Cancel animation, stop applyTransformation running - android

I've created a extension to the Animation class in order to create a background fade out animation. I start the animation after pressing a ListView row item. If I press one after another I want to cancel the first animation and start the second. But a bug that I'm having is when I press fast one row after another the animation doesn't stop. After debugging I've noticed that the applyTransformation method keeps running for the first animation. I've decided to override the cancel function, but how do I stop the transformation?
public BackgroundAnimation(View view, int color){
this.view = view;
setDuration(4000L);
red = Color.red(color);
blue = Color.blue(color);
green = Color.green(color);
}
#Override
public void applyTransformation(float interpolatedTime,Transformation t){
//super.applyTransformation(interpolatedTime, t);
view.setBackgroundColor(Color.argb((int) ((1 - interpolatedTime) * 255), red, green, blue));
}

I had the exact same problem, interpolatedTime would run 0 -> 1 then infinitely repeat for 0. My solution was to clearAnimation in an AnimationListener. It doesn't seem like you should have to do this, but oh well.
animation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {}
#Override
public void onAnimationEnd(Animation animation) {
animationTarget.clearAnimation();
}
#Override
public void onAnimationRepeat(Animation animation) {}
});

Related

No Rotation in image using rotate Animation

Using Rotate Animation in android, but no rotation in image after clicking the button.
public class MainActivity extends AppCompatActivity {
ImageView spinImage;
Button buton;
Random r;
int degree =0 , degreeold= 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
buton = (Button) findViewById(R.id.spinbutton);
spinImage= (ImageView) findViewById(R.id.spinimage);
r= new Random();
buton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
degreeold = degree % 360;
degree = r.nextInt(3600)+720;
degree= 4400;
RotateAnimation rotate = new RotateAnimation( degreeold, degree,
RotateAnimation.RELATIVE_TO_SELF,0.5f,RotateAnimation.RELATIVE_TO_SELF , 0.5f);
rotate.setDuration(3600);
rotate.setFillAfter(true);
rotate.setInterpolator( new DecelerateInterpolator());
rotate.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
spinImage.setAnimation(rotate);
}
});
}
i am not able to find the mistake why there is no rotation in image. there is no error while running and app open without any delay but there is no animation when clicking the button.
You haven't started the animation. Try to use spinImage.startAnimation(rotate);
setAnimation is meant to give you more fine grained control if you want to start the animation delayed or together with other animations.
From the documentation:
Sets the next animation to play for this view. If you want the animation to play immediately, use startAnimation(android.view.animation.Animation) instead. This method provides allows fine-grained control over the start time and invalidation, but you must make sure that 1) the animation has a start time set, and 2) the view's parent (which controls animations on its children) will be invalidated when the animation is supposed to start.
Replace spinImage.setAnimation(rotate); with spinImage.startAnimation(rotate);

ImageView ObjectAnimator transition + collision detection during transition

I have a "track" that goes for 50 "lenghts" and I have imageView that changes position on click for 5 "lenghts" at a time. That transition I handle with animation like this:
anima = ObjectAnimator.ofFloat(bar, "translationX", position*pix);
anima.setDuration(500);
anima.start();
At the end of the track I have another imageview that I want to detect collision with so I after animation I do this:
anima.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
if (Rect.intersects(n1, barRect)) {
//Stuff after collision
}
}
My question is, is there a way to detect collision during this animation so I stop it if collision is somewhere between those "5 lenght jumps"
Thanks to #NikolaDespotski I've managed to solve the problem by implementig onUpdateListener for my ObjectAnimator object like this:
anima.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
//Do collision detection here
}
});

How to animate an ImageButton into invisibility

This is a follow up to Animate ImageView from alpha 0 to 1.
I have an ImageButton that I want to animate into view when user does X and then animate out of view when user does Y. Animating into view is working fine. But animating out of view is kind of not working. In fact it is working, in that the animation happens. But after the button fades out of view, it pops back as VISIBLE. So I use this code
AlphaAnimation animation1 = new AlphaAnimation(0.9f, 0.0f);
animation1.setDuration(5000);
animation1.setStartOffset(1000);
animation1.setFillAfter(true);
animation1.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
GVLog.d(TAG,"MAKE INVISIBLE onAnimationStart: %s",tokenBtn.getVisibility());
}
#Override
public void onAnimationRepeat(Animation animation) {
GVLog.d(TAG,"MAKE INVISIBLE onAnimationRepeat: %s",tokenBtn.getVisibility());
}
#Override
public void onAnimationEnd(Animation animation) {
tokenBtn.setVisibility(View.INVISIBLE);
GVLog.d(TAG,"MAKE INVISIBLE onAnimationEnd: %s",tokenBtn.getVisibility());
}
});
tokenBtn.startAnimation(animation1);
but the call to make the ImageButton invisible is not taking effect. So how do I make it take effect so that the ImageButton remains invisible?
Try like this. These codes always work on my apps.
AlphaAnimation animation1 = new AlphaAnimation(1, 0);
animation1.setDuration(1000);
tokenBtn.startAnimation(animation1);
tokenBtn.setVisibility(View.INVISIBLE);

Pausing translate Animation Android ObjectAnimator

Am using an ObjectAnimator to translate the text in a text view similar to a stock ticker. I want to pause the ticker on press of a button. However, inspite of calling cancel()/end() on the animator object, the ticker continues to move till the end of the animation.
Have also tried explicitly clearing all animations on the underlying textView in the AnimatorListerner#onAnimCancel(). However the underlying textView doesn't seem to be associated with any animations.
Would be great if someone could point out as to what would be going wrong.
Relevant sections of code as below.
anim = ObjectAnimator.ofFloat(mTextViewTicker, "TranslationX", 0, -mSomeValue);
anim.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationCancel(Animator animation) {
Log.d(TAG,"Animation Pause invoked");
super.onAnimationCancel(animation);
}
public void onAnimationEnd(Animator animation) {
Log.d(TAG,"Animation Ended");
((View)((ObjectAnimator)animation).getTarget()).setTranslationX(anim.getAnimatedFraction());
}
});
anim.start();
public void stopScroll() {
anim.cancel();
}
stopScroll() is invoked from a button click in the activity.

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);
}
});

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