Animate change of view background not happening smoothly - android

I am trying to animate the back ground of my activity
What i have done is
ImageView image = (ImageView) findViewById(R.id.toggle_image);
final TransitionDrawable td = new TransitionDrawable( new Drawable[] {
getResources().getDrawable(R.drawable.welcomeimagetoggle1),
getResources().getDrawable(R.drawable.welcomeimagetoggle2)
});
image .setImageDrawable(td);
td.startTransition(3000);
td.reverseTransition(3000);
final Handler handler = new Handler();
handler.postDelayed(new Runnable() {
#Override
public void run() {
//Do something after 100ms
td.startTransition(3000);
td.reverseTransition(3000);
handler.postDelayed(this, 3000);
}
}, 3000);
It's working properly but the problem is while the timer ends the change happening is to smooth , there is a sudden movement. How can i avoid that ?

I think you should use this library (DexMovingImageView) instead.
It offers some cool transitions (check their demo). In your case, use the DexCrossFadeImageView with multiple images.
Don't forget to make the window background of your activity transparent to avoid overdraw.
UPDATE : About the padding, check the scaletype. As for animation, here's KenBurnsView (ImageView animated by Ken Burns effect), Motion (ImageView with a parallax effect that reacts to the device's tilt) and finally LoyalNativeSlider (An image slider with many cool animations). Hope this helps!

Related

Android background animation ListView/GridView

I want to make a gridView (or ListView) scrolling automatically (without user interaction) repeatly.
I want it on the background, the user has not the possibility to scroll the gridView, he has only one button in foreground to start an activity. It is just a "presentation" activity
How can I make it possible? I have no idea what to use to do it, if there is somes simple android api to make it.
Should I use animation thread or can it be done only with smoothToScroll?
Use duration
mListView.smoothScrollToPositionFromTop(position, duration);
You have the smoothScrollToPosition method that will scroll to a position on the listview/gridview
http://developer.android.com/reference/android/widget/AbsListView.html#smoothScrollToPosition(int)
As for the possibility to scroll on the gridview/listview just implement a touchListener and return true
For example if you want to to this slowly you can't just create a for. It will scroll too fast. You can use handlers for that. Create a recursive function scrollTo.
public void scrollTo(final ListView myView, final int position) {
final Handler myHandler = new Handler();
myHandler.postDelayed(new Runnable() {
#Override
public void run() {
myView.smoothScrollToPosition(position);
if(position<myView.getAdapter().getCount())
scrollTo(myView, position + 1);
}
}, 2000);
}
And next call it once like scrollTo(myListview,0);. The function will do the rest. Change 2000 for the number of seconds you want to wait *1000.

Create animation in imageviews

I have an imageview with a default image. Now when I try to click it, I want it to animate that displays 4 frames of images. How could I accomplish this, I tried a simpler approach (more of a dumb approach) by changing the imageresource 4 times, as expected the image changes so fast that the animating image effect is not visible. Any ideas?
I tried this approach:
Gem = (ImageView)v;
Gem.setImageResource(com.example.gems.R.drawable.bd1);
Gem.postDelayed(new Runnable() {
public void run() {
Gem.setImageResource(com.example.gems.R.drawable.bd2);
Gem.postDelayed(new Runnable() {
public void run() {
Gem.setImageResource(com.example.gems.R.drawable.bd3);
Gem.postDelayed(new Runnable() {
public void run() {
Gem.setImageResource(com.example.gems.R.drawable.bd4);
Gem.postDelayed(new Runnable() {
public void run() {
}
}, 500);
}
}, 500);
}
}, 500);
}
}, 500);
It worked, but is there a better way to this without coding too much lines? I have 25 kinds of images and each image has 4 frames.
EDIT:
I tried using xml transition files:
Java file:
Resources res = this.getResources();
Gem = (ImageView)v;
TransitionDrawable transition;
transition = (TransitionDrawable)
res.getDrawable(R.drawable.blue_diamond_animation);
Gem.setImageDrawable(transition);
transition.startTransition(3000);
xml file:
<transition xmlns:android="http://schemas.android.com/apk/res/android">
<item android:drawable="#drawable/bd1"></item>
<item android:drawable="#drawable/bd2"></item>
<item android:drawable="#drawable/bd3"></item>
<item android:drawable="#drawable/bd4"></item>
<item android:drawable="#drawable/invi"></item>
</transition>
This seems to work, but I don't want to draw this images in a transition. I want to change the background in a transition. I tried changing this android:drawable to android:drawable but it doesn't work.
It turns out that there is an exact class for this: AnimationDrawable
Basically, just add frames with the other pictures to use in the animation to the AnimationDrawable object and specify how long they should display using addFrame(Drawable frame, int duration)
Then set the ImageView to display whatever image it should start with and set the background to the AnimationDrawable you just made using setBackgroundDrawable(Animation)
Lastly, start the animation in the onClick listener
EDIT: FOR EXAMPLE
AnimationDrawable ad = new AnimationDrawable();
ad.addFrame(getResources().getDrawable(R.drawable.image1), 100);
ad.addFrame(getResources().getDrawable(R.drawable.image2), 500);
ad.addFrame(getResources().getDrawable(R.drawable.image3), 300);
ImageView iv = (ImageView) findViewById(R.id.img);
iv.setBackgroundDrawable(animation);
And then in your onClick listener, just call ad.start
It depends on what you are trying to accomplish. You have not given enough info to go on
The viewproperty animator is really the easiest thing to use have a look. It can also be used with older API's using nineoldandroids jar (google it)
http://developer.android.com/reference/android/view/ViewPropertyAnimator.html
The ObjectAnimator and ValueAnimator are also available similar and slightly more difficult to implement
http://developer.android.com/reference/android/animation/ObjectAnimator.html
http://developer.android.com/reference/android/animation/ValueAnimator.html
Have a look at the APIdemos in the sample packs there are a few examples mainly using the ValueAnimator.
http://developer.android.com/tools/samples/index.html
There are also Sprites to consider but it is basically a bitmap , you can user the timer obect to choreograph

Android animate character in SurfaceView

I want to animate a character (for eg run a dog) on screen. AnimationDrawable seemed a perfect fit for this, and AnimationDrawable requires an ImageView. How do I add and move around the ImageView in SurfaceView?
Thanks.
You don't need an ImageView.
If your animation is an XML Drawable, you can load it directly from the Resources into an AnimationDrawable variable:
Resources res = context.getResources();
AnimationDrawable animation = (AnimationDrawable)res.getDrawable(R.drawable.anim);
Then set it's bounds and draw on the canvas:
animation.setBounds(left, top, right, bottom);
animation.draw(canvas);
You also need to manually set the animation to run on it's next scheduled interval. This can be accomplished by creating a new Callback using animation.setCallback, then instantiating an android.os.Handler and using the handler.postAtTime method to add the next animation frame to the current Thread's message queue.
animation.setCallback(new Callback() {
#Override
public void unscheduleDrawable(Drawable who, Runnable what) {
return;
}
#Override
public void scheduleDrawable(Drawable who, Runnable what, long when) {
//Schedules a message to be posted to the thread that contains the animation
//at the next interval.
//Required for the animation to run.
Handler h = new Handler();
h.postAtTime(what, when);
}
#Override
public void invalidateDrawable(Drawable who) {
return;
}
});
animation.start();
With a SurfaceView it is your responsibility to draw everything within it. You do not need AnimationDrawable or any view to render your character on it. Take a look onto Lunar Lander example game from Google.

animate a image means it become big and small in one place android

hi i want to give animation using only one image in drawable folder means in imageview tag of xml file i increase width and height of same image now i want to animate it in one place
i had the code which uses series of images seved in drawale folder and animate it but i have only 1 image ..pls give any suitable example which uses only 1 image and animate that image using imageview height and width increasing..thanks in adv
below is my code..
final ImageView splashImageView = (ImageView) findViewById(R.id.SplashImageView);
splashImageView.setBackgroundResource(R.drawable.flag);
final AnimationDrawable frameAnimation = (AnimationDrawable)splashImageView.getBackground();
splashImageView.post(new Runnable(){
#Override
public void run() {
frameAnimation.start();
}
});
final SplashScreen sPlashScreen = this;
// The thread to wait for splash screen events
mSplashThread = new Thread(){
#Override
public void run(){
try {
synchronized(this){
// Wait given period of time or exit on touch
wait(5000);
}
}
catch(InterruptedException ex){
}
}
};
mSplashThread.start();
}
Try this:
ScaleAnimation scaler = new ScaleAnimation((float) 0.7, (float) 1.0, (float) 0.7, (float) 1.0);
scaler.setDuration(40);
imageView1.startAnimation(scaler);
"become big and small in one place" usually is called scaling.
I didn't really read it (just googled "android scaling images"), but this forum post might help you out. It seems to have a code tutorial:
http://www.anddev.org/resize_and_rotate_image_-_example-t621.html

animation does not start in canvas on android

I'm working on a game that requires drawing to SurfaceView's
Canvas. I'm using SurfaceHolder to obtain Canvas to draw to, and
perform drawing in a separate thread. Everything I draw displays
correctly except for this one animation.
Here is the animation definition (it is in res/drawable/
my_animation.xml:
and here is how I draw it to the Canvas:
AnimationDrawable ad = (AnimationDrawable)getResources().getDrawable(R.drawable.my_animation);
ad.draw(canvas);
ad.start();
but only the first frame ever appears on the screen.
What am I missing?
Thank you
If I get the reference right, you have to assign your AnimationDrawable to an ImageView as the example from http://developer.android.com/reference/android/graphics/drawable/AnimationDrawable.html demonstrates:
// Load the ImageView that will host the animation and
// set its background to our AnimationDrawable XML resource.
ImageView img = (ImageView)findViewById(R.id.spinning_wheel_image);
img.setBackgroundResource(R.drawable.spin_animation);
// Get the background, which has been compiled to an AnimationDrawable object.
AnimationDrawable frameAnimation = (AnimationDrawable) img.getBackground();
// Start the animation (looped playback by default).
frameAnimation.start()
In your case you did not assign your AnimationDrawable to any view so I suppose that's why it does not get updated. So you have to call AnimationDrawable.getFrame(int) manually.
If you are already using a separate thread why don't you involve also the code for your animation? This would render your code more consistent in my opinion.
Although this is an old question, i run into this problem too and figure out a walkaround, so i just post it here in case anyone searching about.
```java
final AnimationDrawable animationDrawable = ...;
final View v = new View(this) {
#Override
protected void onDraw(Canvas canvas) {
animDrawable.draw(canvas);
}
};
animationDrawable.setCallback(new Callback() {
#Override
public void unscheduleDrawable(Drawable who, Runnable what) {
v.removeCallbacks(what);
}
#Overridew
public void scheduleDrawable(Drawable who, Runnable what, long when) {
v.postDelayed(what, when - SystemClock.uptimeMillis());
}
#Override
public void invalidateDrawable(Drawable who) {
v.postInvalidate();
}
});
```
Animated drawables of all kinds (Transition, etc.) need a Callback to schedule redrawals. As zhang demonstrates, it is a simple interface for posting Runnables.
To support animated drawables in a custom view, you need two things:
pass your View to your animated Drawable's setCallback. Even base View implements Drawable.Callback, so there's no need to write your own wrapper.
override verifyDrawable to also return true for your animated Drawable.
As to why anyone would need that - I have just implemented animated drawable support in RecyclerView.ItemDecorations, how cool is that :-)
You are working with Canvas means, you are coding in low level. In low level u have to do everything. working with View (ImageView) means, it is high level.In ImageView already defined in low level on canvas how to deal with AnimationDrawable.
Lars Blumberg's answer is correct but the documentation is incorrect; you also need to take into account this: animation start issue

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