blob: 88d088a1cd6a0db8d93f093a120642b273fbdae4 [file] [log] [blame]
package com.airbnb.lottie;
import android.animation.Animator;
import android.animation.ValueAnimator;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Color;
import android.graphics.ColorFilter;
import android.graphics.drawable.Drawable;
import android.os.Build;
import android.os.Parcel;
import android.os.Parcelable;
import androidx.annotation.FloatRange;
import androidx.annotation.MainThread;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
import androidx.annotation.RawRes;
import androidx.appcompat.widget.AppCompatImageView;
import android.text.TextUtils;
import android.util.AttributeSet;
import android.util.JsonReader;
import android.util.Log;
import android.view.View;
import com.airbnb.lottie.model.KeyPath;
import com.airbnb.lottie.value.LottieFrameInfo;
import com.airbnb.lottie.value.LottieValueCallback;
import com.airbnb.lottie.value.SimpleLottieValueCallback;
import java.io.StringReader;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
/**
* This view will load, deserialize, and display an After Effects animation exported with
* bodymovin (https://github.com/bodymovin/bodymovin).
* <p>
* You may set the animation in one of two ways:
* 1) Attrs: {@link R.styleable#LottieAnimationView_lottie_fileName}
* 2) Programmatically:
* {@link #setAnimation(String)}
* {@link #setAnimation(JsonReader, String)}
* {@link #setAnimationFromJson(String, String)}
* {@link #setAnimationFromUrl(String)}
* {@link #setComposition(LottieComposition)}
* <p>
* You can set a default cache strategy with {@link R.attr#lottie_cacheStrategy}.
* <p>
* You can manually set the progress of the animation with {@link #setProgress(float)} or
* {@link R.attr#lottie_progress}
*
* @see <a href="http://airbnb.io/lottie">Full Documentation</a>
*/
@SuppressWarnings({"unused", "WeakerAccess"}) public class LottieAnimationView extends AppCompatImageView {
private static final String TAG = LottieAnimationView.class.getSimpleName();
private final LottieListener<LottieComposition> loadedListener = new LottieListener<LottieComposition>() {
@Override public void onResult(LottieComposition composition) {
setComposition(composition);
}
};
private final LottieListener<Throwable> failureListener = new LottieListener<Throwable>() {
@Override public void onResult(Throwable throwable) {
throw new IllegalStateException("Unable to parse composition", throwable);
}
};
private final LottieDrawable lottieDrawable = new LottieDrawable();
private String animationName;
private @RawRes int animationResId;
private boolean wasAnimatingWhenVisibilityChanged = false;
private boolean wasAnimatingWhenDetached = false;
private boolean autoPlay = false;
private RenderMode renderMode = RenderMode.Automatic;
private Set<LottieOnCompositionLoadedListener> lottieOnCompositionLoadedListeners = new HashSet<>();
@Nullable private LottieTask<LottieComposition> compositionTask;
/** Can be null because it is created async */
@Nullable private LottieComposition composition;
public LottieAnimationView(Context context) {
super(context);
init(null);
}
public LottieAnimationView(Context context, AttributeSet attrs) {
super(context, attrs);
init(attrs);
}
public LottieAnimationView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init(attrs);
}
private void init(@Nullable AttributeSet attrs) {
TypedArray ta = getContext().obtainStyledAttributes(attrs, R.styleable.LottieAnimationView);
if (!isInEditMode()) {
boolean hasRawRes = ta.hasValue(R.styleable.LottieAnimationView_lottie_rawRes);
boolean hasFileName = ta.hasValue(R.styleable.LottieAnimationView_lottie_fileName);
boolean hasUrl = ta.hasValue(R.styleable.LottieAnimationView_lottie_url);
if (hasRawRes && hasFileName) {
throw new IllegalArgumentException("lottie_rawRes and lottie_fileName cannot be used at " +
"the same time. Please use only one at once.");
} else if (hasRawRes) {
int rawResId = ta.getResourceId(R.styleable.LottieAnimationView_lottie_rawRes, 0);
if (rawResId != 0) {
setAnimation(rawResId);
}
} else if (hasFileName) {
String fileName = ta.getString(R.styleable.LottieAnimationView_lottie_fileName);
if (fileName != null) {
setAnimation(fileName);
}
} else if (hasUrl) {
String url = ta.getString(R.styleable.LottieAnimationView_lottie_url);
if (url != null) {
setAnimationFromUrl(url);
}
}
}
if (ta.getBoolean(R.styleable.LottieAnimationView_lottie_autoPlay, false)) {
wasAnimatingWhenDetached = true;
autoPlay = true;
}
if (ta.getBoolean(R.styleable.LottieAnimationView_lottie_loop, false)) {
lottieDrawable.setRepeatCount(LottieDrawable.INFINITE);
}
if (ta.hasValue(R.styleable.LottieAnimationView_lottie_repeatMode)) {
setRepeatMode(ta.getInt(R.styleable.LottieAnimationView_lottie_repeatMode,
LottieDrawable.RESTART));
}
if (ta.hasValue(R.styleable.LottieAnimationView_lottie_repeatCount)) {
setRepeatCount(ta.getInt(R.styleable.LottieAnimationView_lottie_repeatCount,
LottieDrawable.INFINITE));
}
if (ta.hasValue(R.styleable.LottieAnimationView_lottie_speed)) {
setSpeed(ta.getFloat(R.styleable.LottieAnimationView_lottie_speed, 1f));
}
setImageAssetsFolder(ta.getString(R.styleable.LottieAnimationView_lottie_imageAssetsFolder));
setProgress(ta.getFloat(R.styleable.LottieAnimationView_lottie_progress, 0));
enableMergePathsForKitKatAndAbove(ta.getBoolean(
R.styleable.LottieAnimationView_lottie_enableMergePathsForKitKatAndAbove, false));
if (ta.hasValue(R.styleable.LottieAnimationView_lottie_colorFilter)) {
SimpleColorFilter filter = new SimpleColorFilter(
ta.getColor(R.styleable.LottieAnimationView_lottie_colorFilter, Color.TRANSPARENT));
KeyPath keyPath = new KeyPath("**");
LottieValueCallback<ColorFilter> callback = new LottieValueCallback<ColorFilter>(filter);
addValueCallback(keyPath, LottieProperty.COLOR_FILTER, callback);
}
if (ta.hasValue(R.styleable.LottieAnimationView_lottie_scale)) {
lottieDrawable.setScale(ta.getFloat(R.styleable.LottieAnimationView_lottie_scale, 1f));
}
ta.recycle();
enableOrDisableHardwareLayer();
}
@Override public void setImageResource(int resId) {
cancelLoaderTask();
super.setImageResource(resId);
}
@Override public void setImageDrawable(Drawable drawable) {
cancelLoaderTask();
super.setImageDrawable(drawable);
}
@Override public void setImageBitmap(Bitmap bm) {
cancelLoaderTask();
super.setImageBitmap(bm);
}
@Override public void invalidateDrawable(@NonNull Drawable dr) {
if (getDrawable() == lottieDrawable) {
// We always want to invalidate the root drawable so it redraws the whole drawable.
// Eventually it would be great to be able to invalidate just the changed region.
super.invalidateDrawable(lottieDrawable);
} else {
// Otherwise work as regular ImageView
super.invalidateDrawable(dr);
}
}
@Override protected Parcelable onSaveInstanceState() {
Parcelable superState = super.onSaveInstanceState();
SavedState ss = new SavedState(superState);
ss.animationName = animationName;
ss.animationResId = animationResId;
ss.progress = lottieDrawable.getProgress();
ss.isAnimating = lottieDrawable.isAnimating();
ss.imageAssetsFolder = lottieDrawable.getImageAssetsFolder();
ss.repeatMode = lottieDrawable.getRepeatMode();
ss.repeatCount = lottieDrawable.getRepeatCount();
return ss;
}
@Override protected void onRestoreInstanceState(Parcelable state) {
if (!(state instanceof SavedState)) {
super.onRestoreInstanceState(state);
return;
}
SavedState ss = (SavedState) state;
super.onRestoreInstanceState(ss.getSuperState());
animationName = ss.animationName;
if (!TextUtils.isEmpty(animationName)) {
setAnimation(animationName);
}
animationResId = ss.animationResId;
if (animationResId != 0) {
setAnimation(animationResId);
}
setProgress(ss.progress);
if (ss.isAnimating) {
playAnimation();
}
lottieDrawable.setImagesAssetsFolder(ss.imageAssetsFolder);
setRepeatMode(ss.repeatMode);
setRepeatCount(ss.repeatCount);
}
@Override
protected void onVisibilityChanged(@NonNull View changedView, int visibility) {
if (visibility == VISIBLE && wasAnimatingWhenVisibilityChanged) {
resumeAnimation();
} else {
if (isAnimating()) {
wasAnimatingWhenVisibilityChanged = true;
pauseAnimation();
} else {
wasAnimatingWhenVisibilityChanged = false;
}
}
}
@Override protected void onAttachedToWindow() {
super.onAttachedToWindow();
if (autoPlay && wasAnimatingWhenDetached) {
playAnimation();
}
}
@Override protected void onDetachedFromWindow() {
if (isAnimating()) {
cancelAnimation();
wasAnimatingWhenDetached = true;
}
super.onDetachedFromWindow();
}
/**
* Enable this to get merge path support for devices running KitKat (19) and above.
*
* Merge paths currently don't work if the the operand shape is entirely contained within the
* first shape. If you need to cut out one shape from another shape, use an even-odd fill type
* instead of using merge paths.
*/
public void enableMergePathsForKitKatAndAbove(boolean enable) {
lottieDrawable.enableMergePathsForKitKatAndAbove(enable);
}
/**
* Returns whether merge paths are enabled for KitKat and above.
*/
public boolean isMergePathsEnabledForKitKatAndAbove() {
return lottieDrawable.isMergePathsEnabledForKitKatAndAbove();
}
/**
* Sets the animation from a file in the raw directory.
* This will load and deserialize the file asynchronously.
*/
public void setAnimation(@RawRes final int rawRes) {
this.animationResId = rawRes;
animationName = null;
setCompositionTask(LottieCompositionFactory.fromRawRes(getContext(), rawRes));
}
public void setAnimation(final String assetName) {
this.animationName = assetName;
animationResId = 0;
setCompositionTask(LottieCompositionFactory.fromAsset(getContext(), assetName));
}
/**
* @see #setAnimationFromJson(String, String)
*/
@Deprecated
public void setAnimationFromJson(String jsonString) {
setAnimationFromJson(jsonString, null);
}
/**
* Sets the animation from json string. This is the ideal API to use when loading an animation
* over the network because you can use the raw response body here and a conversion to a
* JSONObject never has to be done.
*/
public void setAnimationFromJson(String jsonString, @Nullable String cacheKey) {
setAnimation(new JsonReader(new StringReader(jsonString)), cacheKey);
}
/**
* Sets the animation from a JSONReader.
* This will load and deserialize the file asynchronously.
* <p>
* This is particularly useful for animations loaded from the network. You can fetch the
* bodymovin json from the network and pass it directly here.
*/
public void setAnimation(JsonReader reader, @Nullable String cacheKey) {
setCompositionTask(LottieCompositionFactory.fromJsonReader(reader, cacheKey));
}
/**
* Load a lottie animation from a url. The url can be a json file or a zip file. Use a zip file if you have images. Simply zip them together and lottie
* will unzip and link the images automatically.
*
* Under the hood, Lottie uses Java HttpURLConnection because it doesn't require any transitive networking dependencies. It will download the file
* to the application cache under a temporary name. If the file successfully parses to a composition, it will rename the temporary file to one that
* can be accessed immediately for subsequent requests. If the file does not parse to a composition, the temporary file will be deleted.
*/
public void setAnimationFromUrl(String url) {
setCompositionTask(LottieCompositionFactory.fromUrl(getContext(), url));
}
private void setCompositionTask(LottieTask<LottieComposition> compositionTask) {
clearComposition();
cancelLoaderTask();
this.compositionTask = compositionTask
.addListener(loadedListener)
.addFailureListener(failureListener);
}
private void cancelLoaderTask() {
if (compositionTask != null) {
compositionTask.removeListener(loadedListener);
compositionTask.removeFailureListener(failureListener);
}
}
/**
* Sets a composition.
* You can set a default cache strategy if this view was inflated with xml by
* using {@link R.attr#lottie_cacheStrategy}.
*/
public void setComposition(@NonNull LottieComposition composition) {
if (L.DBG) {
Log.v(TAG, "Set Composition \n" + composition);
}
lottieDrawable.setCallback(this);
this.composition = composition;
boolean isNewComposition = lottieDrawable.setComposition(composition);
enableOrDisableHardwareLayer();
if (getDrawable() == lottieDrawable && !isNewComposition) {
// We can avoid re-setting the drawable, and invalidating the view, since the composition
// hasn't changed.
return;
}
// If you set a different composition on the view, the bounds will not update unless
// the drawable is different than the original.
setImageDrawable(null);
setImageDrawable(lottieDrawable);
requestLayout();
for (LottieOnCompositionLoadedListener lottieOnCompositionLoadedListener : lottieOnCompositionLoadedListeners) {
lottieOnCompositionLoadedListener.onCompositionLoaded(composition);
}
}
@Nullable public LottieComposition getComposition() {
return composition;
}
/**
* Returns whether or not any layers in this composition has masks.
*/
public boolean hasMasks() {
return lottieDrawable.hasMasks();
}
/**
* Returns whether or not any layers in this composition has a matte layer.
*/
public boolean hasMatte() {
return lottieDrawable.hasMatte();
}
/**
* Plays the animation from the beginning. If speed is < 0, it will start at the end
* and play towards the beginning
*/
@MainThread
public void playAnimation() {
lottieDrawable.playAnimation();
enableOrDisableHardwareLayer();
}
/**
* Continues playing the animation from its current position. If speed < 0, it will play backwards
* from the current position.
*/
@MainThread
public void resumeAnimation() {
lottieDrawable.resumeAnimation();
enableOrDisableHardwareLayer();
}
/**
* Sets the minimum frame that the animation will start from when playing or looping.
*/
public void setMinFrame(int startFrame) {
lottieDrawable.setMinFrame(startFrame);
}
/**
* Returns the minimum frame set by {@link #setMinFrame(int)} or {@link #setMinProgress(float)}
*/
public float getMinFrame() {
return lottieDrawable.getMinFrame();
}
/**
* Sets the minimum progress that the animation will start from when playing or looping.
*/
public void setMinProgress(float startProgress) {
lottieDrawable.setMinProgress(startProgress);
}
/**
* Sets the maximum frame that the animation will end at when playing or looping.
*/
public void setMaxFrame(int endFrame) {
lottieDrawable.setMaxFrame(endFrame);
}
/**
* Returns the maximum frame set by {@link #setMaxFrame(int)} or {@link #setMaxProgress(float)}
*/
public float getMaxFrame() {
return lottieDrawable.getMaxFrame();
}
/**
* Sets the maximum progress that the animation will end at when playing or looping.
*/
public void setMaxProgress(@FloatRange(from = 0f, to = 1f) float endProgress) {
lottieDrawable.setMaxProgress(endProgress);
}
/**
* Sets the minimum frame to the start time of the specified marker.
* @throws IllegalArgumentException if the marker is not found.
*/
public void setMinFrame(String markerName) {
lottieDrawable.setMinFrame(markerName);
}
/**
* Sets the maximum frame to the start time + duration of the specified marker.
* @throws IllegalArgumentException if the marker is not found.
*/
public void setMaxFrame(String markerName) {
lottieDrawable.setMaxFrame(markerName);
}
/**
* Sets the minimum and maximum frame to the start time and start time + duration
* of the specified marker.
* @throws IllegalArgumentException if the marker is not found.
*/
public void setMinAndMaxFrame(String markerName) {
lottieDrawable.setMinAndMaxFrame(markerName);
}
/**
* @see #setMinFrame(int)
* @see #setMaxFrame(int)
*/
public void setMinAndMaxFrame(int minFrame, int maxFrame) {
lottieDrawable.setMinAndMaxFrame(minFrame, maxFrame);
}
/**
* @see #setMinProgress(float)
* @see #setMaxProgress(float)
*/
public void setMinAndMaxProgress(
@FloatRange(from = 0f, to = 1f) float minProgress,
@FloatRange(from = 0f, to = 1f) float maxProgress) {
lottieDrawable.setMinAndMaxProgress(minProgress, maxProgress);
}
/**
* Reverses the current animation speed. This does NOT play the animation.
* @see #setSpeed(float)
* @see #playAnimation()
* @see #resumeAnimation()
*/
public void reverseAnimationSpeed() {
lottieDrawable.reverseAnimationSpeed();
}
/**
* Sets the playback speed. If speed < 0, the animation will play backwards.
*/
public void setSpeed(float speed) {
lottieDrawable.setSpeed(speed);
}
/**
* Returns the current playback speed. This will be < 0 if the animation is playing backwards.
*/
public float getSpeed() {
return lottieDrawable.getSpeed();
}
public void addAnimatorUpdateListener(ValueAnimator.AnimatorUpdateListener updateListener) {
lottieDrawable.addAnimatorUpdateListener(updateListener);
}
public void removeUpdateListener(ValueAnimator.AnimatorUpdateListener updateListener) {
lottieDrawable.removeAnimatorUpdateListener(updateListener);
}
public void removeAllUpdateListeners() {
lottieDrawable.removeAllUpdateListeners();
}
public void addAnimatorListener(Animator.AnimatorListener listener) {
lottieDrawable.addAnimatorListener(listener);
}
public void removeAnimatorListener(Animator.AnimatorListener listener) {
lottieDrawable.removeAnimatorListener(listener);
}
public void removeAllAnimatorListeners() {
lottieDrawable.removeAllAnimatorListeners();
}
/**
* @see #setRepeatCount(int)
*/
@Deprecated
public void loop(boolean loop) {
lottieDrawable.setRepeatCount(loop ? ValueAnimator.INFINITE : 0);
}
/**
* Defines what this animation should do when it reaches the end. This
* setting is applied only when the repeat count is either greater than
* 0 or {@link LottieDrawable#INFINITE}. Defaults to {@link LottieDrawable#RESTART}.
*
* @param mode {@link LottieDrawable#RESTART} or {@link LottieDrawable#REVERSE}
*/
public void setRepeatMode(@LottieDrawable.RepeatMode int mode) {
lottieDrawable.setRepeatMode(mode);
}
/**
* Defines what this animation should do when it reaches the end.
*
* @return either one of {@link LottieDrawable#REVERSE} or {@link LottieDrawable#RESTART}
*/
@LottieDrawable.RepeatMode
public int getRepeatMode() {
return lottieDrawable.getRepeatMode();
}
/**
* Sets how many times the animation should be repeated. If the repeat
* count is 0, the animation is never repeated. If the repeat count is
* greater than 0 or {@link LottieDrawable#INFINITE}, the repeat mode will be taken
* into account. The repeat count is 0 by default.
*
* @param count the number of times the animation should be repeated
*/
public void setRepeatCount(int count) {
lottieDrawable.setRepeatCount(count);
}
/**
* Defines how many times the animation should repeat. The default value
* is 0.
*
* @return the number of times the animation should repeat, or {@link LottieDrawable#INFINITE}
*/
public int getRepeatCount() {
return lottieDrawable.getRepeatCount();
}
public boolean isAnimating() {
return lottieDrawable.isAnimating();
}
/**
* If you use image assets, you must explicitly specify the folder in assets/ in which they are
* located because bodymovin uses the name filenames across all compositions (img_#).
* Do NOT rename the images themselves.
*
* If your images are located in src/main/assets/airbnb_loader/ then call
* `setImageAssetsFolder("airbnb_loader/");`.
*
* Be wary if you are using many images, however. Lottie is designed to work with vector shapes
* from After Effects. If your images look like they could be represented with vector shapes,
* see if it is possible to convert them to shape layers and re-export your animation. Check
* the documentation at http://airbnb.io/lottie for more information about importing shapes from
* Sketch or Illustrator to avoid this.
*/
public void setImageAssetsFolder(String imageAssetsFolder) {
lottieDrawable.setImagesAssetsFolder(imageAssetsFolder);
}
@Nullable
public String getImageAssetsFolder() {
return lottieDrawable.getImageAssetsFolder();
}
/**
* Allows you to modify or clear a bitmap that was loaded for an image either automatically
* through {@link #setImageAssetsFolder(String)} or with an {@link ImageAssetDelegate}.
*
* @return the previous Bitmap or null.
*/
@Nullable
public Bitmap updateBitmap(String id, @Nullable Bitmap bitmap) {
return lottieDrawable.updateBitmap(id, bitmap);
}
/**
* Use this if you can't bundle images with your app. This may be useful if you download the
* animations from the network or have the images saved to an SD Card. In that case, Lottie
* will defer the loading of the bitmap to this delegate.
*
* Be wary if you are using many images, however. Lottie is designed to work with vector shapes
* from After Effects. If your images look like they could be represented with vector shapes,
* see if it is possible to convert them to shape layers and re-export your animation. Check
* the documentation at http://airbnb.io/lottie for more information about importing shapes from
* Sketch or Illustrator to avoid this.
*/
public void setImageAssetDelegate(ImageAssetDelegate assetDelegate) {
lottieDrawable.setImageAssetDelegate(assetDelegate);
}
/**
* Use this to manually set fonts.
*/
public void setFontAssetDelegate(
@SuppressWarnings("NullableProblems") FontAssetDelegate assetDelegate) {
lottieDrawable.setFontAssetDelegate(assetDelegate);
}
/**
* Set this to replace animation text with custom text at runtime
*/
public void setTextDelegate(TextDelegate textDelegate) {
lottieDrawable.setTextDelegate(textDelegate);
}
/**
* Takes a {@link KeyPath}, potentially with wildcards or globstars and resolve it to a list of
* zero or more actual {@link KeyPath Keypaths} that exist in the current animation.
*
* If you want to set value callbacks for any of these values, it is recommended to use the
* returned {@link KeyPath} objects because they will be internally resolved to their content
* and won't trigger a tree walk of the animation contents when applied.
*/
public List<KeyPath> resolveKeyPath(KeyPath keyPath) {
return lottieDrawable.resolveKeyPath(keyPath);
}
/**
* Add a property callback for the specified {@link KeyPath}. This {@link KeyPath} can resolve
* to multiple contents. In that case, the callback's value will apply to all of them.
*
* Internally, this will check if the {@link KeyPath} has already been resolved with
* {@link #resolveKeyPath(KeyPath)} and will resolve it if it hasn't.
*/
public <T> void addValueCallback(KeyPath keyPath, T property, LottieValueCallback<T> callback) {
lottieDrawable.addValueCallback(keyPath, property, callback);
}
/**
* Overload of {@link #addValueCallback(KeyPath, Object, LottieValueCallback)} that takes an interface. This allows you to use a single abstract
* method code block in Kotlin such as:
* animationView.addValueCallback(yourKeyPath, LottieProperty.COLOR) { yourColor }
*/
public <T> void addValueCallback(KeyPath keyPath, T property,
final SimpleLottieValueCallback<T> callback) {
lottieDrawable.addValueCallback(keyPath, property, new LottieValueCallback<T>() {
@Override public T getValue(LottieFrameInfo<T> frameInfo) {
return callback.getValue(frameInfo);
}
});
}
/**
* Set the scale on the current composition. The only cost of this function is re-rendering the
* current frame so you may call it frequent to scale something up or down.
*
* The smaller the animation is, the better the performance will be. You may find that scaling an
* animation down then rendering it in a larger ImageView and letting ImageView scale it back up
* with a scaleType such as centerInside will yield better performance with little perceivable
* quality loss.
*
* You can also use a fixed view width/height in conjunction with the normal ImageView
* scaleTypes centerCrop and centerInside.
*/
public void setScale(float scale) {
lottieDrawable.setScale(scale);
if (getDrawable() == lottieDrawable) {
setImageDrawable(null);
setImageDrawable(lottieDrawable);
}
}
public float getScale() {
return lottieDrawable.getScale();
}
@MainThread
public void cancelAnimation() {
lottieDrawable.cancelAnimation();
enableOrDisableHardwareLayer();
}
@MainThread
public void pauseAnimation() {
lottieDrawable.pauseAnimation();
enableOrDisableHardwareLayer();
}
/**
* Sets the progress to the specified frame.
* If the composition isn't set yet, the progress will be set to the frame when
* it is.
*/
public void setFrame(int frame) {
lottieDrawable.setFrame(frame);
}
/**
* Get the currently rendered frame.
*/
public int getFrame() {
return lottieDrawable.getFrame();
}
public void setProgress(@FloatRange(from = 0f, to = 1f) float progress) {
lottieDrawable.setProgress(progress);
}
@FloatRange(from = 0.0f, to = 1.0f) public float getProgress() {
return lottieDrawable.getProgress();
}
public long getDuration() {
return composition != null ? (long) composition.getDuration() : 0;
}
public void setPerformanceTrackingEnabled(boolean enabled) {
lottieDrawable.setPerformanceTrackingEnabled(enabled);
}
@Nullable
public PerformanceTracker getPerformanceTracker() {
return lottieDrawable.getPerformanceTracker();
}
private void clearComposition() {
composition = null;
lottieDrawable.clearComposition();
}
/**
* Call this to set whether or not to render with hardware or software acceleration.
* Lottie defaults to Automatic which will use hardware acceleration unless:
* 1) There are dash paths and the device is pre-Pie.
* 2) There are more than 4 masks and mattes and the device is pre-Pie.
* Hardware acceleration is generally faster for those devices unless
* there are many large mattes and masks in which case there is a ton
* of GPU uploadTexture thrashing which makes it much slower.
*
* In most cases, hardware rendering will be faster, even if you have mattes and masks.
* However, if you have multiple mattes and masks (especially large ones) then you
* should test both render modes. You should also test on pre-Pie and Pie+ devices
* because the underlying rendering enginge changed significantly.
*/
public void setRenderMode(RenderMode renderMode) {
this.renderMode = renderMode;
enableOrDisableHardwareLayer();
}
private void enableOrDisableHardwareLayer() {
switch (renderMode) {
case Hardware:
setLayerType(LAYER_TYPE_HARDWARE, null);
break;
case Software:
setLayerType(LAYER_TYPE_SOFTWARE, null);
break;
case Automatic:
boolean useHardwareLayer = true;
if (composition != null && composition.hasDashPattern() && Build.VERSION.SDK_INT < Build.VERSION_CODES.P) {
useHardwareLayer = false;
} else if (composition != null && composition.getMaskAndMatteCount() > 4) {
useHardwareLayer = false;
}
setLayerType(useHardwareLayer ? LAYER_TYPE_HARDWARE : LAYER_TYPE_SOFTWARE, null);
break;
}
}
public boolean addLottieOnCompositionLoadedListener(@NonNull LottieOnCompositionLoadedListener lottieOnCompositionLoadedListener) {
return lottieOnCompositionLoadedListeners.add(lottieOnCompositionLoadedListener);
}
public boolean removeLottieOnCompositionLoadedListener(@NonNull LottieOnCompositionLoadedListener lottieOnCompositionLoadedListener) {
return lottieOnCompositionLoadedListeners.remove(lottieOnCompositionLoadedListener);
}
public void removeAllLottieOnCompositionLoadedListener() {
lottieOnCompositionLoadedListeners.clear();
}
private static class SavedState extends BaseSavedState {
String animationName;
int animationResId;
float progress;
boolean isAnimating;
String imageAssetsFolder;
int repeatMode;
int repeatCount;
SavedState(Parcelable superState) {
super(superState);
}
private SavedState(Parcel in) {
super(in);
animationName = in.readString();
progress = in.readFloat();
isAnimating = in.readInt() == 1;
imageAssetsFolder = in.readString();
repeatMode = in.readInt();
repeatCount = in.readInt();
}
@Override
public void writeToParcel(Parcel out, int flags) {
super.writeToParcel(out, flags);
out.writeString(animationName);
out.writeFloat(progress);
out.writeInt(isAnimating ? 1 : 0);
out.writeString(imageAssetsFolder);
out.writeInt(repeatMode);
out.writeInt(repeatCount);
}
public static final Parcelable.Creator<SavedState> CREATOR =
new Parcelable.Creator<SavedState>() {
@Override
public SavedState createFromParcel(Parcel in) {
return new SavedState(in);
}
@Override
public SavedState[] newArray(int size) {
return new SavedState[size];
}
};
}
}