Recyclerview animation for chat app - android

I am trying to replicate an animation used in Quartz news app for android.
Here is my code that I am using to accomplish this.
//On clicking button start animation
private void handleActionButtonClick(Button actionButton) {
Log.d(TAG, "Action button clicked");
handler.postDelayed(new Runnable() {
#Override
public void run() {
RecyclerView.ViewHolder viewHolder = recyclerView.findViewHolderForAdapterPosition(messageAdapter.getItemCount() - 1);
if (viewHolder instanceof OutgoingMessageViewHolder) {
final OutgoingMessageViewHolder outgoingTextMessageViewHolder = (OutgoingMessageViewHolder) viewHolder;
View messageView = outgoingTextMessageViewHolder.getTextView();
int[] actionButtonPos = new int[2];
actionButton.getLocationInWindow(actionButtonPos);
int startX = actionButtonPos[0];
int startY = actionButtonPos[1];
int[] newMessagePos = new int[2];
messageView.getLocationInWindow(newMessagePos);
int x = newMessagePos[0] - startX;
int y = newMessagePos[1] - startY;
AnimatorSet flySet = new AnimatorSet();
Animator flyX = ObjectAnimator.ofFloat(actionButton, View.TRANSLATION_X, (float) x);
Animator flyY = ObjectAnimator.ofFloat(actionButton, View.TRANSLATION_Y, (float) y);
flySet.playTogether(flyX, flyY);
flySet.setDuration(450);
flySet.setInterpolator(new OvershootInterpolator(1.0f));
flySet.addListener(new AnimatorListenerAdapter() {
public void onAnimationEnd(Animator animation) {
outgoingTextMessageViewHolder.getTextView().setText(actionButton.getText());
outgoingTextMessageViewHolder.itemView.setAlpha(1.0f);
}
});
AnimatorSet flyAndFadeSet = new AnimatorSet();
ObjectAnimator fade = ObjectAnimator.ofFloat(actionButton, View.ALPHA, new float[]{0.0f}).setDuration(200);
flyAndFadeSet.playSequentially(flySet, fade);
final Button button = actionButton;
flyAndFadeSet.addListener(new BaseAnimationListener() {
public void onAnimationEnd(Animator animation) {
button.setAlpha(0.0f);
hideUserActions();
}
});
flyAndFadeSet.start();
hideOtherActions(actionButton, false);
}
}
}, messageAnimator.getAddDuration());
}
But I am not able to get desired results as the position on end animation and view of message doesn't match with each other. Also I want to know is this the right way to do this.
Link to Quartz app implementation
Quartz app chat animation
Link to my implementation image
My chat app animation

Related

Android circle reveal animation not smooth

am creating login and signup in same page with circle reveal animation ,switch the view using a floating action button, it very lag when switching one view to another view,
Login page Contain two relative layout and a floating action button
one view for login and other for signup
when floating action button click view will switch to another ie login to signup and vise versa.. i achieved but it is too lag how can i make it smooth
in tab(big screen) it works very smoothly(am creating two layout one for mobile and other for tab)
can anyone help me.. this is my code..
#TargetApi(Build.VERSION_CODES.LOLLIPOP)
private void viewMenu() {
if (!isOpen) {
// int x = layoutContent.getRight();
// int y = layoutContent.getBottom();
int x = Math.round(fab.getX() + fab.getWidth() / 2);
int y = Math.round(fab.getY() - fab.getHeight());
int startRadius = 0;
int endRadius = (int) Math.hypot(layoutMain.getWidth(), layoutMain.getHeight());
fab.setBackgroundTintList(ColorStateList.valueOf(ResourcesCompat.getColor(getResources(),android.R.color.white,null)));
fab.setImageResource(R.drawable.ic_cross);
Animator anim = ViewAnimationUtils.createCircularReveal(layoutButtons, x, y, startRadius, endRadius);
anim.setInterpolator(new AccelerateDecelerateInterpolator());
layoutButtons.setVisibility(View.VISIBLE);
anim.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animator) {
// fst_view.setVisibility(View.GONE);
}
#Override
public void onAnimationEnd(Animator animator) {
}
#Override
public void onAnimationCancel(Animator animator) {
}
#Override
public void onAnimationRepeat(Animator animator) {
}
});
anim.start();
isOpen = true;
} else {
// int x = layoutButtons.getRight();
// int y = layoutButtons.getBottom();
int x = Math.round(fab.getX() + fab.getWidth() / 2);
int y = Math.round(fab.getY() + fab.getHeight()/2) - toolbar.getHeight();
int startRadius = Math.max(layoutContent.getWidth(), layoutContent.getHeight());
int endRadius = 0;
fab.setBackgroundTintList(ColorStateList.valueOf(ResourcesCompat.getColor(getResources(),R.color.colorAccent,null)));
fab.setImageResource(R.drawable.ic_menu_camera);
// fst_view.setVisibility(View.VISIBLE);
Animator anim = ViewAnimationUtils.createCircularReveal(layoutButtons, x, y, startRadius, endRadius);
anim.setInterpolator(new AccelerateDecelerateInterpolator());
anim.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animator) {
}
#Override
public void onAnimationEnd(Animator animator) {
layoutButtons.setVisibility(View.GONE);
}
#Override
public void onAnimationCancel(Animator animator) {
}
#Override
public void onAnimationRepeat(Animator animator) {
}
});
anim.start();
isOpen = false;
}
}
As far as I can see, you could use FastOutLinearInInterpolator() instead of AccelerateDecelerateInterpolator(), and add anim.setDuration() with animation duration you want.
And set layoutButtons.setVisibility() to View.INVISIBLE like described here in the bottom of the article.
Furthermore, you can rid of from Math.round() when you calculate view x, y coordinates.
It worked great for my case.
Here is my example code

How to playSequentially a list of AnimatorSet?

I'm trying to make an animation of an imageview that revolves around a circle shape.
Here is the currrent code who works but without repeating the animation with different values:
public void runAnimation(){
ImageView worldView=findViewById(R.id.imageView);
int radius=worldView.getHeight()*30/70;
int centerx = worldView.getLeft()+radius;
int centery = worldView.getTop()+radius;
//List<Animator> myList = new ArrayList<>();
for (int i=0;i<360;i++) {
/*---I calculate the points of the circle---*/
int angle= (int) ((i * 2 * Math.PI) / 360);
int x= (int) (centerx+(radius*Math.cos(angle)));
int y= (int) (centery+(radius*Math.sin(angle)));
/*---Here carView is the ImageView that need to turn around the worldView---*/
ObjectAnimator animatorX =ObjectAnimator.ofFloat(carView, "x",x);
ObjectAnimator animatorY =ObjectAnimator.ofFloat(carView, "y",y);
ObjectAnimator animatorR =ObjectAnimator.ofFloat(carView, "rotation", i);
animatorX.setDuration(500);
animatorY.setDuration(500);
animatorR.setDuration(500);
AnimatorSet animatorSet=new AnimatorSet();
animatorSet.playTogether(animatorX,animatorY,animatorR);
animatorSet.start();
//myList.add(animatorSet);
}
//AnimatorSet animatorSet=new AnimatorSet();
//animatorSet.playSequentially(myList);
}
The commentary ("//") are here to illustrate what I want to create.
Thank in advance for your help.
You can add a listener to each AnimatorSet by using addListener(Animator.AnimatorListener listener).
for (int i=0;i<360;i++) {
// ...skipped some lines here...
AnimatorSet animatorSet=new AnimatorSet();
animatorSet.playTogether(animatorX,animatorY,animatorR);
myList.add(animatorSet);
animatorSet.addListener(myListener);
}
where myListener is defined as follows:
private Animator.AnimatorListener myListener = new Animator.AnimatorListener(){
#Override
public void onAnimationStart(Animator animation){
// no op
}
#Override
public void onAnimationRepeat(Animator animation){
// no op
}
#Override
public void onAnimationCancel(Animator animation){
// no op
}
#Override
public void onAnimationEnd(Animator animation){
startNextAnimation();
}
};
In addition to that, you need some variable private int counter; to iterate over the list.
Before starting the first animation, you set it to zero:
counter = 0;
myList.get(0).start();
To start the next animation (if there is one left):
private void startNextAnimation(){
counter++;
if(counter == myList.size()){
return;
}
myList.get(counter).start();
}

Gradually fade out a custom, map marker

I'm trying to gradually fade out a custom Google map marker.
I've seen all the posts that say to just use the drop in code from the DevBytes video and replace the setPosition with setAlpha, which is what I have attempted to do.
The problem is that whatever I do, my icon just goes white for the duration of the handler and then transparent upon completion, instead of gradually fading to complete transparency.
gMap.setOnMarkerClickListener(new GoogleMap.OnMarkerClickListener() {
#Override
public boolean onMarkerClick(final com.google.android.gms.maps.model.Marker marker) {
if (marker.equals(myLocationMarker)) {
final long duration = 1000;
final int alpha = 100;
final long start = SystemClock.uptimeMillis();
final Handler handler = new Handler();
final Interpolator interpolator = new LinearInterpolator();
handler.post(new Runnable() {
#Override
public void run() {
long elapsed = SystemClock.uptimeMillis() - start;
float t = interpolator.getInterpolation((float) elapsed / duration);
float newAlpha = alpha - (t*100);
if(newAlpha<0)
newAlpha = 0;
int finalAlpha = (int)Math.ceil(newAlpha);
System.out.println("time = "+t);
System.out.println("newAlpha = "+newAlpha);
System.out.println("finalAlpha = "+finalAlpha);
marker.setAlpha(finalAlpha);
if (t < 1.0)
handler.postDelayed(this, 10);
}
});
return true;
}
});
I tried using ValueAnimator and it worked:
ValueAnimator ani = ValueAnimator.ofFloat(1, 0); //change for (0,1) if you want a fade in
ani.setDuration(5000);
ani.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
marker.setAlpha((float) animation.getAnimatedValue());
}
});
ani.start();

Move an ImageView to different a position using animation in Android

I have several ImageViews in a RelativeLayout.
When the user taps any of the ImageViews, I want the ImageView to be moved to a specified location using a subtle animation.
Eg; I have initially set margins for LayoutParams associated with an ImageView as layoutparams1.setMargins(90,70,0,0); and I have then added it to the layout.
When the ImageView is tapped, I'd like its new location to be 200,200, done with animation.
So, is it possible? if yes, then how?
Note that I have both RelativeLayout and all of its child ImageViews created programmatically.
And I'm new to Android development so an elaborative answer is expected.
TranslateAnimation animation = new TranslateAnimation(0, 50, 0, 100);
animation.setDuration(1000);
animation.setFillAfter(false);
animation.setAnimationListener(new MyAnimationListener());
imageView.startAnimation(animation);
UPDATE :
The problem is that the View is actually still in it's old position. So we have to move it when the animation is finished. To detect when the animation is finished we have to create our own animationListener (inside our activity class):
private class MyAnimationListener implements AnimationListener{
#Override
public void onAnimationEnd(Animation animation) {
imageView.clearAnimation();
LayoutParams lp = new LayoutParams(imageView.getWidth(), imageView.getHeight());
lp.setMargins(50, 100, 0, 0);
imageView.setLayoutParams(lp);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationStart(Animation animation) {
}
}
So the onClickEvent will get fired again at it's new place.
The animation will now move it even more down, so you might want to save the x and y in a variable, so that in the onAnimationEnd() you move it not to a fix location.
It is better to use ObjectAnimator which actually moves the ImageView to the new position.
E.g.:
ImageView splash;
#Override
public boolean onTouchEvent(MotionEvent event) {
float tx = event.getX();
float ty = event.getY();
int action = event.getAction();
switch(action) {
case MotionEvent.ACTION_DOWN:
tx = event.getX();
ty = event.getY();
// findViewById(R.id.character).setX(tx-45);
// findViewById(R.id.character).setY(ty-134);
ObjectAnimator animX = ObjectAnimator.ofFloat(splash, "x", tx-45);
ObjectAnimator animY = ObjectAnimator.ofFloat(splash, "y", ty-134);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.playTogether(animX, animY);
animSetXY.start();
break;
default:
}
return true;
}
you can use this code
imageView.animate().x(80).y(212).setDuration(300);
or
for soft animation you can use this library
https://github.com/wirecube/android_additive_animations
In below code I am adding a image view in center on frame layout dynamically. After add I am increase scaling and set alpha to give zoom effect and after complete animation I am just translate my image view one position to another position.
Add image view on framelayout
imgHeart = new ImageView(getBaseContext());
imgHeart.setId(R.id.heartImage);
imgHeart.setImageResource(R.drawable.material_heart_fill_icon);
imgHeart.setLayoutParams(new FrameLayout.LayoutParams(50, 50, Gravity.CENTER));
mainFrameLaout.addView(imgHeart);
Add animation on image view
imgHeart.animate()
.scaleXBy(6)
.scaleYBy(6)
.setDuration(700)
.alpha(2)
.setListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {
}
#Override
public void onAnimationEnd(Animator animation) {
imgHeart.animate()
.scaleXBy(-6f).scaleYBy(-6f)
.alpha(.1f)
.translationX((heigthAndWidth[0] / 2) - minusWidth)
.translationY(-((heigthAndWidth[1] / 2) - minusHeight))
.setDuration(1000)
.setListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {
}
#Override
public void onAnimationEnd(Animator animation) {
// remove image view from framlayout
}
#Override
public void onAnimationCancel(Animator animation) {
}
#Override
public void onAnimationRepeat(Animator animation) {
}
}).start();
}
#Override
public void onAnimationCancel(Animator animation) {
}
#Override
public void onAnimationRepeat(Animator animation) {
}
}).start();
you can use this code :)
private void animeView(View imageView){
Handler handler = new Handler();
final int[] deltaX = {50};
final int[] deltaRotation = {45};
handler.postDelayed(new Runnable() {
#Override
public void run() {
imageView.animate().translationX(deltaX[0])
.rotation(deltaRotation[0]).setDuration(1000) ;
deltaX[0] *=-1 ;
deltaRotation[0] *=-1 ;
handler.postDelayed(this , 1000);
}
},1000);
}

Animate view added on WindowManager

I have a view (customView) added to the WindowManager.
WindowManager mWm = (WindowManager)activity.getApplicationContext().getSystemService(Context.WINDOW_SERVICE);
WindowManager.LayoutParams(WindowManager.LayoutParams.FILL_PARENT, 0, PixelFormat.TRANSPARENT);
mWl.dimAmount = 0.0f;
mWm.addView(customView, mWl);
Inside the custom view, I will call a translate animation when close button is pressed.
//// This is the handler for the animation ////
final Handler translateHandler = new Handler();
final Runnable mtranslateUp = new Runnable() {
public void run() {
Log.v("TEST","mtranslateUp Runnable");
startAnimation(translateUp);
}
};
//// This is the listener for the close button////
View.OnClickListener closeButtonListener = new View.OnClickListener() {
public void onClick(View v) {
translateHandler.post(mtranslateUp);
}
};
//// This is the translate up animation ////
translateUp = new TranslateAnimation(0,0,0,-200);
translateUp.setFillAfter(true);
translateUp.setDuration(1000);
translateUp.setAnimationListener(new AnimationListener(){
#Override
public void onAnimationEnd(Animation animation) {
Log.v("TEST","translateUp onAnimationEnd");
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationStart(Animation animation) {
Log.v("TEST","translateUp onAnimationStart");
}}
);
If the customView is added to an activity, these code works fine!
When the customView is added to a WindowManager, the Log inside the onAnimationStart didn't show but the Log inside the Runnable can be shown.
Can anybody tells how to do animation on a view that is added to the WindowManager?
You should animate the view LayoutParameters. For example I use a method to update the view layout:
public void updateViewLayout(View view, Integer x, Integer y, Integer w, Integer h){
if (view!=null) {
WindowManager.LayoutParams lp = (WindowManager.LayoutParams) view.getLayoutParams();
if(x != null)lp.x=x;
if(y != null)lp.y=y;
if(w != null && w>0)lp.width=w;
if(h != null && h>0)lp.height=h;
mWindowService.updateViewLayout(view, lp);
}
}
Obviously mWindowService is context.getSystemService(Context.WINDOW_SERVICE).
I trigger this method in the animation:
public static void overlayAnimation(final View view2animate, int viewX, int endX) {
ValueAnimator translateLeft = ValueAnimator.ofInt(viewX, endX);
translateLeft.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
int val = (Integer) valueAnimator.getAnimatedValue();
updateViewLayout(view2animate, val, null, null, null);
}
});
translateLeft.setDuration(ANIMATION_DURATION);
translateLeft.start();
}
I was facing similar problem with a View attached to WindowManager.Try adding ViewGroup to WindoManager than View directly. It should work.
windowManager need a animation by android system. so the custom animation will not work
I had a problem.
When i use updateViewLayout in onAnimationUpdate, and i set the LayoutParams's width, the animation has dropped frames.
But i set the LayoutParams's x or y, the animation is ok.
like the below code:
mViewWidth = 800;
mViewHeight = 800;
final int oldX = mFloatWindowParams.x;
final int oldWidth = mFloatWindowParams.width;
final int oldHeight = mFloatWindowParams.height;
final int deltaWidth = mViewWidth - oldWidth;
final int deltaHeight = mViewHeight - oldHeight;
final boolean isWidthLarger = deltaWidth > deltaHeight;
int first = isWidthLarger ? oldWidth : oldHeight;
int end = isWidthLarger ? mViewWidth : mViewHeight;
ValueAnimator va = ValueAnimator.ofInt(first, end);
va.setDuration(1000);
va.setInterpolator(new LinearInterpolator());
va.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
public void onAnimationUpdate(ValueAnimator animation) {
int value = (Integer) animation.getAnimatedValue();
float fraction = animation.getAnimatedFraction();
Log.i("onAnimationUpdate", value + "");
if (isWidthLarger) {
mFloatWindowParams.width = value;
mFloatWindowParams.height = oldHeight + (int) (deltaHeight * fraction);
} else {
mFloatWindowParams.width = oldWidth + (int) (deltaWidth * fraction);
mFloatWindowParams.height = value;
}
mFloatWindowParams.x = oldX - (int) (deltaWidth * fraction);
mWindowManager.updateViewLayout(mRootView, mFloatWindowParams);
}
});
va.start();

Categories

Resources