I tried using android:windowEnterTransition and android:windowExitTransition but that seems to animate each view in the activity, i.e. revealing each view separately. How can I animate the whole activity with content on it? There are no shared elements between two activities.
There are a couple of ways to animate the entire Activity. The most efficient mechanism is using Window Transitions. These operate against the Window so the content does not need to be redrawn on each frame. The down side is that the operations are limited to the older Animation Framework.
Typically, you'd specify the window animations using a style. You can see how it is done here: Start Activity with an animation
You can also use overridePendingTransition or ActivityOptions.makeCustomAnimation
If you want to use the lollipop Activity Transitions framework, you can use windowEnterTransition. If you want just your content to be operated on, set the outermost ViewGroup to have:
<WhateverViewGroup ... android:transitionGroup="true"/>
You may want to give your view group a name or id and use it in the enter transition so that it targets only that group. Otherwise it will target things like the status bar background also.
If you want it to operate on the entire Window contents:
getWindow().getDecorView().setTransitionGroup(true)
This will force the window contents to act as a unit.
After a lot of research and android source code reading, I figured out how to do this. It's in Scala but you should translate that to Java easily.
The following are the most important parts.
CircularRevealActivity.scala:
override protected def onCreate(savedInstanceState: Bundle) {
super.onCreate(savedInstanceState)
val window = getWindow
val decor = window.getDecorView.asInstanceOf[ViewGroup]
// prevent fading of background
decor.setBackgroundColor(android.R.color.transparent)
if (Build.version >= 21) {
window.setEnterTransition(circularRevealTransition)
window.setReturnTransition(circularRevealTransition)
// decor.setTransitionGroup(true) won't work
for (i <- 0 until decor.getChildCount) {
val child = decor.getChildAt(i).asInstanceOf[ViewGroup]
if (child != null) child.setTransitionGroup(true)
}
if (savedInstanceState == null) {
val intent = getIntent
val x = intent.getFloatExtra(EXTRA_SPAWN_LOCATION_X, Float.NaN)
if (!x.isNaN) {
val y = intent.getFloatExtra(EXTRA_SPAWN_LOCATION_Y, Float.NaN)
if (!y.isNaN) circularRevealTransition.spawnLocation = (x, y)
}
}
}
}
CircularReveal.scala:
#TargetApi(21)
class CircularReveal(context: Context, attrs: AttributeSet = null)
extends Visibility(context, attrs) {
var spawnLocation: (Float, Float) = _
var stopper: View = _
private val metrics = new DisplayMetrics
private lazy val wm = context.getSystemService(Context.WINDOW_SERVICE)
.asInstanceOf[WindowManager]
private def getEnclosingCircleRadius(x: Float, y: Float) =
math.hypot(math.max(x, metrics.widthPixels - x),
math.max(y, metrics.widthPixels - y)).toFloat
override def onAppear(sceneRoot: ViewGroup, view: View,
startValues: TransitionValues, endValues: TransitionValues) = {
wm.getDefaultDisplay.getMetrics(metrics)
val (x, y) = LocationObserver.getRelatedTo(spawnLocation, view)
new NoPauseAnimator(ViewAnimationUtils
.createCircularReveal(view, x.toInt, y.toInt, 0,
getEnclosingCircleRadius(x, y)))
}
override def onDisappear(sceneRoot: ViewGroup, view: View,
startValues: TransitionValues, endValues: TransitionValues) = {
wm.getDefaultDisplay.getMetrics(metrics)
val (x, y) = if (stopper == null)
LocationObserver.getRelatedTo((metrics.widthPixels * .5F,
metrics.heightPixels.toFloat), view)
else LocationObserver.getRelatedTo(stopper, view)
new NoPauseAnimator(ViewAnimationUtils
.createCircularReveal(view, x.toInt, y.toInt,
getEnclosingCircleRadius(x, y), 0))
}
}
Related
I'm building my first game in Android Studio. Right now, dots fall from the top of the screen down to the bottom. For some reason, in Layout Inspector the view of each dot is the entire screen even though the dots are comparatively small. This negatively affects the game since when a user presses anywhere on the screen, it deletes the most recently created dot rather than the one pressed. I want to get the dot's view to match the size of the actual dots without effecting other functionality.
Dot.kt
class Dot(context: Context, attrs: AttributeSet?, private var dotColor: Int, private var xPos: Int, private var yPos: Int) : View(context, attrs) {
private var isMatching: Boolean = false
private var dotIsPressed: Boolean = false
private var isDestroyed: Boolean = false
private lateinit var mHandler: Handler
private lateinit var runnable: Runnable
init {
this.isPressed = false
this.isDestroyed = false
mHandler = Handler()
runnable = object : Runnable {
override fun run() {
moveDown()
invalidate()
mHandler.postDelayed(this, 20)
}
}
val random = Random()
xPos = random.nextInt(context.resources.displayMetrics.widthPixels)
startFalling()
startDrawing()
}
// other methods
fun getDotColor() = dotColor
fun getXPos() = xPos
fun getYPos() = yPos
fun isMatching() = isMatching
fun setMatching(matching: Boolean) {
this.isMatching = matching
}
fun dotIsPressed() = dotIsPressed
override fun setPressed(pressed: Boolean) {
this.dotIsPressed = pressed
}
fun isDestroyed() = isDestroyed
fun setDestroyed(destroyed: Boolean) {
this.isDestroyed = destroyed
}
fun moveDown() {
// code to move the dot down the screen
yPos += 10
}
fun checkCollision(line: Line) {
// check if dot is colliding with line
// if yes, check if dot is matching or not
// update the dot state accordingly
}
fun startFalling() {
mHandler.post(runnable)
}
fun startDrawing() {
mHandler.postDelayed(object : Runnable {
override fun run() {
invalidate()
mHandler.postDelayed(this, 500)
}
}, 500)
}
override fun onDraw(canvas: Canvas?) {
super.onDraw(canvas)
if (!isDestroyed) {
val paint = Paint().apply {
color = dotColor
}
canvas?.drawCircle(xPos.toFloat(), yPos.toFloat(), 30f, paint)
}
}
}
MainActivity.kt
class MainActivity : AppCompatActivity() {
private var score = 0
private lateinit var scoreCounter: TextView
private val dots = mutableListOf<Dot>()
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
createLine(Color.RED, 5000)
scoreCounter = TextView(this)
scoreCounter.text = score.toString()
scoreCounter.setTextColor(Color.WHITE)
val layout = findViewById<ConstraintLayout>(R.id.layout)
layout.setBackgroundColor(Color.BLACK)
val params = ConstraintLayout.LayoutParams(
ConstraintLayout.LayoutParams.WRAP_CONTENT,
ConstraintLayout.LayoutParams.WRAP_CONTENT
)
params.topToTop = ConstraintLayout.LayoutParams.PARENT_ID
params.startToStart = ConstraintLayout.LayoutParams.PARENT_ID
scoreCounter.layoutParams = params
layout.addView(scoreCounter)
val dotColors = intArrayOf(Color.RED, Color.BLUE, Color.GREEN, Color.YELLOW)
val random = Random()
val handler = Handler()
val runnable = object : Runnable {
override fun run() {
val dotColor = dotColors[random.nextInt(dotColors.size)]
createAndAddDot(0, 0, dotColor)
handler.postDelayed(this, 500)
}
}
handler.post(runnable)
}
fun updateScore(increment: Int) {
score += increment
scoreCounter.text = score.toString()
}
fun createAndAddDot(x: Int, y: Int, color: Int) {
Log.d("Dot", "createAndAddDot called")
val dot = Dot(this, null, color, x, y)
val layout = findViewById<ConstraintLayout>(R.id.layout)
layout.addView(dot)
dots.add(dot)
dot.setOnTouchListener { view, event ->
if (event.action == MotionEvent.ACTION_DOWN) {
val dotToRemove = dots.find { it == view }
dotToRemove?.let {
layout.removeView(it)
dots.remove(it)
updateScore(1)
view.performClick()
}
}
true
}
}
fun createLine(color: Int, interval: Int) {
Log.d("Line", "createLine called")
val line = Line(color, interval)
val lineView = Line.LineView(this, null, line)
val layout = findViewById<ConstraintLayout>(R.id.layout)
if (layout == null) {
throw IllegalStateException("Layout not found")
}
layout.addView(lineView)
val params = ConstraintLayout.LayoutParams(2000, 350)
lineView.layoutParams = params
params.bottomToBottom = ConstraintLayout.LayoutParams.PARENT_ID
params.startToStart = ConstraintLayout.LayoutParams.PARENT_ID
params.endToEnd = ConstraintLayout.LayoutParams.PARENT_ID
params.bottomMargin = (0.1 * layout.height).toInt()
}
}
activity_main.xml
<androidx.constraintlayout.widget.ConstraintLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
android:id="#+id/layout"
android:layout_width="match_parent"
android:layout_height="match_parent">
<!-- Your view here -->
<View
android:id="#+id/view"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<!-- Guideline set to 10% from the bottom -->
<androidx.constraintlayout.widget.Guideline
android:id="#+id/bottom_guideline"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:orientation="horizontal"
app:layout_constraintGuide_percent="0.1" />
</androidx.constraintlayout.widget.ConstraintLayout>
I tried changing the view size with
override fun onMeasure(widthMeasureSpec: Int, heightMeasureSpec: Int) { super.onMeasure(widthMeasureSpec, heightMeasureSpec) val diameter = 40 // or any other desired diameter for the dots setMeasuredDimension(diameter, diameter) }
That made the view size a square stuck in the top left corner. As I played around with it, I could only get dots to show in that small window in the top corner rather than moving down the screen from different starting x-positions
Your custom view isn't a dot, it's a large display area that draws a dot somewhere inside it and animates its position. In onDraw you're drawing a circle at xPos (a random point on the screen width via displayMetrics.widthPixels) and yPos (an increasing value which moves the dot down the view).
There are two typical approaches to things like this:
use simple views like ImageViews. Let the containing Activity or Fragment add them to a container and control their position, maybe using the View Animation system. Handle player interaction by giving them click listeners and let the view system work out what's been clicked.
create a custom view that acts as the game area. Let that custom view control the game state (what dots exist, where they currently are) and draw that state in onDraw. Handle touch events on the view, and work out if those touches coincide with a dot (by comparing to the current game state).
What you're doing is sort of a combination of the two with none of the advantages that either approach gives on its own. You have multiple equally-sized "game field" views stacked on top of each other, so any clicks will be consumed by the top one, because you're clicking the entire view itself. And because your custom view fills the whole area, you can't move it around with basic view properties to control where the dot is - you have to write the logic to draw the view and animate its contents.
You could implement some code that handles the clicks and decides whether the view consumes it (because it intersects a dot) or passes it on to the next view in the stack, but that's a lot of work and you still have all your logic split between the Activity/Fragment and the custom view itself.
I think it would be way easier to just pick one approach - either use ImageViews sized to the dot you want and let the view system handle the interaction, or make a view that runs the game internally. Personally I'd go with the latter (you'll find it a lot easier to handle dots going out of bounds, get better performance, more control over the look and interaction etc, no need to cancel Runnables) but it's up to you!
I am trying to use a secondary display on an android device (POS terminal).
In the activities onCreate, I have :
val mediaRouter = getSystemService(Context.MEDIA_ROUTER_SERVICE) as MediaRouter
val route = mediaRouter.getSelectedRoute(MediaRouter.ROUTE_TYPE_LIVE_VIDEO)
if (route != null) {
val display = route.presentationDisplay
if (display != null) {
val presentation = TestPresentation(this, display)
presentation.show()
}
}
which correctly checks for a presentation display. Then I have my presentation class :
class TestPresentation(context: Context, display: Display):Presentation(context, display) {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
val linearLayout = LinearLayout(context)
val params = LinearLayout.LayoutParams(MATCH_PARENT, MATCH_PARENT)
linearLayout.layoutParams = params
val composeView = ComposeView(context).apply {
layoutParams = ViewGroup.LayoutParams(MATCH_PARENT, MATCH_PARENT)
setContent {
Text(text = "Hello")
}
}
linearLayout.addView(composeView)
setContentView(linearLayout)
}
At runtime I get an exception :
java.lang.IllegalStateException: ViewTreeLifecycleOwner not set for this ComposeView. If you are adding this ComposeView to an AppCompatActivity, make sure you are using AppCompat version 1.3+. If you are adding this ComposeView to a Fragment, make sure you are using Fragment version 1.3+. For other cases, manually set owners on this view by using `ViewTreeLifecycleOwner.set()` and `ViewTreeSavedStateRegistryOwner.set()`.
How do I use ViewTreeLifecycleOwner.set() and ViewTreeSavedStateRegistryOwner.set() in this case ?
I've been searching for a solution but had no luck.
An example would be great.
I have a problem, because I need to have width of my TextView. I have already width of my Layout, but I need to have a width of specific element too. In this case TextView. I'm trying to get it, but I think that addOnLayoutChangeListener is going on another scope or sth because when I try to assign width to var textWidth I can't do this and variable return 0, but in println I can see that there is a value which I need. How can I get this value?
var textWidth = 0
textViewOne.addOnLayoutChangeListener {
v, left, top, right, bottom, oldLeft, oldTop, oldRight, oldBottom
-> textWidth = right-left
println("${right-left}") <-- this return 389
}
println("${textWidth}") <-- this return 0
Any tips how to do take width of TextView?
I believe the views dimensions are not evaluated at this stage so you don’t have a choice but to wait until the layout is fully rendered.
Assuming you are not measuring a single view, I’d recommend attaching OnGlobalLayoutListener to the root view:
rootView.viewTreeObserver.addOnGlobalLayoutListener {
// Do your thing
}
And if you want the code to be executed only once:
rootView.viewTreeObserver.addOnGlobalLayoutListener(object : OnGlobalLayoutListener {
override fun onGlobalLayout() {
rootView.viewTreeObserver.removeOnGlobalLayoutListener(this)
// Do your thing
}
})
I just solved problem if anyone need solution this workes for me:
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
val displayMetrics: DisplayMetrics = applicationContext.resources.displayMetrics
val pxWidth = displayMetrics.widthPixels
val baseLayout = findViewById<LinearLayout>(R.id.baseLayout)
baseLayout.doOnLayout {
val textViewOne = findViewById<TextView>(R.id.textVieOne)
val oneWidth = textViewOne.width
val textViewTwo = findViewById<TextView>(R.id.textViewTwo)
val twoWidth = textViewTwo.width
val textViewThree = findViewById<TextView>(R.id.textViewThree)
val threeWidth = textViewThree.width
val sumOfChildWidths = oneWidth + twoWidth + threeWidth
if(pxWidth <= sumOfChildWidths){
textViewThree.isVisible = false
}
}
}
I'm writing a screenshot app using Android MediaProjection Api in which an overlay button is shown on top of everything and user can click it to capture a screenshot anywhere. Since MediaProjection records screen content, overlay button itself is in captured screenshots. To hide the button when capturing screenshot, I tried to set view visibility to INVISIBLE, take screenshot and revert it back to VISIBLE but since changing visibility is an async operation in Android, sometimes overlay button is still present in recorded shots.
I Changed to below snippet and it worked in my experiments:
floatingButton?.setOnClickListener { view ->
view.visibility = View.INVISIBLE
view.postDelayed(100) {
takeShot()
view.post {view.visibility = View.VISIBLE}
}
}
But it's basically saying I feeling good that in 100ms, button would be invisible. It's not a good solution and in the case of videos, in 100ms content could be very different from what user actually saw at that moment.
Android doesn't provide a onVisibiltyChangedListener kind of thing, so how could I perform a task after ensuring that a view visibility has changed?
Edit 1
Here's the takeShot() method:
private fun takeShot() {
val image = imageReader.acquireLatestImage()
val bitmap = image?.run {
val planes = image.planes
val buffer: ByteBuffer = planes[0].buffer
val pixelStride = planes[0].pixelStride
val rowStride = planes[0].rowStride
val rowPadding = rowStride - pixelStride * width
val bitmap = Bitmap.createBitmap(
width + rowPadding / pixelStride,
height,
Bitmap.Config.ARGB_8888
)
bitmap.copyPixelsFromBuffer(buffer)
image.close()
bitmap
}
bitmap?.let{
serviceScope.launch {
gallery.store(it)
}
}
}
The codes are inside of a foreground service and when user accepts media projection, I create ImageReader and VirtualDisplay:
imageReader = ImageReader.newInstance(size.width, size.height, PixelFormat.RGBA_8888, 2)
virtualDisplay = mediaProjection.createVirtualDisplay(
"screen-mirror",
size.width,
size.height,
Resources.getSystem().displayMetrics.densityDpi,
DisplayManager.VIRTUAL_DISPLAY_FLAG_AUTO_MIRROR, // TODO: DisplayManager.VIRTUAL_DISPLAY_FLAG_OWN_CONTENT_ONLY | DisplayManager.VIRTUAL_DISPLAY_FLAG_PUBLIC ??
imageReader.surface, null, null
)
mediaProjection.registerCallback(object : MediaProjection.Callback() {
override fun onStop() {
virtualDisplay.release()
mediaProjection.unregisterCallback(this)
}
}, null)
I've tried without suspension and coroutine stuff and result was the same, so they most likely are irrelevant to problem.
Seems my problem is related to MediaProjection and that would be a separate question, but this question itself is relevant.
I ended up using this (almost copy-pasting core-ktx code for doOnPreDraw()). Pay attention that:
This doesn't work for View.INVISIBLE, because INVISIBLE doesn't trigger a "layout"
I don't endorse this, since it's GLOBAL, meaning that every visibility change related to "someView" view hierarchy, will call the onGlobalLayout method (and therefore your action/runnable).
I save the accepted answer for a better solution.
// usage
// someView.doOnVisibilityChange(become = View.GONE) {
// someView is GONE, do stuff here
// }
inline fun View.doOnVisibilityChange(become: Int, crossinline action: (view: View) -> Unit) {
OneShotVisibilityChangeListener(this) { action(this) }
visibility = newVisibility
}
class OneShotVisibilityChangeListener(
private val view: View,
private val runnable: Runnable
) : ViewTreeObserver.OnGlobalLayoutListener, View.OnAttachStateChangeListener {
private var viewTreeObserver: ViewTreeObserver
init {
viewTreeObserver = view.viewTreeObserver
viewTreeObserver.addOnGlobalLayoutListener(this)
view.addOnAttachStateChangeListener(this)
}
override fun onGlobalLayout() {
removeListener()
runnable.run()
}
private fun removeListener() {
if (viewTreeObserver.isAlive) {
viewTreeObserver.removeOnGlobalLayoutListener(this)
} else {
view.viewTreeObserver.removeOnGlobalLayoutListener(this)
}
view.removeOnAttachStateChangeListener(this)
}
override fun onViewAttachedToWindow(v: View) {
viewTreeObserver = v.viewTreeObserver
}
override fun onViewDetachedFromWindow(v: View) {
removeListener()
}
}
I'm trying to set up a "shared element" transition animation among two fragments. However, the destination I want is not a single view, but a FrameLayout with two overlapped elements that share size (an arrow and a rotating map) and must move and shrink at the same time.
My target layout looks like this:
<FrameLayout
android:id="#+id/container_arrow"
android:layout_width="match_parent"
android:layout_height="wrap_content">
<androidx.fragment.app.FragmentContainerView
android:id="#+id/map_container"
android:layout_width="match_parent"
android:layout_height="match_parent"
/>
<ar.com.lichtmaier.antenas.ArrowView
android:id="#+id/arrow"
android:layout_width="match_parent"
android:layout_height="match_parent"
/>
</FrameLayout>
I want to treat all this as a single thing.
Before transitions I was doing this animation on container_arrow using scale and translation properties, and it worked fine.
However, when I use a transition the size animation only affects the outer FrameLayout, but not its children. The inner arrow moves, but doesn't start small and grows, it start big and stays big. If I target the arrow instead, it works.
Looking at ChangeBounds transition code it seems it uses setFrame() to directly adjust the bounds of the target element. That doesn't propagate to its children.
I would need the translation+shrink animation to affect two elements, but transition names must be unique. Is there any way to achieve what I want?
EDIT:
I'm already trying to set the FrameLayout as a group by calling:
ViewCompat.setTransitionName(arrowContainer, "animatedArrow")
ViewGroupCompat.setTransitionGroup(arrowContainer, true) // <-- this
Same thing.. =/
This is precisely what the ViewGroupCompat.setTransitionGroup() API (for API 14+ devices when using AndroidX Transition) or android:transitionGroup="true" XML attribute (for API 21+ devices) is for - by setting that flag to true, that entire ViewGroup is used as a single item when it comes to shared element transitions.
Note that you must also set a transition name on the same element you set as a transition group (using ViewCompat.setTransitionName() / android:transitionName depending on whether you want to support back to API 14 or only API 21+).
I ended up creating my own Transition subclass which is similar to ChangeBounds but uses translation and scale view properties to move the target instead of adjusting bounds. A delta for translation is calculated and it's animated to 0, and an initial scale is also calculated and animated to 1.
Here's the code:
class MoveWithScaleAndTranslation : Transition() {
override fun captureStartValues(transitionValues: TransitionValues) {
captureValues(transitionValues)
}
override fun captureEndValues(transitionValues: TransitionValues) {
captureValues(transitionValues)
}
override fun getTransitionProperties() = properties
private fun captureValues(transitionValues: TransitionValues) {
val view = transitionValues.view
val values = transitionValues.values
val screenLocation = IntArray(2)
view.getLocationOnScreen(screenLocation)
values[PROPNAME_POSX] = screenLocation[0]
values[PROPNAME_POSY] = screenLocation[1]
values[PROPNAME_WIDTH] = view.width
values[PROPNAME_HEIGHT] = view.height
}
override fun createAnimator(sceneRoot: ViewGroup, startValues: TransitionValues?, endValues: TransitionValues?): Animator? {
if(startValues == null || endValues == null)
return null
val leftDelta = ((startValues.values[PROPNAME_POSX] as Int) - (endValues.values[PROPNAME_POSX] as Int)).toFloat()
val topDelta = ((startValues.values[PROPNAME_POSY] as Int) - (endValues.values[PROPNAME_POSY] as Int)).toFloat()
val scaleWidth = (startValues.values[PROPNAME_WIDTH] as Int).toFloat() / (endValues.values[PROPNAME_WIDTH] as Int).toFloat()
val scaleHeight = (startValues.values[PROPNAME_HEIGHT] as Int).toFloat() / (endValues.values[PROPNAME_HEIGHT] as Int).toFloat()
val view = endValues.view
val anim = ObjectAnimator.ofPropertyValuesHolder(view,
PropertyValuesHolder.ofFloat("scaleX", scaleWidth, 1f),
PropertyValuesHolder.ofFloat("scaleY", scaleHeight, 1f),
PropertyValuesHolder.ofFloat("translationX", leftDelta, 0f),
PropertyValuesHolder.ofFloat("translationY", topDelta, 0f)
)
anim.doOnStart {
view.pivotX = 0f
view.pivotY = 0f
}
return anim
}
companion object {
private const val PROPNAME_POSX = "movewithscaleandtranslation:posX"
private const val PROPNAME_POSY = "movewithscaleandtranslation:posY"
private const val PROPNAME_WIDTH = "movewithscaleandtranslation:width"
private const val PROPNAME_HEIGHT = "movewithscaleandtranslation:height"
val properties = arrayOf(PROPNAME_POSX, PROPNAME_POSY, PROPNAME_WIDTH, PROPNAME_HEIGHT)
}
}