How to make dynamic animation with ObjectAnimator? - android

I'm currently working in a custom view, basically its a draggable view that has a pulse effect. In fact I achieved the effect that I want but I it has performance issues.
I don't know if it can be seen well in the gif but at first the effect runs without problems and then it shows performance issues.
Here is my class
class BalanceAndFadeView #JvmOverloads constructor(...) : FrameLayout(...) {
// The thumb view is the draggable view
private var thumb: ImageView
// These are for the pulsing effect
private var pulseView: ImageView
private var pulseView2: ImageView
private var selectedPoint: Point = Point()
private val animators = arrayListOf<Animator>()
private var animatorsSet = AnimatorSet()
private var centerX = 0f
private var centerY = 0f
init {
// Here I create and add the views to the root view
}
override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {
centerX = w * 0.5f
centerY = h * 0.5f
animationStart()
}
override fun onTouchEvent(event: MotionEvent): Boolean {
return when (event.actionMasked) {
MotionEvent.ACTION_DOWN,
MotionEvent.ACTION_MOVE,
MotionEvent.ACTION_UP -> {
val snapPoint = Point(event.x.toInt(), event.y.toInt())
selectedPoint = snapPoint
setCoordinate(snapPoint.x, snapPoint.y)
true
}
else -> {
false
}
}
}
fun setCoordinate(x: Int, y: Int) {
// Sets the thumb view coordinates to create the draggable view effect
thumb.x = x - thumb.measuredWidth * 0.5f
thumb.y = y - thumb.measuredHeight * 0.5f
// These animators are for the pulsing effect to translate to the center of the view
// I want the start point of the translation to update with the position
// of the thumb view, so I need it to be a dynamic animation
val translationXAnimator =
ObjectAnimator.ofFloat(pulseView, "TranslationX", x.toFloat() - centerX, 0f)
.apply {
repeatCount = ObjectAnimator.INFINITE
repeatMode = ObjectAnimator.RESTART
startDelay = 0
}
val translationYAnimator =
ObjectAnimator.ofFloat(pulseView, "TranslationY", y.toFloat() - centerY, 0f)
.apply {
repeatCount = ObjectAnimator.INFINITE
repeatMode = ObjectAnimator.RESTART
startDelay = 0
}
val translationXAnimator2 = ObjectAnimator.ofFloat(...).apply { ... }
val translationYAnimator2 = ObjectAnimator.ofFloat(...).apply { ... }
animatorsSet.playTogether(
... // adds new animators
)
// Since I run this method every time the touch event it's troggered,
// the performance gets worse every time I touch the screen
animatorsSet.start()
// But if I call animatorsSet.end() and then animatorsSet.start()
// the pulsing effect does not work as expected since the animation stops
// but in terms of performance it's just normal
}
// These animators are for the pulsing effect
private fun animationStart() {
val scaleXAnimator = ObjectAnimator.ofFloat(pulseView, "ScaleX", 1f, 6f).apply {
repeatCount = ObjectAnimator.INFINITE
repeatMode = ObjectAnimator.RESTART
startDelay = 0
}
animators.add(scaleXAnimator)
val scaleYAnimator = ObjectAnimator.ofFloat(pulseView, "ScaleY", 1f, 6f).apply {
repeatCount = ObjectAnimator.INFINITE
repeatMode = ObjectAnimator.RESTART
startDelay = 0
}
animators.add(scaleYAnimator)
val alphaAnimator = ObjectAnimator.ofFloat(pulseView, "Alpha", 1f, 0f).apply {
repeatCount = ObjectAnimator.INFINITE
repeatMode = ObjectAnimator.RESTART
startDelay = 0
}
animators.add(alphaAnimator)
val scaleXAnimator2 = ObjectAnimator.ofFloat( ... ).apply { ... }
animators.add(scaleXAnimator2)
val scaleYAnimator2 = ObjectAnimator.ofFloat( ... ).apply { ... }
animators.add(scaleYAnimator2)
val alphaAnimator2 = ObjectAnimator.ofFloat( ... ).apply { ... }
animators.add(alphaAnimator2)
animatorsSet.playTogether(animators)
animatorsSet.interpolator = LinearInterpolator()
animatorsSet.duration = 1000
animatorsSet.start()
}
}
I hope you can help me or recommend me a better approach

Related

ARCore world to screen coordinates

I have been trying to convert world coordinates into 2d screen position and since sceneform is deprecated, i need to do it by hand.
My test case is
val centerPose = frame.hitTest(centerX, centerY)[0].hitPose
val newFrame = session.update()
val shouldBeCenter = newFrame.worldToScreen(centerPose)
As mentioned in this java SO question and in the sceneform source code i tried replicating the behavior without success.
I also came accross this recent SO answer even tho i was not convinced by the calculation i had nothing to lose.
And of course after doing some tests, worldToScreen does not work at all (it returns a point in the screen but nowhere near the center).
What did i miss ?
fun Frame.worldToScreen(pose: Pose): PointF {
val screenSize = Size(
this.camera.imageIntrinsics.imageDimensions[0],
this.camera.imageIntrinsics.imageDimensions[1]
)
val viewMatrix = this.viewMatrix()
val projMatrix = this.projectionMatrix()
val poseMatrix = pose.matrix()
// from sceneform
val m = projMatrix.multiply(viewMatrix)
val newVector = (m.multiply(poseMatrix)).multiply(v4Origin)
newVector.x = (((newVector.x / newVector.w) + 1f) / 2f) * screenSize.width
newVector.y = screenSize.height - (((newVector.y / newVector.w) + 1f) / 2f) * screenSize.height
//https://stackoverflow.com/questions/73372680/arcore-3d-coordinate-system-to-2d-screen-coordinates
val thisRes = (projMatrix.multiply(poseMatrix)).multiply(v4Origin)
val thisX = (((thisRes.x / thisRes.w) + 1f) / 2f) * screenSize.width
val thisY = screenSize.height - (((thisRes.y / thisRes.w) + 1f) / 2f) * screenSize.height
return PointF(newVector.x, newVector.y)
}
// additionnal code for matrix
data class M4(val floatArray: FloatArray)
fun M4.multiply(m: M4): M4 = FloatArray(16)
.also { Matrix.multiplyMM(it, 0, floatArray, 0, m.floatArray, 0) }
.let { M4(it) }
fun Frame.projectionMatrix(): M4 = FloatArray(16)
.apply { camera.getProjectionMatrix(this, 0, 0.1f, 100f) }
.let { M4(it) }
fun Frame.viewMatrix(): M4 = FloatArray(16)
.apply { camera.getViewMatrix(this, 0) }
.let { M4(it) }
fun Pose.matrix(): M4 = FloatArray(16)
.also { toMatrix(it, 0) }
.let { M4(it) }
// V4 is just a floatArray of 4 elements with x,y,z,w accessors
val v4Origin: V4 = v4(0f, 0f, 0f, 1f)

Pause progress of ObjectAnimator

I'm implementing a custom view which draws some kind ProgressBar view, taking two views as parameters (origin and destination). Like this:
This is the complete class:
class BarView #JvmOverloads constructor(context: Context,
attrs: AttributeSet? = null,
defStyleAttr: Int = 0) : View(context, attrs, defStyleAttr) {
private var valueAnimator: ObjectAnimator? = null
private lateinit var path: Path
private val pathMeasure = PathMeasure()
private var pauseProgress: Int = dip(40)
var progress = 0f
set(value) {
field = value.coerceIn(0f, pathMeasure.length)
invalidate()
}
private var originPoint: PointF? = null
private var destinationPoint: PointF? = null
private val cornerEffect = CornerPathEffect(dip(10).toFloat())
private val linePaint = Paint(Paint.ANTI_ALIAS_FLAG).apply {
style = Paint.Style.STROKE
strokeWidth = dip(10f).toFloat()
color = ContextCompat.getColor(context, android.R.color.darker_gray)
pathEffect = cornerEffect
}
override fun draw(canvas: Canvas) {
super.draw(canvas)
if (progress < pathMeasure.length) {
val intervals = floatArrayOf(progress, pathMeasure.length - progress)
val progressEffect = DashPathEffect(intervals, 0f)
linePaint.pathEffect = ComposePathEffect(progressEffect, cornerEffect)
}
canvas.drawPath(path, linePaint)
}
object PROGRESS : Property<BarView, Float>(Float::class.java, "progress") {
override fun set(view: BarView, progress: Float) {
view.progress = progress
}
override fun get(view: BarView) = view.progress
}
private fun startAnimator() {
valueAnimator = ObjectAnimator.ofFloat(this, PROGRESS, 0f, pathMeasure.length).apply {
duration = 500L
interpolator = LinearInterpolator()
}
setPauseListener()
valueAnimator!!.start()
}
fun resume() {
valueAnimator!!.resume()
}
fun reset() {
startAnimator()
}
fun setPoints(originView: View, destinationView: View) {
originPoint = PointF(originView.x + originView.width / 2, 0f)
destinationPoint = PointF(destinationView.x + destinationView.width / 2, 0f)
setPath()
startAnimator()
}
private fun setPath() {
path = Path()
path.moveTo(originPoint!!.x, originPoint!!.y)
path.lineTo(destinationPoint!!.x, destinationPoint!!.y)
pathMeasure.setPath(path, false)
}
private fun setPauseListener() {
valueAnimator!!.addUpdateListener(object : ValueAnimator.AnimatorUpdateListener {
override fun onAnimationUpdate(valueAnimator: ValueAnimator?) {
val progress = valueAnimator!!.getAnimatedValue("progress") as Float
if (progress > pauseProgress) {
valueAnimator.pause()
this#BarView.valueAnimator!!.removeUpdateListener(this)
}
}
})
}
}
What im trying to do is to pause the animation at a specific progress, 40dp in this case:
private fun setPauseListener() {
valueAnimator!!.addUpdateListener(object : ValueAnimator.AnimatorUpdateListener {
override fun onAnimationUpdate(valueAnimator: ValueAnimator?) {
val progress = valueAnimator!!.getAnimatedValue("progress") as Float
if (progress > pauseProgress) {
valueAnimator.pause()
this#BarView.valueAnimator!!.removeUpdateListener(this)
}
}
})
}
But the animations have different speeds since the views have different path lengths, and all of them have to finish in 500ms. They are not pausing at the same distance from the origin:
I tried switching from a LinearInterpolator to a AccelerateInterpolator, to make the start of the animation slower, but i'm still not satisfied with the results.
The next step for me, would be to try to implement a custom TimeInterpolator to make the animation start speed the same no matter how long the path is on each view, but I cannot wrap my head arrow the maths to create the formula needed.
valueAnimator = ObjectAnimator.ofFloat(this, PROGRESS, 0f, pathMeasure.length).apply {
duration = 500L
interpolator = TimeInterpolator { input ->
// formula here
}
}
Any help with that would be well received. Any suggestions about a different approach. What do you think?
1) As I mentioned I would use determinate ProgressBar and regulate bar width by maximum amount of progress, assigned to certain view
2) I would use ValueAnimator.ofFloat with custom interpolator and set progress inside it
3) I would extend my custom interpolator from AccelerateInterpolator to make it look smthng like this:
class CustomInterpolator(val maxPercentage: Float) : AccelerateInterpolator(){
override fun getInterpolation(input: Float): Float {
val calculatedVal = super.getInterpolation(input)
return min(calculatedVal, maxPercentage)
}
}
where maxPercentage is a fraction of view width (from 0 to 1) you bar should occupy
Hope it helps

How to create a battery level indicator in android?

I want to create a battery level indicator as in the image(which i circled). The green part should fill based on the available battery in the device.
Getting the battery percentage from the device like this
registerReceiver(mBatInfoReceiver, new IntentFilter(
Intent.ACTION_BATTERY_CHANGED));
So in the layout i am able to display the battery percentage.
public class BatteryIndicatorActivity extends Activity {
//Create Broadcast Receiver Object along with class definition
private BroadcastReceiver mBatInfoReceiver = new BroadcastReceiver() {
#Override
//When Event is published, onReceive method is called
public void onReceive(Context c, Intent i) {
//Get Battery %
int level = i.getIntExtra("level", 0);
TextView tv = (TextView) findViewById(R.id.textfield);
//Set TextView with text
tv.setText("Battery Level: " + Integer.toString(level) + "%");
}
};
But how to create a UI for this type of battery indicator. Is their any api to achieve this?, If not how to create such type of UI.
Your help will be appreciated.
Here is my CustomView for display battery level
class BatteryView #JvmOverloads constructor(context: Context, attrs: AttributeSet? = null, defStyleAttr: Int = 0) :
View(context, attrs, defStyleAttr) {
private var radius: Float = 0f
private var isCharging: Boolean = false
// Top
private var topPaint =
PaintDrawable(Color.WHITE) // I only want to corner top-left and top-right so I use PaintDrawable instead of Paint
private var topRect = Rect()
private var topPaintWidthPercent = 50
private var topPaintHeightPercent = 8
// Border
private var borderPaint = Paint().apply {
color = Color.BLUE
style = Paint.Style.STROKE
}
private var borderRect = RectF()
private var borderStrokeWidthPercent = 8
private var borderStroke: Float = 0f
// Percent
private var percentPaint = Paint()
private var percentRect = RectF()
private var percentRectTopMin = 0f
private var percent: Int = 0
// Charging
private var chargingRect = RectF()
private var chargingBitmap: Bitmap? = null
init {
init(attrs)
chargingBitmap = getBitmap(R.drawable.ic_charging)
}
private fun init(attrs: AttributeSet?) {
val ta = context.obtainStyledAttributes(attrs, R.styleable.BatteryView)
try {
percent = ta.getInt(R.styleable.BatteryView_bv_percent, 0)
isCharging = ta.getBoolean(R.styleable.BatteryView_bv_charging, false)
} finally {
ta.recycle()
}
}
#SuppressLint("DrawAllocation")
override fun onMeasure(widthMeasureSpec: Int, heightMeasureSpec: Int) {
val measureWidth = View.getDefaultSize(suggestedMinimumWidth, widthMeasureSpec)
val measureHeight = (measureWidth * 1.8f).toInt()
setMeasuredDimension(measureWidth, measureHeight)
radius = borderStroke / 2
borderStroke = (borderStrokeWidthPercent * measureWidth).toFloat() / 100
// Top
val topLeft = measureWidth * ((100 - topPaintWidthPercent) / 2) / 100
val topRight = measureWidth - topLeft
val topBottom = topPaintHeightPercent * measureHeight / 100
topRect = Rect(topLeft, 0, topRight, topBottom)
// Border
val borderLeft = borderStroke / 2
val borderTop = topBottom.toFloat() + borderStroke / 2
val borderRight = measureWidth - borderStroke / 2
val borderBottom = measureHeight - borderStroke / 2
borderRect = RectF(borderLeft, borderTop, borderRight, borderBottom)
// Progress
val progressLeft = borderStroke
percentRectTopMin = topBottom + borderStroke
val progressRight = measureWidth - borderStroke
val progressBottom = measureHeight - borderStroke
percentRect = RectF(progressLeft, percentRectTopMin, progressRight, progressBottom)
// Charging Image
val chargingLeft = borderStroke
var chargingTop = topBottom + borderStroke
val chargingRight = measureWidth - borderStroke
var chargingBottom = measureHeight - borderStroke
val diff = ((chargingBottom - chargingTop) - (chargingRight - chargingLeft))
chargingTop += diff / 2
chargingBottom -= diff / 2
chargingRect = RectF(chargingLeft, chargingTop, chargingRight, chargingBottom)
}
override fun onDraw(canvas: Canvas) {
drawTop(canvas)
drawBody(canvas)
if (!isCharging) {
drawProgress(canvas, percent)
} else {
drawCharging(canvas)
}
}
private fun drawTop(canvas: Canvas) {
topPaint.bounds = topRect
topPaint.setCornerRadii(floatArrayOf(radius, radius, radius, radius, 0f, 0f, 0f, 0f))
topPaint.draw(canvas)
}
private fun drawBody(canvas: Canvas) {
borderPaint.strokeWidth = borderStroke
canvas.drawRoundRect(borderRect, radius, radius, borderPaint)
}
private fun drawProgress(canvas: Canvas, percent: Int) {
percentPaint.color = getPercentColor(percent)
percentRect.top = percentRectTopMin + (percentRect.bottom - percentRectTopMin) * (100 - percent) / 100
canvas.drawRect(percentRect, percentPaint)
}
// todo change color
private fun getPercentColor(percent: Int): Int {
if (percent > 50) {
return Color.WHITE
}
if (percent > 30) {
return Color.YELLOW
}
return Color.RED
}
private fun drawCharging(canvas: Canvas) {
chargingBitmap?.let {
canvas.drawBitmap(it, null, chargingRect, null)
}
}
private fun getBitmap(drawableId: Int, desireWidth: Int? = null, desireHeight: Int? = null): Bitmap? {
val drawable = AppCompatResources.getDrawable(context, drawableId) ?: return null
val bitmap = Bitmap.createBitmap(
desireWidth ?: drawable.intrinsicWidth,
desireHeight ?: drawable.intrinsicHeight,
Bitmap.Config.ARGB_8888
)
val canvas = Canvas(bitmap)
drawable.setBounds(0, 0, canvas.width, canvas.height)
drawable.draw(canvas)
return bitmap
}
fun charge() {
isCharging = true
invalidate() // can improve by invalidate(Rect)
}
fun unCharge() {
isCharging = false
invalidate()
}
fun setPercent(percent: Int) {
if (percent > 100 || percent < 0) {
return
}
this.percent = percent
invalidate()
}
fun getPercent(): Int {
return percent
}
}
style.xml
<declare-styleable name="BatteryView">
<attr name="bv_charging" format="boolean" />
<attr name="bv_percent" format="integer" />
</declare-styleable>
drawable/ic_charging.xml
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="24dp"
android:height="24dp"
android:viewportWidth="368.492"
android:viewportHeight="368.492">
<path
android:fillColor="#FFFFFF"
android:pathData="M297.51,150.349c-1.411,-2.146 -3.987,-3.197 -6.497,-2.633l-73.288,16.498L240.039,7.012c0.39,-2.792 -1.159,-5.498 -3.766,-6.554c-2.611,-1.069 -5.62,-0.216 -7.283,2.054L71.166,217.723c-1.489,2.035 -1.588,4.773 -0.246,6.911c1.339,2.132 3.825,3.237 6.332,2.774l79.594,-14.813l-23.257,148.799c-0.436,2.798 1.096,5.536 3.714,6.629c0.769,0.312 1.562,0.469 2.357,0.469c1.918,0 3.78,-0.901 4.966,-2.517l152.692,-208.621C298.843,155.279 298.916,152.496 297.51,150.349z" />
</vector>
Using
<package.BatteryView
android:id="#+id/battery_view"
android:layout_width="150dp"
android:layout_height="wrap_content"
android:src="#drawable/ic_charging"
app:bv_charging="false"
app:bv_percent="20" />
Github project
Hope it help
There are a lot of ways to do it. Here are few of them:
Use a ProgressBar, make it vertical, make it be drawn in the battery shape
Use a custom View, override onDraw() in it, and draw the battery shape on the canvas
Use a white image with a transparent battery shape. Place it over a view, where you fill a background vertically, or change background view's height.

Cannot start animator on a detached view

I've created class that extends PopupView in Kotlin, and trying to animate it's appearing with CircleReveal library. Here is function of my class
fun show(root: View) {
showAtLocation(root, Gravity.CENTER, 0, 0)
val cx = (mainView.left + mainView.right) / 2
val cy = (mainView.top + mainView.bottom) / 2
val dx = Math.max(cx, mainView.width - cx)
val dy = Math.max(cy, mainView.height - cy)
val finalRadius = Math.hypot(dx.toDouble(), dy.toDouble()).toFloat()
with (ViewAnimationUtils.createCircularReveal(mainView, cx, cy, 0f, finalRadius)) {
interpolator = AccelerateDecelerateInterpolator()
duration = 1500
start()
}
}
That code gives me following error
java.lang.IllegalStateException: Cannot start this animator on a detached view!
at android.view.RenderNode.addAnimator(RenderNode.java:817)
at android.view.RenderNodeAnimator.setTarget(RenderNodeAnimator.java:300)
at android.view.RenderNodeAnimator.setTarget(RenderNodeAnimator.java:282)
at android.animation.RevealAnimator.<init>(RevealAnimator.java:37)
at android.view.ViewAnimationUtils.createCircularReveal(ViewAnimationUtils.java:53)
at io.codetail.animation.ViewAnimationUtils.createCircularReveal(ViewAnimationUtils.java:74)
at io.codetail.animation.ViewAnimationUtils.createCircularReveal(ViewAnimationUtils.java:39)
Class initialization
class MemberMenu(ctx: Context, val member: Member): PopupWindow(ctx), View.OnClickListener {
val mainView: View
init {
contentView = LayoutInflater.from(ctx).inflate(R.layout.member_menu_layout, null)
mainView = contentView.findViewById(R.id.member_menu_view)
val size = Helpers.dipToPixels(ctx, 240f)
width = size; height = size
setBackgroundDrawable(ColorDrawable())
isOutsideTouchable = true
isTouchable = true
}
.......
Not sure, if it's correct solution, but I just moved that code to OnAttachStateChangeListener
fun show(root: View) {
showAtLocation(root, Gravity.CENTER, 0, 0)
backgroundView.addOnAttachStateChangeListener(this)
}
override fun onViewAttachedToWindow(v: View?) {
if (v==null) return
with(ViewAnimationUtils.createCircularReveal(v, 500, 500, 0f, 500f)) {
interpolator = AccelerateDecelerateInterpolator()
duration = 2500
start()
}
} override fun onViewDetachedFromWindow(v: View?) {}
Same crash I was getting, and even same library i am using, the problem was the device has its Don't keep activity flag ON, that is why it's crashing.
Solution
Goto-->Settings-->Developer Option-->Don't Keep Activity(Make it Turn OFF)
NOTE: Developer option path may vary with devices
Hope it will help you.

How to add shimmer effect to imageview in android?

I need to add Shimmer effect to image view as given in the link for my ImageView. The animation should be from bottom to top instead of left to right as in the sample picture. I have tried the facebook shimmer libraby but it supports from API 16 above only. I need to support if from 14 above. I have also tried this library but it doesn't have support for ImageViews as well as bottom to top animation. Is there any library to achieve the shimmer effect for an Imageview (with bottom to top animation)? or is there any way to implement this feature using ImageView?
You can create your own custom view!
class ShimmerView : View, ValueAnimator.AnimatorUpdateListener{
constructor(context: Context)
: super(context) { init() }
constructor(context: Context, attrs: AttributeSet)
: super(context, attrs) { init() }
constructor(context: Context, attrs: AttributeSet, defStyleAttr: Int)
: super(context, attrs, defStyleAttr) { init() }
companion object {
const val EDGE_ALPHA = 12
const val SHADER_COLOR_R = 170
const val SHADER_COLOR_G = 170
const val SHADER_COLOR_B = 170
const val CENTER_ALPHA = 100
const val ITEM_BG_COLOR = Color.WHITE
val EDGE_COLOR = Color.argb(EDGE_ALPHA, SHADER_COLOR_R, SHADER_COLOR_G, SHADER_COLOR_B)
val CENTER_COLOR = Color.argb(CENTER_ALPHA, SHADER_COLOR_R, SHADER_COLOR_G, SHADER_COLOR_B)
const val LIST_ITEM_LINES = 3
const val CORNER_RADIUS = 2
const val LINE_HEIGHT = 15
const val H_SPACING = 12
const val W_SPACING = 16
const val IMAGE_SIZE = 50
const val ANIMATION_DURATION = 1500L
}
private var listItems: Bitmap? = null
private var animator: ValueAnimator? = null
private var paint: Paint? = null
private var shaderPaint: Paint? = null
private var shaderColors: IntArray? = null
private var lineHeight: Float = 0F
private var hSpacing: Float = 0F
private var wSpacing: Float = 0F
private var imageSize: Float = 0F
private var cornerRadius: Float = 0F
// 1. Инициализируем переменные.
// 1. Initialize variables.
fun init() {
val metric = context.resources.displayMetrics
cornerRadius = dpToPixels(metric, CORNER_RADIUS)
hSpacing = dpToPixels(metric, H_SPACING)
wSpacing = dpToPixels(metric, W_SPACING)
lineHeight = spToPixels(metric, LINE_HEIGHT)
imageSize = dpToPixels(metric, IMAGE_SIZE)
animator = ValueAnimator.ofFloat(-1F, 2F)
animator?.duration = ANIMATION_DURATION
animator?.interpolator = LinearInterpolator()
animator?.repeatCount = ValueAnimator.INFINITE
animator?.addUpdateListener(this)
paint = Paint()
shaderPaint = Paint()
shaderPaint?.isAntiAlias = true
shaderColors = intArrayOf(EDGE_COLOR, CENTER_COLOR, EDGE_COLOR)
}
// 2. Когда View отобразилась на экране, запускаем анимацию.
// 2. When View is displayed on the screen, run the animation.
override fun onVisibilityChanged(changedView: View?, visibility: Int) {
super.onVisibilityChanged(changedView, visibility)
when(visibility) {
VISIBLE -> animator?.start()
INVISIBLE, GONE -> animator?.cancel()
}
}
// 3. При выполнении анимации, изменяем положение шейдера и перерисовываем View.
// 3. When the animation, change the position of the shader and redraw View.
override fun onAnimationUpdate(valueAnimator: ValueAnimator) {
if(isAttachedToWindow) {
val factor: Float = valueAnimator.animatedValue as Float
updateShader(width = width.toFloat(), factor = factor)
invalidate()
}
}
// 4. Одновременно со стартом анимации, рисуем элементы.
// 4. Simultaneously with the start of the animation, draw the elements.
override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {
super.onSizeChanged(w, h, oldw, oldh)
updateShader(width = w.toFloat())
if (h > 0 && w > 0) {
drawListItems(w, h)
} else {
listItems = null
animator?.cancel()
}
}
private fun updateShader(width: Float, factor: Float = -1F) {
val left = width * factor
val shader = LinearGradient(
left, 0F, left+width, 0F, shaderColors, floatArrayOf(0f, 0.5f, 1f), Shader.TileMode.CLAMP)
shaderPaint?.shader = shader
}
override fun onDraw(canvas: Canvas) {
canvas.drawColor(EDGE_COLOR)
canvas.drawRect(0F, 0F, canvas.width.toFloat(), canvas.height.toFloat(), shaderPaint)
if (listItems != null) { canvas.drawBitmap(listItems, 0F, 0F, paint) }
}
private fun drawListItems(w: Int, h: Int) {
listItems = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888)
val canvas = Canvas(listItems)
val item = getItemBitmap(w)
var top = 0
do {
canvas.drawBitmap(item, 0F, top.toFloat(), paint)
top += item.height
} while (top < canvas.height)
canvas.drawColor(ITEM_BG_COLOR, PorterDuff.Mode.SRC_IN)
}
private fun getItemBitmap(w: Int): Bitmap {
val h = calculateListItemHeight(LIST_ITEM_LINES)
val item = Bitmap.createBitmap(w, h, Bitmap.Config.ALPHA_8)
val canvas = Canvas(item)
canvas.drawColor(Color.argb(255, 0, 0, 0))
val itemPaint = Paint()
itemPaint.isAntiAlias = true
itemPaint.color = Color.argb(0, 0, 0, 0)
itemPaint.xfermode = PorterDuffXfermode(PorterDuff.Mode.DST_IN)
//Avatar
val rectF = RectF(wSpacing, hSpacing, wSpacing+imageSize, hSpacing+imageSize)
canvas.drawOval(rectF, itemPaint)
val textLeft = rectF.right + hSpacing
val textRight = canvas.width - wSpacing
//Title line
val titleWidth = (textRight - textLeft)*0.5F
rectF.set(textLeft, hSpacing, textLeft+titleWidth, hSpacing+lineHeight)
canvas.drawRoundRect(rectF, cornerRadius, cornerRadius, itemPaint)
//Time stamp
val timeWidth = (textRight - textLeft)*0.2F
rectF.set(textRight-timeWidth, hSpacing, textRight, hSpacing+lineHeight)
canvas.drawRoundRect(rectF, cornerRadius, cornerRadius, itemPaint)
//Text lines
for (i in 0..LIST_ITEM_LINES-1) {
val lineTop = rectF.bottom + hSpacing
rectF.set(textLeft, lineTop, textRight, lineTop+lineHeight)
canvas.drawRoundRect(rectF, cornerRadius, cornerRadius, itemPaint)
}
return item
}
private fun calculateListItemHeight(lines: Int): Int {
return ((lines*lineHeight) + (hSpacing*(lines+1))).toInt()
}
private fun dpToPixels(metrics: DisplayMetrics, dp: Int): Float {
return TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, dp.toFloat(), metrics)
}
private fun spToPixels(metrics: DisplayMetrics, sp: Int): Float {
return TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_SP, sp.toFloat(), metrics)
}
override fun onDetachedFromWindow() {
super.onDetachedFromWindow()
animator?.removeAllUpdateListeners()
animator = null
listItems = null
}
}
Source
Facebook Shimmer Library does support API level 14. I am using it in a project with these settings:
defaultConfig {
....
minSdkVersion 14
targetSdkVersion 23
....
}
With this dependency:
dependencies {
....
compile 'com.facebook.shimmer:shimmer:0.1.0'
}

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