I have two functions that animate two different TextViews but they both seem to start at the same time but I am trying to have the animation of the first function finish first and then start the second function.
public Boolean functionFinished = false;
public void runFunction(){
firstFunction();
if(functionFinished = true){
secondFunction();
}
}
public void firstFunction(){
initialCount = (TextView) findViewById(R.id.textView_Fade);
initialCount.setText("3");
final Animation out = new AlphaAnimation(1.0f, 0.0f);
out.setDuration(1000);
initialCount.startAnimation(out);
out.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
if(initialCount.getText().equals("3")){
initialCount.setText("2");
initialCount.startAnimation(out);
} else if(initialCount.getText().equals("2")){
initialCount.setText("1");
initialCount.startAnimation(out);
} else if (initialCount.getText().equals("1")){
initialCount.setText("START!");
}
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
functionFinished = true;
}
The second function simply changes its own textView every second counting up from 0.
What did I do wrong / how do I correct this so that the second function runs after the first function has finished? (ie. sets functionFinished to true only when the TextView from the firstFunction is "START!")
public void runFunction() {
firstFunction();
}
public void firstFunction() {
initialCount = (TextView) findViewById(R.id.textView_Fade);
initialCount.setText("3");
final Animation out = new AlphaAnimation(1.0f, 0.0f);
out.setDuration(1000);
out.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
...
secondFunction();
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
initialCount.startAnimation(out);
}
Just call second function from onAnimationEnd. Also keep in mind that you should attach listener before start animation.
If your minimum sdk version is 14:-
textView1.animate()
.alpha(0f)
.setDuration(400)
.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationEnd(Animation arg0) {
// animate second textview here....
}
});
Because you assign functionFinished = true at the end of the firstFunction().
And you must misunderstand that initialCount.startAnimation(out) will block the code and firstFunction() completes only after animation ends .
initialCount.startAnimation(out) will not block any code ,and functionFinished = true is run immediately. so secondFunction() will run immediately after firstFunction() finishes instead of animation finishes.
Related
I made an animation (ObjectAnimator)for a text view it work correctly but i have a question.
I wanna know is there any method that i can use immediately after animation duration finished ?
(I mean a method like onFinish when we use CountDownTimer)
I want the rest of methods and codes I have in app run when animation finished.Is there a solution for that?
ObjectAnimator deltaXAnimation = ObjectAnimator.ofFloat(winMassage,"scaleX",1f,1.5f);
deltaXAnimation.setDuration(300);
deltaXAnimation.start();
ObjectAnimator deltaYAnimation = ObjectAnimator.ofFloat(winMassage,"scaleY",1f,1.5f);
deltaYAnimation.setDuration(300);
deltaYAnimation.start();
HI there are proper callback methods in which you get Animation Start and end Listeners
ObjectAnimator deltaXAnimation =
ObjectAnimator.ofFloat(winMassage,"scaleX",1f,1.5f);
deltaXAnimation.setDuration(300);
deltaXAnimation.start();
deltaXAnimation.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animator) {
}
#Override
public void onAnimationEnd(Animator animator) {
}
#Override
public void onAnimationCancel(Animator animator) {
}
#Override
public void onAnimationRepeat(Animator animator) {
}
});
Below code might be understand well, creating a listener for ObjectAnimator
ObjectAnimator deltaXAnimation =
ObjectAnimator.ofFloat(winMassage,"scaleX",1f,1.5f);
deltaXAnimation.setDuration(300);
deltaXAnimation.start();
anim.setAnimationListener(new Animation.AnimationListener() {
public void onAnimationStart(Animation a) {
//
}
public void onAnimationRepeat(Animation a) {
}
public void onAnimationEnd(Animation a) {
}
});
We can go also to your ObjectAnimator
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
//stop animation after 5 seconds
deltaXAnimation.cancel();
}
}, 5000); //5000 equals to 5seconds
}
Hope this might help you
I am trying to animate the button on click.It worked only once .The animation I used was Alpha.It works outside of button click.Can anyone find the reason for this strange behaviour?
Code:
button.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
AlphaAnimation alphaAnimation=new AlphaAnimation(1.0f,0.0f);
alphaAnimation.setDuration(2000);
button.setAnimation(alphaAnimation);
alphaAnimation.start();
alphaAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
Log.e("Alpha","a");}
});
Use startAnimation.
From official documentation:
void setAnimation (Animation animation)
Sets the next animation to play for this view. If you want the animation to play immediately, use startAnimation(android.view.animation.Animation) instead. This method provides allows fine-grained control over the start time and invalidation, but you must make sure that 1) the animation has a start time set, and 2) the view's parent (which controls animations on its children) will be invalidated when the animation is supposed to start.
Below is a sample snippet.
AlphaAnimation alphaAnimation = new AlphaAnimation(1.0f,0.0f);
alphaAnimation.setDuration(2000);
alphaAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
button.startAnimation(alphaAnimation);
I made nice looking splash screen and I want to block onclicklistener for a few seconds cause i've got few animations etc and I want the user see it all.
I've got:
ostatni.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
starttap.start();
Intent i = new Intent(Start.this,ActivityMainWallet.class);
startActivity(i);
}
});
EDIT
I've got:
ostatni.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
starttap.start();
ostatni.setEnabled(false);
}
});
wlot.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
Intent i = new Intent(Start.this,ActivityMainWallet.class);
startActivity(i);
ostatni.setEnabled(true);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
And it doesn't work. Please help me, thanks!
You can pause the thread it is running on, the main thread (UI Thread):
Thread.sleep(4000); // freeze the thread for 4 seconds
Source: Java, Pausing Execution
SystemClock.sleep(2000)will be better.
sleep 2ms, and this method will not block the thread.
You can also use android animation utils to do this
final Animation an = AnimationUtils.loadAnimation(getBaseContext(), R.anim.abc_fade_in);
<your imageviews or any other view>.startAnimation(an);
an.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
//start your main activity
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
add this ?
public onCreate(....)
{
......
......
ostatni.setOnClickListener(........);
ostatni.setEnabled(false);
}
#Override
public void onAnimationEnd(Animation animation) {
ostatni.setEnabled(true);
}
I have a TextView named tvCallToActionBanner that is shown depending on certain events. This method below controls whether said TextView gets shown. This method gets called in the Activity's onResume() and a couple of other methods call it as well.
public void showCallToActionBanner() {
runOnUiThread(new Runnable() {
#Override
public void run() {
if (!mPrefs.getCurrentLiveGameDateId().isEmpty()) {
mPrefs.setCallToActionType(GlobalVars.CTA_IN_GAME);
tvCallToActionBanner.setText(R.string.cta_game_in_progress);
if (!tvCallToActionBanner.isShown()) showCallToActionBanner(true);
}
else if (mPrefs.getLiveGameDateStatus().equals(GlobalVars.LIVE_GAME_DATE_SEARCHING)) {
mPrefs.setCallToActionType(GlobalVars.CTA_LIVE_GAME_DATE_SEARCHING);
tvCallToActionBanner.setText(R.string.cta_live_game_date_searching);
if (!tvCallToActionBanner.isShown()) showCallToActionBanner(true);
}
else if (!mPrefs.getUnratedGameDateIds().isEmpty()) {
mPrefs.setCallToActionType(GlobalVars.CTA_RATE_MATCH);
mPrefs.setCallToActionId(mPrefs.getUnratedGameDateIds().iterator().next());
tvCallToActionBanner.setText(R.string.cta_unrated_match);
if (!tvCallToActionBanner.isShown()) showCallToActionBanner(true);
}
else if (tvCallToActionBanner.isShown()) {
showCallToActionBanner(false);
}
}
});
}
public void showCallToActionBanner(final boolean shouldShow) {
runOnUiThread(new Runnable() {
#Override
public void run() {
if (shouldShow) {
Animation enterAnim = AnimationUtils.loadAnimation(MainActivity.this, R.anim
.banner_slide_down);
enterAnim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
int paddingTop = (int) getResources().getDimension(R.dimen
.main_container_top_spacing_for_banner);
mainContainer.setPadding(0, paddingTop, 0, 0);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
tvCallToActionBanner.startAnimation(enterAnim);
tvCallToActionBanner.setVisibility(View.VISIBLE);
}
else {
Animation exitAnim = AnimationUtils.loadAnimation(MainActivity.this, R.anim
.banner_slide_up);
exitAnim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
mainContainer.setPadding(0, 0, 0, 0);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
tvCallToActionBanner.startAnimation(exitAnim);
tvCallToActionBanner.setVisibility(View.GONE);
}
}
});
}
So when I trigger the tvCallToActionBanner to show in Activity A, it shows with no issues.
I create Activity B, and the onResume() gets called and it shows it with no problems.
And then I create Activity C, onResume() gets called and shows tvCallToActionBanner. I call a method which now hides tvCallToActionBanner and it hides with no issues.
I press the back button and it goes back to Activity B, which calls the onResume() and should be hiding the tvCallToActionBanner but it isn't.
I checked the tvCallToActionBanner.isShown() and it is returning false in Activity B after I press the back button from C. But the view is clearly showing and should be returning true.
Is it because the way the order of the Views are drawn? I have tried to move the method call to onPostResume() but that did nothing. How do I get the tvCallToActionBanner.isShown() to return true when it is showing?
Just use a View.getVisibility() method.
if(textView.getVisibility == View.VISIBLE) {
// do stuff
}
isShown() checks also the visibility of its ancestors - so the view itself could be visible but one of its parents isn't (#see here)
textview.viewTreeObserver.addOnGlobalLayoutListener {
Toast.makeText(this,"layout changed "
+textview.isShown
,Toast.LENGTH_LONG)
.show()
Toast.makeText(this,"visible "+
(textView.visibility==View.VISIBLE)
,Toast.LENGTH_LONG)
.show()
}
I am using NineOldAndroid's AnimatorSet on a View
and when i want to get rid of the animation, and make the view gone - nothing happens
how do i make the view go away?
public void showAnimation(boolean show) {
if (show) {
if (mTarget.getVisibility() != View.VISIBLE) {
// play sound
mTarget.setVisibility(View.VISIBLE);
pauseAnimation = false;
// start animation
initTargetAnimation();
}
} else {
pauseAnimation = true; //All of this block gets executed in the debugger, but none of it actually take effect
if (mTarget.getAnimation() != null) {
mTarget.getAnimation().cancel();
mTarget.clearAnimation();
}
mTarget.setVisibility(View.GONE);
}
}
private void initTargetAnimation() {
final AnimatorSet set = new AnimatorSet();
// init animation properties
set.playTogether(ObjectAnimator.ofFloat(mTarget, "scaleX", RELEVANT_ANIMATION_SEQUENCE), ObjectAnimator.ofFloat(mTarget, "scaleY", RELEVANT_ANIMATION_SEQUENCE));
// add animation listener
set.setDuration(1500).addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {
}
#Override
public void onAnimationEnd(Animator animation) {
// RESTART ANIMATION
if (!pauseAnimation) {
initTargetAnimation(); // TODO fix
}
}
#Override
public void onAnimationCancel(Animator animation) {
}
#Override
public void onAnimationRepeat(Animator animation) {
}
});
// start animation
set.start();
}
After you set the visibility on your View mTarget try calling invalidate() on it. This assumes you call it from the main thread otherwise it's postinvalidate().