No Rotation in image using rotate Animation - android

Using Rotate Animation in android, but no rotation in image after clicking the button.
public class MainActivity extends AppCompatActivity {
ImageView spinImage;
Button buton;
Random r;
int degree =0 , degreeold= 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
buton = (Button) findViewById(R.id.spinbutton);
spinImage= (ImageView) findViewById(R.id.spinimage);
r= new Random();
buton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
degreeold = degree % 360;
degree = r.nextInt(3600)+720;
degree= 4400;
RotateAnimation rotate = new RotateAnimation( degreeold, degree,
RotateAnimation.RELATIVE_TO_SELF,0.5f,RotateAnimation.RELATIVE_TO_SELF , 0.5f);
rotate.setDuration(3600);
rotate.setFillAfter(true);
rotate.setInterpolator( new DecelerateInterpolator());
rotate.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
spinImage.setAnimation(rotate);
}
});
}
i am not able to find the mistake why there is no rotation in image. there is no error while running and app open without any delay but there is no animation when clicking the button.

You haven't started the animation. Try to use spinImage.startAnimation(rotate);
setAnimation is meant to give you more fine grained control if you want to start the animation delayed or together with other animations.
From the documentation:
Sets the next animation to play for this view. If you want the animation to play immediately, use startAnimation(android.view.animation.Animation) instead. This method provides allows fine-grained control over the start time and invalidation, but you must make sure that 1) the animation has a start time set, and 2) the view's parent (which controls animations on its children) will be invalidated when the animation is supposed to start.

Replace spinImage.setAnimation(rotate); with spinImage.startAnimation(rotate);

Related

Android ImageView animation up not working

I'm building an app and i wanted to animate some imageView element. The problem is that at the end of the animation, the element gets an unexpected boost in the y axis, instead the defined one.
I know that at the end of the animation process the animated element returns to its original x,y. I manually added the animated offset at the onAnimationEnd method. For some odd reason the animated element jumps about 40 pixels up, and I know I didnt add it anywhere by mistake. Whats wrong here?
public class MyActivity extends Activity {
private ImageView logo,moto;
private int[] imageView_XY;
public float logoXpos,logoYpos;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.verification_activity);
logo = (ImageView) findViewById(R.id.imageView1);
//animates the logo
animate(logo,30);
}
public void animate(final ImageView imageView, int amount){
//gets the current x,y of the widget
imageView_XY = new int[2];
imageViewElement.getLocationInWindow(imageView_XY);
logoXpos = (int) imageViewElement.getX();
logoYpos = imageView_XY[1];
Log.d("Animation XY: "," current location "+"("+logoXpos+","+logoYpos+")"); //prints out 0,0
//animates the widget 100 px up
TranslateAnimation anim = new TranslateAnimation(0,0,0,-amount);
logoAnim.setDuration(1000);
logoAnim.setFillAfter(false);
logoAnim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
Log.d("Animation: ","animation ended");
logoXpos = imageView_XY[0];
logoYpos = imageView_XY[1];
Log.d("Animation ended XY: "," current location "+"("+logoXpos+","+logoYpos+")"); //prints out 0,0 again
imageViewElement.setY(logoYpos+30);
}
#Override
public void onAnimationRepeat(Animation animation) {
Log.d("Animation: ","animation repeat");
}
});
imageViewElement.startAnimation(anim);
}
OK I got this working. For future googlers:
I ended up setting the logoAnim.setFillAfter(false); to true and got rid of the manual shift at the end of the animation imageViewElement.setY(logoYpos+30);.

Button not responding to Click Event after Translation animation

I have performed a Translation animation on button ,everything work as i excepted ,but only the problem is after the animation the button not responding to click event please correct me
Button b=(Button)findViewById(R.id.button1);
TranslateAnimation slide=new TranslateAnimation(0, 30, 0,-40);
slide.setDuration(500);
slide.setZAdjustment(TranslateAnimation.ZORDER_TOP);
slide.setFillAfter(true);
b.startAnimation(slide);
This will translate the object in y direction:
ObjectAnimator mover = ObjectAnimator.ofFloat(v, "translationY", 0, 400);
mover.start();
If you are handling animations at lower level API (below HoneyComb) your animation actually does not moves the button but only its images.Its click will be at same place where you have placed it in your layout.
I faced this issue and I did fix it just some second ago. So, I think that I should share my solution with you guys.
In animation xml file,I removed android:fillAfter="true" when keep android:fillEnabled="true".
Register Animation listener, then in onAnimationEnd() method, I call View#Layout() to change the position of the view.
int newLeft = (int) (layoutContent.getLeft() + layoutContent.getWidth() * 0.8);
layoutContent.layout(newLeft,
layoutContent.getTop(),
newLeft + layoutContent.getMeasuredWidth(),
layoutContent.getTop() + layoutContent.getMeasuredHeight());
In my case, what the animation do is that slides the layoutContent to leftside 80% of width.
It works fine. Hope this helps.
#Update: Today, you can use ObjectAnimator on android 3.0 +. If you are developing for android under 3.0, you can find it at support library v.4. ObjectAnimator is bester for animation.
#Update#2: You can use ViewPropertyAnimator on android api higher 12 version.
It provides better performance, and fix problem with click events. Example:
mButton.animate()
.setDuration(TIME)
.translationY(VALUE)
.start();
I could achieve what you wanted but you will have manage co-ordinates manually.
See if it works for you.
public class AnimationTestActivity extends Activity {
private Button mButton;
private LinearLayout.LayoutParams params;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
mButton = (Button) findViewById(R.id.button);
mButton.setOnClickListener(mClickListener);
params = (LayoutParams) mButton.getLayoutParams();
}
private android.view.View.OnClickListener mClickListener = new View.OnClickListener() {
#Override
public void onClick(View v) {
TranslateAnimation animation = new TranslateAnimation(0, 0, 0, 400);
animation.setDuration(2000);
animation.setAnimationListener(mAnimationListener);
v.startAnimation(animation);
}
};
private AnimationListener mAnimationListener = new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
params.topMargin = params.topMargin + 400;
mButton.setLayoutParams(params);
}
};
}
The animation do not change the View actually Position. even if you setfillAfter(true), The position it can accept click event is the original position.
I found an easy solution define the button final position in layout and start the animation from some position ,ie specify the fromX or fromY instead of putting as zero
Try to use this:
b.layout(0, -40, b.getWidth(), b.getHeight());

Android animation one after another

Here is my scenario.
At first I do an animation set to my view (View.startAnimation(animationSet)) where animationSet consists of Translate + Rotate + Scale all at the same time. It works fine.
on that animationSet I have fillAfter(true).
After some time user click on a button and onClick I must start new ScaleAnimation on that same View. So if I do something like:
#Override
public void onClick(View v) {
ScaleAnimation scaleAnimation = new ScaleAnimation(mOldScaleFactor, mScaleFactor, mOldScaleFactor, mScaleFactor, mPivotX, mPivotY);
scaleAnimation.setDuration(ANIMATION_DURATION_MILIS);
scaleAnimation.setStartOffset(ANIMATION_OFFSET_MILIS);
scaleAnimation.setFillAfter(true);
v.startAnimation(scaleAnimation);
}
All the previous animation (Translate + Rotete + Scale) is forgotten.
How to start new animation from where old animation ends?
You could try to implement a listener and possible capture the information from when the previous animation left off, however I'm not sure you'll be able to query the animation for its state. Another option is to make sure the animation stops into a known state. That way you can know how you need to start the next animation.
public float param1;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.splash);
//load text view to add animation
ImageView image1 = (ImageView) findViewById(R.id.splash_imageView1);
Animation fade1 = AnimationUtils.loadAnimation(this, R.anim.fade_anim);
image1.startAnimation(fade1);
fade1.setAnimationListener(new AnimationListener() {
public void onAnimationEnd(Animation animation) {
//interrogate animation here
}

How do I stop an infinite animation on an ImageView, but let it complete its current cycle?

I applied an infinite animation on an ImageView to indicate a running background thread in my app. When the thread finishes, I'm able to stop the animation by using clearAnimation(), but it snaps the ImageView back to its starting position, and I'd like the current animation cycle to complete (which is designed to gracefully end in its starting position). Is there a way to do this?
Register an AnimationListener, and wait until onAnimationRepeat() to clear it. I haven't tried this, but I think it will work.
Just call setRepeatCount(0) and then listen for onAnimationEnd. See here for more details.
You can set the desirable position of your animation in the onAnimationEnd() method of your animation listener. Then, instead of going to the initial position, the View will be displayed at the coordinates you set up there.
animation = new TranslateAnimation(0, -length, 0, 0); //setup here your translation parameters
animation.setInterpolator(new LinearInterpolator());
animation.setDuration(10);
animation.setAnimationListener(new Animation.AnimationListener() {
public void onAnimationStart(Animation animation) {
animationRunning = true;
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationEnd(Animation animation) {
animationRunning = false;
// setAnimationPositionAfterPositionChange();
LinearLayout.LayoutParams params = (LinearLayout.LayoutParams) runningText.getLayoutParams();
params.leftMargin = currentPosition; //Calculate you current position here
runningText.setLayoutParams(params);
}
});
runningText.setAnimation(animation);
If you are using animate()
you use setListener(null) to stop it the animation,
works for me.
image.animate()
.translationXBy(-width* 0.5f)
.setDuration(300)
.setStartDelay(6000)
.setListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
image.animate().rotationBy(90).setDuration(1000).setStartDelay(1).setListener(null);
}
});

Applying successive animations to ImageView in Android

I would like to apply successive animations (say ScaleAnimation) to an ImageView showing a resource image. The animation is triggered by a button. For example, I would like to incrementally enlarge an image upon each button click.
I've set fillAfter="true" on the animation. However, all the animations start from the original state of the ImageView. It seems as if the ImageView resets its state and the animation is always the same, instead of starting from the final state of the previous animation.
What am I doing wrong?
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Button button = (Button)findViewById(R.id.Button01);
button.setOnClickListener(new OnClickListener() {
public void onClick(View arg0) {
animate();
}});
}
private void animate() {
ImageView imageView = (ImageView) findViewById(R.id.ImageView01);
ScaleAnimation scale = new ScaleAnimation((float)1.0, (float)1.5, (float)1.0, (float)1.5);
scale.setFillAfter(true);
scale.setDuration(500);
imageView.startAnimation(scale);
}
It seems as if the ImageView resets
its state and the animation is always
the same, instead of starting from the
final state of the previous animation.
Precisely! I'm sure there's a use for fillAfter="true", but I haven't figured out the point for it yet.
What you need to do is set up an AnimationListener on each Animation of relevance, and do something in the listener's onAnimationEnd() to actually persist the end state of your animation. I haven't played with ScaleAnimation so I'm not quite sure what the way to "persist the end state" would be. If this were an AlphaAnimation, going from 1.0 to 0.0, you would make the widget INVISIBLE or GONE in onAnimationEnd(), for example.
I've had the same problem and created the following code to easily use different animations. It only supports translation and alpha levels for now as I haven't used scaling, but could easily be extended to support more features.
I reset the scroll and the visibility before starting the animation, but that's just because I needed on/off animations.
And the "doEnd" boolean is there to avoid a stack overflow on the recursion (scrollTo calls onAnimationEnd for some obscure reason...)
private void setViewPos(View view, Animation anim, long time){
// Get the transformation
Transformation trans = new Transformation();
anim.getTransformation(time, trans);
// Get the matrix values
float[] values = new float[9];
Matrix m = trans.getMatrix();
m.getValues(values);
// Get the position and apply the scroll
final float x = values[Matrix.MTRANS_X];
final float y = values[Matrix.MTRANS_Y];
view.scrollTo(-(int)x, -(int)y);
// Show/hide depending on final alpha level
if (trans.getAlpha() > 0.5){
view.setVisibility(VISIBLE);
} else {
view.setVisibility(INVISIBLE);
}
}
private void applyAnimation(final View view, final Animation anim){
view.scrollTo(0, 0);
view.setVisibility(VISIBLE);
anim.setAnimationListener(new AnimationListener(){
private boolean doEnd = true;
#Override
public void onAnimationEnd(Animation animation) {
if (doEnd){
doEnd = false;
setViewPos(view, animation, anim.getStartTime() + anim.getDuration());
}
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationStart(Animation animation) {
}
});
view.startAnimation(anim);
}

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