;

    /**
     * Starts this animation. If the animation has a nonzero startDelay, the animation will start
     * running after that delay elapses. A non-delayed animation will have its initial
     * value(s) set immediately, followed by calls to
     * {@link AnimatorListener#onAnimationStart(Animator)} for any listeners of this animator.
     *
     * <p>The animation started by calling this method will be run on the thread that called
     * this method. This thread should have a Looper on it (a runtime exception will be thrown if
     * this is not the case). Also, if the animation will animate
     * properties of objects in the view hierarchy, then the calling thread should be the UI
     * thread for that view hierarchy.</p>
     *
     */
    public void start() {
    }

    /**
     * Cancels the animation. Unlike {@link #end()}, <code>cancel()</code> causes the animation to
     * stop in its tracks, sending an
     * {@link AnimatorListener#onAnimationCancel(Animator)} to
     * its listeners, followed by an
     * {@link AnimatorListener#onAnimationEnd(Animator)} message.
     *
     * <p>This method must be called on the thread that is running the animation.</p>
     */
    public void cancel() {
    }

    /**
     * Ends the animation. This causes the animation to assign the end value of the property being
     * animated, then calling the
     * {@link AnimatorListener#onAnimationEnd(Animator)} method on
     * its listeners.
     *
     * <p>This method must be called on the thread that is running the animation.</p>
     */
    public void end() {
    }

    /**
     * Pauses a running animation. This method should only be called on the same thread on
     * which the animation was started. If the animation has not yet been {@link
     * #isStarted() started} or has since ended, then the call is ignored. Paused
     * animations can be resumed by calling {@link #resume()}.
     *
     * @see #resume()
     * @see #isPaused()
     * @see AnimatorPauseListener
     */
    public void pause() {
        if (isStarted() && !mPaused) {
            mPaused = true;
            if (mPauseListeners != null) {
                Object clone = mPauseListeners.clone();
                if (clone instanceof ArrayList) {
                    @SuppressWarnings("unchecked")
                    ArrayList<AnimatorPauseListener> tmpListeners =
                            (ArrayList<AnimatorPauseListener>) clone;
                    int numListeners = tmpListeners.size();
                    for (int i = 0; i < numListeners; ++i) {
                        tmpListeners.get(i).onAnimationPause(this);
                    }
                }
            }
        }
    }

    /**
     * Resumes a paused animation, causing the animator to pick up where it left off
     * when it was paused. This method should only be called on the same thread on
     * which the animation was started. Calls to resume() on an animator that is
     * not currently paused will be ignored.
     *
     * @see #pause()
     * @see #isPaused()
     * @see AnimatorPauseListener
     */
    public void resume() {
        if (mPaused) {
            mPaused = false;
            if (mPauseListeners != null) {
                Object clone = mPauseListeners.clone();
                if (clone instanceof ArrayList) {
                    @SuppressWarnings("unchecked")
                    ArrayList<AnimatorPauseListener> tmpListeners =
                                (ArrayList<AnimatorPauseListener>) clone;
                    int numListeners = tmpListeners.size();
                    for (int i = 0; i < numListeners; ++i) {
                        tmpListeners.get(i).onAnimationResume(this);
                    }
                }
            }
        }
    }

    /**
     * Returns whether this animator is currently in a paused state.
     *
     * @return True if the animator is currently paused, false otherwise.
     *
     * @see #pause()
     * @see #resume()
     */
    public boolean isPaused() {
        return mPaused;
    }

    /**
     * The amount of time, in milliseconds, to delay processing the animation
     * after {@link #start()} is called.
     *
     * @return the number of milliseconds to delay running the animation
     */
    public abstract long getStartDelay();

    /**
     * The amount of time, in milliseconds, to delay processing the animation
     * after {@link #start()} is called.

     * @param startDelay The amount of the delay, in milliseconds
     */
    public abstract void setStartDelay(@IntRange(from = 0) long startDelay);

    /**
     * Sets the duration of the animation.
     *
     * @param duration The length of the animation, in milliseconds.
     */
    @NonNull
    public abstract Animator setDuration(@IntRange(from = 0) long duration);

    /**
     * Gets the duration of the animation.
     *
     * @return The length of the animation, in milliseconds.
     */
    public abstract long getDuration();

    /**
     * Gets the total duration of the animation, accounting for animation sequences, start delay,
     * and repeating.
     *
     * <p> When the animation repeats infinite times, or when any of the child animators does
     * (via {@link ValueAnimator#setRepeatCount(int)}} to {@link ValueAnimator#INFINITE}), the total
     * duration will be {@link #DURATION_INFINITE}. Otherwise, the total duration is the sum of
     * start delay and animation running time (i.e. duration of one iteration multiplied by the
     * number of iterations).
     *
     * @return  Total time an animation takes to finish, starting from the time {@link #start()}
     *          is called. {@link #DURATION_INFINITE} will be returned if the animation or any
     *          child animation repeats infinite times.
     */
    public long getTotalDuration() {
        long duration = getDuration();
        if (duration == DURATION_INFINITE) {
            return DURATION_INFINITE;
        } else {
            return getStartDelay() + duration;
        }
    }

    /**
     * The interpolator used in calculating the elapsed fraction of the
     * animation. The interpolator determines whether the animation runs with
     * linear or non-linear motion, such as acceleration and deceleration. The
     * default value is {@link androidx.core.animation.AccelerateDecelerateInterpolator}.
     *
     * @param value the interpolator to be used by this animation, or {@code null} to use the
     *              default one.
     */
    public abstract void setInterpolator(@Nullable Interpolator value);

    /**
     * Returns the timing interpolator that this animation uses.
     *
     * @return The timing interpolator for this animation.
     */
    @Nullable
    public Interpolator getInterpolator() {
        return null;
    }

    /**
     * Returns whether this Animator is currently running (having been started and gone past any
     * initial startDelay period and not yet ended).
     *
     * @return Whether the Animator is running.
     */
    public abstract boolean isRunning();

    /**
     * Returns whether this Animator has been started and not yet ended. For reusable
     * Animators (which most Animators are, apart from the one-shot animator produced by
     * {@link android.view.ViewAnimationUtils#createCircularReveal(
     * android.view.View, int, int, float, float) createCircularReveal()}),
     * this state is a superset of {@link #isRunning()}, because an Animator with a
     * nonzero {@link #getStartDelay() startDelay} will return true for {@link #isStarted()} during
     * the delay phase, whereas {@link #isRunning()} will return true only after the delay phase
     * is complete. Non-reusable animators will always return true after they have been
     * started, because they cannot return to a non-started state.
     *
     * @return Whether the Animator has been started and not yet ended.
     */
    public boolean isStarted() {
        // Default method returns value for isRunning(). Subclasses should override to return a
        // real value.
        return isRunning();
    }

    /**
     * Adds a listener to the set of listeners that are sent events through the life of an
     * animation, such as start, repeat, and end.
     *
     * @param listener the listener to be added to the current set of listeners for this animation.
     */
    public void addListener(@NonNull AnimatorListener listener) {
        if (mListeners == null) {
            mListeners = new ArrayList<AnimatorListener>();
        }
        mListeners.add(listener);
    }

    /**
     * Removes a listener from the set listening to this animation.
     *
     * @param listener the listener to be removed from the current set of listeners for this
     *                 animation.
     */
    public void removeListener(@NonNull AnimatorListener listener) {
        if (mListeners == null) {
            return;
        }
        mListeners.remove(listener);
        if (mListeners.size() == 0) {
            mListeners = null;
        }
    }

    /**
     * Gets the set of {@link AnimatorListener} objects that are currently
     * listening for events on this <code>Animator</code> object.
     *
     * @return ArrayList<AnimatorListener> The set of listeners.
     */
    @Nullable
    ArrayList<AnimatorListener> getListeners() {
        return mListeners;
    }

    /**
     * Adds a listener to the set of listeners that are sent update events through the life of
     * an animation. This method is called on all listeners for every frame of the animation,
     * after the values for the animation have been calculated.
     *
     * @param listener the listener to be added to the current set of listeners for this animation.
     */
    public void addUpdateListener(@NonNull AnimatorUpdateListener listener) {
        if (mUpdateListeners == null) {
            mUpdateListeners = new ArrayList<AnimatorUpdateListener>();
        }
        mUpdateListeners.add(listener);
    }

    /**
     * Removes all listeners from the set listening to frame updates for this animation.
     */
    public void removeAllUpdateListeners() {
        if (mUpdateListeners == null) {
            return;
        }
        mUpdateListeners.clear();
        mUpdateListeners = null;
    }

    /**
     * Removes a listener from the set listening to frame updates for this animation.
     *
     * @param listener the listener to be removed from the current set of update listeners
     * for this animation.
     */
    public void removeUpdateListener(@NonNull AnimatorUpdateListener listener) {
        if (mUpdateListeners == null) {
            return;
        }
        mUpdateListeners.remove(listener);
        if (mUpdateListeners.size() == 0) {
            mUpdateListeners = null;
        }
    }

    /**
     * Adds a pause listener to this animator.
     *
     * @param listener the listener to be added to the current set of pause listeners
     * for this animation.
     */
    public void addPauseListener(@NonNull AnimatorPauseListener listener) {
        if (mPauseListeners == null) {
            mPauseListeners = new ArrayList<AnimatorPauseListener>();
        }
        mPauseListeners.add(listener);
    }

    /**
     * Removes a pause listener from the set listening to this animation.
     *
     * @param listener the listener to be removed from the current set of pause
     * listeners for this animation.
     */
    public void removePauseListener(@NonNull AnimatorPauseListener listener) {
        if (mPauseListeners == null) {
            return;
        }
        mPauseListeners.remove(listener);
        if (mPauseListeners.size() == 0) {
            mPauseListeners = null;
        }
    }

    /**
     * Removes all {@link #addListener(AnimatorListener) listeners}
     * and {@link #addPauseListener(AnimatorPauseListener)
     * pauseListeners} from this object.
     */
    public void removeAllListeners() {
        if (mListeners != null) {
            mListeners.clear();
            mListeners = null;
        }
        if (mPauseListeners != null) {
            mPauseListeners.clear();
            mPauseListeners = null;
        }
    }

    @SuppressLint("NoClone") /* Platform API */
    @NonNull
    @Override
    public Animator clone() {
        try {
            final Animator anim = (Animator) super.clone();
            if (mListeners != null) {
                anim.mListeners = new ArrayList<AnimatorListener>(mListeners);
            }
            if (mPauseListeners != null) {
                anim.mPauseListeners = new ArrayList<AnimatorPauseListener>(mPauseListeners);
            }
            return anim;
        } catch (CloneNotSupportedException e) {
            throw new AssertionError();
        }
    }

    static void addAnimationCallback(AnimationHandler.AnimationFrameCallback callback) {
        AnimationHandler handler = AnimationHandler.getInstance();
        handler.addAnimationFrameCallback(callback);
    }

    static void removeAnimationCallback(AnimationHandler.AnimationFrameCallback callback) {
        AnimationHandler handler = AnimationHandler.getInstance();
        handler.removeCallback(callback);
    }

    /**
     * This method tells the object to use appropriate information to extract
     * starting values for the animation. For example, a AnimatorSet object will pass
     * this call to its child objects to tell them to set up the values. A
     * ObjectAnimator object will use the information it has about its target object
     * and PropertyValuesHolder objects to get the start values for its properties.
     * A ValueAnimator object will ignore the request since it does not have enough
     * information (such as a target object) to gather these values.
     */
    public void setupStartValues() {
    }

    /**
     * This method tells the object to use appropriate information to extract
     * ending values for the animation. For example, a AnimatorSet object will pass
     * this call to its child objects to tell them to set up the values. A
     * ObjectAnimator object will use the information it has about its target object
     * and PropertyValuesHolder objects to get the start values for its properties.
     * A ValueAnimator object will ignore the request since it does not have enough
     * information (such as a target object) to gather these values.
     */
    public void setupEndValues() {
    }

    /**
     * Sets the target object whose property will be animated by this animation. Not all subclasses
     * operate on target objects (for example, {@link ValueAnimator}, but this method
     * is on the superclass for the convenience of dealing generically with those subclasses
     * that do handle targets.
     * <p>
     * <strong>Note:</strong> The target is stored as a weak reference internally to avoid leaking
     * resources by having animators directly reference old targets. Therefore, you should
     * ensure that animator targets always have a hard reference elsewhere.
     *
     * @param target The object being animated
     */
    public void setTarget(@Nullable Object target) {
    }

    // Hide reverse() and canReverse() for now since reverse() only work for simple
    // cases, like we don't support sequential, neither startDelay.
    boolean canReverse() {
        return false;
    }

    void reverse() {
        throw new IllegalStateException("Reverse is not supported");
    }

    // Pulse an animation frame into the animation.
    boolean pulseAnimationFrame(long frameTime) {
        // TODO: Need to find a better signal than this. There's a bug in SystemUI that's preventing
        // returning !isStarted() from working.
        return false;
    }

    /**
     * Internal use only.
     * This call starts the animation in regular or reverse direction without requiring them to
     * register frame callbacks. The caller will be responsible for all the subsequent animation
     * pulses. Specifically, the caller needs to call doAnimationFrame(...) for the animation on
     * every frame.
     *
     * @param inReverse whether the animation should play in reverse direction
     */
    void startWithoutPulsing(boolean inReverse) {
        if (inReverse) {
            reverse();
        } else {
            start();
        }
    }

    /**
     * Internal use only.
     * Skips the animation value to end/start, depending on whether the play direction is forward
     * or backward.
     *
     * @param inReverse whether the end value is based on a reverse direction. If yes, this is
     *                  equivalent to skip to start value in a forward playing direction.
     */
    void skipToEndValue(boolean inReverse) {}


    /**
     * Internal use only.
     *
     * Returns whether the animation has start/end values setup. For most of the animations, this
     * should always be true. For ObjectAnimators, the start values are setup in the initialization
     * of the animation.
     */
    boolean isInitialized() {
        return true;
    }

    /**
     * Internal use only.
     */
    void animateBasedOnPlayTime(long currentPlayTime, long lastPlayTime, boolean inReverse) {}

    /**
     * <p>An animation listener receives notifications from an animation.
     * Notifications indicate animation related events, such as the end or the
     * repetition of the animation.</p>
     */
    public interface AnimatorListener {

        /**
         * <p>Notifies the start of the animation as well as the animation's overall play direction.
         * This method's default behavior is to call {@link #onAnimationStart(Animator)}. This
         * method can be overridden, though not required, to get the additional play direction info
         * when an animation starts. Skipping calling super when overriding this method results in
         * {@link #onAnimationStart(Animator)} not getting called.
         *
         * @param animation The started animation.
         * @param isReverse Whether the animation is playing in reverse.
         */
        default void onAnimationStart(@NonNull Animator animation, boolean isReverse) {
            onAnimationStart(animation);
        }

        /**
         * <p>Notifies the end of the animation. This callback is not invoked
         * for animations with repeat count set to INFINITE.</p>
         *
         * <p>This method's default behavior is to call {@link #onAnimationEnd(Animator)}. This
         * method can be overridden, though not required, to get the additional play direction info
         * when an animation ends. Skipping calling super when overriding this method results in
         * {@link #onAnimationEnd(Animator)} not getting called.
         *
         * @param animation The animation which reached its end.
         * @param isReverse Whether the animation is playing in reverse.
         */
        default void onAnimationEnd(@NonNull Animator animation, boolean isReverse) {
            onAnimationEnd(animation);
        }

        /**
         * <p>Notifies the start of the animation.</p>
         *
         * @param animation The started animation.
         */
        void onAnimationStart(@NonNull Animator animation);

        /**
         * <p>Notifies the end of the animation. This callback is not invoked
         * for animations with repeat count set to INFINITE.</p>
         *
         * @param animation The animation which reached its end.
         */
        void onAnimationEnd(@NonNull Animator animation);

        /**
         * <p>Notifies the cancellation of the animation. This callback is not invoked
         * for animations with repeat count set to INFINITE.</p>
         *
         * @param animation The animation which was canceled.
         */
        void onAnimationCancel(@NonNull Animator animation);

        /**
         * <p>Notifies the repetition of the animation.</p>
         *
         * @param animation The animation which was repeated
         */
        void onAnimationRepeat(@NonNull Animator animation);
    }

    /**
     * A pause listener receives notifications from an animation when the
     * animation is {@link #pause() paused} or {@link #resume() resumed}.
     *
     * @see #addPauseListener(AnimatorPauseListener)
     */
    public interface AnimatorPauseListener {
        /**
         * <p>Notifies that the animation was paused.</p>
         *
         * @param animation The animaton being paused.
         * @see #pause()
         */
        void onAnimationPause(@NonNull Animator animation);

        /**
         * <p>Notifies that the animation was resumed, after being
         * previously paused.</p>
         *
         * @param animation The animation being resumed.
         * @see #resume()
         */
        void onAnimationResume(@NonNull Animator animation);
    }

    /**
     * Implementors of this interface can add themselves as update listeners
     * to an <code>ValueAnimator</code> instance to receive callbacks on every animation
     * frame, after the current frame's values have been calculated for that
     * <code>ValueAnimator</code>.
     */
    public interface AnimatorUpdateListener {
        /**
         * <p>Notifies the occurrence of another frame of the animation.</p>
         *
         * @param animation The animation which was repeated.
         */
        void onAnimationUpdate(@NonNull Animator animation);

    }
}