Update doc to reflect requirement of a Looper for changing animation's frame delay

Bug: 24569533
Change-Id: Ie886394a5e3cd7ceebbedbf09e2d9645b464a9c6
This commit is contained in:
Doris Liu
2015-10-01 11:08:54 -07:00
parent b186388b67
commit 2b2e2c8d25

View File

@@ -669,6 +669,10 @@ public class ValueAnimator extends Animator implements AnimationHandler.Animatio
* The frame delay may be ignored when the animation system uses an external timing
* source, such as the display refresh rate (vsync), to govern animations.
*
* Note that this method should be called from the same thread that {@link #start()} is
* called in order to check the frame delay for that animation. A runtime exception will be
* thrown if the calling thread does not have a Looper.
*
* @return the requested time between frames, in milliseconds
*/
public static long getFrameDelay() {
@@ -685,6 +689,10 @@ public class ValueAnimator extends Animator implements AnimationHandler.Animatio
* The frame delay may be ignored when the animation system uses an external timing
* source, such as the display refresh rate (vsync), to govern animations.
*
* Note that this method should be called from the same thread that {@link #start()} is
* called in order to have the new frame delay take effect on that animation. A runtime
* exception will be thrown if the calling thread does not have a Looper.
*
* @param frameDelay the requested time between frames, in milliseconds
*/
public static void setFrameDelay(long frameDelay) {