/**@class android.animation.AnimationHandler @extends java.lang.Object This custom, static handler handles the timing pulse that is shared by all active ValueAnimators. This approach ensures that the setting of animation values will happen on the same thread that animations start on, and that all animations will share the same times for calculating their values, which makes synchronizing animations possible. The handler uses the Choreographer by default for doing periodic callbacks. A custom AnimationFrameCallbackProvider can be set on the handler to provide timing pulse that may be independent of UI frame update. This could be useful in testing. @hide */ var AnimationHandler = { /***/ sAnimatorHandler : "null", /** */ getInstance : function( ) {}, /**By default, the Choreographer is used to provide timing for frame callbacks. A custom provider can be used here to provide different timing pulse. */ setProvider : function( ) {}, /**Register to get a callback on the next frame after the delay. */ addAnimationFrameCallback : function( ) {}, /**Register to get a one shot callback for frame commit timing. Frame commit timing is the time *after* traversals are done, as opposed to the animation frame timing, which is before any traversals. This timing can be used to adjust the start time of an animation when expensive traversals create big delta between the animation frame timing and the time that animation is first shown on screen. Note this should only be called when the animation has already registered to receive animation frame callbacks. This callback will be guaranteed to happen *after* the next animation frame callback. */ addOneShotCommitCallback : function( ) {}, /**Removes the given callback from the list, so it will no longer be called for frame related timing. */ removeCallback : function( ) {}, /**Return the number of callbacks that have registered for frame callbacks. */ getAnimationCount : function( ) {}, /** */ setFrameDelay : function( ) {}, /** */ getFrameDelay : function( ) {}, };