private boolean delayedAnimationFrame(long currentTime) {
        if (!mStartedDelay) {
            mStartedDelay = true;
            mDelayStartTime = currentTime;
        } else {
            long deltaTime = currentTime - mDelayStartTime;
            if (deltaTime > mStartDelay) {
                // startDelay ended - start the anim and record the
                // mStartTime appropriately
                mStartTime = currentTime - (deltaTime - mStartDelay);
                mPlayingState = RUNNING;
                return true;
            }
        }
        return false;
    }
private boolean delayedAnimationFrame ( long currentTime ) { if ( ! mStartedDelay ) { mStartedDelay = true ; mDelayStartTime = currentTime ; } else { long deltaTime = currentTime - mDelayStartTime ; if ( deltaTime > mStartDelay ) { mStartTime = currentTime - ( deltaTime - mStartDelay ) ; mPlayingState = RUNNING ; return true ; } } return false ; }
Internal function called to process an animation frame on an animation that is currently
sleeping through its <code>startDelay</code> phase. The return value indicates whether it
should be woken up and put on the active animations queue.

@param currentTime The current animation time, used to calculate whether the animation
has exceeded its <code>startDelay</code> and should be started.
@return True if the animation's <code>startDelay</code> has been exceeded and the animation
should be added to the set of active animations.