Rotate compass in smooth way issue android - android

This is my code which use another Sensor class and other activity but
i want only compass to rotate in smooth way i use bitmap image on
canvas bitmap not rotate in smooth way
public class CompassView extends View
{
private int mWidth;
private int mHeight;
private float position = 0;
private Bitmap myCompassPointer;
public CompassView(Context context)
{
super(context);
myCompassPointer=BitmapFactory.decodeResource(getResources(),
R.drawable.pin_finder);
}
#Override
protected void onDraw(Canvas canvas)
{
int cx = (mWidth - myCompassPointer.getWidth()) >> 1;
int cy = (mHeight - myCompassPointer.getHeight()) >> 1;
if (position > 0)
{
canvas.rotate(position, mWidth >> 1, mHeight >> 1);
}
//it set the bitmap to cx,cy position
canvas.drawBitmap(myCompassPointer, cx, cy, null);
canvas.restore();
}
public void updateData(float position)
{
this.position = position;
invalidate();
}
protected void onMeasure(int widthMeasureSpec, int
heightMeasureSpec)
{
// TODO Auto-generated method stub
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
mWidth = View.MeasureSpec.getSize(widthMeasureSpec);
mHeight = View.MeasureSpec.getSize(heightMeasureSpec);
}
}

You should store the current rotation of the canvas in some field variable and on each update of data use the ObjectAnimator to smoothly update the value of the current rotation of the canvas to the new value. Be sure to invalidate the view on each animation frame. You can read more about animations of properties and ObjectAnimator here: Property Animation

Related

Custom VIew Onclick Style change

I have custom animated play/pause button which is getting highlighted when I press it. How can I remove the highlighted gray color around the button.
Setting background to transparent isn't working.
public class PlayPauseMiniView extends FrameLayout {
private static final long PLAY_PAUSE_ANIMATION_DURATION = 200;
private final PlayPauseDrawable mDrawable;
private final Paint mPaint = new Paint();
private AnimatorSet mAnimatorSet;
private int mWidth;
private int mHeight;
public PlayPauseMiniView(Context context, AttributeSet attrs) {
super(context, attrs);
setWillNotDraw(false);
mPaint.setAntiAlias(true);
mPaint.setStyle(Paint.Style.FILL);
mDrawable = new PlayPauseDrawable(context);
mDrawable.setCallback(this);
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
final int size = Math.min(getMeasuredWidth(), getMeasuredHeight());
setMeasuredDimension(120, 120);
}
#Override
protected void onSizeChanged(final int w, final int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mDrawable.setBounds(0, 0, w, h);
mWidth = w;
mHeight = h;
}
#Override
protected boolean verifyDrawable(Drawable who) {
return who == mDrawable || super.verifyDrawable(who);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
mDrawable.draw(canvas);
}
public void toggle() {
if (mAnimatorSet != null) {
mAnimatorSet.cancel();
}
mAnimatorSet = new AnimatorSet();
final Animator pausePlayAnim = mDrawable.getPausePlayAnimator();
mAnimatorSet.setInterpolator(new DecelerateInterpolator());
mAnimatorSet.setDuration(PLAY_PAUSE_ANIMATION_DURATION);
mAnimatorSet.playTogether(pausePlayAnim);
mAnimatorSet.start();
}
}
public class PlayPauseDrawable extends Drawable {
private static final Property<PlayPauseDrawable, Float> PROGRESS =
new Property<PlayPauseDrawable, Float>(Float.class, "progress") {
#Override
public Float get(PlayPauseDrawable d) {
return d.getProgress();
}
#Override
public void set(PlayPauseDrawable d, Float value) {
d.setProgress(value);
}
};
private final Path mLeftPauseBar = new Path();
private final Path mRightPauseBar = new Path();
private final Paint mPaint = new Paint();
private final RectF mBounds = new RectF(0,0,10,10);
private final float mPauseBarWidth;
private final float mPauseBarHeight;
private final float mPauseBarDistance;
private float mWidth;
private float mHeight;
private float mProgress;
private boolean mIsPlay;
public PlayPauseDrawable(Context context) {
final Resources res = context.getResources();
mPaint.setAntiAlias(true);
mPaint.setStyle(Paint.Style.FILL);
mPaint.setColor(Color.DKGRAY);
mPauseBarWidth = res.getDimensionPixelSize(R.dimen.pause_bar_width);
mPauseBarHeight = res.getDimensionPixelSize(R.dimen.pause_bar_height);
mPauseBarDistance = res.getDimensionPixelSize(R.dimen.pause_bar_distance);
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
mBounds.set(bounds);
mWidth = mBounds.width();
mHeight = mBounds.height();
}
#Override
public void draw(Canvas canvas) {
mLeftPauseBar.rewind();
mRightPauseBar.rewind();
// The current distance between the two pause bars.
final float barDist = lerp(mPauseBarDistance, 0, mProgress);
// The current width of each pause bar.
final float barWidth = lerp(mPauseBarWidth, mPauseBarHeight / 2f, mProgress);
// The current position of the left pause bar's top left coordinate.
final float firstBarTopLeft = lerp(0, barWidth, mProgress);
// The current position of the right pause bar's top right coordinate.
final float secondBarTopRight = lerp(2 * barWidth + barDist, barWidth + barDist, mProgress);
// Draw the left pause bar. The left pause bar transforms into the
// top half of the play button triangle by animating the position of the
// rectangle's top left coordinate and expanding its bottom width.
mLeftPauseBar.moveTo(0, 0);
mLeftPauseBar.lineTo(firstBarTopLeft, -mPauseBarHeight);
mLeftPauseBar.lineTo(barWidth, -mPauseBarHeight);
mLeftPauseBar.lineTo(barWidth, 0);
mLeftPauseBar.close();
// Draw the right pause bar. The right pause bar transforms into the
// bottom half of the play button triangle by animating the position of the
// rectangle's top right coordinate and expanding its bottom width.
mRightPauseBar.moveTo(barWidth + barDist, 0);
mRightPauseBar.lineTo(barWidth + barDist, -mPauseBarHeight);
mRightPauseBar.lineTo(secondBarTopRight, -mPauseBarHeight);
mRightPauseBar.lineTo(2 * barWidth + barDist, 0);
mRightPauseBar.close();
canvas.save();
// Translate the play button a tiny bit to the right so it looks more centered.
canvas.translate(lerp(0, mPauseBarHeight / 8f, mProgress), 0);
// (1) Pause --> Play: rotate 0 to 90 degrees clockwise.
// (2) Play --> Pause: rotate 90 to 180 degrees clockwise.
final float rotationProgress = mIsPlay ? 1 - mProgress : mProgress;
final float startingRotation = mIsPlay ? 90 : 0;
canvas.rotate(lerp(startingRotation, startingRotation + 90, rotationProgress), mWidth / 2f, mHeight / 2f);
// Position the pause/play button in the center of the drawable's bounds.
canvas.translate(mWidth / 2f - ((2 * barWidth + barDist) / 2f), mHeight / 2f + (mPauseBarHeight / 2f));
// Draw the two bars that form the animated pause/play button.
canvas.drawPath(mLeftPauseBar, mPaint);
canvas.drawPath(mRightPauseBar, mPaint);
canvas.restore();
}
public Animator getPausePlayAnimator() {
final Animator anim = ObjectAnimator.ofFloat(this, PROGRESS, mIsPlay ? 1 : 0, mIsPlay ? 0 : 1);
anim.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
mIsPlay = !mIsPlay;
}
});
return anim;
}
public boolean isPlay() {
return mIsPlay;
}
private void setProgress(float progress) {
mProgress = progress;
invalidateSelf();
}
private float getProgress() {
return mProgress;
}
#Override
public void setAlpha(int alpha) {
mPaint.setAlpha(alpha);
invalidateSelf();
}
#Override
public void setColorFilter(ColorFilter cf) {
mPaint.setColorFilter(cf);
invalidateSelf();
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
/**
* Linear interpolate between a and b with parameter t.
*/
private static float lerp(float a, float b, float t) {
return a + (b - a) * t;
}
}
You can use ImageView instead of ImageButton
Have You tried android:background="#null" ?

How to draw an audio waveform on Android

I have a custom view that I want to use to display the amplitude of audio coming in through the microphone in a line graph.
Getting the amplitude and all that I have no problem with, and drawing the lines is not really a problem either.
What I want to do is show the amplitude starting at the far right edge, moving left. So with each new sample I want to translate the bitmap to the left, then draw a line from the last point to the new point. I'm not sure what the easiest way to achieve this is. I originally was able to do it by drawing Paths and just adding a new point to the path with each sample, the problem was that after like a minute the path was too big to be drawn. So I thought about it and wanted to switch to using a cached bitmap, translate that on each iteration, and draw from the last point to the new point. However this is tricky to do as (after experimentation). When I translate the bitmap it doesn't move the far left pixels off the bitmap, it just moves the entire bitmap in the canvas and I have no way to write pixels to the right side.
Below is a description of what I'm trying to do:
Given this:
I want to translate that to the left:
Then draw a line to a new point the space space on the right
Of course, step 2 and 3 should happen at essentially the same time.
How can I achieve this? I'm open to new ideas altogether, like perhaps saving all the points for up to 1 screen worth and drawing them out on each onDraw call. I'd prefer to just save them in a bitmap and do some kind of translation/clipping etc to achieve the same thing with perhaps less overhead.
private static final int MAX_AMPLITUDE = 32767;
float lx, ly;
private Paint mPaint;
private Bitmap mBitmap;
private Canvas mCanvas;
private void init() {
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeWidth(5);
mPaint.setColor(Color.Black);
}
#Override
public void onSizeChanged(int w, int h, int oldw, int oldh) {
if (mBitmap != null) {
mBitmap.recycle();
}
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
height = h;
width = w;
ly = height;
lx = width;
amplitudeDivisor = ((float) MAX_AMPLITUDE / (float) height);
}
#Override
public void onDraw(Canvas canvas) {
mAmplitude = (float)(MAX_AMPLITUDE * Math.random());
float dx = width - delta;
float dy = height - (mAmplitude / amplitudeDivisor);
mCanvas.drawLine(lx, ly, dx, dy, mPaint);
mCanvas.translate(-delta, 0);
canvas.drawBitmap(mBitmap, 0, 0, mPaint);
lx = dx;
ly = dy;
delta+=10;
postInvalidateDelayed(200);
}
The above is just a sample, I'm just using a random value for the amplitude to simplify for now. I've tried a bunch of things with no luck. Any help would be greatly appreciated.
I ended up getting this working by saving the points to an array. I draw a white line before the recording starts. Note that I use an EvictingQueue from the Guava library as a circular buffer of points to render on a line. To use this, once a recording starts call start() and when it ends call stop. From your activity you will need to send MediaRecorder getMaxAmplitude() values to the updateAmplitude() method of this class, and do so at an interval of say 50 ms. The view also supports rotation.
public class AmplitudeWaveFormView extends View {
private static final String TAG = AmplitudeWaveFormView.class.getSimpleName();
private static final int MAX_AMPLITUDE = 32767;
private static final int SAMPLES_PER_SCREEN = 100;
private float mAmplitude = 0;
private Paint mRecordingPaint, mNotRecordingPaint;
private int height = -1;
private int width = -1;
private boolean mIsStarted;
private float[] lastPoints;
private int oldWidth = -1, oldHeight = -1;
private int mCurrentSample;
private float amplitudeDivisor = 1;
private float lx,ly, deltaX;
private EvictingQueue<Float> mPointQueue;
private int recordColor;
private int notRecordingColor;
public AmplitudeWaveFormView(Context context) {
super(context);
init();
}
public AmplitudeWaveFormView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public AmplitudeWaveFormView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
public void start() {
mIsStarted = true;
}
public void stop() {
mIsStarted = false;
}
public void updateAmplitude(float amplitude) {
mAmplitude = amplitude;
postInvalidate();
}
private void init() {
recordColor = getResources().getColor(R.color.mint);
notRecordingColor = getResources().getColor(R.color.alpine);
mRecordingPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mRecordingPaint.setStyle(Paint.Style.STROKE);
mRecordingPaint.setStrokeWidth(5);
mRecordingPaint.setColor(recordColor);
mNotRecordingPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mNotRecordingPaint.setStyle(Paint.Style.STROKE);
mNotRecordingPaint.setStrokeWidth(5);
mNotRecordingPaint.setColor(notRecordingColor);
}
#Override
public void onSizeChanged(int w, int h, int oldw, int oldh) {
height = h;
width = w;
ly = height;
lx = width;
deltaX = (float)width / (float)SAMPLES_PER_SCREEN;
amplitudeDivisor = ((float) MAX_AMPLITUDE / (float) height);
mPointQueue = EvictingQueue.create(SAMPLES_PER_SCREEN * 4);
if (lastPoints != null && lastPoints.length > 0) {
float xScale = (float) width/oldWidth;
float yScale = (float) height/oldHeight;
Matrix matrix = new Matrix();
matrix.setScale(xScale, yScale);
matrix.mapPoints(lastPoints);
mPointQueue.addAll(Floats.asList(lastPoints));
ly = lastPoints[lastPoints.length-1];
lx= lastPoints[lastPoints.length -2];
lastPoints = null;
}
}
#Override
public void onRestoreInstanceState(Parcelable state) {
if (state instanceof Bundle) {
Bundle bundle = (Bundle) state;
mCurrentSample = bundle.getInt("sample");
lastPoints = bundle.getFloatArray("lines");
oldWidth = bundle.getInt("oldWidth");
oldHeight = bundle.getInt("oldHeight");
state = ((Bundle) state).getParcelable("parent");
}
super.onRestoreInstanceState(state);
}
#Override
public Parcelable onSaveInstanceState() {
Bundle bundle = new Bundle();
bundle.putFloatArray("lines", Floats.toArray(mPointQueue));
bundle.putInt("sample", mCurrentSample);
bundle.putParcelable("parent", super.onSaveInstanceState());
bundle.putInt("oldWidth", width);
bundle.putInt("oldHeight", height);
return bundle;
}
#Override
public void onDraw(Canvas canvas) {
if (mIsStarted) {
float x = lx + deltaX;
float y = height - (mAmplitude / amplitudeDivisor);
mPointQueue.add(lx);
mPointQueue.add(ly);
mPointQueue.add(x);
mPointQueue.add(y);
lastPoints = Floats.toArray(mPointQueue);
lx = x;
ly = y;
}
if (lastPoints != null && lastPoints.length > 0) {
int len = mPointQueue.size() / 4 >= SAMPLES_PER_SCREEN ? SAMPLES_PER_SCREEN * 4 : mPointQueue.size();
float translateX = width - lastPoints[lastPoints.length - 2];
canvas.translate(translateX, 0);
canvas.drawLines(lastPoints, 0, len, mRecordingPaint);
}
if (mCurrentSample <= SAMPLES_PER_SCREEN) {
drawNotRecordingLine(canvas);
}
mCurrentSample++;
}
private void drawNotRecordingLine(Canvas canvas) {
canvas.drawLine(0,height, width, height, mNotRecordingPaint);
}
}

How to draw text with in a specified rect in android?

Is there a method to draw text with in a specified rectangle?
I am drawing directly to a canvas(ImageView) using
canvas.drawText(text,x,y,paint)
But this drew the entire text in a single line. I want to wrap the text with in the specified (x,y) ,(x1,y1) limit. I don't want to use textviews or any other views.
I just want to draw the text over an image.
Is there any method to do this?
Thanks in Advance
Firstly you have to determine the text size. The width of each character could be get by getTextWidths(), the height is same with text size. Try to estimate a initial text size, and use the height and width of text to adjust the final value.
Secondly you need to break lines. Paint.getTextWidths() or Paint.breakText() can all achieve this target.
Edit: add the code example.
public static class RectTextView extends View {
private int mWidth = 200;
private int mHeight = 100;
private String mText = "Hello world. Don't you know why, why you and I.";
private Paint mPaint;
private List<Integer> mTextBreakPoints;
public RectTextView(Context context) {
this(context, null);
}
public RectTextView(Context context, AttributeSet attrs) {
super(context, attrs);
mPaint = new Paint();
mPaint.setColor(Color.WHITE);
mPaint.setAntiAlias(true);
setSuitableTextSize();
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setMeasuredDimension(mWidth, mHeight);
}
#Override
protected void onDraw(Canvas canvas) {
int start = 0;
int x = 0;
int y = 0;
for (int point : mTextBreakPoints) {
y += mPaint.getTextSize();
canvas.drawText(mText, start, point, x, y, mPaint);
start = point;
}
}
private void setSuitableTextSize() {
int textSize = getEstimateTextSize();
for (; textSize > 0; textSize--) {
if (isTextSizeSuitable(textSize))
return;
}
}
private boolean isTextSizeSuitable(int size) {
mTextBreakPoints = new ArrayList<Integer>();
mPaint.setTextSize(size);
int start = 0;
int end = mText.length();
while (start < end) {
int len = mPaint.breakText(mText, start, end, true, mWidth,
null);
start += len;
mTextBreakPoints.add(start);
}
return mTextBreakPoints.size() * size < mHeight;
}
private int getEstimateTextSize() {
return (int) Math.sqrt(mWidth * mHeight / mText.length() * 2);
}
}

Android onMeasure( ) measuring width but not height

I have a SurfaceView that i need to know the width and height of, the code looks like this:
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
screenWidth = MeasureSpec.getSize(widthMeasureSpec);
screenHeight = MeasureSpec.getSize(heightMeasureSpec);
}
For some reason it manages to measure the width of this view but not the height of it, I've tried placing the height measurement before the width one to see if its just not calling the onMeasure() method quick enough but it didn't work.
Edit:
Heres all the code:
public class GameView extends SurfaceView {
GameLoopThread gameLoopThread;
Integer screenWidth, screenHeight;
static Integer score;
long lastTime = 0;
byte speed = 5;
static Boolean mute;
static String textureUsed = "space";
public GameView(Context context) {
super(context);
mute = MainMenu.getMute();
score = 0;
gameLoopThread = new GameLoopThread(this);
SurfaceHolder holder = getHolder();
holder.addCallback(new Callback() {
public void surfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
}
public void surfaceCreated(SurfaceHolder holder) {
gameLoopThread.setRunning(true);
gameLoopThread.start();
}
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
gameLoopThread.setRunning(false);
while (retry) {
try {
gameLoopThread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
});
}
// graphics are drawn here
#Override
protected void onDraw(Canvas canvas) {
//covers the whole canvas in white to clear previouslly draw graphics
canvas.drawColor(Color.WHITE);
//set the location of the players selected texture pack
int resID = getResources().getIdentifier(textureUsed, "drawable", "com.unreturnablestudios.FlipSide");
//loads this texture pack
Bitmap graphics = BitmapFactory.decodeResource(getResources(), resID);
//src and dst are used to detarmine which parts of the image are
//going to be used and where abouts on the screen they are going
//to be displayed
Rect src = new Rect(0, 0, 640, 480);
Rect dst = new Rect(0, 0, screenWidth, screenHeight);
canvas.drawBitmap(graphics, src, dst, null);
// sets the style of the text up
String scoreString = Integer.toString(score);
Paint paint = new Paint();
paint.setColor(Color.RED);//red font
paint.setTypeface(Typeface.DEFAULT);//Uses the players default font
paint.setTextSize(screenWidth / 10);//font size
//draws the text
canvas.drawText(scoreString,0, 0, paint);
score -= speed;
}
// deals with user touching the screen
#Override
public boolean onTouchEvent(MotionEvent event) {
double X = event.getX();
long currentTime = System.currentTimeMillis();
if (currentTime > lastTime + 100) {
if (X < (screenWidth / 2) && X != 0) {
} else {
}
}
lastTime = System.currentTimeMillis();
return super.onTouchEvent(event);
}
public void launchEnd() {
Context context = getContext();
Intent openEnd = new Intent("com.unreturnablestudios.FlipSide.END");
context.startActivity(openEnd);
gameLoopThread.setRunning(false);
}
public static Integer getScore() {
// called by the End class and returns the score.
return score;
}
public static boolean getMute() {
// called by the End class and returns the boolean that is in control of
// sound
return mute;
}
// gets the measurements of the screen (width and height)
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
screenWidth = MeasureSpec.getSize(widthMeasureSpec);
screenHeight = MeasureSpec.getSize(heightMeasureSpec);
}
}
The weird thing is i have used onMeasure() before in a previous version of this application and it worked fine, but i decided to alter most of the code to try and make it run faster and now it won't work.
OnMeasure is often called multiple times by the layout process, have you checked that it's not called more than once?
Usually what I have seen is that for some layouts it's called the first time to measure the width of the view, and then once all of the view widths have been locked it's called a second time to measure the height.

Animation on custom view that was added to WindowManager

I have an custom view that was insert to windowManager for drag capabilities, and overrides the OnDraw() method. I'm trying to animate it with translate animation but the animation doesn't start (also the animationListener doesn't catch the animation), instead the view "Jumps" from the start point of the animation to it's end point.
This is the custom view:
public class DragView extends View {
#Override
protected void onAnimationEnd() {
// TODO Auto-generated method stub
super.onAnimationEnd();
}
#Override
protected void onAnimationStart() {
// TODO Auto-generated method stub
super.onAnimationStart();
}
// Number of pixels to add to the dragged item for scaling. Should be even
// for pixel alignment.
private static final int DRAG_SCALE = 0; // In Launcher, value is 40
public Bitmap mBitmap;
public Paint mPaint;
public int mRegistrationX;
public int mRegistrationY;
public Context context;
private float mAnimationScale = 1.0f;
private WindowManager.LayoutParams mLayoutParams;
private WindowManager mWindowManager;
public DragView(Context context, Bitmap bitmap, int registrationX, int registrationY, int left, int top, int width, int height,boolean animated) {
super(context);
if (animated)
return;
this.context = context;
// mWindowManager = WindowManagerImpl.getDefault();
mWindowManager = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
Matrix scale = new Matrix();
float scaleFactor = width;
scaleFactor = (scaleFactor + DRAG_SCALE) / scaleFactor;
scale.setScale(scaleFactor, scaleFactor);
mBitmap = Bitmap.createBitmap(bitmap, left, top, width, height, scale, true);
// The point in our scaled bitmap that the touch events are located
mRegistrationX = registrationX + (DRAG_SCALE / 2);
mRegistrationY = registrationY + (DRAG_SCALE / 2);
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setMeasuredDimension(mBitmap.getWidth(), mBitmap.getHeight());
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
float scale = mAnimationScale;
if (scale < 0.999f) { // allow for some float error
float width = mBitmap.getWidth();
float offset = (width - (width * scale)) / 2;
canvas.translate(offset, offset);
canvas.scale(scale, scale);
}
canvas.drawBitmap(mBitmap, 0.0f, 0.0f, mPaint);
}
#Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
mBitmap.recycle();
}
public void setPaint(Paint paint) {
mPaint = paint;
invalidate();
}
public void show(IBinder windowToken, int touchX, int touchY) {
final WindowManager.LayoutParams lp;
int pixelFormat;
pixelFormat = PixelFormat.TRANSLUCENT;
lp = new WindowManager.LayoutParams(ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT, touchX - mRegistrationX,
touchY - mRegistrationY, WindowManager.LayoutParams.TYPE_APPLICATION_SUB_PANEL, WindowManager.LayoutParams.FLAG_LAYOUT_IN_SCREEN
| WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS, pixelFormat);
lp.gravity = Gravity.LEFT | Gravity.TOP;
lp.token = windowToken;
lp.setTitle("DragView");
mLayoutParams = lp;
((FragmentActivity)context).runOnUiThread(new Runnable() {
//#Override
public void run() {
mWindowManager.addView(DragView.this, lp);
}
});
}
void move(int touchX, int touchY) {
// This is what was done in the Launcher code.
WindowManager.LayoutParams lp = mLayoutParams;
lp.x = touchX - mRegistrationX;
lp.y = touchY - mRegistrationY;
mWindowManager.updateViewLayout(this, lp);
}
void remove() {
mWindowManager.removeView(this);
}
This is how I start the animation:
TranslateAnimation translate = new TranslateAnimation
(0, outOfScreenX, 0,outOfScreenY);
translate.setDuration(300);
translate.setFillAfter(true);
mDragView.clearAnimation();
mDragView.startAnimation(translate);
The "solution" to this problem is that WindowManager is a global device component(e.g the dragging of app icons uses it), and it doesn't supports animations at all.

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