Gradually fade out a custom, map marker - android

I'm trying to gradually fade out a custom Google map marker.
I've seen all the posts that say to just use the drop in code from the DevBytes video and replace the setPosition with setAlpha, which is what I have attempted to do.
The problem is that whatever I do, my icon just goes white for the duration of the handler and then transparent upon completion, instead of gradually fading to complete transparency.
gMap.setOnMarkerClickListener(new GoogleMap.OnMarkerClickListener() {
#Override
public boolean onMarkerClick(final com.google.android.gms.maps.model.Marker marker) {
if (marker.equals(myLocationMarker)) {
final long duration = 1000;
final int alpha = 100;
final long start = SystemClock.uptimeMillis();
final Handler handler = new Handler();
final Interpolator interpolator = new LinearInterpolator();
handler.post(new Runnable() {
#Override
public void run() {
long elapsed = SystemClock.uptimeMillis() - start;
float t = interpolator.getInterpolation((float) elapsed / duration);
float newAlpha = alpha - (t*100);
if(newAlpha<0)
newAlpha = 0;
int finalAlpha = (int)Math.ceil(newAlpha);
System.out.println("time = "+t);
System.out.println("newAlpha = "+newAlpha);
System.out.println("finalAlpha = "+finalAlpha);
marker.setAlpha(finalAlpha);
if (t < 1.0)
handler.postDelayed(this, 10);
}
});
return true;
}
});

I tried using ValueAnimator and it worked:
ValueAnimator ani = ValueAnimator.ofFloat(1, 0); //change for (0,1) if you want a fade in
ani.setDuration(5000);
ani.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
marker.setAlpha((float) animation.getAnimatedValue());
}
});
ani.start();

Related

Recyclerview animation for chat app

I am trying to replicate an animation used in Quartz news app for android.
Here is my code that I am using to accomplish this.
//On clicking button start animation
private void handleActionButtonClick(Button actionButton) {
Log.d(TAG, "Action button clicked");
handler.postDelayed(new Runnable() {
#Override
public void run() {
RecyclerView.ViewHolder viewHolder = recyclerView.findViewHolderForAdapterPosition(messageAdapter.getItemCount() - 1);
if (viewHolder instanceof OutgoingMessageViewHolder) {
final OutgoingMessageViewHolder outgoingTextMessageViewHolder = (OutgoingMessageViewHolder) viewHolder;
View messageView = outgoingTextMessageViewHolder.getTextView();
int[] actionButtonPos = new int[2];
actionButton.getLocationInWindow(actionButtonPos);
int startX = actionButtonPos[0];
int startY = actionButtonPos[1];
int[] newMessagePos = new int[2];
messageView.getLocationInWindow(newMessagePos);
int x = newMessagePos[0] - startX;
int y = newMessagePos[1] - startY;
AnimatorSet flySet = new AnimatorSet();
Animator flyX = ObjectAnimator.ofFloat(actionButton, View.TRANSLATION_X, (float) x);
Animator flyY = ObjectAnimator.ofFloat(actionButton, View.TRANSLATION_Y, (float) y);
flySet.playTogether(flyX, flyY);
flySet.setDuration(450);
flySet.setInterpolator(new OvershootInterpolator(1.0f));
flySet.addListener(new AnimatorListenerAdapter() {
public void onAnimationEnd(Animator animation) {
outgoingTextMessageViewHolder.getTextView().setText(actionButton.getText());
outgoingTextMessageViewHolder.itemView.setAlpha(1.0f);
}
});
AnimatorSet flyAndFadeSet = new AnimatorSet();
ObjectAnimator fade = ObjectAnimator.ofFloat(actionButton, View.ALPHA, new float[]{0.0f}).setDuration(200);
flyAndFadeSet.playSequentially(flySet, fade);
final Button button = actionButton;
flyAndFadeSet.addListener(new BaseAnimationListener() {
public void onAnimationEnd(Animator animation) {
button.setAlpha(0.0f);
hideUserActions();
}
});
flyAndFadeSet.start();
hideOtherActions(actionButton, false);
}
}
}, messageAnimator.getAddDuration());
}
But I am not able to get desired results as the position on end animation and view of message doesn't match with each other. Also I want to know is this the right way to do this.
Link to Quartz app implementation
Quartz app chat animation
Link to my implementation image
My chat app animation

While loop: Change Background color

I am trying to create a small animation which changes smoothly the background color. My problem is that it only shows the last value (100, that means it directly goes to a red background). I don't know why my created while-loop doesn't actualize every value (so that it would show a smoothly color animation)
New code (which almost works, but Idk how to stop the animation)
imageButton_info.setOnClickListener(new View.OnClickListener(){
#Override
public void onClick(View v){
final Handler handler = new Handler();
Runnable ChangeBackgroundRunnable = new Runnable() {
#Override
public void run() {
number++;
float[] hsvColor = {0, 1, 1};
hsvColor[0] = 360f * number / 100;
color.setBackgroundColor(Color.HSVToColor(hsvColor));
handler.postDelayed(this, 80);
if (number >=100)
number = 1;
}
};
number = 0;
handler.removeCallbacks(ChangeBackgroundRunnable);
handler.postDelayed(ChangeBackgroundRunnable, 0);
}
});
Code:
public void onClick(View v){
try {
while (number<=100) {
number=number+1;
float[] hsvColor = {0, 1, 1};
hsvColor[0] = 360f * number / 100;
color.setBackgroundColor(Color.HSVToColor(hsvColor));
Thread.sleep(10);
}
}catch(Exception e){
//New exception
Log.e("Camera Error!",e.getMessage());
}
Thank you for your answer in advance...
When you change something in the UI, it doesn't happen immediately. Instead, it posts a message to the Looper on the UI thread. When control returns to the looper (when you're done with whatever function the framework called), it will process all the messages on the Looper, until it eventually processes the redraw request. Then it will draw. So if you're looping in onClick, you will not get any updates to the screen. If you want something to happen in 10ms, post a delayed message to a Handler and update the UI in that thread.
Side note: NEVER EVER sleep on the UI thread. The reason is that no input or draw commands can be processed if you're not returning control to the Looper. So your app becomes unresponsive. If you do it long enough, it can even cause the framework to kill your app for being unresponsive.
A better way to do this would be to use an Android animation. I stole the code for this from here
int colorFrom = getResources().getColor(R.color.red);
int colorTo = getResources().getColor(R.color.blue);
ValueAnimator colorAnimation = ValueAnimator.ofObject(new ArgbEvaluator(), colorFrom, colorTo);
colorAnimation.setDuration(250); // milliseconds
colorAnimation.addUpdateListener(new AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animator) {
textView.setBackgroundColor((int) animator.getAnimatedValue());
}
});
colorAnimation.start();
Wrapped the answers posted by #gabe-sechan and #jesse-buss
ValueAnimator support from devices SDK above HONEYCOMB. So below that SDK level we'll use #gabe-sechan suggestion. Check the below code.
private void executeBackgroundChange() {
// Handler and runnable to run the animation in devices sdk below honeycomb.
mHandler = new Handler();
mChangeBackgroundRunnable = new Runnable() {
#Override
public void run() {
number++;
float[] hsvColor = {0, 1, 1};
hsvColor[0] = 360f * number / 100;
mContainer.setBackgroundColor(Color.HSVToColor(hsvColor));
mHandler.postDelayed(this, 500);
if (number == 100)
number = 0;
}
};
number = 0;
mHandler.removeCallbacks(mChangeBackgroundRunnable);
mHandler.postDelayed(mChangeBackgroundRunnable, 0);
}
#TargetApi(Build.VERSION_CODES.HONEYCOMB)
private void executeBackgroundChangeUsingValueAnimator() {
colorAnimation = ValueAnimator.ofObject(new ArgbEvaluator(), getResources().getColor(R.color.red), getResources().getColor(R.color.blue));
colorAnimation.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(final ValueAnimator animator) {
mContainer.setBackgroundColor((Integer) animator.getAnimatedValue());
}
});
colorAnimation.setRepeatCount(ValueAnimator.INFINITE);
colorAnimation.setDuration(10 * 1000);
colorAnimation.start();
}
Add the below method and to stop the animation on click of something call the below method.
private void stopBackgroundChangeAnimation() {
if (android.os.Build.VERSION.SDK_INT >= android.os.Build.VERSION_CODES.HONEYCOMB) {
if (colorAnimation != null && colorAnimation.isRunning())
colorAnimation.end();
} else {
if (mHandler != null && mChangeBackgroundRunnable != null)
mHandler.removeCallbacks(mChangeBackgroundRunnable);
}
}
Check the github project for reference.
Try to use runOnUiThread
public void onCreate(Bundle savedInstanceState) {
res = getResources();
super.onCreate(savedInstanceState);
setContentView(R.layout.xyz);//**Works**/
handler.postDelayed(runnable, 10);
}
private Runnable runnable = new Runnable() {
public void run() {
runOnUiThread(new Runnable() {
public void run()
{
try {
while (number<=100) {
number=number+1;
float[] hsvColor = {0, 1, 1};
hsvColor[0] = 360f * number / 100;
color.setBackgroundColor(Color.HSVToColor(hsvColor));
}
}catch(Exception e){
//New exception
}
}
});
}
}

Android: Animating a TextView to Increase its Value (float) over Time in Android

I have a TextView in Android which will display float value. I want to show an animation in which its value increases from 0 to the given float value in a given time. I need the digits after the decimal place to be animated as well.
Also, I tried the following solution posted here by Pedro Oliveira but it works only for int values. I am more concerned about animating float values.
public void animateTextView(int initialValue, int finalValue, final TextView textview) {
DecelerateInterpolator decelerateInterpolator = new DecelerateInterpolator(0.8f);
int start = Math.min(initialValue, finalValue);
int end = Math.max(initialValue, finalValue);
int difference = Math.abs(finalValue - initialValue);
Handler handler = new Handler();
for (int count = start; count <= end; count++) {
int time = Math.round(decelerateInterpolator.getInterpolation((((float) count) / difference)) * 100) * count;
final int finalCount = ((initialValue > finalValue) ? initialValue - count : count);
handler.postDelayed(new Runnable() {
#Override
public void run() {
textview.setText(finalCount + "");
}
}, time);
}
I found the answer on this question. AhmedZah's answer worked perfectly for me, I just changed the code slightly.
public void animateTextView(float initialValue, float finalValue, final TextView textview) {
ValueAnimator valueAnimator = ValueAnimator.ofFloat(initialValue, finalValue);
valueAnimator.setDuration(1500);
valueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
textview.setText(valueAnimator.getAnimatedValue().toString());
}
});
valueAnimator.start();
}
I doubt that this question will get any more views owing to the number of downvotes, but I hope this will help someone in desperate need of an answer :).

How to animate multiple objects one by one after some intervals android

How to animate multiple objects one by one after some intervals android
i am using this code for animation
for (int y = 0; y < 10; y++) {
runOnUiThread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
}
Toast.makeText(ProjectFirstActivity.this, y + "",
Toast.LENGTH_SHORT).show();
ObjectAnimator oa = ObjectAnimator.ofFloat(myimageview[y],
"translationY", 0, -200);
oa.setDuration(1000);
oa.start();
}
});
}
but it is animating all in one go but i want one by one animation of my imageview please help
No need to use Threads and Handlers. Instead of that use,
objectAnimator.setStartDelay(delay);
Using that you can stop that animation for the respective 'delay'
Try this code..
int delay = 1000;
for (int y = 0; y < 10; y++) {
Toast.makeText(ProjectFirstActivity.this, y + "",
Toast.LENGTH_SHORT).show();
ObjectAnimator oa = ObjectAnimator.ofFloat(myimageview[y],
"translationY", 0, -200);
oa.setDuration(1000);
oa.setStartDelay(delay);
oa.start();
delay = delay+1000;
}
You can use for loop to generate AnimatorSet and then play them sequentially using set.playSequentially(yourAnimatorSetListHere);
I haven't used list in below mentioned snippet.
AnimatorSet decSet = new AnimatorSet();
decSet.playTogether(
ObjectAnimator.ofArgb(mTextSlidetoCancel, "visibility", View.GONE, View.VISIBLE),
ObjectAnimator.ofArgb(mBtnMicActive, "visibility", View.GONE, View.VISIBLE),
ObjectAnimator.ofArgb(mChronometer, "visibility", View.GONE, View.VISIBLE));
decSet.setDuration(125);
AnimatorSet decSet2 = new AnimatorSet();
decSet2.playTogether(
ObjectAnimator.ofArgb(mBtnAttach, "visibility", View.VISIBLE, View.GONE),
ObjectAnimator.ofArgb(mBtnEmoji, "visibility", View.VISIBLE, View.GONE),
ObjectAnimator.ofArgb(mEditTExt, "visibility", View.VISIBLE, View.GONE)
);
decSet2.setDuration(125);
AnimatorSet set = new AnimatorSet();
set.playSequentially(decSet2,decSet);
set.start();
Try out this way!
public Integer[] Imgid = {R.drawable.anim2, R.drawable.anim3,
R.drawable.anim4, R.drawable.anim5}; // your image array.
Animation anim;
Handler handler;
ImageView iv;
int count;
Runnable galleryAnimRunnable;
Inside onCreate
iv= (ImageView)findViewById(R.id.imagetype);
handler = new Handler();
galleryAnimRunnable = new Runnable() {
public void run() {
if(count==Imgid.length){
//do any action
}
else{
anim = AnimationUtils.loadAnimation(AnimationScreen.this, R.anim.fade_out); // load your desire animation.
iv.setBackgroundResource(Imgid[count]);
iv.setAnimation(anim);
count++;
handler.postDelayed(galleryAnimRunnable, 300); //set your desire delay time.
}
}
};
Your sleep call isn't helping because when one posted UI job goes to sleep, then next one starts and goes to sleep immediately following that, and so on. Then the first job wakes up and runs, followed closely by the second job awakening and running, etc.
If you want the sleep to help you need to wait before posting each job, which could be as simple as something like the following:
for (int y = 0; y < 10; y++) {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
}
runOnUiThread(new Runnable() {
#Override
public void run() {
Toast.makeText(ProjectFirstActivity.this, y + "",
Toast.LENGTH_SHORT).show();
ObjectAnimator oa = ObjectAnimator.ofFloat(myimageview[y],
"translationY", 0, -200);
oa.setDuration(1000);
oa.start();
}
});
}
EDIT: Although the above explains why you were having problems, I would recommend going with something like the answer posted by Jgdsh Seerm using setStartDelay().
Try this way!
ImageView image1;
public int currentimageindex1=0;
Timer timer;
TimerTask task;
private Animation animation1;
private Animation animation2;
int img[] = {R.drawable.aa, R.drawable.bb,
R.drawable.cc,R.drawable.dd,R.drawable.ee,R.drawable.ff,R.drawable.gg,
R.drawable.hh};
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final Handler mHandler = new Handler();
// Create runnable for posting
final Runnable mUpdateResults = new Runnable() {
public void run() {
AnimateandSlideShow();
}
};
int delay = 1000; // delay for 1 sec.
int period = 4000; // repeat every 4 sec.
Timer timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask() {
public void run() {
mHandler.post(mUpdateResults);
}
}, delay, period);
}
public void onClick(View v) {
finish();
android.os.Process.killProcess(android.os.Process.myPid());
}
/**
* Helper method to start the animation on the splash screen
*/
private void AnimateandSlideShow() {
image1 = (ImageView)findViewById(R.id.imageView1);
image1.setImageResource(img[currentimageindex1%img.length]);
currentimageindex1++;
}

number counting animation in textview

I am developing a game application in android. I am struck at Scorecard implementation.
I want to display score in a textview as the numbers are continously counting for movement.
for example : suppose user crosses one obstacle and score for that obstacle is 200. Then numbers in scorecard should count from 0 to 200 smoothly and then will stop at 200.
I have seen this type of animation in score card of papiJump.
Please guide me.
ValueAnimator animator = ValueAnimator.ofInt(int start, int end);
animator.setDuration(2000);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
public void onAnimationUpdate(ValueAnimator animation) {
textView.setText(animation.getAnimatedValue().toString());
}
});
animator.start();
public void animateTextView(int initialValue, int finalValue, final TextView textview)
{
DecelerateInterpolator decelerateInterpolator = new DecelerateInterpolator(0.8f);
int start = Math.min(initialValue, finalValue);
int end = Math.max(initialValue, finalValue);
int difference = Math.abs(finalValue - initialValue);
Handler handler = new Handler();
for (int count = start; count <= end; count++) {
int time = Math.round(decelerateInterpolator.getInterpolation((((float) count) / difference)) * 100) * count;
final int finalCount = ((initialValue > finalValue) ? initialValue - count : count);
handler.postDelayed(new Runnable() {
#Override
public void run() {
textview.setText(finalCount + "");
}
}, time);
}
}

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