basic animation issue - can't find animate method - android

I'm reading up on Android property animation and getting stuck on the ground floor. I have an ImageView (and a TextView) that I am trying to animate but there appears to be no "animate" method. I type myImageView. and there are many methods that dropdown but no animate method.
I'm using Java in Eclipse and I have see other code examples where it works.
This is my ImageView...
<ImageView
android:id="#+id/molePic"
android:layout_width="36dip"
android:layout_height="36dip"
android:layout_marginTop="7dip"
android:layout_marginLeft="20dip"
android:src="#drawable/mutebeacon36x36" />

The View.animate() method was added in API level 12 (Android 3.1). What version of Android are you compiling against?

here is an example animation method. it will translate a view 500 pixels to the right in 1000 millisecs.
public void startMyAnimation(final View view) {
TranslateAnimation animation = new TranslateAnimation(0, 500, 0, 0);
animation.setDuration(1000);
view.startAnimation(animation);
animation.setAnimationListener(new TranslateAnimation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
isAnimating = true;
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
});
}
and you call it like so
startMyAnimation(findViewById(R.id.molePic));

Related

android - start animating a view immediately

i am making an android app and i am a newbie in development.
I created a startup animation for the app, using the app icon that is scaled from O% size to 100% size and rotated at the same time. This works allright. But i have a problem with it. In xml, the view visibility is set to gone initially. In code, i call image.setVisibility(View.VISIBLE) and then image.startAnimation(iconAnimation) . But the result is that i can see a flash of the ImageView before it starts animating, for like half a second or so. You can see the gif.
Gif:
see the gif
Can you help me with this? Thanks in advance.
My code:
runOnUiThread(new Runnable() {
#Override
public void run() {
// here
image.setVisibility(View.VISIBLE);
image.startAnimation(imageAnim);
//also found this somewhere, didn't help.
image.invalidate();
}
});
Layout xml:
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textSize="35sp"
android:text="Kytky"
android:layout_centerInParent="true"
android:id="#+id/welcome_text"
android:visibility="gone"/>
<ImageView
android:layout_width="200dp"
android:layout_height="200dp"
android:src="#mipmap/ic_launcher"
android:layout_centerInParent="true"
android:id="#+id/welcome_image"
android:visibility="gone"/>
You can use value animator instead, You can hack through the animation
imageView.setPivotX(viewCenterX);
imageView.setPivotY(viewCenterY);
imageView.setScaleX(0);
imageView.setScaleY(0);
final FloatEvaluator scaleEvaluator = new FloatEvaluator();
final FloatEvaluator rotationEvaluator = new FloatEvaluator();
ValueAnimator valueAnimator = ValueAnimator.ofFloat(0, 1f);
valueAnimator.setDuration(TimeUnit.SECONDS.toMillis(1));
valueAnimator.setInterpolator(new DecelerateInterpolator());
valueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
float fraction = animation.getAnimatedFraction();
float scale = scaleEvaluator.evaluate(fraction, 0f, 1f);
float rotation = rotationEvaluator.evaluate(fraction, 0f, 360f);
imageView.setScale(scale);
imageView.setRotation(rotation);
}
});
valueAnimator.start();
Start one more animator or use this same animator to slide the logo up. Using this animators you will have full control over your animation.
you can switch the view visibility when the animations starts
imageAnim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
image.setVisibility(View.VISIBLE);
}
#Override
public void onAnimationEnd(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
image.startAnimation(imageAnim);
the blink happens because the view visibility far from starting the animations, so in the first frame it will have its real size, and after that starts the animation
You need to work with alpha as well...make it visible and set alpha to minimum value than set alpha gradually to maximum value with in handler.

Fade out AlphaAnimation bug on Android > 5.0

The following code is used to fade out a View. It works for Android SDK < 21.
AlphaAnimation animOut = new AlphaAnimation(1, 0); //fromAlpha, toAlpha
animOut.setDuration(500);
animOut.setAnimationListener(new Animation.AnimationListener()
{
public void onAnimationStart(Animation animation){}
public void onAnimationRepeat(Animation animation){}
public void onAnimationEnd(Animation animation)
{
view.setVisibility(View.INVISIBLE);
}
});
view.startAnimation(animOut);
Strangely, it doesn't work as expected for Android 5.0 and above. As soon as animation starts, the animated View becomes invisible immediately.
How can I fix this?
Edit: this bug occurs if AlphaAnimation is started onAnimationEnd() of a TranslateAnimation.
You could use ViewPropertyAnimator.
Should work on newer APIs (12+) and you don't have to bother with setting the visibility of your View.
Something like this (to fade out):
view.animate().alpha(0).setDuration(500).start();
To fade back in, just animate to your initial alpha value:
view.animate().alpha(1).setDuration(500).start();
To add an AnimatorListener, you can call the setListener() method:
view.animate().alpha(0).setDuration(500)
.setListener(new Animator.AnimatorListener() {
// ...
}).start();
Use the AnimationUtils. For example:
AlphaAnimation animOut = AnimationUtils.loadAnimation(this, android.R.anim.fade_out);
animOut.setDuration(500);
animOut.setAnimationListener(new Animation.AnimationListener()
{
public void onAnimationStart(Animation animation){}
public void onAnimationRepeat(Animation animation){}
public void onAnimationEnd(Animation animation)
{
view.setVisibility(View.INVISIBLE);
}
});
view.startAnimation(animOut);

Click Listener behavior when two layouts get animated

I have two buttons.When first button is pressed i am translating my layout layout to top and from the top of the screen another layout will come.But my issue is when came back to first layout the click events of the second layout still get fired at its previous position.So what is the Solution of it?I found a lot here on SO as well as on Google but still cannot get the right solution yet.So Please someone help me for my this issue.Thanks in Advance.
TranslateAnimation tr1 = new TranslateAnimation(0, 0, 0, -1100);
tr1.setDuration(1000);
tr1.setFillAfter(true);
layout_login.startAnimation(tr1);
tr1.setAnimationListener(new AnimationListener() {
public void onAnimationStart(Animation animation) {
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationEnd(Animation animation) {
layout_signup.setVisibility(View.VISIBLE);
TranslateAnimation tr2 = new TranslateAnimation(0, 0,
-1100, 0);
tr2.setDuration(1000);
tr2.setFillAfter(true);
tr2.setInterpolator(MainActivity.this,
android.R.anim.linear_interpolator);
layout_signup.startAnimation(tr2);
tr2.setAnimationListener(new AnimationListener() {
public void onAnimationStart(Animation animation) {
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationEnd(Animation animation) {
home_activity_btn_login.setEnabled(true);
}
});
}
});
I think this is a bug with the old animator schemes (I beleive a pretty well known bug, involving fill after not working sometimes). Try using ObjectAnimator instead
Here is an example,
ObjectAnimator oa = ObjectAnimator.ofFloat(view, "translationX", 0, 100f);
oa.setDuration(1000);
oa.start();
If you want to move in the Y direction, you can use translationY. If you want to move in both directions, you need a translationX and translationY, and use an AnimatorSet to play simultaneously.
Check out this comment to this question. Using the old Animation API, apparently dispite fillAfter(true), the buttons click position remains the same. This confirms your issue. So just use the new API, and you should be in good shape.

Need imagebutton clear before Animation commences

So I start my activity and then
setContentView(R.layout.myxmllayoutfile);
All is well, but I want to make my imagebutton suddenly grow (scale) from nothing (ie 1%). However the layout is already displaying the button so it suddenly disappears then grows back rather than growing from nothing.
I have some alternatives but is there a real solution?:
1. flying the imagebutton animate in from offscreen? ; or
2. making it tiny in the xml and then growing it, then if necessary changing the clickable area?; or
3. is there a better solution?
UPDATE:
As suggested I tried:
<ImageButton
android:id="#+id/spinner"
android:scaleType="fitXY"
android:layout_width="120dp"
android:layout_height="120dp"
android:layout_alignParentBottom="true"
android:layout_centerHorizontal="true"
android:background="#drawable/clear"
android:orientation="horizontal"
android:visibility="invisible"
android:src="#drawable/spin"
/>
and in my java:
scaleView.startAnimation(scanimation);
ImageButton spinnerbutton=(ImageButton)findViewById(R.id.spinner);
spinnerbutton.setVisibility(View.VISIBLE);
but it is still visible before it shrinks to 1% then grows! Suggestions welcome.
UPDATE2:
Nothing has changed with the edited below code:
public void growit() {
final ImageView scaleView = (ImageView) findViewById(R.id.spinner);
Animation scanimation = AnimationUtils.loadAnimation(this, R.anim.throbbing2);
scanimation.setFillAfter(true);
scanimation.setAnimationListener(new Animation.AnimationListener() {
public void onAnimationStart(Animation a) { Log.e("growit", "---- animation start listener called");
scaleView.setVisibility(View.VISIBLE);
}
public void onAnimationRepeat(Animation a) {
}
public void onAnimationEnd(Animation a) {
}
});
scaleView.startAnimation(scanimation);
}
Make imagebutton hidden.
Then in your animation set Animation listener and on start animation callback method set the button visible
UPDATE:
Animation animation = new ScaleAnimation(0.0f, 1.0f, 0.0f, 1.0f);
animation.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
mImageButton.setVisibility(View.VISIBLE);
}
#Override
public void onAnimationRepeat(Animation animation) { }
#Override
public void onAnimationEnd(Animation animation) { }
});
mImageButton.startAnimation(animation);
No permanent solution. Just used a workaround of making it tiny in the xml and then growing it as suggested in the question as a possible "solution"/workaround but not ideal.

How to avoid the blink image when save the image after rotate animation?

I am confusing the translate animation and rotate animation. In my game I use this two animations, after completing the animation I am save my image. In translate animation it is fine, but after completing rotate animation my image is blink once. See my code in bellow, please solve my problem……..
Why anyone not respond my question, it is not understand or I am asking any wrong question ? Please tell me reason.................
Thanks.
Bitmap bmp=BitmapFactory.decodeResource(getResources(),R.drawable.train);
//1)
TranslateAnimation TAnimation=new TranslateAnimation(0, 0, 0,-100);//bottom to start
TAnimation.setInterpolator(new LinearInterpolator());
TAnimation.setDuration(2000);
TAnimation.setFillAfter(false);
TAnimation.setFillEnabled(true);
//TAnimation.setFillBefore(true);
Train.startAnimation(TAnimation);
TAnimation.setAnimationListener(new AnimationListener() {
public void onAnimationStart(Animation animation) {
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationEnd(Animation animation) {
RelativeLayout RL=(RelativeLayout)findViewById(R.id.rl);
param=new RelativeLayout.LayoutParams( LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT);
param.setMargins(x, y, 0, 0);
Train.setLayoutParams(param);
Train.setImageBitmap(bmp);
}
});
//x and y values are exact position of compliting translateanimation position
//2)
RotateAnimation RAnimation=new RotateAnimation(0,90,50,25);
RAnimation.setInterpolator(new LinearInterpolator());
RAnimation.setDuration(2000);
RAnimation.setFillAfter(false);
TAnimation.setFillEnabled(true);
//RAnimation.setFillBefore(true);
Train.startAnimation(RAnimation);
RAnimation.setAnimationListener(new AnimationListener() {
public void onAnimationStart(Animation animation) {
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationEnd(Animation animation) {
RelativeLayout RL=(RelativeLayout)findViewById(R.id.rl);
param=new RelativeLayout.LayoutParams( LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT);
param.setMargins(x, y, 0, 0);//x and y values are exact position of compliting translateanimation position
Train.setLayoutParams(param);
Train.setImageBitmap(bmp);
}
});
i had that problem but it's reaaaaally simple to fix. You don't need to implement the animation listener, simple don't do it (i had your problem because I use that way).
Do your animation and before call the animation method:
setFillAfter(true); //this save view at the end of the animation
Like so:
//my animation
final Animation rotation = AnimationUtils.loadAnimation(getActivity(), R.anim.rotate_up);
//hide login content
content.setVisibility(View.GONE);
//animContent = AnimationUtils.loadAnimation(getActivity(), R.anim.show_up);
rotation.setFillAfter(true);
//animate the arrow
arrow.startAnimation(rotation);
So, delete the listeners and change your setFillAfter(false) to TRUE. Will works ;)

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