Draw a line on top of existing layout programmatically - android

I have an existing layout that I am setting my current activity to. However, I want to draw a line (horizontal) and move it down in slow motion. Most articles talk about creating custom view and doing
setContentView(myView) .
How ever I dont want to set my activity view to only this view. I already did setContentView(R.layout.main). And I just want to draw the line on top of moving contents.
Something like drawLine(fromX, fromY, toX, toY) and then add a loop while increasing Y to show it in motion.
I hope I am clear. Please point me to the right direction.
Thank you

create a view and then animate it.
<View
android:id="+#id/ivHorizontalLine"
android:layout_width="match_parent"
android:layout_height="1px"
android:background="#000000" />
change the height of the view to match how thick you want the line to be. and the background color for the color of the line.
TranslateAnimation horizontalLineAnimation = new TranslateAnimation(0, 0, YstartPoint, YendPoint);
horizontalLineAnimation.setDuration(duration);
ivHorizontalLine.startAnimation(horizontalLineAnimation);
change YstartPoint and YendPoint to match where you want the line to move from and to. and the duration to match how fast you want the line to move.

The best way to do this is create a View that takes up the entire container that you would like to paint on top of. No background is necessary, as it is only to be used to create a canvas on it. An example would be like this:
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
>
<com.packagename.PaintView
android:id="#+id/paintView"
android:layout_width="match_parent"
android:layout_height="match_parent"
/>
</FrameLayout>
And PaintView would be a public class PaintView extends View

Related

Android how to draw several lines on an ImageView as another layer?

I would like to have the app draw several lines for showing user directions by using a background image as a base view and the app "draws" onto it in another layer on top of the background ImageView. Several lines would be made for the objectives to be met, and also in a specific location, so it has to have several layers too right??
I found a trick for drawing a single line using XML
<View
android:id="#+id/line"
android:layout_width="2dip"
android:layout_height="300dip"
android:background="#000000"
/>
But that code doesn't show positions and not in a layered form.
Update :
I would like the lines to appear through drawing, not through another picture
You can make a custom SurfaceView class, set the image as background and paint your lines on its Canvas. If I correctly understood what you want to achieve, that's probably the easiest way.
SurfaceView is a widget from the Android framework. Extend it to make your own: MySurfaceView extends SurfaceView. Then override public void onDraw(Canvas canvas), as android_user77 noted. Use this canvas object to paint on. Finally, add your class in the layout xml:
<com.your.app.MySurfaceView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#drawable/my_image" />
For details as why to use SurfaceView instead of View:
Difference between SurfaceView and View?
You can extend view and do the drawing by overriding the onDraw method
Use FrameLayout to create many "layers". I do not think you want to draw anything on the view. So do not use onDraw(), SurfaceView...
The code is like:
<FrameLayout ...>
<ImageView id="#+id/layer1"...>
<ImageView id="#+id/layer2"...>
</FrameLayout>

How to position a view off-screen in Android layout

I'm using the Scene/Transition system introduced in 4.4 to simply move an image view from the left to the center of the screen. So the layout for my first scene requires the image to be off screen. I tried android:layout_marginRight but that no effect. What is the correct way to do this?
Use the property translationX or translationY with a negative value. This property sets the horizontal/vertical location of this view relative to its left/top position. You will not see the view off screen in the preview. Run your app and the view must be hidden.
Example:
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent">
<android.support.design.widget.FloatingActionButton
android:id="#+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="bottom|start"
android:layout_margin="16dp"
android:translationX="-72dp"/>
</FrameLayout>
And then in the activity or fragment simply invoke the animate() function.
FloatingActionButton button = (FloatingActionButton)findViewById(R.id.button);
button.animate().translationX(0);
Was thinking one could make the image be to the right of something that is already at the right side, that should keep it off screen. Also, potentially just make it "gone" and then on transtion make it appear.

Making Android not clip the view while animating (simple flip-clock-like widget)

I'm implementing a simple flip-clock / counter / ticker widget which will consist of several instances of a following "digit" widget:
It's a digit placed on top of a background image. The digit is supposed to animate every second by sliding up and revealing next digit. During the animation both digits should stay "within" the background's boundary.
I'm trying to achieve this behavior by having a TextView with 2 lines - one digit per line - and animating this TextView's position upwards, until the next digit is fully visible. And then I will reset TextViews position and replace both digits at the same time, so that it's impossible to notice. Then I will repeat the process and make it look like the animation never ends.
Here you can see an intermediate state of the animation, when part of zero and part of nine is visible. I "mocked" it in the Graphical Layout editor of Eclipse, by setting the layout_marginTop property to a negative value.
Here's the layout file (the mentioned attribute is normally not there).
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="20dp"
android:layout_height="38dp"
android:background="#drawable/background_countdown_normal_grey"
android:clipChildren="false" >
<LinearLayout
android:layout_width="match_parent"
android:layout_height="match_parent"
android:clipChildren="false"
android:paddingBottom="5dp"
android:paddingTop="5dp" >
<TextView
android:id="#+id/textview_countdown_digit"
style="#style/TextView.CountdownDigit"
android:layout_marginTop="-12dp"
android:text="0\n9" />
</LinearLayout>
</LinearLayout>
I tried two solutions. By using ViewPropertyAnimator on either translateY or y, I get a smooth animation, but the original clipping of the TextView does not change during animation, so in effect the second digit is never visible. As you can see, I tried clipChildren property, but it doesn't seem to change anything.
My second approach was to use ValueAnimator with a custom Evaluator, which modifies the topMargin of LayoutParams on the TextView. It works, but the animation is very choppy even on high-end devices.
So my question is, how to avoid view clipping during animation and make so in an efficient way? Is there a better approach?
I found an alternative solution in which I use a ScrollView instead. My layout looks like this:
<?xml version="1.0" encoding="utf-8"?>
<ScrollView xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/scrollview_countdown_digit"
android:layout_width="20dp"
android:layout_height="38dp"
android:background="#drawable/background_countdown_normal_grey"
android:paddingBottom="5dp"
android:paddingTop="5dp"
android:scrollbars="none" >
<TextView
android:id="#+id/textview_countdown_digit1"
style="#style/TextView.CountdownDigit"
android:text="0\n9" />
</ScrollView>
I animate using ObjectAnimator by scrollY property. Works well so far.
I also tried having 2 TextViews intsead of one (in my initial layout), but it did not change the fact of clipping.

redundant onDraw() calls in FrameLayout

I have the following layout structure in my xml:
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/mainlayout"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<MyEntireView
android:id="#+id/map"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
</MyEntireView>
<FrameLayout
android:id="#+id/focusedlayout"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="bottom">
<MyDetailedView
android:id="#+id/focus"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
</MyDetailedView>
</FrameLayout>
</FrameLayout>
MyEntireView is a map (a Drawable) and MyDetailedView pops up on top of it upon onTouch() and contains only a certain piece of the whole map (also Drawable) that displays in greater detail the area which the user touched on the entire map in MyEntireView.
When MyDetailedView is shown - i.e. its setVisibility(View.VISIBLE) - there appear some transparent shapes (also some Bitmaps) on top and are redrawn regularly (e.g., 1 sec interval). The shapes are added dynamically as children of the #+id/focusedlayout as there is always a different number of them and their position is relevant to the detailed map picture.
And the problem is that each single update is processed multiple times. Each time a shape updates, then MyEntireView's onDraw() is called, MyDetailedView's onDraw() is called, and then these two are called again. And only after this the shape itself is invalidated.
As a result, this behaviour makes the shape flicker, since MyDetailedView redraws and hides the shape for 10ms or so.
I must probably be overlooking some simple logic, but I really can't get if there is a way to force only one View of a ViewGroup invalidate().
Or maybe there is an alternate structure/layout that I could use to fit my purpose?
Thanks a lot!
P.S.
The entire code is quite big to put here but I'm willing to insert any pieces upon request

Android -- Hiding Views

Okay, so I've done some looking around and I see how you are SUPPOSED to do it, but for me, it is just not working.
I need to be able to set the alpha of a RelativeLayout both in XML and in code. For my XML, I have the following
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/player_controls"
android:layout_height="match_parent"
android:layout_width="match_parent"
android:alpha="0.0">
<RelativeLayout
android:layout_height="match_parent"
android:layout_width="match_parent"
android:id="#+id/player_controls_touch_me"
>
</RelativeLayout>
</RelativeLayout>
I get the error: no resource identifier found for attribute 'alpha' in package 'android'
Also, based on the Android documentation, I should be able to call setAlpha(double) on any View object, but when I try to make that call on a RelativeLayout it tells me that this method is not defined for this object.
Why am I not able to control the alpha transparency for a RelativeLayout object in Android? Am i missing something? Thanks!
Update
Although using the visibility property works, it prevents me from be able to click on the ViewGroup. This is important for me because I am utilizing the OnTouchListener of the ViewGroup.
What I am trying to do is to have a layer with media controls, initially hidden. when the user taps anywere on the screen, I want the controls to fade in and when they tap the screen again I want the controls to fade out. I have this part already working. I am using a viewgroup that sits over-top my entire application with an OnTouchListener attached that can determine if it has or hasn't been touched. My problem is that after the animation runs to fade out the controls, they re-appear. If I use #Hydrangea suggestion, I can have it fade out and immediately made invisible. This gives me the desired effect, but then the ViewGroup is unclickable and the user cannot get the controls to come back (or go away, depending on what we decide to do first).
I hope this makes sense.
You'll want to use a alpha animation to fade things in and out. This will maintain your touch events for your layouts. Here's an example
public class Main extends Activity {
/** Called when the activity is first created. */
private boolean mShowing = false;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
findViewById(R.id.textview).setOnClickListener(new OnClickListener(){
#Override
public void onClick(View arg0) {
if(mShowing){
Animation animation = new AlphaAnimation(1.0f, 0.0f);
animation.setFillAfter(true);
arg0.startAnimation(animation);
} else {
Animation animation = new AlphaAnimation(0.0f, 1.0f);
animation.setFillAfter(true);
arg0.startAnimation(animation);
}
mShowing = !mShowing;
}
});
}
}
Here's the accompanying xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<TextView
android:id="#+id/textview"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="#string/hello"
android:clickable="true"
/>
</LinearLayout>
Unless you need levels of alpha between 0 and 1, I'd suggest, if you truly want to make this item invisible, to use setVisibility();
android:visibility="invisible"
I checked out the android:alpha line, and my ide doesn't find it either. I can't guess why, though... the documentation seems pretty clear.
The alpha property is new in Android 3.0, and it's not the most efficient way to hide a view. Use View.setVisibility() or android:visibility to achieve what you want.
You can set alpha by setting the (background) color i guess. Color values can be in the format of #aarrggbb (alpha, red, green, blue).
You can add to the right answer the following option:
animation.setDuration(xxx);
To each animation instance. In this way your animation will look better.
Based on your discription, you should be able to create a view that contains only the relative layout and have the onClickListener set to it. This way you can set the visibility of the relative layout to invisible, but still register a click.
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/clickable_layout"
android:layout_height="match_parent"
android:layout_width="match_parent" >
<RelativeLayout
android:id="#+id/player_controls"
android:layout_height="match_parent"
android:layout_width="match_parent" >
<RelativeLayout
android:layout_height="match_parent"
android:layout_width="match_parent"
android:id="#+id/player_controls_touch_me"
>
</RelativeLayout>
</RelativeLayout>
</FrameLayout>
Use onTouchEvent in Activity, and then you could get touch event to control to your RelativeLayout even if it is "invisible".

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