I'm trying to make small App. This App have Activity, Custom View Class, and service.
1) Activity ask service for new Data and redraw Custom view
2) Service is listning to Bluetooth device and parse data.
Everything was fine, but I noticed that App is slowing down after 40 mins working.
I made another project remove service and find that it slowing too! So problem is my Customview class, maybe i have memory leaks in service to... but i have problem with drawings 100%.
I found that i have some objects that i'm creating on onDraw() method.. i try to move all thise staff to onSizeChanged() - but get more lags.
And now i need help. I need some example with simple drawings that depends on device width and height (I think my method is wrong - i use proportions of my 'Design' to calculate demetions in px)
By the way i'm using animator which make animations more smooth))
public class Dynamics {
/**
* Used to compare floats, if the difference is smaller than this, they are
* considered equal
*/
private static final float TOLERANCE = 0.01f;
/** The position the dynamics should to be at */
private float targetPosition;
/** The current position of the dynamics */
private float position;
/** The current velocity of the dynamics */
private float velocity;
/** The time the last update happened */
private long lastTime;
/** The amount of springiness that the dynamics has */
private float springiness;
/** The damping that the dynamics has */
private double damping;
public Dynamics(float springiness, float dampingRatio) {
this.springiness = springiness;
this.damping = dampingRatio * 2 * Math.sqrt(springiness);
}
public void setPosition(float position, long now) {
this.position = position;
lastTime = now;
}
public void setVelocity(float velocity, long now) {
this.velocity = velocity;
lastTime = now;
}
public void setTargetPosition(float targetPosition, long now) {
this.targetPosition = targetPosition;
lastTime = now;
}
public void update(long now) {
float dt = Math.min(now - lastTime, 50) / 1000f;
float x = position - targetPosition;
double acceleration = -springiness * x - damping * velocity;
velocity += acceleration * dt;
position += velocity * dt;
lastTime = now;
}
public boolean isAtRest() {
final boolean standingStill = Math.abs(velocity) < TOLERANCE;
final boolean isAtTarget = (targetPosition - position) < TOLERANCE;
return standingStill && isAtTarget;
}
public float getPosition() {
return position;
}
public float getTargetPos() {
return targetPosition;
}
public float getVelocity() {
return velocity;
}
}
In my Custom view i have this to set new data:
public void SetData(int[] NewData2,float[]newDatapoints)
{
this.NewData=NewData2;
long now = AnimationUtils.currentAnimationTimeMillis();
if (datapoints == null || datapoints.length != newDatapoints.length) {
datapoints = new Dynamics[newDatapoints.length];
for (int i = 0; i < newDatapoints.length; i++) {
datapoints[i] = new Dynamics(70f, 0.50f);
datapoints[i].setPosition(newDatapoints[i], now);
datapoints[i].setTargetPosition(newDatapoints[i], now);
}
invalidate();
} else {
for (int i = 0; i < newDatapoints.length; i++) {
datapoints[i].setTargetPosition(newDatapoints[i], now);
}
removeCallbacks(animator);
post(animator);
}
LastData=NewData;
//redraw();
}
Thise is "code" of my custom view, after all changes it's look terible, so i cut 90% of it. And i make some test code insted:
import android.content.Context;
import android.content.res.AssetManager;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.ComposeShader;
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.graphics.Path;
import android.graphics.PorterDuff;
import android.graphics.RadialGradient;
import android.graphics.RectF;
import android.graphics.Shader;
import android.graphics.Typeface;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.util.DisplayMetrics;
import android.view.View;
import android.view.animation.AnimationUtils;
import java.io.IOException;
import java.math.RoundingMode;
import java.text.DecimalFormat;
import java.util.Random;
public class CustomDisplayView extends View {
//paint for drawing custom view
private Paint RectPaint = new Paint();
//Динамические данные float
private Dynamics[] datapoints;
//Динамические статические Int
private int[] NewData = new int[500];
//созадем новый объект квадрат
private RectF rectf= new RectF();
//Задаем массив динамических цветов
int[] CurColors= new int[100];
int[] TargetColors= new int[100];
public CustomDisplayView(Context context, AttributeSet attrs){
super(context, attrs);
//Установка парметров красок
RectPaint.setAntiAlias(true);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
if (w != 0 && h != 0) {
//create Bitmap here
}
}
/**
* Override the onDraw method to specify custom view appearance using canvas
*/
#Override
protected void onDraw(Canvas canvas) {
//Get Screen size
//int viewWidth=this.getMeasuredWidth();
// int viewHeight = this.getMeasuredHeight();
//Выводим код цвета
RectPaint.setColor(0xff000000);
RectPaint.setTextSize(40);
canvas.restore();
canvas.drawText("V: " + datapoints[1].getPosition(), 20, 60, RectPaint);
//int saveCount = canvas.save();
for(int a=0;a<1000;a++)
{
rectf.set(datapoints[a].getPosition(), datapoints[a + 1].getPosition(), datapoints[a].getPosition() + datapoints[a + 1].getPosition() / 10, datapoints[a + 1].getPosition() + datapoints[a + 1].getPosition() / 10);
RectPaint.setColor(0x88005020);
//RectPaint.setColor(CurColor[a]);
//canvas.rotate(datapoints[1].getPosition(), viewWidth/2, viewHeight/2);
canvas.drawRoundRect(rectf, 0, 0, RectPaint);
//canvas.restore();
}
//canvas.restoreToCount(saveCount);
/*
for(int a=0;a<999;a++)
{
CurColors[a]=progressiveColor(CurColors[a], TargetColors[a], 2);
if(CurColors[a]==TargetColors[a])
{
TargetColors[a]=randomColor();
}
}
*/
canvas.restore();
}
//Рандом колор
public static int randomColor(){
Random random = new Random();
int[] ColorParams= new int[4];
ColorParams[0]=random.nextInt(235)+20;
ColorParams[1]=random.nextInt(255);
ColorParams[2]=random.nextInt(255);
ColorParams[3]=random.nextInt(255);
return Color.argb(ColorParams[0], ColorParams[1], ColorParams[2], ColorParams[3]);
}
//Интерполяция цвета
public static int progressiveColor(int CurColor,int TargetColor,int Step){
//Current color
int[] ColorParams= new int[4];
ColorParams[0]=(CurColor >> 24) & 0xFF;
ColorParams[1]=(CurColor >> 16) & 0xFF;
ColorParams[2]=(CurColor >> 8) & 0xFF;
ColorParams[3]=CurColor & 0xFF;
//TargetColor
int[] TargetColorParams= new int[4];
TargetColorParams[0]=(TargetColor >> 24) & 0xFF;
TargetColorParams[1]=(TargetColor >> 16) & 0xFF;
TargetColorParams[2]=(TargetColor >> 8) & 0xFF;
TargetColorParams[3]=TargetColor & 0xFF;
for(int i=0;i<4;i++)
{
if(ColorParams[i]<TargetColorParams[i])
{
ColorParams[i]+=Step;
if(ColorParams[i]>TargetColorParams[i])
{
ColorParams[i]=TargetColorParams[i];
}
}
else if(ColorParams[i]>TargetColorParams[i])
{
ColorParams[i]-=Step;
if(ColorParams[i]<TargetColorParams[i])
{
ColorParams[i]=TargetColorParams[i];
}
}
}
//int red = r - (int)((float)(r*255)/(float)all);
//int green = (int)((float)(g*255)/(float)all);
return Color.argb(ColorParams[0], ColorParams[1], ColorParams[2], ColorParams[3]);
//return String.format("#%06X", (0xFFFFFF & Color.argb(ColorParams[0], ColorParams[1], ColorParams[2], ColorParams[3])));
//return " "+opacity+" "+red+" "+green+" "+blue;
}
//each custom attribute should have a get and set method
//this allows updating these properties in Java
//we call these in the main Activity class
/**
* Get the current text label color
* #return color as an int
*/
public int getLabelColor(){
return 1;
}
/**
* Set the label color
* #param newColor new color as an int
*/
public void setLabelColor(int newColor){
//update the instance variable
//labelCol=newColor;
//redraw the view
invalidate();
requestLayout();
}
public void redraw(){
//redraw the view
invalidate();
requestLayout();
}
public void SetData(int[] NewData2,float[]newDatapoints)
{
this.NewData=NewData2;
long now = AnimationUtils.currentAnimationTimeMillis();
if (datapoints == null || datapoints.length != newDatapoints.length) {
datapoints = new Dynamics[newDatapoints.length];
for (int i = 0; i < newDatapoints.length; i++) {
datapoints[i] = new Dynamics(70f, 0.50f);
datapoints[i].setPosition(newDatapoints[i], now);
datapoints[i].setTargetPosition(newDatapoints[i], now);
}
invalidate();
} else {
for (int i = 0; i < newDatapoints.length; i++) {
datapoints[i].setTargetPosition(newDatapoints[i], now);
}
removeCallbacks(animator);
post(animator);
}
//redraw();
}
public int GetAction(float x,float y)
{
/*
if(x>(DicsCenterX-LineHalfSpeedZone) && x<(DicsCenterX+LineHalfSpeedZone) && y>(DicsCenterY-PowerOutRadius) && y<(DicsCenterY-SpeedZoneRadius2))
{
// private int SpeedZoneRadius2=0;
// private int PowerOutRadius=0;
//Смена режима
//начинаем смену размеру index / ms
ChangeVal(0,700);
return 1;
}
else if(x>(CofCantBGDrop*2) && x<(CofCantBGDrop*4) && y>(DicsCenterY-PowerOutRadius) && y<(DicsCenterY-SpeedZoneRadius2))
{
return 2;
}
else
{
return 0;
}
//return 0;
*/
return 1;
}
public static String fmt(double d)
{
double val = d/100;
String result;
if(val == (long) val)
result= String.format("%d",(long)d);
else
result= String.format("%s",d);
if(result.length()<2)
{
String result2=result;
result="0"+result2;
}
return result;
}
private Runnable animator = new Runnable() {
#Override
public void run() {
boolean needNewFrame = false;
long now = AnimationUtils.currentAnimationTimeMillis();
for (Dynamics dynamics : datapoints) {
dynamics.update(now);
if (!dynamics.isAtRest()) {
needNewFrame = true;
}
}
if (needNewFrame) {
postDelayed(this, 15);
}
invalidate();
}
};
}
I just want to understand where i need to declare scale values, where i need to calc real dimensions in px.. and et.c. to have no memory leaks..
If i remove color change and incrice number of Rects up to 1000 - i get lags.
All methods o any information how to debug memory leaks - you are wellcome!
You have to remove runnable for animation when view is detached.
if (needNewFrame) {
postDelayed(this, 15); <--- memory leak
}
Try like this.
#Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
removeCallback(your runnable);
}
Also refreshing every 15 milliseconds is very heavy.
Related
I code a mini game for Android where an animal is controlled by the player when the player clicks on the sides of the Drawable.
I wonder if it is better, and if yes, how to make the Drawable touchable so that the player can drag the character to either side instead of clicking by its sides? I'm interested in both UX/UI opinion and actual solution to the problem.
package dev.android.jamie;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.drawable.Drawable;
import android.os.Bundle;
import android.os.Handler;
import android.support.v4.view.MotionEventCompat;
import android.support.v7.app.AppCompatActivity;
import android.util.Log;
import android.view.Menu;
import android.view.MenuItem;
import android.view.MotionEvent;
import android.view.View;
import android.view.Window;
import android.widget.AdapterView;
import android.widget.ArrayAdapter;
import android.widget.Button;
import android.widget.LinearLayout;
import android.widget.Spinner;
import android.widget.TextView;
import android.widget.Toast;
import java.util.Random;
public class MainActivity extends AppCompatActivity implements AdapterView.OnItemSelectedListener {
public void onItemSelected(AdapterView<?> parent, View view,
int pos, long id) {
// An item was selected. You can retrieve the selected item using
Log.d("myTag", "This is my message" + parent.getItemAtPosition(pos));
String name = "Jamie";
String str = parent.getItemAtPosition(pos).toString();
if (str.equals("Rookie")) {
cg = new CatchGame(this, 3, name, onScoreListener);
// setContentView(cg);
mainLayout.addView(cg);
getSupportActionBar().hide();
setContentView(mainLayout);
Log.d("game", "Started Rookie game");
} else if (str.equals("Advanced")) {
mainLayout = new LinearLayout(this);
mainLayout.setOrientation(LinearLayout.VERTICAL);
LinearLayout menuLayout = new LinearLayout(this);
menuLayout.setBackgroundColor(Color.parseColor("#FFFFFF"));
textView = new TextView(this);
textView.setVisibility(View.VISIBLE);
str = "Score: 0";
textView.setText(str);
menuLayout.addView(textView);
Button button = new Button(this);
button.setText("Pause");
button.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
togglePausePlay();
}
});
menuLayout.addView(button);
Spinner spinner2 = new Spinner(this);
spinner2.setOnItemSelectedListener(this);
ArrayAdapter<String> adapter = new ArrayAdapter<>(MainActivity.this, android.R.layout.simple_list_item_1, spinnerValue);
spinner2.setAdapter(adapter);
menuLayout.addView(spinner2);
mainLayout.addView(menuLayout);
cg = new CatchGame(this, 5, "Jamie", onScoreListener);
cg.setBackground(getResources().getDrawable(R.drawable.bg_land_mdpi));
mainLayout.addView(cg);
// getWindow().requestFeature(Window.FEATURE_ACTION_BAR);
getSupportActionBar().hide();
setContentView(mainLayout);
Log.d("game", "Started Advanced game");
} else if (str.equals("Expert")) {
cg = new CatchGame(this, 7, name, onScoreListener);
//setContentView(cg);
mainLayout.addView(cg);
getSupportActionBar().hide();
setContentView(mainLayout);
}
}
public void onNothingSelected(AdapterView<?> parent) {
// Another interface callback
}
CatchGame cg;
public TextView textView;
public LinearLayout mainLayout;
String[] spinnerValue = {"Difficulty", "Rookie", "Advanced", "Expert", "Master"};
// start app
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mainLayout = new LinearLayout(this);
mainLayout.setOrientation(LinearLayout.VERTICAL);
LinearLayout menuLayout = new LinearLayout(this);
menuLayout.setBackgroundColor(Color.parseColor("#FFFFFF"));
textView = new TextView(this);
textView.setVisibility(View.VISIBLE);
String str = "Score: 0";
textView.setText(str);
menuLayout.addView(textView);
Button button = new Button(this);
button.setText("Pause");
button.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
togglePausePlay();
}
});
menuLayout.addView(button);
Spinner spinner2 = new Spinner(this);
spinner2.setOnItemSelectedListener(this);
ArrayAdapter<String> adapter = new ArrayAdapter<>(MainActivity.this, android.R.layout.simple_list_item_1, spinnerValue);
spinner2.setAdapter(adapter);
menuLayout.addView(spinner2);
mainLayout.addView(menuLayout);
cg = new CatchGame(this, 5, "Jamie", onScoreListener);
cg.setBackground(getResources().getDrawable(R.drawable.bg_land_mdpi));
mainLayout.addView(cg);
getWindow().requestFeature(Window.FEATURE_ACTION_BAR);
getSupportActionBar().hide();
setContentView(mainLayout);
}
private void togglePausePlay() {
if (cg.paused) {
// play
// getSupportActionBar().hide();
Toast.makeText(MainActivity.this, "Play", Toast.LENGTH_SHORT).show();
} else {
// pause
// getSupportActionBar().show();
Toast.makeText(MainActivity.this, "Pause", Toast.LENGTH_SHORT).show();
}
cg.paused = !cg.paused;
}
private OnScoreListener onScoreListener = new OnScoreListener() {
#Override
public void onScore(int score) {
textView.setText("Score: " + score);
}
};
interface OnScoreListener {
void onScore(int score);
}
class CatchGame extends View {
int NBRSTEPS; // number of discrete positions in the x-dimension; must be uneven
String heroName;
int screenW;
int screenH;
int[] x; // x-coordinates for falling objects
int[] y; // y-coordinates for falling objects
int[] hero_positions; // x-coordinates for hero
Random random = new Random();
int ballW; // width of each falling object
int ballH; // height of ditto
float dY; //vertical speed
Bitmap falling, hero, jamie2, jamieleft, jamieright, falling2;
int heroXCoord;
int heroYCoord;
int xsteps;
int score;
int offset;
boolean gameOver; // default value is false
boolean toastDisplayed;
boolean paused = false;
OnScoreListener onScoreListener;
// constructor, load images and get sizes
public CatchGame(Context context, int difficulty, String name, OnScoreListener onScoreListener) {
super(context);
NBRSTEPS = difficulty;
heroName = name;
this.onScoreListener = onScoreListener;
x = new int[NBRSTEPS];
y = new int[NBRSTEPS];
hero_positions = new int[NBRSTEPS];
int resourceIdFalling = 0;
int resourceIdFalling2 = 0;
int resourceIdHero = 0;
if (heroName.equals("Jamie")) {
resourceIdFalling = R.mipmap.falling_object2;
resourceIdFalling2 = R.drawable.coconut_hdpi;
resourceIdHero = R.drawable.left_side_hdpi;
setBackground(getResources().getDrawable(R.mipmap.background));
}
falling = BitmapFactory.decodeResource(getResources(), resourceIdFalling); //load a falling image
falling2 = BitmapFactory.decodeResource(getResources(), resourceIdFalling2); //load a falling image
hero = BitmapFactory.decodeResource(getResources(), resourceIdHero); //load a hero image
jamieleft = BitmapFactory.decodeResource(getResources(), R.drawable.left_side_hdpi); //load a hero image
jamieright = BitmapFactory.decodeResource(getResources(), R.drawable.right_side_hdpi); //load a hero image
ballW = falling.getWidth();
ballH = falling.getHeight();
}
// set coordinates, etc.
void initialize() {
if (!gameOver) { // run only once, when the game is first started
int maxOffset = (NBRSTEPS - 1) / 2;
for (int i = 0; i < x.length; i++) {
int origin = (screenW / 2) + xsteps * (i - maxOffset);
x[i] = origin - (ballW / 2);
hero_positions[i] = origin - hero.getWidth();
}
int heroWidth = hero.getWidth();
int heroHeight = hero.getHeight();
hero = Bitmap.createScaledBitmap(hero, heroWidth * 2, heroHeight * 2, true);
hero = Bitmap.createScaledBitmap(hero, heroWidth * 2, heroHeight * 2, true);
jamieleft = Bitmap.createScaledBitmap(jamieleft, jamieleft.getWidth() * 2, jamieright.getWidth() * 2, true);
jamieright = Bitmap.createScaledBitmap(jamieright, jamieright.getWidth() * 2, jamieright.getWidth() * 2, true);
heroYCoord = screenH - 2 * heroHeight; // bottom of screen
}
for (int i = 0; i < y.length; i++) {
y[i] = -random.nextInt(1000); // place items randomly in vertical direction
}
offset = (NBRSTEPS - 1) / 2; // place hero at centre of the screen
heroXCoord = hero_positions[offset];
// initialize or reset global attributes
dY = 2.0f;
score = 0;
gameOver = false;
toastDisplayed = false;
}
// method called when the screen opens
#Override
public void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
screenW = w;
screenH = h;
xsteps = w / NBRSTEPS;
initialize();
}
// method called when the "game over" toast has finished displaying
void restart(Canvas canvas) {
toastDisplayed = true;
initialize();
draw(canvas);
}
// update the canvas in order to display the game action
#Override
public void onDraw(Canvas canvas) {
if (toastDisplayed) {
restart(canvas);
return;
}
super.onDraw(canvas);
int heroHeight = hero.getHeight();
int heroWidth = hero.getWidth();
int heroCentre = heroXCoord + heroWidth / 2;
Context context = this.getContext();
// compute locations of falling objects
for (int i = 0; i < y.length; i++) {
if (!paused) {
y[i] += (int) dY;
}
// if falling object hits bottom of screen
if (y[i] > (screenH - ballH) && !gameOver) {
dY = 0;
gameOver = true;
paused = true;
int duration = Toast.LENGTH_SHORT;
final Toast toast = Toast.makeText(context, "GAME OVER!\nScore: " + score, duration);
toast.show();
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
toast.cancel();
toastDisplayed = true;
}
}, 3000);
//Vibrator v = (Vibrator) context.getSystemService(context.VIBRATOR_SERVICE);
// Vibrate for 3000 milliseconds
//v.vibrate(3000);
}
// if the hero catches a falling object
if (x[i] < heroCentre && x[i] + ballW > heroCentre &&
y[i] > screenH - ballH - heroHeight) {
y[i] = -random.nextInt(1000); // reset to new vertical position
score += 1;
onScoreListener.onScore(score);
}
}
canvas.save(); //Save the position of the canvas.
for (int i = 0; i < y.length; i++) {
if (i % 2 == 0)
canvas.drawBitmap(falling2, x[i], y[i], null); //Draw the falling on the canvas.
else
canvas.drawBitmap(falling, x[i], y[i], null); //Draw the falling on the canvas.
}
canvas.drawBitmap(hero, heroXCoord, heroYCoord, null); //Draw the hero on the canvas.
canvas.restore();
//Call the next frame.
invalidate();
}
// event listener for when the user touches the screen
#Override
public boolean onTouchEvent(MotionEvent event) {
if (paused) {
paused = false;
}
int action = MotionEventCompat.getActionMasked(event);
if (action != MotionEvent.ACTION_DOWN || gameOver) { // non-touchdown event or gameover
return true; // do nothing
}
int coordX = (int) event.getX();
int xCentre = (screenW / 2) - (hero.getWidth() / 2);
int maxOffset = hero_positions.length - 1; // can't move outside right edge of screen
int minOffset = 0; // ditto left edge of screen
if (coordX < xCentre && offset > minOffset) { // touch event left of the centre of screen
offset--; // move hero to the left
if (coordX < heroXCoord)// + heroWidth / 2)
hero = Bitmap.createScaledBitmap(jamieleft, jamieleft.getWidth(), jamieleft.getHeight(), true);
}
if (coordX > xCentre && offset < maxOffset) { // touch event right of the centre of screen
offset++; // move hero to the right
if (coordX > heroXCoord)
hero = Bitmap.createScaledBitmap(jamieright, jamieright.getWidth(), jamieright.getHeight(), true);
}
heroXCoord = hero_positions[offset];
return true;
}
}
}
I read the sourec code RangeSeekBar.java in https://github.com/anothem/android-range-seek-bar/tree/master/rangeseekbar
Normally, in order to use string resource file, we should "import info.dao.myapp.R;"
But in the RangeSeekBar.java, I can't find any resource file import , but the class can use R.string.demo_min_label, why?
package org.florescu.android.rangeseekbar;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.BlurMaskFilter;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.graphics.Path;
import android.graphics.RectF;
import android.graphics.drawable.Drawable;
import android.os.Bundle;
import android.os.Parcelable;
import android.support.annotation.ColorRes;
import android.support.annotation.NonNull;
import android.util.AttributeSet;
import android.util.TypedValue;
import android.view.MotionEvent;
import android.view.ViewConfiguration;
import android.widget.ImageView;
import org.florescu.android.util.BitmapUtil;
import org.florescu.android.util.PixelUtil;
import java.math.BigDecimal;
*/
public class RangeSeekBar<T extends Number> extends ImageView {
/**
* Default color of a {#link RangeSeekBar}, #FF33B5E5. This is also known as "Ice Cream Sandwich" blue.
*/
public static final int ACTIVE_COLOR = Color.argb(0xFF, 0x33, 0xB5, 0xE5);
/**
* An invalid pointer id.
*/
public static final int INVALID_POINTER_ID = 255;
// Localized constants from MotionEvent for compatibility
// with API < 8 "Froyo".
public static final int ACTION_POINTER_INDEX_MASK = 0x0000ff00, ACTION_POINTER_INDEX_SHIFT = 8;
public static final Integer DEFAULT_MINIMUM = 0;
public static final Integer DEFAULT_MAXIMUM = 100;
public static final int HEIGHT_IN_DP = 30;
public static final int TEXT_LATERAL_PADDING_IN_DP = 3;
private static final int INITIAL_PADDING_IN_DP = 8;
private static final int DEFAULT_TEXT_SIZE_IN_DP = 14;
private static final int DEFAULT_TEXT_DISTANCE_TO_BUTTON_IN_DP = 8;
private static final int DEFAULT_TEXT_DISTANCE_TO_TOP_IN_DP = 8;
private static final int LINE_HEIGHT_IN_DP = 1;
private final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint shadowPaint = new Paint();
private Bitmap thumbImage;
private Bitmap thumbPressedImage;
private Bitmap thumbDisabledImage;
private float mThumbHalfWidth;
private float mThumbHalfHeight;
private float padding;
private T absoluteMinValue, absoluteMaxValue;
private NumberType numberType;
private double absoluteMinValuePrim, absoluteMaxValuePrim;
private double normalizedMinValue = 0d;
private double normalizedMaxValue = 1d;
private Thumb pressedThumb = null;
private boolean notifyWhileDragging = false;
private OnRangeSeekBarChangeListener<T> listener;
private float mDownMotionX;
private int mActivePointerId = INVALID_POINTER_ID;
private int mScaledTouchSlop;
private boolean mIsDragging;
private int mTextOffset;
private int mTextSize;
private int mDistanceToTop;
private RectF mRect;
private boolean mSingleThumb;
private boolean mAlwaysActive;
private boolean mShowLabels;
private boolean mShowTextAboveThumbs;
private float mInternalPad;
private int mActiveColor;
private int mDefaultColor;
private int mTextAboveThumbsColor;
private boolean mThumbShadow;
private int mThumbShadowXOffset;
private int mThumbShadowYOffset;
private int mThumbShadowBlur;
private Path mThumbShadowPath;
private Path mTranslatedThumbShadowPath = new Path();
private Matrix mThumbShadowMatrix = new Matrix();
private boolean mActivateOnDefaultValues;
public RangeSeekBar(Context context) {
super(context);
init(context, null);
}
public RangeSeekBar(Context context, AttributeSet attrs) {
super(context, attrs);
init(context, attrs);
}
public RangeSeekBar(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init(context, attrs);
}
#SuppressWarnings("unchecked")
private T extractNumericValueFromAttributes(TypedArray a, int attribute, int defaultValue) {
TypedValue tv = a.peekValue(attribute);
if (tv == null) {
return (T) Integer.valueOf(defaultValue);
}
int type = tv.type;
if (type == TypedValue.TYPE_FLOAT) {
return (T) Float.valueOf(a.getFloat(attribute, defaultValue));
} else {
return (T) Integer.valueOf(a.getInteger(attribute, defaultValue));
}
}
private void init(Context context, AttributeSet attrs) {
float barHeight;
int thumbNormal = R.drawable.seek_thumb_normal;
int thumbPressed = R.drawable.seek_thumb_pressed;
int thumbDisabled = R.drawable.seek_thumb_disabled;
int thumbShadowColor;
int defaultShadowColor = Color.argb(75, 0, 0, 0);
int defaultShadowYOffset = PixelUtil.dpToPx(context, 2);
int defaultShadowXOffset = PixelUtil.dpToPx(context, 0);
int defaultShadowBlur = PixelUtil.dpToPx(context, 2);
if (attrs == null) {
setRangeToDefaultValues();
mInternalPad = PixelUtil.dpToPx(context, INITIAL_PADDING_IN_DP);
barHeight = PixelUtil.dpToPx(context, LINE_HEIGHT_IN_DP);
mActiveColor = ACTIVE_COLOR;
mDefaultColor = Color.GRAY;
mAlwaysActive = false;
mShowTextAboveThumbs = true;
mTextAboveThumbsColor = Color.WHITE;
thumbShadowColor = defaultShadowColor;
mThumbShadowXOffset = defaultShadowXOffset;
mThumbShadowYOffset = defaultShadowYOffset;
mThumbShadowBlur = defaultShadowBlur;
mActivateOnDefaultValues = false;
} else {
TypedArray a = getContext().obtainStyledAttributes(attrs, R.styleable.RangeSeekBar, 0, 0);
try {
setRangeValues(
extractNumericValueFromAttributes(a, R.styleable.RangeSeekBar_absoluteMinValue, DEFAULT_MINIMUM),
extractNumericValueFromAttributes(a, R.styleable.RangeSeekBar_absoluteMaxValue, DEFAULT_MAXIMUM)
);
mShowTextAboveThumbs = a.getBoolean(R.styleable.RangeSeekBar_valuesAboveThumbs, true);
mTextAboveThumbsColor = a.getColor(R.styleable.RangeSeekBar_textAboveThumbsColor, Color.WHITE);
mSingleThumb = a.getBoolean(R.styleable.RangeSeekBar_singleThumb, false);
mShowLabels = a.getBoolean(R.styleable.RangeSeekBar_showLabels, true);
mInternalPad = a.getDimensionPixelSize(R.styleable.RangeSeekBar_internalPadding, INITIAL_PADDING_IN_DP);
barHeight = a.getDimensionPixelSize(R.styleable.RangeSeekBar_barHeight, LINE_HEIGHT_IN_DP);
mActiveColor = a.getColor(R.styleable.RangeSeekBar_activeColor, ACTIVE_COLOR);
mDefaultColor = a.getColor(R.styleable.RangeSeekBar_defaultColor, Color.GRAY);
mAlwaysActive = a.getBoolean(R.styleable.RangeSeekBar_alwaysActive, false);
Drawable normalDrawable = a.getDrawable(R.styleable.RangeSeekBar_thumbNormal);
if (normalDrawable != null) {
thumbImage = BitmapUtil.drawableToBitmap(normalDrawable);
}
Drawable disabledDrawable = a.getDrawable(R.styleable.RangeSeekBar_thumbDisabled);
if (disabledDrawable != null) {
thumbDisabledImage = BitmapUtil.drawableToBitmap(disabledDrawable);
}
Drawable pressedDrawable = a.getDrawable(R.styleable.RangeSeekBar_thumbPressed);
if (pressedDrawable != null) {
thumbPressedImage = BitmapUtil.drawableToBitmap(pressedDrawable);
}
mThumbShadow = a.getBoolean(R.styleable.RangeSeekBar_thumbShadow, false);
thumbShadowColor = a.getColor(R.styleable.RangeSeekBar_thumbShadowColor, defaultShadowColor);
mThumbShadowXOffset = a.getDimensionPixelSize(R.styleable.RangeSeekBar_thumbShadowXOffset, defaultShadowXOffset);
mThumbShadowYOffset = a.getDimensionPixelSize(R.styleable.RangeSeekBar_thumbShadowYOffset, defaultShadowYOffset);
mThumbShadowBlur = a.getDimensionPixelSize(R.styleable.RangeSeekBar_thumbShadowBlur, defaultShadowBlur);
mActivateOnDefaultValues = a.getBoolean(R.styleable.RangeSeekBar_activateOnDefaultValues, false);
} finally {
a.recycle();
}
}
if (thumbImage == null) {
thumbImage = BitmapFactory.decodeResource(getResources(), thumbNormal);
}
if (thumbPressedImage == null) {
thumbPressedImage = BitmapFactory.decodeResource(getResources(), thumbPressed);
}
if (thumbDisabledImage == null) {
thumbDisabledImage = BitmapFactory.decodeResource(getResources(), thumbDisabled);
}
mThumbHalfWidth = 0.5f * thumbImage.getWidth();
mThumbHalfHeight = 0.5f * thumbImage.getHeight();
setValuePrimAndNumberType();
mTextSize = PixelUtil.dpToPx(context, DEFAULT_TEXT_SIZE_IN_DP);
mDistanceToTop = PixelUtil.dpToPx(context, DEFAULT_TEXT_DISTANCE_TO_TOP_IN_DP);
mTextOffset = !mShowTextAboveThumbs ? 0 : this.mTextSize + PixelUtil.dpToPx(context,
DEFAULT_TEXT_DISTANCE_TO_BUTTON_IN_DP) + this.mDistanceToTop;
mRect = new RectF(padding,
mTextOffset + mThumbHalfHeight - barHeight / 2,
getWidth() - padding,
mTextOffset + mThumbHalfHeight + barHeight / 2);
// make RangeSeekBar focusable. This solves focus handling issues in case EditText widgets are being used along with the RangeSeekBar within ScrollViews.
setFocusable(true);
setFocusableInTouchMode(true);
mScaledTouchSlop = ViewConfiguration.get(getContext()).getScaledTouchSlop();
if (mThumbShadow) {
// We need to remove hardware acceleration in order to blur the shadow
setLayerType(LAYER_TYPE_SOFTWARE, null);
shadowPaint.setColor(thumbShadowColor);
shadowPaint.setMaskFilter(new BlurMaskFilter(mThumbShadowBlur, BlurMaskFilter.Blur.NORMAL));
mThumbShadowPath = new Path();
mThumbShadowPath.addCircle(0,
0,
mThumbHalfHeight,
Path.Direction.CW);
}
}
#SuppressWarnings("unchecked")
// only used to set default values when initialised from XML without any values specified
private void setRangeToDefaultValues() {
this.absoluteMinValue = (T) DEFAULT_MINIMUM;
this.absoluteMaxValue = (T) DEFAULT_MAXIMUM;
setValuePrimAndNumberType();
}
private void setValuePrimAndNumberType() {
absoluteMinValuePrim = absoluteMinValue.doubleValue();
absoluteMaxValuePrim = absoluteMaxValue.doubleValue();
numberType = NumberType.fromNumber(absoluteMinValue);
}
/**
* Should the widget notify the listener callback while the user is still dragging a thumb? Default is false.
*/
#SuppressWarnings("unused")
public void setNotifyWhileDragging(boolean flag) {
this.notifyWhileDragging = flag;
}
/**
* Returns the currently selected min value.
*
* #return The currently selected min value.
*/
public T getSelectedMinValue() {
return normalizedToValue(normalizedMinValue);
}
/**
* Sets the currently selected minimum value. The widget will be invalidated and redrawn.
*
* #param value The Number value to set the minimum value to. Will be clamped to given absolute minimum/maximum range.
*/
public void setSelectedMinValue(T value) {
// in case absoluteMinValue == absoluteMaxValue, avoid division by zero when normalizing.
if (0 == (absoluteMaxValuePrim - absoluteMinValuePrim)) {
setNormalizedMinValue(0d);
} else {
setNormalizedMinValue(valueToNormalized(value));
}
}
/**
* Returns the currently selected max value.
*
* #return The currently selected max value.
*/
public T getSelectedMaxValue() {
return normalizedToValue(normalizedMaxValue);
}
/**
* Sets the currently selected maximum value. The widget will be invalidated and redrawn.
*
* #param value The Number value to set the maximum value to. Will be clamped to given absolute minimum/maximum range.
*/
public void setSelectedMaxValue(T value) {
// in case absoluteMinValue == absoluteMaxValue, avoid division by zero when normalizing.
if (0 == (absoluteMaxValuePrim - absoluteMinValuePrim)) {
setNormalizedMaxValue(1d);
} else {
setNormalizedMaxValue(valueToNormalized(value));
}
}
#SuppressWarnings("unused")
public void setOnRangeSeekBarChangeListener(OnRangeSeekBarChangeListener<T> listener) {
this.listener = listener;
}
#SuppressWarnings("unused")
public void setThumbShadowPath(Path thumbShadowPath) {
this.mThumbShadowPath = thumbShadowPath;
}
/**
* Draws the widget on the given canvas.
*/
#Override
protected synchronized void onDraw(#NonNull Canvas canvas) {
super.onDraw(canvas);
paint.setTextSize(mTextSize);
paint.setStyle(Style.FILL);
paint.setColor(mDefaultColor);
paint.setAntiAlias(true);
float minMaxLabelSize = 0;
if (mShowLabels) {
// draw min and max labels
String minLabel = getContext().getString(R.string.demo_min_label);
String maxLabel = getContext().getString(R.string.demo_max_label);
minMaxLabelSize = Math.max(paint.measureText(minLabel), paint.measureText(maxLabel));
float minMaxHeight = mTextOffset + mThumbHalfHeight + mTextSize / 3;
canvas.drawText(minLabel, 0, minMaxHeight, paint);
canvas.drawText(maxLabel, getWidth() - minMaxLabelSize, minMaxHeight, paint);
}
padding = mInternalPad + minMaxLabelSize + mThumbHalfWidth;
// draw seek bar background line
mRect.left = padding;
mRect.right = getWidth() - padding;
canvas.drawRect(mRect, paint);
boolean selectedValuesAreDefault = (getSelectedMinValue().equals(getAbsoluteMinValue()) &&
getSelectedMaxValue().equals(getAbsoluteMaxValue()));
int colorToUseForButtonsAndHighlightedLine = !mAlwaysActive && !mActivateOnDefaultValues && selectedValuesAreDefault ?
mDefaultColor : // default values
mActiveColor; // non default, filter is active
// draw seek bar active range line
mRect.left = normalizedToScreen(normalizedMinValue);
mRect.right = normalizedToScreen(normalizedMaxValue);
paint.setColor(colorToUseForButtonsAndHighlightedLine);
canvas.drawRect(mRect, paint);
// draw minimum thumb (& shadow if requested) if not a single thumb control
if (!mSingleThumb) {
if (mThumbShadow) {
drawThumbShadow(normalizedToScreen(normalizedMinValue), canvas);
}
drawThumb(normalizedToScreen(normalizedMinValue), Thumb.MIN.equals(pressedThumb), canvas,
selectedValuesAreDefault);
}
// draw maximum thumb & shadow (if necessary)
if (mThumbShadow) {
drawThumbShadow(normalizedToScreen(normalizedMaxValue), canvas);
}
drawThumb(normalizedToScreen(normalizedMaxValue), Thumb.MAX.equals(pressedThumb), canvas,
selectedValuesAreDefault);
// draw the text if sliders have moved from default edges
if (mShowTextAboveThumbs && (mActivateOnDefaultValues || !selectedValuesAreDefault)) {
paint.setTextSize(mTextSize);
paint.setColor(mTextAboveThumbsColor);
// give text a bit more space here so it doesn't get cut off
int offset = PixelUtil.dpToPx(getContext(), TEXT_LATERAL_PADDING_IN_DP);
String minText = String.valueOf(getSelectedMinValue());
String maxText = String.valueOf(getSelectedMaxValue());
float minTextWidth = paint.measureText(minText) + offset;
float maxTextWidth = paint.measureText(maxText) + offset;
if (!mSingleThumb) {
canvas.drawText(minText,
normalizedToScreen(normalizedMinValue) - minTextWidth * 0.5f,
mDistanceToTop + mTextSize,
paint);
}
canvas.drawText(maxText,
normalizedToScreen(normalizedMaxValue) - maxTextWidth * 0.5f,
mDistanceToTop + mTextSize,
paint);
}
}
}
But have you tried the git the project to your workspace and build it locally successful?
I have a working frame-by-frame animation inside an Android application.
That's fine - but how would I add a scrolling background to this application, so that the animation run over the background?
I can find plenty of examples for implementing the 2 processes separately - but NOT together.
Any help would be appreciated!
Here's my code for the animation Activity..
import java.util.ArrayList;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.drawable.BitmapDrawable;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceView;
import android.widget.ImageView;
/**
*
*
*/
public class MyAnimationView extends ImageView
{
private static final String TAG = "AnimationTest:AnimationView";
private Context mContext = null;
private static final int DELAY = 100; //delay between frames in milliseconds
private boolean mIsPlaying = false;
private boolean mStartPlaying = false;
private ArrayList<Bitmap> mBitmapList = new ArrayList<Bitmap>();
private int play_frame = 0;
private long last_tick = 0;
public MyAnimationView(Context context, AttributeSet attrs)
{
super(context, attrs);
mContext = context;
}
#Override
protected void onDraw(Canvas c)
{
Log.d(TAG, "onDraw called");
if (mStartPlaying)
{
Log.d(TAG, "starting animation...");
play_frame = 0;
mStartPlaying = false;
mIsPlaying = true;
postInvalidate();
}
else if (mIsPlaying)
{
if (play_frame >= mBitmapList.size())
{
mIsPlaying = false;
}
else
{
long time = (System.currentTimeMillis() - last_tick);
int draw_x = 0;
int draw_y = 0;
if (time >= DELAY) //the delay time has passed. set next frame
{
last_tick = System.currentTimeMillis();
c.drawBitmap(mBitmapList.get(play_frame), draw_x, draw_y, null);
play_frame++;
postInvalidate();
}
else //still within delay. redraw current frame
{
c.drawBitmap(mBitmapList.get(play_frame), draw_x, draw_y, null);
postInvalidate();
}
}
}
}
/*ideally this should be in a background thread*/
public void loadAnimation(String prefix, int nframes)
{
mBitmapList.clear();
for (int x = 0; x < nframes; x++)
{
String name = prefix + "_" + x;
Log.d(TAG, "loading animation frame: " + name);
int res_id = mContext.getResources().getIdentifier(name, "drawable", mContext.getPackageName());
BitmapDrawable d = (BitmapDrawable) mContext.getResources().getDrawable(res_id);
mBitmapList.add(d.getBitmap());
}
}
public void playAnimation()
{
mStartPlaying = true;
postInvalidate();
}
}
"draw_x" and "draw_y" are the variables for your bitmap position. If you change this two variables (or just one of them), you can move (scroll) your picture over the screen.
I have a class progress bar. Depending on the set value is partially fills the text with a different color. I want when I change the current value progress filling was going smoothly from one value to another for some time, rather than by a jump, as it is now. How can I achieve that?
Code of my TextProgressBar below:
package com.example.app.customviews;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.LinearGradient;
import android.graphics.Shader;
import android.graphics.Shader.TileMode;
import android.util.AttributeSet;
import android.widget.TextView;
import com.example.app.R;
public class TextProgressBar extends TextView {
private final int minValue = 0;
private int maxValue = 100;
private int currentValue = 0;
private float onePercentLenght = 1;
private int[] colors = {Color.WHITE, Color.BLACK};
private float[] pos = {0,1};
public TextProgressBar(Context context, AttributeSet attrs) {
super(context, attrs);
TypedArray a = context.getTheme().obtainStyledAttributes(
attrs,
R.styleable.TextProgressBar,
0, 0);
try {
maxValue = a.getInt(R.styleable.TextProgressBar_MaxProgress, 100);
currentValue = a.getInteger(R.styleable.TextProgressBar_CurrentProgress, 0);
colors[0] = a.getColor(R.styleable.TextProgressBar_ProgressColor, Color.WHITE);
colors[1] = a.getColor(R.styleable.TextProgressBar_MainColor, Color.BLACK);
} finally {
a.recycle();
}
initShader();
}
public TextProgressBar(Context context) {
super(context);
initShader();
}
#Override
protected void onDraw(Canvas canvas) {
onePercentLenght = getWidth() / maxValue;
super.onDraw(canvas);
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
#Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
initShader();
}
public void setProgress(int progress) {
if(progress < minValue) {
currentValue = minValue;
}
else if( progress > maxValue) {
currentValue = maxValue;
}
else {
currentValue = progress;
}
initShader();
invalidate();
}
public void setMaxProgress(int progress) {
if(progress>minValue) {
maxValue = progress;
}
else {
maxValue = minValue;
}
invalidate();
}
public int getMaxProgress() {
return maxValue;
}
public int getProgress() {
return currentValue;
}
private void initShader() {
float x = 0, dx = (currentValue+1) * onePercentLenght;
if(dx < 0) {
dx = 0;
}
if(dx - 1 < 0) {
x = 0;
}
else {
x = dx - 1;
}
Shader textShader = new LinearGradient(x, 0, dx, 0, colors, pos, TileMode.CLAMP);
getPaint().setShader(textShader);
}
}
I tested following approach triggering progress following way:
10, 30 with 150ms delay, 40 with 250ms delay, 80 with 50ms delay, and 100 with 450ms delay. One little weird thing is that it seems the drawing happens with little bit delay, although log print is on time, not sure if this is about my device. But this could give you something to start with. Adjusting the MAX_INTERVAL_TIME you can get it smoother depending how often you are settings the progress. If the callback is something you get from network, then it's nearly possible to get it all smooth since you can't predict the progress.
private static final int MAX_INTERVAL_TIME = 500;
private CountDownTimer mCountDownTimer;
public void setProgress(final int progress) {
final int startWidth = currentValue == maxValue ? 0 : currentValue;
final int endWidth = (int) (maxValue * ((float) progress / maxValue));
if (progress < minValue) {
currentValue = minValue;
} else if (progress > maxValue) {
currentValue = maxValue;
} else {
currentValue = progress;
}
if (mCountDownTimer != null) {
mCountDownTimer.cancel();
}
mCountDownTimer = new CountDownTimer(MAX_INTERVAL_TIME, 10) {
#Override
public void onTick(long millisUntilFinished) {
float interpolatedTime = 1 - ((float) millisUntilFinished / MAX_INTERVAL_TIME);
currentValue = startWidth
+ ((int) ((endWidth - startWidth) * interpolatedTime));
initShader();
invalidate();
}
#Override
public void onFinish() {
if (progress == maxValue) {
currentValue = maxValue;
initShader();
invalidate();
}
}
}.start();
}
If you know the time you wan't to animate the progress you could simply try following with your existing code:
final TextProgressBar text = (TextProgressBar) getView().findViewById(
R.id.test);
final int animTime = 1000;
new CountDownTimer(animTime, 200) {
#Override
public void onTick(long millisUntilFinished) {
float progress = (1 - ((float) millisUntilFinished / (float) animTime))
* text.getMaxProgress();
text.setProgress((int) progress);
}
#Override
public void onFinish() {
text.setProgress(text.getMaxProgress());
}
}.start();
I am working on Drag Grid item up and down module.
Drag grid item Up = DoUPFunction();
Drag grid item Down = DoDownFunction();
At that time, remove the dragged item from the gridlist and rearrange the remaining views.
I tried lot of examples.
Please guide me to do this.
Forgive me for my bad english.
Here is a Drag and drop for List View,you will have to change it according to your needs to convert it into gridview...in the code you may get errors because i have used a custom object called "song details" replace it with any other data type or class.....
import android.animation.Animator;
import android.animation.AnimatorListenerAdapter;
import android.animation.ObjectAnimator;
import android.animation.TypeEvaluator;
import android.animation.ValueAnimator;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.util.DisplayMetrics;
import android.view.MotionEvent;
import android.view.View;
import android.view.ViewTreeObserver;
import android.widget.AbsListView;
import android.widget.AdapterView;
import android.widget.BaseAdapter;
import android.widget.ListView;
import java.util.ArrayList;
import source.justanothermusicplayer.adapters.Adapter_ListView;
/**
* The dynamic listview is an extension of listview that supports cell dragging
* and swapping.
*
* This layout is in charge of positioning the hover cell in the correct location
* on the screen in response to user touch events. It uses the position of the
* hover cell to determine when two cells should be swapped. If two cells should
* be swapped, all the corresponding data set and layout changes are handled here.
*
* If no cell is selected, all the touch events are passed down to the listview
* and behave normally. If one of the items in the listview experiences a
* long press event, the contents of its current visible state are captured as
* a bitmap and its visibility is set to INVISIBLE. A hover cell is then created and
* added to this layout as an overlaying BitmapDrawable above the listview. Once the
* hover cell is translated some distance to signify an item swap, a data set change
* accompanied by animation takes place. When the user releases the hover cell,
* it animates into its corresponding position in the listview.
*
* When the hover cell is either above or below the bounds of the listview, this
* listview also scrolls on its own so as to reveal additional content.
*/
public class DynamicListView extends ListView {
private final int SMOOTH_SCROLL_AMOUNT_AT_EDGE = 15;
private final int MOVE_DURATION = 150;
private final int LINE_THICKNESS = 15;
public ArrayList<SongDetails> mCheeseList;
private int mLastEventY = -1;
private int mDownY = -1;
private int mDownX = -1;
private int mTotalOffset = 0;
private boolean mCellIsMobile = false;
private boolean mIsMobileScrolling = false;
private int mSmoothScrollAmountAtEdge = 0;
private final int INVALID_ID = -1;
private long mAboveItemId = INVALID_ID;
private long mMobileItemId = INVALID_ID;
private long mBelowItemId = INVALID_ID;
private BitmapDrawable mHoverCell;
private Rect mHoverCellCurrentBounds;
private Rect mHoverCellOriginalBounds;
private final int INVALID_POINTER_ID = -1;
private int mActivePointerId = INVALID_POINTER_ID;
private boolean mIsWaitingForScrollFinish = false;
private int mScrollState = OnScrollListener.SCROLL_STATE_IDLE;
public DynamicListView(Context context) {
super(context);
init(context);
}
public DynamicListView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init(context);
}
public DynamicListView(Context context, AttributeSet attrs) {
super(context, attrs);
init(context);
}
public void init(Context context) {
setOnItemLongClickListener(mOnItemLongClickListener);
setOnScrollListener(mScrollListener);
DisplayMetrics metrics = context.getResources().getDisplayMetrics();
mSmoothScrollAmountAtEdge = (int)(SMOOTH_SCROLL_AMOUNT_AT_EDGE / metrics.density);
}
/**
* Listens for long clicks on any items in the listview. When a cell has
* been selected, the hover cell is created and set up.
*/
private AdapterView.OnItemLongClickListener mOnItemLongClickListener =
new AdapterView.OnItemLongClickListener() {
public boolean onItemLongClick(AdapterView<?> arg0, View arg1, int pos, long id) {
mTotalOffset = 0;
int position = pointToPosition(mDownX, mDownY);
int itemNum = position - getFirstVisiblePosition();
View selectedView = getChildAt(itemNum);
mMobileItemId = getAdapter().getItemId(position);
mHoverCell = getAndAddHoverView(selectedView);
selectedView.setVisibility(INVISIBLE);
mCellIsMobile = true;
updateNeighborViewsForID(mMobileItemId);
return true;
}
};
/**
* Creates the hover cell with the appropriate bitmap and of appropriate
* size. The hover cell's BitmapDrawable is drawn on top of the bitmap every
* single time an invalidate call is made.
*/
private BitmapDrawable getAndAddHoverView(View v) {
int w = v.getWidth();
int h = v.getHeight();
int top = v.getTop();
int left = v.getLeft();
Bitmap b = getBitmapWithBorder(v);
BitmapDrawable drawable = new BitmapDrawable(getResources(), b);
mHoverCellOriginalBounds = new Rect(left, top, left + w, top + h);
mHoverCellCurrentBounds = new Rect(mHoverCellOriginalBounds);
drawable.setBounds(mHoverCellCurrentBounds);
return drawable;
}
/** Draws a black border over the screenshot of the view passed in. */
private Bitmap getBitmapWithBorder(View v) {
Bitmap bitmap = getBitmapFromView(v);
Canvas can = new Canvas(bitmap);
Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
Paint paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(LINE_THICKNESS);
paint.setColor(Color.BLACK);
can.drawBitmap(bitmap, 0, 0, null);
can.drawRect(rect, paint);
return bitmap;
}
/** Returns a bitmap showing a screenshot of the view passed in. */
private Bitmap getBitmapFromView(View v) {
Bitmap bitmap = Bitmap.createBitmap(v.getWidth(), v.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas (bitmap);
v.draw(canvas);
return bitmap;
}
/**
* Stores a reference to the views above and below the item currently
* corresponding to the hover cell. It is important to note that if this
* item is either at the top or bottom of the list, mAboveItemId or mBelowItemId
* may be invalid.
*/
private void updateNeighborViewsForID(long itemID) {
int position = getPositionForID(itemID);
Adapter_ListView adapter = ((Adapter_ListView)getAdapter());
mAboveItemId = adapter.getItemId(position - 1);
mBelowItemId = adapter.getItemId(position + 1);
}
/** Retrieves the view in the list corresponding to itemID */
public View getViewForID (long itemID) {
int firstVisiblePosition = getFirstVisiblePosition();
Adapter_ListView adapter = ((Adapter_ListView)getAdapter());
for(int i = 0; i < getChildCount(); i++) {
View v = getChildAt(i);
int position = firstVisiblePosition + i;
long id = adapter.getItemId(position);
if (id == itemID) {
return v;
}
}
return null;
}
/** Retrieves the position in the list corresponding to itemID */
public int getPositionForID (long itemID) {
View v = getViewForID(itemID);
if (v == null) {
return -1;
} else {
return getPositionForView(v);
}
}
/**
* dispatchDraw gets invoked when all the child views are about to be drawn.
* By overriding this method, the hover cell (BitmapDrawable) can be drawn
* over the listview's items whenever the listview is redrawn.
*/
#Override
protected void dispatchDraw(Canvas canvas) {
super.dispatchDraw(canvas);
if (mHoverCell != null) {
mHoverCell.draw(canvas);
}
}
#Override
public boolean onTouchEvent (MotionEvent event) {
switch (event.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
mDownX = (int)event.getX();
mDownY = (int)event.getY();
mActivePointerId = event.getPointerId(0);
break;
case MotionEvent.ACTION_MOVE:
if (mActivePointerId == INVALID_POINTER_ID) {
break;
}
int pointerIndex = event.findPointerIndex(mActivePointerId);
mLastEventY = (int) event.getY(pointerIndex);
int deltaY = mLastEventY - mDownY;
if (mCellIsMobile) {
mHoverCellCurrentBounds.offsetTo(mHoverCellOriginalBounds.left,
mHoverCellOriginalBounds.top + deltaY + mTotalOffset);
mHoverCell.setBounds(mHoverCellCurrentBounds);
invalidate();
handleCellSwitch();
mIsMobileScrolling = false;
handleMobileCellScroll();
return false;
}
break;
case MotionEvent.ACTION_UP:
touchEventsEnded();
break;
case MotionEvent.ACTION_CANCEL:
touchEventsCancelled();
break;
case MotionEvent.ACTION_POINTER_UP:
/* If a multitouch event took place and the original touch dictating
* the movement of the hover cell has ended, then the dragging event
* ends and the hover cell is animated to its corresponding position
* in the listview. */
pointerIndex = (event.getAction() & MotionEvent.ACTION_POINTER_INDEX_MASK) >>
MotionEvent.ACTION_POINTER_INDEX_SHIFT;
final int pointerId = event.getPointerId(pointerIndex);
if (pointerId == mActivePointerId) {
touchEventsEnded();
}
break;
default:
break;
}
return super.onTouchEvent(event);
}
/**
* This method determines whether the hover cell has been shifted far enough
* to invoke a cell swap. If so, then the respective cell swap candidate is
* determined and the data set is changed. Upon posting a notification of the
* data set change, a layout is invoked to place the cells in the right place.
* Using a ViewTreeObserver and a corresponding OnPreDrawListener, we can
* offset the cell being swapped to where it previously was and then animate it to
* its new position.
*/
private void handleCellSwitch() {
final int deltaY = mLastEventY - mDownY;
int deltaYTotal = mHoverCellOriginalBounds.top + mTotalOffset + deltaY;
View belowView = getViewForID(mBelowItemId);
View mobileView = getViewForID(mMobileItemId);
View aboveView = getViewForID(mAboveItemId);
boolean isBelow = (belowView != null) && (deltaYTotal > belowView.getTop());
boolean isAbove = (aboveView != null) && (deltaYTotal < aboveView.getTop());
if (isBelow || isAbove) {
final long switchItemID = isBelow ? mBelowItemId : mAboveItemId;
View switchView = isBelow ? belowView : aboveView;
final int originalItem = getPositionForView(mobileView);
if (switchView == null) {
updateNeighborViewsForID(mMobileItemId);
return;
}
swapElements(mCheeseList, originalItem, getPositionForView(switchView));
((BaseAdapter) getAdapter()).notifyDataSetChanged();
mDownY = mLastEventY;
final int switchViewStartTop = switchView.getTop();
mobileView.setVisibility(View.VISIBLE);
switchView.setVisibility(View.INVISIBLE);
updateNeighborViewsForID(mMobileItemId);
final ViewTreeObserver observer = getViewTreeObserver();
observer.addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
public boolean onPreDraw() {
observer.removeOnPreDrawListener(this);
View switchView = getViewForID(switchItemID);
mTotalOffset += deltaY;
int switchViewNewTop = switchView.getTop();
int delta = switchViewStartTop - switchViewNewTop;
switchView.setTranslationY(delta);
ObjectAnimator animator = ObjectAnimator.ofFloat(switchView,
View.TRANSLATION_Y, 0);
animator.setDuration(MOVE_DURATION);
animator.start();
return true;
}
});
}
}
private void swapElements(ArrayList arrayList, int indexOne, int indexTwo) {
Object temp = arrayList.get(indexOne);
arrayList.set(indexOne, arrayList.get(indexTwo));
arrayList.set(indexTwo, temp);
}
/**
* Resets all the appropriate fields to a default state while also animating
* the hover cell back to its correct location.
*/
private void touchEventsEnded () {
final View mobileView = getViewForID(mMobileItemId);
if (mCellIsMobile|| mIsWaitingForScrollFinish) {
mCellIsMobile = false;
mIsWaitingForScrollFinish = false;
mIsMobileScrolling = false;
mActivePointerId = INVALID_POINTER_ID;
// If the autoscroller has not completed scrolling, we need to wait for it to
// finish in order to determine the final location of where the hover cell
// should be animated to.
if (mScrollState != OnScrollListener.SCROLL_STATE_IDLE) {
mIsWaitingForScrollFinish = true;
return;
}
mHoverCellCurrentBounds.offsetTo(mHoverCellOriginalBounds.left, mobileView.getTop());
ObjectAnimator hoverViewAnimator = ObjectAnimator.ofObject(mHoverCell, "bounds",
sBoundEvaluator, mHoverCellCurrentBounds);
hoverViewAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
invalidate();
}
});
hoverViewAnimator.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationStart(Animator animation) {
setEnabled(false);
}
#Override
public void onAnimationEnd(Animator animation) {
mAboveItemId = INVALID_ID;
mMobileItemId = INVALID_ID;
mBelowItemId = INVALID_ID;
mobileView.setVisibility(VISIBLE);
mHoverCell = null;
setEnabled(true);
invalidate();
}
});
hoverViewAnimator.start();
} else {
touchEventsCancelled();
}
}
/**
* Resets all the appropriate fields to a default state.
*/
private void touchEventsCancelled () {
View mobileView = getViewForID(mMobileItemId);
if (mCellIsMobile) {
mAboveItemId = INVALID_ID;
mMobileItemId = INVALID_ID;
mBelowItemId = INVALID_ID;
mobileView.setVisibility(VISIBLE);
mHoverCell = null;
invalidate();
}
mCellIsMobile = false;
mIsMobileScrolling = false;
mActivePointerId = INVALID_POINTER_ID;
}
/**
* This TypeEvaluator is used to animate the BitmapDrawable back to its
* final location when the user lifts his finger by modifying the
* BitmapDrawable's bounds.
*/
private final static TypeEvaluator<Rect> sBoundEvaluator = new TypeEvaluator<Rect>() {
public Rect evaluate(float fraction, Rect startValue, Rect endValue) {
return new Rect(interpolate(startValue.left, endValue.left, fraction),
interpolate(startValue.top, endValue.top, fraction),
interpolate(startValue.right, endValue.right, fraction),
interpolate(startValue.bottom, endValue.bottom, fraction));
}
public int interpolate(int start, int end, float fraction) {
return (int)(start + fraction * (end - start));
}
};
/**
* Determines whether this listview is in a scrolling state invoked
* by the fact that the hover cell is out of the bounds of the listview;
*/
private void handleMobileCellScroll() {
mIsMobileScrolling = handleMobileCellScroll(mHoverCellCurrentBounds);
}
/**
* This method is in charge of determining if the hover cell is above
* or below the bounds of the listview. If so, the listview does an appropriate
* upward or downward smooth scroll so as to reveal new items.
*/
public boolean handleMobileCellScroll(Rect r) {
int offset = computeVerticalScrollOffset();
int height = getHeight();
int extent = computeVerticalScrollExtent();
int range = computeVerticalScrollRange();
int hoverViewTop = r.top;
int hoverHeight = r.height();
if (hoverViewTop <= 0 && offset > 0) {
smoothScrollBy(-mSmoothScrollAmountAtEdge, 0);
return true;
}
if (hoverViewTop + hoverHeight >= height && (offset + extent) < range) {
smoothScrollBy(mSmoothScrollAmountAtEdge, 0);
return true;
}
return false;
}
public void setCheeseList(ArrayList<SongDetails> cheeseList) {
mCheeseList = cheeseList;
}
/**
* This scroll listener is added to the listview in order to handle cell swapping
* when the cell is either at the top or bottom edge of the listview. If the hover
* cell is at either edge of the listview, the listview will begin scrolling. As
* scrolling takes place, the listview continuously checks if new cells became visible
* and determines whether they are potential candidates for a cell swap.
*/
private AbsListView.OnScrollListener mScrollListener = new AbsListView.OnScrollListener () {
private int mPreviousFirstVisibleItem = -1;
private int mPreviousVisibleItemCount = -1;
private int mCurrentFirstVisibleItem;
private int mCurrentVisibleItemCount;
private int mCurrentScrollState;
public void onScroll(AbsListView view, int firstVisibleItem, int visibleItemCount,
int totalItemCount) {
mCurrentFirstVisibleItem = firstVisibleItem;
mCurrentVisibleItemCount = visibleItemCount;
mPreviousFirstVisibleItem = (mPreviousFirstVisibleItem == -1) ? mCurrentFirstVisibleItem
: mPreviousFirstVisibleItem;
mPreviousVisibleItemCount = (mPreviousVisibleItemCount == -1) ? mCurrentVisibleItemCount
: mPreviousVisibleItemCount;
checkAndHandleFirstVisibleCellChange();
checkAndHandleLastVisibleCellChange();
mPreviousFirstVisibleItem = mCurrentFirstVisibleItem;
mPreviousVisibleItemCount = mCurrentVisibleItemCount;
}
#Override
public void onScrollStateChanged(AbsListView view, int scrollState) {
mCurrentScrollState = scrollState;
mScrollState = scrollState;
isScrollCompleted();
}
/**
* This method is in charge of invoking 1 of 2 actions. Firstly, if the listview
* is in a state of scrolling invoked by the hover cell being outside the bounds
* of the listview, then this scrolling event is continued. Secondly, if the hover
* cell has already been released, this invokes the animation for the hover cell
* to return to its correct position after the listview has entered an idle scroll
* state.
*/
private void isScrollCompleted() {
if (mCurrentVisibleItemCount > 0 && mCurrentScrollState == SCROLL_STATE_IDLE) {
if (mCellIsMobile && mIsMobileScrolling) {
handleMobileCellScroll();
} else if (mIsWaitingForScrollFinish) {
touchEventsEnded();
}
}
}
/**
* Determines if the listview scrolled up enough to reveal a new cell at the
* top of the list. If so, then the appropriate parameters are updated.
*/
public void checkAndHandleFirstVisibleCellChange() {
if (mCurrentFirstVisibleItem != mPreviousFirstVisibleItem) {
if (mCellIsMobile && mMobileItemId != INVALID_ID) {
updateNeighborViewsForID(mMobileItemId);
handleCellSwitch();
}
}
}
/**
* Determines if the listview scrolled down enough to reveal a new cell at the
* bottom of the list. If so, then the appropriate parameters are updated.
*/
public void checkAndHandleLastVisibleCellChange() {
int currentLastVisibleItem = mCurrentFirstVisibleItem + mCurrentVisibleItemCount;
int previousLastVisibleItem = mPreviousFirstVisibleItem + mPreviousVisibleItemCount;
if (currentLastVisibleItem != previousLastVisibleItem) {
if (mCellIsMobile && mMobileItemId != INVALID_ID) {
updateNeighborViewsForID(mMobileItemId);
handleCellSwitch();
}
}
}
};
}