How can I repeat a property animation? - android

I'm doing an animation of bubbles on the screen, but the bubbles stop after finishing the animation time. How do I repeat the animation or make it infinite?
bub.animate();
bub.animate().x(x2).y(y2);
bub.animate().setDuration(animationTime);
bub.animate().setListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationStart(Animator animation) {
animators.add(animation);
}
#Override
public void onAnimationRepeat(Animator animation) {
}
#Override
public void onAnimationEnd(Animator animation) {
}
});

Since ViewPropertyAnimator is only good for simple animations, use more advanced ObjectAnimator class - basically method setRepeatCount and additionally setRepeatMode.

This is actually possible. Here's an example of rotating a view:
final ViewPropertyAnimator animator = view.animate().rotation(360).setInterpolator(new LinearInterpolator()).setDuration(1000);
animator.setListener(new android.animation.Animator.AnimatorListener() {
...
#Override
public void onAnimationEnd(final android.animation.Animator animation) {
animation.setListener(null);
view.setRotation(0);
view.animate().rotation(360).setInterpolator(new LinearInterpolator()).setDuration(1000).setListener(this).start();
}
});
You can also use "withEndAction" instead of a listener.

You can use CycleInterpolator. For example, like this:
int durationMs = 60000;
int cycleDurationMs = 1000;
view.setAlpha(0f);
view.animate().alpha(1f)
.setInterpolator(new CycleInterpolator(durationMs / cycleDurationMs))
.setDuration(durationMs)
.start();

Here is an example in Kotlin with a simple way to repeat the animation by recursively calling it in withEndAction
Example
private var animationCount = 0
private fun gyrate() {
val scale = if (animationCount++ % 2 == 0) 0.92f else 1f
animate().scaleX(scale).scaleY(scale).setDuration(725).withEndAction(::gyrate)
}
This repeatedly animates the size of a view to get smaller, return to normal, get smaller, return to normal, etc. This is a pretty simple pattern to repeat whatever animation you'd like.

final ViewPropertyAnimator animator = view.animate().rotation(360).setInterpolator(new LinearInterpolator()).setDuration(1000); //Animator object
animator.setListener(new android.animation.Animator.AnimatorListener() {
...
#Override
public void onAnimationEnd(final android.animation.Animator animation) {
animation.setListener(this); //It listens for animation's ending and we are passing this to start onAniationEnd method when animation ends, So it works in loop
view.setRotation(0);
view.animate().rotation(360).setInterpolator(new LinearInterpolator()).setDuration(1000).setListener(this).start();
}
});

in kotlin you can do it like this. create a runnable. inside it animate the view and set withEndAction to runnable itself. and at the end run runnable to animation start.
var runnable: Runnable? = null
runnable = Runnable {
view.animate()
.setDuration(10000)
.rotationBy(360F)
.setInterpolator(LinearInterpolator())
.withEndAction(runnable)
.start()
}
runnable.run()

Related

Android ViewPropertyAnimator and ValueAnimator: How can I do fast-forward?

I am using ViewPropertyAnimator like this:
view.animate().alpha(to).setDuration(duration);
And ValueAnimator:
ValueAnimator anim = ValueAnimator.ofInt(0, width);
anim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
viewGroup.setMinimumWidth((Integer) valueAnimator.getAnimatedValue());
}
});
anim.setDuration(duration).start();
Sometimes I want to cancel the animation before its finished, but still apply the remaining steps immediately (as if the animation had completed). Is there a simple way to accomplish this using the APIs, or do I need to wrap the Animators in another class and handle this myself?
There are two ways of stopping a running animation.
Animator.end() // end the animation
Animator.cancel() // cancel the animation
You can use either the end() method or the cancel() method. In both cases the animation will stop and can only be restarted by calling start().
The difference between end() and cancel() is the state that the animated objects will be in after the call to the method.
When calling cancel() the animation will stop in its tracks, leaving the animated objects in an intermediate state.
When calling the end() method the animation will effectively be fast forwarded into the final state of the animation.
All objects will appear the way they would at the end of the animation.
Source: http://cogitolearning.co.uk/?p=1482
You can use an AnimatorListener for this.
anim.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {}
#Override
public void onAnimationEnd(Animator animation) {}
#Override
public void onAnimationCancel(Animator animation) {
// Set view properties here as if the animation had completed
viewGroup.setMinimumWidth(...);
}
#Override
public void onAnimationRepeat(Animator animation) {}
});
If you don't mind using a third party library then android-transition can be used:
Import the library in Gradle:
compile 'com.github.kaichunlin.transition:core:0.9.2'
Your ViewPropertyAnimator scenario would become
TransitionAnimation animation =
ViewTransitionBuilder.transit(view).alpha(to).duration(duration).buildAnimation();
Your ValueAnimator scenario would become
final int width = <width>;
TransitionAnimation animation =
ViewTransitionBuilder.transit(viewGroup).duration(duration).addTransitionHandler(new TransitionHandler() {
#Override
public void onUpdateProgress(TransitionController controller, View target, float progress) {
target.setMinimumWidth((int) (progress*width));
}
}).buildAnimation();
Then call animation.startAnimation(); to start and animation.endAnimation(); to end the animation and applying the final state.
The advantage of this library is that that a single concept/class can be used where it would require a mix of different classes (i.e. ViewPropertyAnimator & ValueAnimator), and that the animation state/progress can be tied to UI state like how much the Drawer is being pulled out.

Android make button disabled after setting alpha 0

probably another rhetorical question.
In iOS when we set a view's (any any UIView subclass such as UIButton) alpha to 0, iOS by default disables all user interaction on that view.
I got an Android app where I animate fade out the view by:
ObjectAnimator fadeOut = ObjectAnimator.ofFloat(buttonSelectionContainer, "alpha", 1, 0);
fadeOut.setDuration(500);
fadeOut.start();
However, I am noticing that when I tap the screen, the animation starts again, leading me to believe, in Android, even when a button alpha is set to 0, it is still tappable, is this true?
Is there a way to globally tell Android to disable user interaction for a view (and all its subviews) when its alpha is set to 0, either explicitly through using:
view.setAlpha(0.0f);
or through the ObjectAnimator like the above code block I used ?
A temporary work around for my problem would probably be to schedule this code to run after 500 ms:
// psuedocode: after 500ms
dispatch_doSomethingAfter(500)
{
myButton.setEnabled(false);
}
Not the ideal solution but might be my only solution, unless some bright Android developers out there has a better solution ?
Use addListener on your ObjectAnimator to control what happens after the animation has finished.
fadeOut.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {
}
#Override
public void onAnimationEnd(Animator animation) {
button.setEnabled(false);
}
#Override
public void onAnimationCancel(Animator animation) {
}
#Override
public void onAnimationRepeat(Animator animation) {
}
});
You can create an Animator.AnimatorListener that automatically disables the target View when the animation ends.
Declare your custom DisableViewOnEndAnimatorListener class:
public class DisableViewOnEndAnimatorListener extends AnimatorListenerAdapter {
#Override
public void onAnimationEnd(Animator animation) {
if (animation instanceof ObjectAnimator) {
final Object target = ((ObjectAnimator) animation).getTarget();
if (target instanceof View) {
((View) target).setEnabled(false);
}
}
}
}
Then, in your code:
DisableViewOnEndAnimatorListener endAnimatorListener = new DisableViewOnEndAnimatorListener();
ObjectAnimator button1FadeOut = ObjectAnimator.ofFloat(button1, "alpha", 1, 0);
button1FadeOut.setDuration(500);
button1FadeOut.addListener(endAnimatorListener);
button1FadeOut.start();
ObjectAnimator button2FadeOut = ObjectAnimator.ofFloat(button2, "alpha", 1, 0);
button2FadeOut.setDuration(500);
button2FadeOut.addListener(endAnimatorListener);
button2FadeOut.start();

viewpager automatically scroll too fast

I have a ViewPager which has 4 pages and I want it scroll automatically.
What I am doing is viewPager.setCurrentItem(index); bound with a TimerTask where index is a precomputed integer.
The logic works fine but when it scroll (triggered by setCurrentImte) the animation is too fast.
How can I control the scroll speed of it? Please note I am talking about the scrolling animation speed, instead of the interval of 2 successive scroll.
Why not use a ViewFlipper instead? A ViewFlipper has built in functionality to handle auto-scrolling between views, which means you can dump the timer. Also, it implements ViewAnimator which gives you full control over the animations. It is relatively simple to create custom animations, and you have control over the time it takes to animate. A simple tutorial for a slide animation can be found here. Take note of the duration attribute of the animation xml files.
Looks like ViewPager doesn't provide such an API. I would suggest to do any of the following:
Take VieWPager code (it's under Your android sdk extras folder) and twek it the way you need (e.g. add necessary API). Now it seems to use internal constant (MAX_SETTLE_DURATION);
Intercept touches by yourself and call fakeDragBy() (not sure if its what You're looking for);
Why not try something like this? Use a value animator to animate the scroll values, then update the positioning so the fragment loading is correctly handled. Works fine for me :).
if(pager != null){
ValueAnimator scrollAnimator = ValueAnimator.ofInt(pager.getScrollX(), pager.getScrollX()+2560);
final int virtualPage = pager.getCurrentItem();
scrollAnimator.setDuration(1000);
scrollAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
pager.setScrollX((Integer)animation.getAnimatedValue());
}
});
scrollAnimator.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {
}
#Override
public void onAnimationEnd(Animator animation) {
pager.setCurrentVirtualItem(virtualPage, false);
}
#Override
public void onAnimationCancel(Animator animation) {
}
#Override
public void onAnimationRepeat(Animator animation) {
}
});
scrollAnimator.start();
}
I have the same requirement on an app i am developing and my solution was this.
Observable.range(1, vpAdapter.getCount() - 1)
.concatMap(i-> Observable.just(i).delay(5000, TimeUnit.MILLISECONDS))
.observeOn(AndroidSchedulers.mainThread())
.subscribe(integer -> {
currentAutoPage = integer;
binding.vpTour.beginFakeDrag();
lastFakeDrag = 0;
ValueAnimator va = ValueAnimator.ofInt(0, binding.vpTour.getWidth());
va.setDuration(1000);
va.addUpdateListener(animation -> {
if (binding.vpTour.isFakeDragging()) {
int animProgress = (Integer) animation.getAnimatedValue();
binding.vpTour.fakeDragBy(lastFakeDrag - animProgress);
lastFakeDrag = animProgress;
}
});
va.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
if (binding.vpTour.isFakeDragging()) {
binding.vpTour.endFakeDrag();
}
}
});
va.start();
}, Throwable::printStackTrace, () -> {
if (autoPageChangeDisposable != null && !autoPageChangeDisposable.isDisposed()) {
autoPageChangeDisposable.dispose();
}
});
In case you also want to stop the automatic swiping when user manually changes the page than just get the disposable from this code that i wrote, like this : "Disposable autoPageChangeDisposable = Observable.range(1, vpAdapter...." and than register and OnPageChangedListener and do this :
vpTour.addOnPageChangeListener(new ViewPager.SimpleOnPageChangeListener() {
#Override
public void onPageSelected(int position) {
if (position != currentAutoPage) {
if (autoPageChangeDisposable != null && !autoPageChangeDisposable.isDisposed()) {
autoPageChangeDisposable.dispose();
}
}
}
});

How do I stop an infinite animation on an ImageView, but let it complete its current cycle?

I applied an infinite animation on an ImageView to indicate a running background thread in my app. When the thread finishes, I'm able to stop the animation by using clearAnimation(), but it snaps the ImageView back to its starting position, and I'd like the current animation cycle to complete (which is designed to gracefully end in its starting position). Is there a way to do this?
Register an AnimationListener, and wait until onAnimationRepeat() to clear it. I haven't tried this, but I think it will work.
Just call setRepeatCount(0) and then listen for onAnimationEnd. See here for more details.
You can set the desirable position of your animation in the onAnimationEnd() method of your animation listener. Then, instead of going to the initial position, the View will be displayed at the coordinates you set up there.
animation = new TranslateAnimation(0, -length, 0, 0); //setup here your translation parameters
animation.setInterpolator(new LinearInterpolator());
animation.setDuration(10);
animation.setAnimationListener(new Animation.AnimationListener() {
public void onAnimationStart(Animation animation) {
animationRunning = true;
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationEnd(Animation animation) {
animationRunning = false;
// setAnimationPositionAfterPositionChange();
LinearLayout.LayoutParams params = (LinearLayout.LayoutParams) runningText.getLayoutParams();
params.leftMargin = currentPosition; //Calculate you current position here
runningText.setLayoutParams(params);
}
});
runningText.setAnimation(animation);
If you are using animate()
you use setListener(null) to stop it the animation,
works for me.
image.animate()
.translationXBy(-width* 0.5f)
.setDuration(300)
.setStartDelay(6000)
.setListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
image.animate().rotationBy(90).setDuration(1000).setStartDelay(1).setListener(null);
}
});

android animation is not finished in onAnimationEnd

It seems that an android animation is not truly finished when the onAnimationEnd event is fired although animation.hasEnded is set to true.
I want my view to change it's background drawable on the end of it's ScaleAnimation which it does, but you can clearly see that it is changed some miliseconds before it finishes. The problem is, that it flickers because the new background appears (=is) scaled for a short time until the animation really finishes.
Is there a way to get either the real end of the animation or just prevent the new background from beeing scaled this short period of time?
Thank you!
//EDIT: I'm using an AnimationListener to get the following call:
#Override
public void onAnimationEnd(Animation animation)
{
View view = (MyView) ((ExtendedScaleAnimation) animation).getView();
view.clearAnimation();
view.requestLayout();
view.refreshBackground(); // <-- this is where the background gets changed
}
Here is the actual bug related to this issue http://code.google.com/p/android-misc-widgets/issues/detail?id=8
This basically states that the onAnimationEnd method doesn't really work well when an AnimationListener is attached to an Animation
The workaround is to listen for the animation events in the view to which you were applying the animation to
For example if initially you were attaching the animation listener to the animation like this
mAnimation.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationEnd(Animation arg0) {
//Functionality here
}
});
and then applying to the animation to a ImageView like this
mImageView.startAnimation(mAnimation);
To work around this issue, you must now create a custom ImageView
public class MyImageView extends ImageView {
and then override the onAnimationEnd method of the View class and provide all the functionality there
#Override
protected void onAnimationEnd() {
super.onAnimationEnd();
//Functionality here
}
This is the proper workaround for this issue, provide the functionality in the over-riden View -> onAnimationEnd method as opposed to the onAnimationEnd method of the AnimationListener attached to the Animation.
This works properly and there is no longer any flicker towards the end of the animation.
I was abe to resolve this by calling clearAnimation() on the view being animated inside onAnimationEnd, that took away the flicker
Its weird why would anyone have to do that, as onAnimationEnd callback should have been called only if the animation has already ended. But I guess the answer lies in the depth of Framework on how view/layout handles animation callback.
For now take it as a hack-free solution, that just works.
animation.setAnimationListener(new AnimationListener() {
public void onAnimationEnd(Animation anim) {
innerView.clearAnimation(); // to get rid of flicker at end of animation
RelativeLayout.LayoutParams lp = new RelativeLayout.LayoutParams
(innerBlockContainer.getWidth(), innerBlockContainer.getHeight());
/* Update lp margin, left/top to update layout after end of Translation */
ViewGroup parent_ofInnerView = (ViewGroup)innerView.getParent();
vp.updateViewLayout(innerBlockContainer, lp);
}
public void onAnimationRepeat(Animation arg0) {}
public void onAnimationStart(Animation arg0) {
}
});
innerView.startAnimation(animation);
I had same issue and solved it using
view.clearAnimation();
before
view.startAnimation(anim);
I had a similar problem and I used Soham's solution with custom view class.
It worked fine, but at the end, I've found a simpler solution that worked for me.
After calling the view.StartAnimation(animation), and before the next step in my program, I've added a short delay that will be long enough to let the animation finish, but short enough to be unnoticeable by the user:
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
nextStepInMyProgram();
}
}, 200);// delay in milliseconds (200)
For some reason the onAnimationStart works properly, and the onAnimationEnd doesnt. So heres how I originally did it and what I changed:
Attempt 1 (flicker):
a) Move image from 0px to 80px
b) In onAnimationEnd, set the image's location to 80px
Attempt 2 (no flicker):
a) In onAnimationStart, set the image's location to 80px
b) Move the image from -80px to 0px
Hope that made sense. Basically I flipped the way I did it
Try to use getAnimation() from your object:
public void onShowListBtnClick(View view)
{
rightPanel.startAnimation(AnimationUtils.loadAnimation(MainActivity.this, R.anim.slide_left));
rightPanel.getAnimation().setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
// TODO Auto-generated method stub
}
#Override
public void onAnimationRepeat(Animation animation) {
// TODO Auto-generated method stub
}
#Override
public void onAnimationEnd(Animation animation) {
// write your code here
}
});
}
An easy fix is to add one line to AnimationListener.onAnimationEnd():
#Override
public void onAnimationEnd(Animation a) {
a.setAnimationListener(null);
…
}
annimation can be also stopped on screen rotation. in this case onAnimationEnd() is not being called. my workaround:
animation.setDuration(animationDuration);
animation.setAnimationListener(new AnimationListenerAdapter() {...});
view.startAnimation(animation);
handler.postDelayed(new Runnable() {
#Override
public void run() {
if(!animation.hasEnded()) {
// here you can handle this case
}
}
}, animationDuration + 100);
I had this issue because my Animation was not started in the main thread.
This resulted in a duration of 0.
However , the Animation did play correctly - it just called onAnimationEnd() immediately after execution.
If you are using repeat count as infinite, then onAnimationEnd would not get called. Check the documentation link
You can also use setUpdateListener, then check the current fraction of the animation progress and act accordingly.
Here's a Kotlin example for a fade-out animation which eventually makes the view gone from the layout:
view.animate()
.alpha(0f)
.setDuration(duration)
.setUpdateListener { animation ->
if (animation.animatedFraction > 0.99f) {
view.visibility = View.GONE
}
}
.start()
This worked for me:
#Override
public void onAnimationUpdate(ValueAnimator animation) {
if (Float.compare(animation.getAnimatedFraction(),1.0f)) {
// animation ended;
//do stuff post animation
}
}

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