Ensure that FirstFrameAnimatorHelper doesn't set play time when animation is complete

Bug: 18567716

Change-Id: I656e869b8553d650916c2abe6dc83282c8b6fd65
(cherry picked from commit 5c18b80ed9aaa57b27b56667e3699fd76bcce8ed)
diff --git a/src/com/android/launcher3/FirstFrameAnimatorHelper.java b/src/com/android/launcher3/FirstFrameAnimatorHelper.java
index f4c49d7..095c563 100644
--- a/src/com/android/launcher3/FirstFrameAnimatorHelper.java
+++ b/src/com/android/launcher3/FirstFrameAnimatorHelper.java
@@ -92,12 +92,14 @@
         }
 
         final long currentPlayTime = animation.getCurrentPlayTime();
+        boolean isFinalFrame = Float.compare(1f, animation.getAnimatedFraction()) == 0;
+
         if (!mHandlingOnAnimationUpdate &&
             sVisible &&
-            // If the current play time exceeds the duration, the animation
-            // will get finished, even if we call setCurrentPlayTime -- therefore
+            // If the current play time exceeds the duration, or the animated fraction is 1,
+            // the animation will get finished, even if we call setCurrentPlayTime -- therefore
             // don't adjust the animation in that case
-            currentPlayTime < animation.getDuration()) {
+            currentPlayTime < animation.getDuration() && !isFinalFrame) {
             mHandlingOnAnimationUpdate = true;
             long frameNum = sGlobalFrameCounter - mStartFrame;
             // If we haven't drawn our first frame, reset the time to t = 0