I am working at a flashlight app with stroboscope , at this moment the app is working, the flash is working with a button, and the frequency of the strobe is being incresed with the help of a seekbar.
The problem is that if the flash is on and i drag to the right on the seekbar to start and increse feqency of the strobe effect, but if I turn off the flash and drag on the seekbar at a certain point greaten than 0 and turn on the flash the strobe effect it works, but still when is on it will just not update and increase the freqency, and i have to turn off and onn again flashlight to change the freqency or to stop the strobe effect (of course when the flash is off move the seekBar).
Can you help me and make me understand why it does not update with the flash on, plesase! I would be grateful !
Thanks!
Here is the code :
SeekBar
SeekBar sbar = (SeekBar) findViewById(R.id.seekBar2);
sbar.setOnSeekBarChangeListener(new SeekBar.OnSeekBarChangeListener() {
#Override
public void onProgressChanged(SeekBar seekBar, int progress, boolean fromUser) {
freq = progress;
}
public void onStartTrackingTouch(SeekBar seekBar) {
}
#Override
public void onStopTrackingTouch(SeekBar seekBar) {
}
});
}
StroboRunner
private class StroboRunner implements Runnable{
int freq;
boolean stopRunning = false;
volatile int delay = 100;
volatile int delayoff = 200;
#Override
public void run() {
Camera.Parameters paramsOn = camera.getParameters();
Camera.Parameters paramsOff = parameter;
paramsOn.setFlashMode(Parameters.FLASH_MODE_TORCH);
paramsOff.setFlashMode(Parameters.FLASH_MODE_OFF);
try{
while(!stopRunning) {
MainActivity.this.camera.setParameters(paramsOn);
MainActivity.this.camera.startPreview();
Thread.sleep(delay - freq);
// We make the thread sleeping
MainActivity.this.camera.setParameters(paramsOff);
MainActivity.this.camera.startPreview();
Thread.sleep(delayoff-freq);
}
} catch (Exception e){
}
}
}
Also for on and off of the flashlight I am using
private boolean turnOnOff(boolean on) {
if (on) {
if (freq != 0) {
SunetON();
isFlashLightOn = true;
sr = new StroboRunner();
sr.freq = freq;
t = new Thread(sr);
t.start();
return on;
}
else
parameter.setFlashMode(Camera.Parameters.FLASH_MODE_TORCH);
SunetON();
}
if (!on) {
if (t != null) {
SunetOff();
sr.stopRunning = true;
isFlashLightOff = true;
t = null;
return on;
}
else
parameter.setFlashMode(Camera.Parameters.FLASH_MODE_OFF);
SunetOff();
}
camera.setParameters(parameter);
camera.startPreview();
return on;
}
the onClickListener
flashLight.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
isChecked = !isChecked;
if (isChecked)
flashLight.setImageResource(R.drawable.on);
else
flashLight.setImageResource(R.drawable.off);
turnOnOff(isChecked);
}
});
EDIT: Nevermind, bad if/else formatting -- turnOnOff was already outside
A good place to start is to move turnOnOff(isChecked) outside of your else statement.
flashLight.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
isChecked = !isChecked;
if (isChecked)
flashLight.setImageResource(R.drawable.on);
else
flashLight.setImageResource(R.drawable.off);
}
turnOnOff(isChecked);
});
Related
I have done a game in Android Studio with the goal of avoiding falling objects.
Generally the app is running good, but for some reason when i get to the game over screen and press an edittext to add highscore the game experience a lot of stutter and lag (with the keyboard und keypresses).
I have already called finish() (which can be seen in "FishView") on my main activity so I don't understand how it can be so slow on the game over screen, as it shouldn't have to worry about anything but the game over screen once it's there and the game over screen is very simple.
I'm having a hard time locating where the problem comes from, hence why I'm asking for help here.
Here is some code that I hope is sufficent for locating the problem:
MainActivity (deals with animation, level increase, spawn objects and interaction between objects and rules)
public class MainActivity extends AppCompatActivity implements GarbageListener {
//global variable of FishView
private FishView gameView;
//handle animation task
private final Handler handler = new Handler();
//global variable of screen
private RelativeLayout screen;
//time before level update
private int levelChangeTime = 3; //initialize small garbage in X seconds
private int spawnBossGarbage = 25; //initialize big garbage in X seconds
private int spawnHeart = 40; //initialize heart in X seconds
//pause variables
private Button pauseButton;
private boolean pauseFlag = false;
//left and right button
private Button leftButton;
private Button rightButton;
//List of small garbage on screen
private final List<SmallGarbage> smallGarbages = new ArrayList<>();
//List of big garbage on screen
private List<BigGarbage> bigGarbages = new ArrayList<>();
//List of heart on screen
private List<LifePoint> lifePoints = new ArrayList<>();
//create timer for animation and level increase
private Timer mainTimer;
//create timer fro holding left or right
private Timer movingLeft;
private Timer movingRight;
private final boolean buttonIsPressed = false; //so players can't hold both buttons down
private final int holdMovementPeriod = 9;
//keep track of song
public static Intent themeSong;
//keep track of how far we are in the song, serviceStop() deletes everything in service ThemeSong so variable must be saved elsewhere
public static int lengthOfSong = 0;
public static boolean backButtonPressed = false; //check if backButton was pressed in service ThemeSong oonDestroy() since that's the last thing that is run
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
themeSong=new Intent(this, ThemeSong.class);
startService(themeSong); //OR stopService(svc);
leftButton = findViewById(R.id.leftArrow);
rightButton = findViewById(R.id.rightArrow);
screen = findViewById(R.id.gameScreen);
gameView = new FishView(this);
screen.addView(gameView);
pauseButton = findViewById(R.id.pauseButton);
mainTimer = new Timer();
createNewAnimationTask();
createNewLevelTask();
//create listeners fo holding left or right button
findViewById(R.id.leftArrow).setOnTouchListener(new View.OnTouchListener() {
#SuppressLint("ClickableViewAccessibility")
#Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
holdLeft();
rightButton.setEnabled(false);}
if (event.getAction() == MotionEvent.ACTION_UP) {
rightButton.setEnabled(true);
if (movingLeft!=null){
movingLeft.cancel();
}}
return false;}
});
findViewById(R.id.rightArrow).setOnTouchListener(new View.OnTouchListener() {
#SuppressLint("ClickableViewAccessibility")
#Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
holdRight();
leftButton.setEnabled(false);}
if (event.getAction() == MotionEvent.ACTION_UP) {
leftButton.setEnabled(true);
if (movingRight!=null){
movingRight.cancel();}}
return false;}
});
}
public void moveLeft(#SuppressWarnings("unused") View v){
if (buttonIsPressed){return;}
gameView.setLeftPressed(true);
gameView.leftFishAnimation();//before running the animations we first set which fish animations to run (left or right)
gameView.invalidate();
}
public void moveRight(#SuppressWarnings("unused") View view) {
if (buttonIsPressed){return;}
gameView.setRightPressed(true);
gameView.rightFishAnimation();
gameView.invalidate();
}
public void pauseGame(View v){
String resume = "Resume";
String pause = "Pause";
if (!pauseFlag){
stopService(themeSong); //turn of music
pauseFlag = true;
pauseButton.setText(resume);
pauseButton.setBackgroundResource(R.drawable.roundbuttonred);
//disable animation and level tasks
mainTimer.cancel();
//disable all falling garbage on screen
for (SmallGarbage smallGarbage : smallGarbages) {smallGarbage.disableGarbageTimer();}
for (BigGarbage bigGarbage : bigGarbages) {bigGarbage.disableGarbageTimer();}
for (LifePoint lifePoint : lifePoints) {lifePoint.disableGarbageTimer();}
//disable buttons
leftButton.setEnabled(false);
rightButton.setEnabled(false);
}
else{
startService(themeSong); //start music
pauseFlag=false;
pauseButton.setText(pause);
leftButton.setEnabled(true);
rightButton.setEnabled(true);
pauseButton.setBackgroundResource(R.drawable.roundbuttonblue);
//resume falling garbage
for (SmallGarbage smallGarbage : smallGarbages) {smallGarbage.startFallingGarbage();}
for (BigGarbage bigGarbage : bigGarbages) {bigGarbage.startFallingGarbage();}
for (LifePoint lifePoint : lifePoints) {lifePoint.startFallingGarbage();}
//resume animation and level increase
mainTimer = new Timer();
createNewAnimationTask();
createNewLevelTask();
}
}
private void createNewAnimationTask(){
TimerTask newAnimationTask = new TimerTask() {
#Override
public void run() {
handler.post(new Runnable() {
#Override
public void run() {
//here we set the animation
int selectedFish = gameView.getSelectedFish();
selectedFish ++;
if (selectedFish==2){
selectedFish = 0;}
gameView.setSelectedFish(selectedFish);
//update screen
gameView.invalidate();
}
});
}
};
long animationPeriod = 600;
mainTimer.scheduleAtFixedRate(newAnimationTask, 0, animationPeriod);
}
private void createNewLevelTask(){
TimerTask levelCountDown = new TimerTask(){
#Override
public void run() {
levelChangeTime--;
spawnBossGarbage--;
spawnHeart--;
if (levelChangeTime==0 || spawnBossGarbage == 0 || spawnHeart == 0){
//move task that updates the UI onto the main thread
runOnUiThread(new Runnable() { //this tells the program to run this on the UI(aka main) thread, we could also call on new Thread if wanted to start new thread
#Override
public void run() {
if (levelChangeTime==0){generateNewGarbage("smallGarbage");}
if (spawnBossGarbage==0){generateNewGarbage("bigGarbage");}
if (spawnHeart==0){generateNewGarbage("lifePoint");}// when this is added we can't lose life?
}
});
}
}
};
mainTimer.scheduleAtFixedRate(levelCountDown,0,1000);
}
private void holdLeft(){
movingLeft = new Timer();
final View v = new View(this); //create view so moveLeft() can called
TimerTask holdLeftTask = new TimerTask(){
#Override
public void run() {
handler.post(new Runnable() {
#Override
public void run() {
moveLeft(v);
}
});
}};
movingLeft.scheduleAtFixedRate(holdLeftTask,0,holdMovementPeriod);
}
private void holdRight(){
movingRight = new Timer();
final View v = new View(this);
TimerTask holdRightTask = new TimerTask(){
#Override
public void run() {
handler.post(new Runnable() {
#Override
public void run() {
moveRight(v);
}
});
}};
movingRight.scheduleAtFixedRate(holdRightTask,0,holdMovementPeriod);
}
private void generateNewGarbage(String garbage){
switch (garbage){
case "bigGarbage":
spawnBossGarbage = 40; //time to next spawn
BigGarbage newBigGarbage = new BigGarbage(MainActivity.this);
newBigGarbage.setListener(MainActivity.this);
bigGarbages.add(newBigGarbage);
screen.addView(newBigGarbage);
break;
case "smallGarbage":
levelChangeTime = new Random().nextInt(20)+3; //set seconds between 3 and 20 at random
//this create SmallGarbage and initialize its task
SmallGarbage newGarbage = new SmallGarbage(MainActivity.this);
newGarbage.setListener(MainActivity.this); // set listener for garbage
smallGarbages.add(newGarbage);
screen.addView(newGarbage);
break;
case "lifePoint":
spawnHeart=30; //time to next spawn
//this create SmallGarbage and initialize its task
LifePoint newLifePoint = new LifePoint(MainActivity.this);
newLifePoint.setListener(MainActivity.this); // set listener for garbage
lifePoints.add(newLifePoint);
screen.addView(newLifePoint);
break;
}
}
//here starts the GarbageListener
#Override
public void handleAvoidedGarbage(String avoidedGarbage) {
gameView.avoidedGarbage(avoidedGarbage);
}
#Override
public boolean handleHitPlayer(int x, int y, String garbageType) {
return gameView.hitWasteChecker(x,y, garbageType);
}
#Override
public void handleLoseLife() {
gameView.loseLife();
}
//empty lives on screen, once they have landed or hit player
#Override
public void emptyLifePointList(){
lifePoints.clear();
lifePoints = new ArrayList<>();
}
//empty big garbage on screen, once they have landed or hit player
#Override
public void emptyBigGarbageList(){
bigGarbages.clear();
bigGarbages = new ArrayList<>();
}
//saving and setting length of played song
public static int getLengthOfSong() {
return lengthOfSong;
}
public static void setLengthOfSong(int lengthOfSong) {
MainActivity.lengthOfSong = lengthOfSong;
}
//onStop runs AFTER onBackPressed(), so lengthOfSong must be reset there
#Override
public void onBackPressed() {
super.onBackPressed();
backButtonPressed = true;
}
public static boolean isBackButtonPressed() {
return backButtonPressed;
}
public static void setBackButtonPressed(boolean backButtonPressed) {
MainActivity.backButtonPressed = backButtonPressed;
}
//this runs whenever the app is closed
#Override
protected void onStop(){
super.onStop();
//stop music
stopService(themeSong);
setLengthOfSong(0);
//pause game, this will also reset sound upon start
final View v = new View(this);
pauseFlag = false;
pauseGame(v);
}
}
FishView (deals with creating the player, rules and HANDELING the starting the game over screen)
public class FishView extends View {
private final Bitmap[] fish = new Bitmap[3];
private final Bitmap gameBackground;
private final Bitmap[] lifePoints = new Bitmap[2];
private int selectedFish;
private final Paint scorePaint = new Paint();
private int score, fishLives;
private static final int fishY = 1200;
private int fishX = 400;
private int speedX = 0;
private boolean leftPressed = false;
private boolean rightPressed = false;
public FishView(Context context) {
super(context);
//set background
gameBackground = BitmapFactory.decodeResource(getResources(),R.drawable.underwater);
//set default/start fish animations
leftFishAnimation();
//set selected fish animation to default start on 0
selectedFish = 0;
//set life points
lifePoints[1] = BitmapFactory.decodeResource(getResources(),R.drawable.lifepoint);
lifePoints[0] = BitmapFactory.decodeResource(getResources(),R.drawable.deadlife);
//set score
scorePaint.setColor(Color.WHITE);
scorePaint.setTextSize(80);
// scorePaint.setTypeface(Typeface.defaultFromStyle(Typeface.BOLD)); //??
scorePaint.setAntiAlias(true); //(graphic improvement) this removes the staircase effect aka make smoother
scorePaint.setTypeface(Typeface.SERIF);
score = 0;
//set fish lives
fishLives = 3;
}
//in a View, the onDraw method is called whenever:
//the view is initially drawn or whenever invalidate() is called on the view
//in our case we call on the constructor which initially the View
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//should maybe be canvas.getWidth() here
int canvasWidth=getWidth();
//set game boundaries
int minFishX = 0; //should not be able to go of screen (to the left)
int maxFishX = canvasWidth-fish[0].getWidth(); //furthers you can go to the right (to the right)
//check boundaries
if (fishX < minFishX) {
fishX = minFishX;
}
if (fishX > maxFishX) {
fishX = maxFishX;
}
//set position dependent on speed
fishX += speedX;
//draw background
canvas.drawBitmap(gameBackground, 0, 0, null);
//this draws the bitmap we decoded from the image
if (leftPressed){
speedX -= 15;
}
else if (rightPressed){
speedX += 15;
}
if (speedX != 0){
while (speedX != 0){
if (leftPressed){
fishX -= 1;
speedX += 1;
canvas.drawBitmap(fish[selectedFish],fishX,fishY,null);
invalidate();
}
else if (rightPressed){
fishX += 1;
speedX -= 1;
canvas.drawBitmap(fish[selectedFish],fishX,fishY,null);
invalidate();
}
}}
else{ //if nothing happens when we stay here
canvas.drawBitmap(fish[selectedFish],fishX,fishY, null);
}
leftPressed=false;
rightPressed=false;
//draw score
canvas.drawText("Score: " + score, 20 , 90, scorePaint);
//draw life points and life point we have lost
for (int lives = 0; lives < 3 ; lives++) {
int lifeX = 650 + 140*lives;
int lifeY = 10;
if (lives < fishLives){
canvas.drawBitmap(lifePoints[1],lifeX,lifeY,null);
}
else{
canvas.drawBitmap(lifePoints[0],lifeX,lifeY,null);
}
}
}
public boolean hitWasteChecker(int x, int y, String garbageType){
switch (garbageType){
//define hit boxes
//first check is how far above, second how much underneath, third how much to the left, and fourth how much to the right
case "smallGarbage":
return fishY <= y + 80 && fishY + fish[selectedFish].getHeight() >= y + 75 && fishX <= x + 75 && x + 20 <= (fishX + fish[selectedFish].getWidth());
case "bigGarbage":
return fishY <= y + 170 && fishY + fish[selectedFish].getHeight() >= y + 75 && fishX <= x + 180 && x + 20 <= (fishX + fish[selectedFish].getWidth());
case "lifePoint":
if (fishY <= y + 25 && fishY + fish[selectedFish].getHeight() >= y + 60 && fishX <= x + 110 && x + 35 <= (fishX + fish[selectedFish].getWidth())){
if (fishLives<3){fishLives++;
return true;} //if not full life gain a life
if (fishLives==3){score+=40; //if already full life then gain 40 points
return true;}}
return false;
default:
return false;
}}
public void loseLife(){
fishLives--;
if (fishLives<=0){
//stop theme song from playing
getContext().stopService(MainActivity.themeSong);
//through these lines a new Activity can be created from a View
Intent gameOverIntent = new Intent(getContext(), GameOverActivity.class);
gameOverIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK); //not possible to go back from game over screen
gameOverIntent.putExtra("final score", score); // send data to game over activity
getContext().startActivity(gameOverIntent);
((MainActivity) getContext()).overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out);
((MainActivity) getContext()).finish(); //TIMERS is till running
}
}
public void leftFishAnimation(){
fish[0] = BitmapFactory.decodeResource(getResources(),R.drawable.leftfish1);
fish[1] = BitmapFactory.decodeResource(getResources(),R.drawable.leftfish2);
}
public void rightFishAnimation(){
fish[0] = BitmapFactory.decodeResource(getResources(),R.drawable.rightfish1);
fish[1] = BitmapFactory.decodeResource(getResources(),R.drawable.rightfish2);
}
public void setLeftPressed(boolean leftPressed) {
this.leftPressed = leftPressed;
}
public void setRightPressed(boolean rightPressed) {
this.rightPressed = rightPressed;
}
public int getSelectedFish() {
return selectedFish;
}
public void setSelectedFish(int selectedFish) {
this.selectedFish = selectedFish;
}
public void avoidedGarbage(String avoidedGarbage){
switch (avoidedGarbage){
case "smallGarbage":
score += 10;
break;
case "bigGarbage":
score += 25;
break;
}
}
}
GameOver: (display the game over screen)
public class GameOverActivity extends AppCompatActivity {
//create instance of database
private DatabaseHelper db;
private EditText usernameInput;
private int score;
private MediaPlayer gameOverSound;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_game_over);
score = Objects.requireNonNull(getIntent().getExtras()).getInt("final score");
usernameInput = findViewById(R.id.addUsername);
db = new DatabaseHelper(this);
//easier way of doing it
gameOverSound = MediaPlayer.create(this, R.raw.gameoversound);
gameOverSound.setVolume(0.2f,0.2f);
gameOverSound.start();
String yourFinalScore = "Your final score: " + score;
TextView finalScore = findViewById(R.id.finalScore);
finalScore.setText(yourFinalScore);
}
public void restartGame(View v){
Intent restartIntent = new Intent(this, MainActivity.class);
restartIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK); //so we can't go back to game over
startActivity(restartIntent);
overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out); //transition between activities
finish(); //end this activity, MainActivity is already ended so can't only call on finish here to go back
}
public void backToStartMenu(View view) {
Intent startMenuIntent = new Intent(this, MenuActivity.class);
startActivity(startMenuIntent);
overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out);
finish(); //end this activity
}
public void addHighscore(View view) {
String writtenUsername = usernameInput.getText().toString();
if (!writtenUsername.equals("") && score != 0){
//insert writtenUsername and score into database
boolean insertedData = db.insertData(writtenUsername, score);
if (insertedData){
Toast.makeText(this, "Highscore was added", Toast.LENGTH_SHORT).show();
Intent startMenuIntent = new Intent(this, MenuActivity.class);
startActivity(startMenuIntent);
overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out);
finish();}
else{
Toast.makeText(this, "Highscore couldn't be added", Toast.LENGTH_SHORT).show();
}
}
}
//this runs whenever the app is closed, mobile arrow is pressed or we switch activity
#Override
protected void onStop(){
super.onStop();
gameOverSound.stop();
gameOverSound.release(); //solve error: if run twice the app will close because we cant release it twice
}
//if pressed mobile back button go back to start menu
#Override
public void onBackPressed() {
super.onBackPressed();
View v = new View(this);
backToStartMenu(v);
}
}
What I find weird about this problem is that the MainActivity, with the player animation and all the falling view objects, runs fine. However, something as small as the game over screen is lagging. This leaves me to believe that I somehow don't quit my Activities as I should which leads to the main thread not being able to handel it. Anyways thank you for your time! :)
Update:
I checked it and it seems to be some real problem with the transition from MainActivity to GameOver. Using Android help -> find-action -> profiler,
I was able to see that the memory useage was about 110 MB while in MainActivity and as soon as I got to the game over screen it went all the way up to 400 MB. But still I'm not able to locate why it occurs.
I figured it out. The problem was the sharp background image that I was using in my GameOver screen, apparently it was too much for the game too handle. So if you have any similar problem try changing the images and backgrounds on the screen.
I wrote a little STT-functionality, with a floating button that is pulsating after being clicked on to notify that the app is listening. This works quite well so far with the one annoying behavior that my floating button does not return to its original size in some cases.
The animation increases and decreases the size of the button, and I guess it gets stuck in the increased state, hence the randomness of this behavior. I just can't figure out how to catch that and set the size to the original one.
Action Listener of my Button:
private View.OnTouchListener setVoiceButtonOnClick()
{
return new View.OnTouchListener()
{
#Override
public boolean onTouch(View v, MotionEvent event)
{
if (event.getAction() == MotionEvent.ACTION_DOWN)
{
if(!voiceButton.isInitialized())
voiceButton.initAnimationValues();
voiceButton.setPressed(true);
listen();
}
return true;
}
};
}
My Button extends FloatingActionButton, and does the following:
public class FloatingVoiceButton extends FloatingActionButton
{
public static final float DEFAULT_ANIMATION_FACTOR = 1.2f;
private boolean isInitialized = false;
private int originalHeight;
private int originalWidth;
private boolean isAnimationRunning;
private ObjectAnimator animator;
public FloatingVoiceButton(Context context)
{
super(context);
}
public void initAnimationValues()
{
isInitialized = true;
isAnimationRunning = false;
originalHeight = getMeasuredHeight();
originalWidth = getMeasuredWidth();
animator = ObjectAnimator.ofPropertyValuesHolder(
this,
PropertyValuesHolder.ofFloat("scaleX", DEFAULT_ANIMATION_FACTOR),
PropertyValuesHolder.ofFloat("scaleY", DEFAULT_ANIMATION_FACTOR));
animator.setDuration(200);
animator.setRepeatCount(ObjectAnimator.INFINITE);
animator.setRepeatMode(ObjectAnimator.REVERSE);
}
public boolean isInitialized()
{
return isInitialized;
}
public void resetButtonSize()
{
setMeasuredDimension(originalWidth, originalHeight);
}
public boolean isAnimationRunning()
{
return isAnimationRunning;
}
public void animate(boolean doAnimation)
{
isAnimationRunning = doAnimation;
if(doAnimation)
animator.start();
else
{
animator.end();
setPressed(false);
resetButtonSize();
//destroyDrawingCache(); tried these without success
//postInvalidate();
}
}
}
Finally I am controlling the button the start and end of the animation with my RecognitionListener:
public class InputVoiceRecognitionListener implements RecognitionListener
{
private EditText targetEditText;
private String originalContent;
private final String DELIMITER = "\n\n";
private FloatingVoiceButton button;
public InputVoiceRecognitionListener(EditText editText, FloatingVoiceButton button)
{
targetEditText = editText;
originalContent = editText.getText().toString();
this.button = button;
}
#Override
public void onReadyForSpeech(Bundle params)
{
button.animate(true);
}
#Override
public void onBeginningOfSpeech()
{
originalContent = targetEditText.getText().toString();
}
#Override
public void onRmsChanged(float rmsdB)
{}
#Override
public void onBufferReceived(byte[] buffer)
{}
#Override
public void onEndOfSpeech()
{
if(button.isAnimationRunning())
button.animate(false);
}
#Override
public void onError(int error)
{
if(button.isAnimationRunning())
button.animate(false);
}
#Override
public void onResults(Bundle results)
{
setRecognizedText(results.getStringArrayList(SpeechRecognizer.RESULTS_RECOGNITION));
}
#Override
public void onPartialResults(Bundle partialResults)
{
setRecognizedText(partialResults.getStringArrayList(SpeechRecognizer.RESULTS_RECOGNITION));
}
#Override
public void onEvent(int eventType, Bundle params)
{
}
private void setRecognizedText(ArrayList<String> matches)
{
String result = "";
if(matches != null)
result = matches.get(0);
if((originalContent.trim()).length() > 0)
{
if(!originalContent.endsWith("\n\n"))
result = originalContent + DELIMITER + result;
else result = originalContent + result;
}
targetEditText.setText(result);
targetEditText.setSelection(result.length());
}
}
EDIT
This did it for me:
resettingAnimator = ObjectAnimator.ofPropertyValuesHolder(
this,
PropertyValuesHolder.ofFloat("scaleX", 1.0f),
PropertyValuesHolder.ofFloat("scaleY", 1.0f));
resettingAnimator.setDuration(0);
resettingAnimator.setRepeatCount(1);
and calling resettingAnimator.start(); when I finish my main animation.
Simple solution to this problem is that you define another animation after stopping your repeating one.
I just can't figure out how to catch that and set the size to the original one.
You, that is View, does know what is the "original" size, its the size of the scale factor 1f. So after stopping repeating animation just make another animations to set scale to 1f
PropertyValuesHolder.ofFloat("scaleX", 1f)
PropertyValuesHolder.ofFloat("scaleY", 1f))
This animation will run always, but will not be visible if your button is already at "normal" size.
With this in mind I would recommend that you use some other flag than isAnimationRunning(), either by some state (ex. selected) of your Fab, or some manually set arbitrary boolean.
I have a custom view that has a blinking cursor. I make the blinking cursor using a Handler and posting a Runnable to it after a 500 milisecond delay.
When the activity that the view is in, I want to stop the blinking by removing the callbacks on the handler. However, I've noticed that when I switch to another app, the handler/runnable keep going, ie, the log says it is still blinking.
If I had control of the view I would just do something like this
#Override
protected void onPause() {
handler.removeCallbacks(runnable);
super.onPause();
}
But my custom view will be part of a library and so I don't have control over the Activities that other developers use my custom view in.
I tried onFocusChanged, onScreenStateChanged, and onDetachedFromWindow but none of these work for when the user switches to another app.
Here is my code. I simplified it by removing anything not pertinent to the problem.
public class MyCustomView extends View {
static final int BLINK = 500;
private Handler mBlinkHandler;
private void init() {
// ...
mBlinkHandler = new Handler();
mTextStorage.setOnChangeListener(new MongolTextStorage.OnChangeListener() {
#Override
public void onTextChanged(/*...*/) {
// ...
startBlinking();
}
});
}
Runnable mBlink = new Runnable() {
#Override
public void run() {
mBlinkHandler.removeCallbacks(mBlink);
if (shouldBlink()) {
// ...
Log.i("TAG", "Still blinking...");
mBlinkHandler.postDelayed(mBlink, BLINK);
}
}
};
private boolean shouldBlink() {
if (!mCursorVisible || !isFocused()) return false;
final int start = getSelectionStart();
if (start < 0) return false;
final int end = getSelectionEnd();
if (end < 0) return false;
return start == end;
}
void startBlinking() {
mBlink.run();
}
void stopBlinking() {
mBlinkHandler.removeCallbacks(mBlink);
}
#Override
protected void onFocusChanged(boolean focused, int direction, Rect previouslyFocusedRect) {
if (focused) {
startBlinking();
} else {
stopBlinking();
}
super.onFocusChanged(focused, direction, previouslyFocusedRect);
}
#Override
public void onScreenStateChanged(int screenState) {
switch (screenState) {
case View.SCREEN_STATE_ON:
startBlinking();
break;
case View.SCREEN_STATE_OFF:
stopBlinking();
break;
}
}
public void onAttachedToWindow() {
super.onAttachedToWindow();
startBlinking();
}
#Override
public void onDetachedFromWindow() {
super.onDetachedFromWindow();
stopBlinking();
}
}
I guess you are starting the thread separately using thread.run(), instead just make a method and call it recursively Something like this:
public void blink(){
mBlinkHandler.postDelayed(mBlink, BLINK);
}
And in the runnable:
Runnable mBlink = new Runnable() {
#Override
public void run() {
mBlinkHandler.removeCallbacks(mBlink);
if (shouldBlink()) {
// ...
Log.i("TAG", "Still blinking...");
blink();
}
}
};
As you are directly starting the thread using run method. So it won't stop by removing callbacks.
Hope this helps.
I solved the problem by following #pskink's advice in the comments and adapted the code from Android 1.6. This may be an old version of Android but the blinking cursor part works well for my purposes. Overriding onWindowFocusChanged was the key.
My full code is on GitHub. Here are the pertinent parts:
public class MyCustomView extends View {
private boolean mCursorVisible = true;
private Blink mBlink;
private long mShowCursor; // cursor blink timing based on system clock
static final int BLINK = 500;
#Override
protected void onFocusChanged(boolean focused, int direction, Rect previouslyFocusedRect) {
mShowCursor = SystemClock.uptimeMillis();
if (focused) {
makeBlink();
}
super.onFocusChanged(focused, direction, previouslyFocusedRect);
}
#Override
protected void onDraw(Canvas canvas) {
int start = getSelectionStart();
int end = getSelectionEnd();
// draw the blinking cursor on top
if (start == end && blinkShouldBeOn()) {
canvas.drawRect(getCursorPath(start), mCursorPaint);
}
}
private boolean blinkShouldBeOn() {
if (!mCursorVisible || !isFocused()) return false;
return (SystemClock.uptimeMillis() - mShowCursor) % (2 * BLINK) < BLINK;
}
private void makeBlink() {
if (!mCursorVisible) {
if (mBlink != null) {
mBlink.removeCallbacks(mBlink);
}
return;
}
if (mBlink == null)
mBlink = new Blink(this);
mBlink.removeCallbacks(mBlink);
mBlink.postAtTime(mBlink, mShowCursor + BLINK);
}
public void setCursorVisible(boolean visible) {
mCursorVisible = visible;
invalidateCursorPath();
if (visible) {
makeBlink();
} else if (mBlink != null) {
mBlink.removeCallbacks(mBlink);
}
}
#Override
public void onWindowFocusChanged(boolean hasWindowFocus) {
super.onWindowFocusChanged(hasWindowFocus);
if (hasWindowFocus) {
if (mBlink != null) {
mBlink.uncancel();
if (isFocused()) {
mShowCursor = SystemClock.uptimeMillis();
makeBlink();
}
}
} else {
if (mBlink != null) {
mBlink.cancel();
}
hideSystemKeyboard();
}
}
private static class Blink extends Handler implements Runnable {
private WeakReference<MongolEditText> mView;
private boolean mCancelled;
Blink(MongolEditText v) {
mView = new WeakReference<>(v);
}
public void run() {
if (mCancelled) {
return;
}
removeCallbacks(Blink.this);
MongolEditText met = mView.get();
if (met != null && met.isFocused()) {
int st = met.getSelectionStart();
int en = met.getSelectionEnd();
if (st == en && st >= 0 && en >= 0) {
if (met.mLayout != null) {
met.invalidateCursorPath();
}
postAtTime(this, SystemClock.uptimeMillis() + BLINK);
}
}
}
void cancel() {
if (!mCancelled) {
removeCallbacks(Blink.this);
mCancelled = true;
}
}
void uncancel() {
mCancelled = false;
}
}
}
I have to set the volume of a video that is contained in a VideoView. I have to use a SeekBar(I already know how to work with SeekBars, I just would like to know how to set the volume of the video).
I also have to use another SeekBar as controll bar.
This is my code:
positionBar = (SeekBar) this.findViewById(R.id.seekBar2);
volumeBar = (SeekBar) this.findViewById(R.id.seekBar);
//getting the max volume and the current volume to set the volume bar
audioManager = (AudioManager) this.getSystemService(Context.AUDIO_SERVICE);
maxVolume = audioManager.getStreamMaxVolume(AudioManager.USE_DEFAULT_STREAM_TYPE);
currentVolume = audioManager.getStreamVolume(AudioManager.USE_DEFAULT_STREAM_TYPE);
volumeBar.setMax(maxVolume);
volumeBar.setProgress(currentVolume);
//putting the video to execute in the video view
videoPlayer.setVideoPath("android.resource://" + getPackageName() + "/" + R.raw.video);
//volume bar listener
volumeBar.setOnSeekBarChangeListener(new SeekBar.OnSeekBarChangeListener() {
#Override
public void onProgressChanged(SeekBar seekBar, int i, boolean b) {
}
#Override
public void onStartTrackingTouch(SeekBar seekBar) {
}
#Override
public void onStopTrackingTouch(SeekBar seekBar) {
}
});
//********************************************************************
//position bar listener
positionBar.setOnSeekBarChangeListener(new SeekBar.OnSeekBarChangeListener() {
#Override
public void onProgressChanged(SeekBar seekBar, int i, boolean b) {
}
#Override
public void onStartTrackingTouch(SeekBar seekBar) {
}
#Override
public void onStopTrackingTouch(SeekBar seekBar) {
}
});
//********************************************************************
//timer to update the position bar during the video execution
//and the volume
new Timer().scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
currentVolume = audioManager.getStreamVolume(AudioManager.USE_DEFAULT_STREAM_TYPE);
volumeBar.setProgress(currentVolume);
}
}, 0 , 500);
//********************************************************************
Check Below Code, To set the volume of the video programatically.
SeekBar volumeBar;
int volumeLevel;
AudioManager audioManager;
ImageView volumnBtn;
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
.....
.....
volumeBar = (SeekBar) findViewById(R.id.volumeBar);
audioManager = (AudioManager) getSystemService(AUDIO_SERVICE);
volumeBar.setMax(audioManager.getStreamMaxVolume(AudioManager.STREAM_MUSIC));
volumeLevel = audioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
volumnBtn = (ImageView) findViewById(R.id.volumnBtn);
if (volumeLevel == 0) {
volumnBtn.setImageDrawable(getResources().getDrawable(R.drawable.volumnMute));
} else {
volumnBtn.setImageDrawable(getResources().getDrawable(R.drawable.volumnHigh));
}
iv_volumn_btn.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
volumeLevel = audioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
volumeBar.setProgress(volumeLevel);
if (volumeBar.getVisibility() == View.GONE) {
volumeBar.setVisibility(View.VISIBLE);
} else {
volumeBar.setVisibility(View.GONE);
}
}
});
volumeBar.setProgress(volumeLevel);
volumeBar.setOnSeekBarChangeListener(new SeekBar.OnSeekBarChangeListener() {
#Override
public void onProgressChanged(SeekBar seekBar, int i, boolean b) {
volumeLevel = i;
if (volumeLevel == 0) {
volumnBtn.setImageDrawable(getResources().getDrawable(R.drawable.volumnMute));
} else {
volumnBtn.setImageDrawable(getResources().getDrawable(R.drawable.volumnHigh));
}
audioManager.setStreamVolume(AudioManager.STREAM_MUSIC, volumeLevel, 0);
}
#Override
public void onStartTrackingTouch(SeekBar seekBar) {
}
#Override
public void onStopTrackingTouch(SeekBar seekBar) {
volumeBar.setVisibility(View.GONE);
if (volumeLevel == 0) {
volumnBtn.setImageDrawable(getResources().getDrawable(R.drawable.volumnMute));
} else {
volumnBtn.setImageDrawable(getResources().getDrawable(R.drawable.volumnHigh));
}
}
});
}
use SeekBar.getProgress() to get value of your seekbar,and then use the value to set volume,in onProgressChanged method.
I am using the GoogleVR package and I have this reticle which works (in the sense that it makes an object I am looking at bigger). The behavior I would like, is to click by looking on object for about three seconds. The object currently has an event trigger, but how can I wait for three seconds and then click?
When you look at the object, the trigger is activated right?
Then when you detect the trigger up just make a function that waits for 3 seconds and and then do what you want.
Dont forget to stop the wait if the user starts looking somewhere else.
I wrote this script a while ago, it works fine with buttons:
[RequireComponent(typeof(Button))]
public class InteractiveItem : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
public Image progressImage; // add an image as child of button and set its image type to Filled. And assign it here.
public bool isEntered = false;
float GazeActivationTime = 3f;
float timeElapsed;
Button _button;
void Start ()
{
_button = GetComponent<Button>();
}
void fillProgress(float value)
{
if (progressImage != null)
{
progressImage.fillAmount = value;
}
}
void Update ()
{
if(isEntered)
{
timeElapsed += Time.deltaTime;
fillProgress(Mathf.Clamp(timeElapsed/GazeActivationTime,0,1));
if(timeElapsed >= GazeActivationTime)
{
timeElapsed = 0;
_button.onClick.Invoke();
fillProgress(0);
isEntered = false;
}
}
else
{
timeElapsed = 0;
}
}
void OnDisable()
{
if (this.enabled)
{
isEntered = false;
fillProgress(0);
}
}
#region IPointerEnterHandler implementation
public void OnPointerEnter (PointerEventData eventData)
{
if (_button.IsInteractable())
{
isEntered = true;
}
}
#endregion
#region IPointerExitHandler implementation
public void OnPointerExit (PointerEventData eventData)
{
if (!_button.IsInteractable())
return;
try
{
isEntered = false;
fillProgress(0);
}
catch (System.Exception ex)
{
Debug.LogError(ex.Message);
}
}
#endregion
#region IPointerClickHandler implementation
public void OnPointerClick (PointerEventData eventData)
{
isEntered = false;
timeElapsed = 0;
fillProgress(0);
}
#endregion
}