loading-balls
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High CPU use after stopping the animation with size animation enabled
Calling stop() does not disable the animation fully and takes a lot of CPU. The stop method incorrectly calls start() instead of stop on the ballSizeAnimator:
public void stop() {
ballPathAnimator.stop();
if (sizeAnimationEnabled) {
ballSizeAnimator.start();
}
}
Can confirm this happens on my end as well.