Android ViewPropertyAnimator silently fails alpha animations on large views - android

I have a list view that is populated with data from a web request. While waiting for the response I overlay another view on top (mNoDataLayout) with a progress bar and other information telling the user the data is coming. Once the data arrives I want to fade out the overlay view to reveal the populated list view:
mNoDataLayout.animate().setDuration(300).alpha(0.f);
The problem is this animation doesn't always run. Sometimes is works, sometimes it doesn't.

The fix was to set the height of my overlay view mNoDataLayout to the screen height. Previously I had it set to match_parent which meant that when lots of list data arrived, the list view could be very large, which caused the overlay view to be very large.
Once I set my overlay view to be smaller, the alpha animation started working without any other changes.
Perhaps Android is silently killing alpha animations on very large views in order to optimise rendering fill rate. But since those pixels are offscreen anyway, this probably implies it's also not doing any scissoring / culling, which seems odd.
DisplayMetrics displayMetrics = getActivity().getResources().getDisplayMetrics();
ViewGroup.LayoutParams layoutParams = mNoDataLayout.getLayoutParams();
layoutParams.height = displayMetrics.heightPixels;
mNoDataLayout.setLayoutParams(layoutParams);
This was on a Samsung Galaxy Note 4.

Related

Custom view added to WindowManager, pass events to underlying window depending on state

I have a fairly complicated situation where I need to either process events in a custom view, which is added via WindowManager, or pass them to the underlying window if it is outside of the wanted area. The wanted area is the containerView where it can be smaller from the root view itself, or may have equal width / height.
The view has a size of 28x28, but it can grow up until 60x60. The growing part is done with ValueAnimator where current width and target width is determined by the ValueAnimator.getAnimatedValue() (in this case, between 28 and 60). The window needs to consume the event if it has been clicked on, or the target view which may be smaller than the window itself, is clicked.
An example of the layout looks like this:
<FrameLayout android:layout_width="wrap_content"
android:layout_height="wrap_content">
<FrameLayout android:id="#+id/containerView"
android:layout_width="28dp"
android:layout_height="28dp"
android:layout_gravity="center">
<!-- rest of the view, not important -->
<!-- the containerView can have 28x28 size or
60x60 size -->
</FrameLayout>
</FrameLayout>
The animated view is the one that is defined with android:id="#+id/containerView".
I've tried to attach the view using regular layout params, like this, to make the window layout dynamic:
WindowManager manager = context.getSystemService(WindowManager.class);
View rootView = LayoutInflater.from(context).inflate(resId, null, false);
WindowManager.LayoutParams params = new WindowManager.LayoutParams();
params.width = WindowManager.LayoutParams.WRAP_CONTENT;
params.height = WindowManager.LayoutParams.WRAP_CONTENT;
params.type = WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY;
params.flags = FLAG_NOT_FOCUSABLE | FLAG_WATCH_OUTSIDE_TOUCH;
manager.addView(rootView, params);
And this similar code block adds the view with 28x28 size, that's not a problem. However, while animating to 60x60 size depending on a state change (on containerView), the animation flickers a lot. I guess it happens because both view itself and the window needs to be re-sized. I've tried to use setLayerType(HARDWARE, null) but that didn't seem to work. Then I've found another workaround, which is increasing the size of the window directly, before starting the animation, by giving it fixed width-height values, like this:
params.width = dpToPx(60);
params.height = dpToPx(60);
manager.updateViewLayout(rootView, params);
And after this, I start the growing animation, which changes the containerView width and height gradually. With this way, animation is smooth, even on lower-end devices so I think it's a good optimization.
The problem begins with the window size change. You see, containerView has to have the attribute android:layout_gravity="center" to position the view to window's center. But, increasing the window width and height changes the view's position. To overcome that, I've decided to write another approach by doing something like this:
// This method is inside the root view, which contains
// the WindowManager.LayoutParams as its layout params.
private void setWindowSize(int widthPx, int heightPx)
{
WindowManager.LayoutParams params = getLayoutParams(); // ignore cast
int oldWidth = params.width;
int oldHeight = params.height;
int differenceWidth = widthPx - oldWidth;
int differenceHeight = heightPx - oldHeight;
// Position the view relatively to the window so
// it should look like its position is not changed
// due to containerView's center layout_gravity.
params.x -= differenceWidth / 2;
params.y -= differenceHeight / 2;
params.width = widthPx;
params.height = heightPx;
// Update itself since this is already the root view.
manager.updateViewLayout(this, params);
}
The code above was causing the position change happening with animation. Hence, I've searched if this animation can be disabled, and found an answer here which seems to be working with Android 10 emulator. However, I don't think this is a reliable approach, as most manufacturers change source codes of framework classes to implement their own themes etc. so I'm looking for a more reliable approach. The change also cause a flicker due to the containerView.onLayout() operation, presumably happening after manager.updateViewLayout() is executed, where it appears on top-left for one frame and on center on the 2nd frame, visible to the eyes.
At this point, I can only think of some ways to prevent these bugs:
1) Process touch events only on certain states (such as the coordinates intercepting the containerView)
2) Make the view non-touchable after receiving MotionEvent.ACTION_OUTSIDE which will indicate a touch event happened outside of the view's boundaries.
1st one has a flaw: If the view is clickable in all cases, it becomes clickable starting from the root view, and once the touch event is received from that view, it is not transferred to other windows (a.k.a underlying applications) which cause an issue.
2nd one seemed a good approach for me, but the event MotionEvent.ACTION_OUTSIDE does not contain any specific x or y coordinates so it is impossible to tell if the event occurred in window's boundaries. If this was possible, I'd add FLAG_NOT_TOUCHABLE to layout params and updated the view, and removed that flag if the touch is to be processed.
So, my question is:
Can a custom view, that has been added with a WindowManager choose to deliver the events further based on, i don't know, returning false from dispatchTouchEvent() or something? Or, is there a way to receive all touch events even outside our application with the specific screen coordinates so I can change the window flags depending on it?
Any help is appreciated, thank you very much.
I was able to resolve the issue by applying an ugly hack. I've used a second window, where the window itself is full screen and contains flags FLAG_NOT_FOCUSABLE and FLAG_NOT_TOUCHABLE and since the touch is disabled the events are passed below window.
The window-resize flickering depending on the animation was the cause, so I've thought about using a temporary view, added the view to a second window, by getting the cache of the view itself using a bitmap and a canvas (the states are cached and recycled by the way), and making the image view visible, setting the view on the original window as INVISIBLE and after making sure it became invisible (by using ViewTreeObserver.addOnDrawListener because the draw function is called) changing window size.
With this approach, the view becomes already invisible while the window size is changed, and translated accordingly, which eliminated the possibility of the buggy view.
Then, after the layout is complete (I've also made sure by using ViewTreeObserver.addOnGlobalLayoutListener() and waiting for the view to be placed on the target coordinates relative to parent), switched the views. Extra memory is used because of the extra added window and image view and bitmap, but the issue seems to be resolved.
The only remaining thing is how to disable window animations with the call windowManager.updateViewLayout() because the flag that the other question mentioned is apparently added in API 18, whereas this app targets to API 16. On the rest of the emulators and the devices that I've tested on seem to have this flag consistently, and the window translate animations seem to be disabled successfully.

How do I create a ViewPager without margins?

Using the ViewPager view from the Android support library, the default setup shows one page at a time, with a large margin between each item - ie, if your view is about half the width of your activity there's space on either side, and as you swipe the next one in there's space there too.
ViewPagers have a method, setPageMargin(), that lets you specify an offset to adjust the margin size between pages, and I'm using it to specify a negative margin so that it pulls the pages closer together. However, obviously the amount you need to pull in these margins varies according to the screen dimensions.
So, I'm looking for a smarter way: is there a way to tell the ViewPager "I want no margins at all, making the views in my ViewPager butt up against each other"?
Thank you!
I don't know if there's a smarter way, but your way should work if all pages have the same width. Try something like this:
DisplayMetrics dm = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(dm);
// getActivity().getWindow... if inside a Fragment
yourViewPager.setPageMargin((yourPageWidth - dm.widthPixels) / 2);

How to show half item in scrollview which indicate more products in scrollview

I used Horizontal scroll view in which I add 'Child View'. But on HZ scroll view I want to arrange child some think like, whole screen will show 3.5 child at a time or 4.5 , 5.5 depends on screen size. The half of child indicate there is more child on Scroller.
For that I used different dimensions for child view depends on density. But still their is some device which show whole child at the end of screen.
So how I can mange this on scroll view. Please guide me in right direction.
For that I used different dimensions for child view depends on
density. But still their is some device which show whole child at the
end of screen.
That will not work well in a lot of devices.
Assuming that those orange child views are all of the same width(although not that important) and you want to show half of one only when the HorizontallScrollView is first laid out, you could simply post a Runnable(in the onCreate method) on a view to set their widths to a proper dimension so you make the proper appearance:
public void onCreate(Bundle saved) {
// ... work
horizontalScrollView.post(new Runnable() {
#Override
public void run() {
DisplayMetrics dm = getResources().getDisplayMetrics();
int screenWidth = dm.widthPixels;
// based on this width, the space between the children and their
// widths calculate new widths so you get a half clipped
// children on the right side.
}
});
}
But, I would avoid this and simply set a much more powerful indicator on the HorizontalScrollView(overriding its dispatchDraw method and drawing something there(maybe also hiding it a bit later with a Runnable)) if you really want to make sure that the user sees the extra content.

Screen Size Honeycomb Menu android

Hi I am trying yo get the screen size of screen minus the menu bar at the bottom.
I know I could just subtract a constant number according to the resolution of the device but it is a super ugly hack. I am sure google people are not dumb enough to forget to give the user a function to get the height of the bottom menu bar so I can subtract it from the full screen size
This is a similar post.
Size of android notification bar and title bar?
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
what_i_need =metrics.heightPixels-buttomMenuHeight();
I need buttomMenuHeight();
i could not find it in the API. I don't really care about the backward comparability at this point
Thanks
Why not use the height of the activity's top-level View? e.g. if your activity contains a full-height LinearLayout, use its height, so you don't have to know the menu height, or noticiation bar height.
I think you're treading a dangerous road doing this kind of calculation, as you don't know what the future layouts for Android might be, or how they might differ on Google TV, or whatever.
Try calling getHeight() after onLayout. The view is not sized on inflate.
EDIT:
Or since Activity does not have onLayout you might wait for onSizeChanged.
(Reference How to know when activity is laid out?)
I am drawing image in native code and I need to pass the size of the screen to C.
I tried to get the Height by getHeight() of the view but that returns 0 always even after setContentView is called.
RelativeLayout masterLayout = new RelativeLayout(this);
RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT);
masterLayout.setLayoutParams(params);
setContentView(masterLayout);
when I try masterLayout.getHeight(), it returns 0.
I expected to get the full screen height as I said fill_parent.

Moving views inside a layout/view in Android

I have more than one question, but I'll start with the more important and problematic one:
I have a FrameLayout with a ImageView inside it. I need to get the size of the "usable area" of the screen my activity is ocupping, so I set the onSizeChanged on my View (I extended the ImageView class). Everything worked fine here. Now I have a 1000x1000 image that I want to show on the screen, but without scaling. I want it to be clipped, really. If I set the ImageView dimensions using viewObject.setLayoutParams(new Gallery.LayoutParams(1000, 1000)); I get the image being showed correctly, but then the onSizeChanged event returns me always the "1000 x 1000" custom size rather than the real screen size value.
Any ideas of how can I show an image with its real size (no scale!) and still get the view to report the screen available space? I can change the layout as needed as well, of course.
. Amplexos.
Are you asking to get the dimensions of the ImageView? If so then you can get that using getLocalVisibleRect. Here's roughly how it's done:
ImageView yourImageView;
public void onCreate(...){
setContentView(...)
yourImageView = (ImageView) findViewById(...);
(...)
}
getImageViewSize(){
Rect imageViewSize = new Rect();
yourImageView.getLocalVisibleRect(imageViewSize);
// imageViewSize now has all the values you need
Log.d("Your log tag", "ImageView width = " + (imageViewSize.right -
imageViewSize.left));
}
There is however a catch. You have to make sure that you don't try to get the size of the view until after view is finished being laid out on the screen. In other words, if you try to get its size in onCreate, its size will be 0. You have to get it afterwards, for example at the same time as you resize your image, assuming that's done with a button. (If you're using a SurfaceHolder you can also call it during the surfaceCreated callback, but I doubt you're using one of those...)

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