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Commit 5c18b80e authored by Adam Cohen's avatar Adam Cohen
Browse files

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

Bug: 18567716

Change-Id: I656e869b8553d650916c2abe6dc83282c8b6fd65
parent 1c96028f
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+5 −3
Original line number Diff line number Diff line
@@ -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