i have a button defined in xml i am adding animation to it (Card Flip 3D) its works fine in google nexus one but not working properly on Kindle's.
You can see a demo here Demo Card Flip Animation this is what i am trying to achive in ANDROID.
this is my code:
public class CardFlipAnimation extends Animation {
private Camera camera;
private View fromView;
private View toView;
private float centerX;
private float centerY;
private boolean forward = true;
private boolean visibilitySwapped;
/**
* Creates a 3D flip animation between two views. If forward is true, its
* assumed that view1 is "visible" and view2 is "gone" before the animation
* starts. At the end of the animation, view1 will be "gone" and view2 will
* be "visible". If forward is false, the reverse is assumed.
*
* #param fromView First view in the transition.
* #param toView Second view in the transition.
* #param centerX The center of the views in the x-axis.
* #param centerY The center of the views in the y-axis.
* #param forward The direction of the animation.
*/
public CardFlipAnimation(View fromView, View toView, int centerX, int centerY) {
this.fromView = fromView;
this.toView = toView;
this.centerX = centerX;
this.centerY = centerY;
setDuration(500);
setFillAfter(true);
setInterpolator(new AccelerateDecelerateInterpolator());
}
public void reverse() {
forward = false;
View temp = toView;
toView = fromView;
fromView = temp;
}
#Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
camera = new Camera();
}
#Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
// Angle around the y-axis of the rotation at the given time. It is
// calculated both in radians and in the equivalent degrees.
final double radians = Math.PI * interpolatedTime;
float degrees = (float) (180.0 * radians / Math.PI);
// Once we reach the midpoint in the animation, we need to hide the
// source view and show the destination view. We also need to change
// the angle by 180 degrees so that the destination does not come in
// flipped around. This is the main problem with SDK sample, it does not
// do this.
if (interpolatedTime >= 0.5f) {
degrees -= 180.f;
if (!visibilitySwapped) {
fromView.setVisibility(View.GONE);
toView.setVisibility(View.VISIBLE);
visibilitySwapped = true;
}
}
if (forward)
degrees = -degrees;
final Matrix matrix = t.getMatrix();
camera.save();
camera.translate(0.0f, 0.0f, (float) (150.0 * Math.sin(radians)));
camera.rotateY(degrees);
camera.getMatrix(matrix);
camera.restore();
matrix.preTranslate(-centerX, -centerY);
matrix.postTranslate(centerX, centerY);
}
}
in my activity i am doing like this:
CardFlipAnimation animator = new CardFlipAnimation(button, button,
button.getWidth() / 2, Button.getHeight() / 2);
if (button.getVisibility() == View.GONE) {
animator.reverse();
}
layout.startAnimation(animator); // Relative layout with the button
What is wrong with code it works fine in some devices and not work in some devices.Is nit giving me the 3d effect.
EDIT
This link solved my problem http://www.inter-fuser.com/2009/08/android-animations-3d-flip.html
Thanks to RobinHood
Related
I've played with the FlipImageView project and noticed one rather curious issue. When I'm running the sample contained within the project, everything works just fine. But, when I scale the FlipImageView manually (using View.setScaleX(float) and View.setScaleY(float) methods) this sample works fine just for devices with API version 16-18, and it clips the FlipImageView during the animation to the size of the unscaled image if sample is run on the device with the 19-th version of API. Here are screenshots:
The star is clipped, API 19
The star isn't clipped, API 18
I've set the visibility of all other widgets to GONE and changed the image's width to wrap_content to make an issue even more obvious. I see this behavior both on emulators and on real devices.
The code of the custom animation looks like so:
public class FlipAnimator extends Animation {
// fields declarations omitted
public void setToDrawable(Drawable to) {
toDrawable = to;
visibilitySwapped = false;
}
public FlipAnimator() {
setFillAfter(true);
}
#Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
camera = new Camera();
this.centerX = width / 2;
this.centerY = height / 2;
}
#Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
final double radians = Math.PI * interpolatedTime;
float degrees = (float) (180.0 * radians / Math.PI);
if(mIsRotationReversed){
degrees = -degrees;
}
if (interpolatedTime >= 0.5f) {
if(mIsRotationReversed){ degrees += 180.f; } else{ degrees -= 180.f; }
if (!visibilitySwapped) {
setImageDrawable(toDrawable);
visibilitySwapped = true;
}
}
final Matrix matrix = t.getMatrix();
camera.save();
camera.translate(0.0f, 0.0f, (float) (150.0 * Math.sin(radians)));
camera.rotateX(mIsRotationXEnabled ? degrees : 0);
camera.rotateY(mIsRotationYEnabled ? degrees : 0);
camera.rotateZ(mIsRotationZEnabled ? degrees : 0);
camera.getMatrix(matrix);
camera.restore();
matrix.preTranslate(-centerX, -centerY);
matrix.postTranslate(centerX, centerY);
}
}
I've searched through the diff between API version 18 and 19 and didn't find any changes in the Matrix or Camera classes which are used in the Animation.applyTransformation() method. I didn't find any changes in the Animation class itself neither.
What is the source of this problem?
Upd: the clipping occurs only during the animation - when it ends, the FlipImageView is drawn in its full size.
[UPDATE]
I am just found this great article :
http://kylewbanks.com/blog/Implementing-Google-Plus-Style-ListView-Animations-on-Android
=========
I am trying to reproduce the animation which is appears in Google plus app when user scroll in bottom. Each time, the new item appears with a translation from bottom to top.
I believed that it was a 3D animation but it is not this type of animation.
=> How can i produce the Google Plus animation (translation ?) ?
Here is my actual code which works and produce a 3D animation :
In getView method :
Animation anim = new Rotate3dAnimation(90.0f, 0.0f, 100.0f, false, rowView);
anim.setDuration(500l);
rowView.startAnimation(anim);
Rotate3dAnimation class :
import android.view.View;
import android.view.animation.Animation;
import android.view.animation.Transformation;
import android.graphics.Camera;
import android.graphics.Matrix;
/**
* An animation that rotates the view on the Y axis between two specified angles.
* This animation also adds a translation on the Z axis (depth) to improve the effect.
*/
public class Rotate3dAnimation extends Animation {
private final float mFromDegrees;
private final float mToDegrees;
private final float mDepthZ;
private final View mView;
private final boolean mReverse;
private Camera mCamera;
/**
* Creates a new 3D rotation on the Y axis. The rotation is defined by its
* start angle and its end angle. Both angles are in degrees. The rotation
* is performed around a center point on the 2D space, definied by a pair
* of X and Y coordinates, called centerX and centerY. When the animation
* starts, a translation on the Z axis (depth) is performed. The length
* of the translation can be specified, as well as whether the translation
* should be reversed in time.
*
* #param fromDegrees the start angle of the 3D rotation
* #param toDegrees the end angle of the 3D rotation
* #param centerX the X center of the 3D rotation
* #param centerY the Y center of the 3D rotation
* #param reverse true if the translation should be reversed, false otherwise
*/
public Rotate3dAnimation(float fromDegrees, float toDegrees, float depthZ, boolean reverse, View view) {
mFromDegrees = fromDegrees;
mToDegrees = toDegrees;
mDepthZ = depthZ;
mReverse = reverse;
mView = view;
}
#Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
mCamera = new Camera();
}
#Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
final float fromDegrees = mFromDegrees;
float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);
final float centerX = mView.getWidth()/2;
final float centerY = mView.getHeight()/2;
final Camera camera = mCamera;
final Matrix matrix = t.getMatrix();
camera.save();
if (mReverse) {
camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
} else {
camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
}
camera.rotateX(degrees);
camera.getMatrix(matrix);
camera.restore();
matrix.preTranslate(-centerX, -centerY);
matrix.postTranslate(centerX, centerY);
}
}
Try This push_up_in.xml:
<set xmlns:android="http://schemas.android.com/apk/res/android">
<translate android:fromYDelta="100%p" android:toYDelta="0"
android:duration="500"/>
<alpha android:fromAlpha="0.0" android:toAlpha="1.0"
android:duration="500" />
</set>
Now For Implementing that:
Animation animation = AnimationUtils.loadAnimation(activity, R.anim.push_up_in);
yourlistitemView.startAnimation(animation);
I'm trying to develop simple board game. The board is of size 9x9 fields. The balls are appearing on the fields and when the user clicks on the field with the ball, the ball starts to jumping. I implemented the animation in two ways. The first one is working, but it's not easy to add another one following animation (like little stretch or something). And the second one, which seems to be better (there is used the AnimatorSet) is not working. When user clicks on the field with the ball, the ball disappears. I have no idea why :-(.
The first class implements the board and it is the child of View:
public class BoardView extends View {
...
/**
* Initializes fields of the board.
*/
private void initializeFields() {
this.fields = new ArrayList<Field>();
for (int row = 0; row < BoardView.FIELDS_NUMBER; row++) {
for (int column = 0; column < BoardView.FIELDS_NUMBER; column++) {
this.fields.add(new Field(this, row, column));
}
}
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(BoardView.COLOR_ACTIVITY);
if (this.fields == null) {
this.initializeFields();
}
for (int i = 0; i < this.fields.size(); i++) {
this.fields.get(i).draw(canvas);
}
}
...
}
The second one implements the field:
public class Field {
...
/**
* Draws itself on the screen.
*
* #param Canvas canvas
*/
public void draw(Canvas canvas) {
Rect field = this.getRect();
int round = (int)Math.floor(this.board.getFieldSize() / 4);
this.board.getPainter().setStyle(Paint.Style.FILL);
this.board.getPainter().setColor(Field.COLOR_DEFAULT);
// draw field
canvas.drawRoundRect(new RectF(field), round, round, this.board.getPainter());
// draw selected field
if (this.selected) {
this.board.getPainter().setColor(Field.COLOR_SELECTED);
canvas.drawRoundRect(new RectF(field), round, round, this.board.getPainter());
}
// draw ball
if (this.ball != null) {
Point fieldOrigin = new Point(field.left, field.top);
if (this.selected) {
this.ball.animate(canvas, fieldOrigin);
} else {
this.ball.draw(canvas, fieldOrigin);
}
}
}
...
}
And the last one implements the ball:
Here is the first method, which completely works, but it's not flexible enough:
public class Ball {
...
/**
* Draws itself on the screen.
*
* #param Canvas canvas
* #param Point fieldOrigin
*/
public void draw(Canvas canvas, Point fieldOrigin) {
// set painter
Paint painter = this.field.getBoard().getPainter();
painter.setStyle(Paint.Style.FILL);
painter.setColor(Ball.COLORS[this.color]);
// calculate parameters
float halfSize = this.field.getBoard().getFieldSize() / 2;
float cX = fieldOrigin.x + halfSize;
float cY = fieldOrigin.y + halfSize + this.dy;
float radius = 0.6f * halfSize;
// draw circle
canvas.drawCircle(cX, cY, radius, painter);
// the code continues, because of the shadow and light simulation (radial gradients)
}
/**
* Draws jumping animation.
*
* #param Canvas canvas
* #param Point fieldOrigin
*/
public void animate(Canvas canvas, Point fieldOrigin) {
float currentDy = (this.dy - 0.1f);
this.setDy((float)Math.abs(Math.sin(currentDy)) * (-0.15f * this.field.getBoard().getFieldSize()));
this.draw(canvas, fieldOrigin);
this.setDy(currentDy);
try {
Thread.sleep(Ball.ANIMATION_DELAY);
} catch (InterruptedException e) {}
this.field.invalidate();
}
...
}
As you can see, the animation is implemented by sleeping the current Thread and changing parameter dy.
The second method is showing the ball on the field, but the animation is not working as I said in the beginning of the post (after click, the ball disappears):
public class BallShape {
private Field field;
private LayerDrawable ball;
private int color;
private float diameter,
x, y; // top left corner - THE GETTERS AND SETTERS ARE IMPLEMENTED (because of Animator)
...
/**
* Initializes the ball.
*
* #param Field field
* #param int color
*/
public BallShape(Field field, int color) {
this.field = field;
this.color = ((color == Ball.COLOR_RANDOM) ? Ball.randomColor() : color);
// create ball
float halfSize = this.field.getBoard().getFieldSize() / 2;
this.diameter = 0.6f * field.getBoard().getFieldSize();
float radius = this.diameter / 2;
Rect fieldArea = field.getRect();
this.x = fieldArea.left + halfSize - radius;
this.y = fieldArea.top + halfSize - radius;
// color circle
OvalShape circleShape = new OvalShape();
circleShape.resize(this.diameter, this.diameter);
ShapeDrawable circle = new ShapeDrawable(circleShape);
this.initPainter(circle.getPaint());
// the code continues, because of the shadow and light simulation (radial gradients)
// compound shape - ball
ShapeDrawable[] compound = { circle };//, shadow, light };
this.ball = new LayerDrawable(compound);
}
/**
* Draws itself on the screen.
*
* #param Canvas canvas
* #param Point fieldOrigin
*/
public void draw(Canvas canvas, Point fieldOrigin) {
canvas.save();
canvas.translate(this.x, this.y);
this.ball.draw(canvas);
canvas.restore();
}
/**
* Draws jumping animation.
*
* #param Canvas canvas
* #param Point fieldOrigin
*/
public void animate(Canvas canvas, Point fieldOrigin) {
// common data
float halfSize = this.field.getBoard().getFieldSize() / 2;
float radius = this.diameter / 2;
float startY = fieldOrigin.y + halfSize - radius;
float endY = startY - halfSize + 2;
// bounce animation
ValueAnimator bounceAnimation = ObjectAnimator.ofFloat(this, "y", startY, endY);
bounceAnimation.setDuration(BallShape.ANIMATION_LENGTH);
bounceAnimation.setInterpolator(new AccelerateInterpolator());
bounceAnimation.setRepeatCount(ValueAnimator.INFINITE);
bounceAnimation.setRepeatMode(ValueAnimator.REVERSE);
//bounceAnimation.start();
// animation
AnimatorSet bouncer = new AnimatorSet();
bouncer.play(bounceAnimation);
// start the animation
bouncer.start();
}
...
}
Any idea why it's not working? What I've done wrong?
Thank you very, very much.
Two things I would fix.
First of all you start animation in draw() method. You should either start it in onClick() or at least set this.selected to false, to not start it on every draw(). Secondly, after your value animator changes a property, you need to redraw the BallShape. Otherwise nothing will change. For instance you can define setY(float Y) method, change Y there and call invalidate().
I am using this Rotate3dAnimation class to create a flipping coin animation which is also moving and scaling. But i can use it only with one image view. By just using startAnimation() method on that image view.
But What i want to do is, to use two sides of a coin so it will look like a real coin with two different sides is flipping. Can someone help me about how to do that?
Thanks
package com.example.movingcoin;
import android.view.animation.Animation;
import android.view.animation.Transformation;
import android.graphics.Camera;
import android.graphics.Matrix;
/**
* An animation that rotates the view on the Y axis between two specified angles.
* This animation also adds a translation on the Z axis (depth) to improve the effect.
*/
public class Rotate3dAnimation extends Animation {
private final float mFromDegrees;
private final float mToDegrees;
private final float mCenterX;
private final float mCenterY;
private final float mDepthZ;
private final boolean mReverse;
private Camera mCamera;
/**
* Creates a new 3D rotation on the Y axis. The rotation is defined by its
* start angle and its end angle. Both angles are in degrees. The rotation
* is performed around a center point on the 2D space, definied by a pair
* of X and Y coordinates, called centerX and centerY. When the animation
* starts, a translation on the Z axis (depth) is performed. The length
* of the translation can be specified, as well as whether the translation
* should be reversed in time.
*
* #param fromDegrees the start angle of the 3D rotation
* #param toDegrees the end angle of the 3D rotation
* #param centerX the X center of the 3D rotation
* #param centerY the Y center of the 3D rotation
* #param reverse true if the translation should be reversed, false otherwise
*/
public Rotate3dAnimation(float fromDegrees, float toDegrees,
float centerX, float centerY, float depthZ, boolean reverse) {
mFromDegrees = fromDegrees;
mToDegrees = toDegrees;
mCenterX = centerX;
mCenterY = centerY;
mDepthZ = depthZ;
mReverse = reverse;
}
#Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
mCamera = new Camera();
}
#Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
final float fromDegrees = mFromDegrees;
float degrees = fromDegrees + ((mToDegrees - fromDegrees) * interpolatedTime);
final float centerX = mCenterX;
final float centerY = mCenterY;
final Camera camera = mCamera;
final Matrix matrix = t.getMatrix();
camera.save();
if (mReverse) {
camera.translate(0.0f, 0.0f, mDepthZ * interpolatedTime);
} else {
camera.translate(0.0f, 0.0f, mDepthZ * (1.0f - interpolatedTime));
}
// camera.rotateY(degrees);
camera.rotateX(degrees);
camera.getMatrix(matrix);
camera.restore();
matrix.preTranslate(-centerX, -centerY);
matrix.postTranslate(centerX, centerY);
}
}
faced the same problem few days ago, found the solution in class FlipAnimator that you can find here: FlipAnimatorClass
it is pretty easy, actually: you just have to pass to FlipAnimator the two sides of the coin. The class is pretty easy to understand, I think, and it is practically doing what g00dy suggested in his comment above.
the trick is to rotate your view twice !
once from normal position to middle, change your view (eg. change the image of your coin) and then rotate it back from middle to normal.
you should do all the changes in view and starting rotation from middle to normal in the onAnimationEnd in AnimationListener of the first animation !
like this:
firstAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
findViewById(R.id.conceptsLay).setVisibility(View.GONE);
findViewById(R.id.factBaseLay).setVisibility(View.VISIBLE);
secondAnimation.startAnimation();
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
in the code above, I first rotate the conceptsLay to middle, where its basically invisible, then make it GONE and make the other examples view VISIBILE and start its animation from middle to normal!
so what the user sees is that the view is flipped !
needles to say that, first you will rotate it from 0 to 90, and then in secondAnimation, you will rotate it -90 to 0 !
also for making it smoother I've added some alpha animations as well!
hope it will help
I wanna make a custom button in android extending buttons. When I will click on button, it will be flipped 180 degree and showed the back image of the buttons. That means the button will have two images. When it is clicked it will change with animation of rotation along y axis.
Any help are appreciated. Thanks.
I would use a ScaleAnimation, which will stretch the button to 0 px width and then stretch it back to 100 %. When the button hast the minimal width, the background and text should be changed, in order to show the back side.
at first sorry for my poor En.
and after that...
your layout --> flip.xml
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/root"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<Button
android:id="#+id/front"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:background="#ff00546c"
android:clickable="true"
android:onClick="onButtonClick"/>
<Button
android:id="#+id/back"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:background="#000"
android:clickable="true"
android:onClick="onButtonClick"
android:visibility="gone"/>
</RelativeLayout>
you define your first and second side of your button or any view hear.
add this part in your activity
public void onButtonClick(View view)
{
flipView();
}
private void flipView()
{
View rootLayout = findViewById(R.id.root);
View viewFace = findViewById(R.id.front);
View viewBack = findViewById(R.id.back);
FlipAnimation flipAnimation = new FlipAnimation(viewFace , viewBack );
if (viewFace.getVisibility() == View.GONE)
{
flipAnimation.reverse();
}
rootLayout.startAnimation(flipAnimation);
}
this part of code start the flip animation, and the last part ...
FlipAnimation.java
public class FlipAnimation extends Animation {
private Camera camera;
private View fromView;
private View toView;
private float centerX;
private float centerY;
private boolean forward = true;
public FlipAnimation(View fromView, View toView) {
this.fromView = fromView;
this.toView = toView;
setDuration(700);
setFillAfter(false);
setInterpolator(new AccelerateDecelerateInterpolator());
}
public void reverse() {
forward = false;
View switchView = toView;
toView = fromView;
fromView = switchView;
}
#Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
centerX = width / 2;
centerY = height / 2;
camera = new Camera();
}
#Override
protected void applyTransformation(float interpolatedTime, Transformation t)
{
final double radians = Math.PI * interpolatedTime;
float degrees = (float) (180.0 * radians / Math.PI);
if (interpolatedTime >= 0.5f) {
degrees -= 180.f;
fromView.setVisibility(View.GONE);
toView.setVisibility(View.VISIBLE);
}
if (forward)
degrees = -degrees; //determines direction of rotation when flip begins
final Matrix matrix = t.getMatrix();
camera.save();
camera.translate(0, 0, Math.abs(degrees)*2);
camera.getMatrix(matrix);
camera.rotateY(degrees);
camera.getMatrix(matrix);
camera.restore();
matrix.preTranslate(-centerX, -centerY);
matrix.postTranslate(centerX, centerY);
}
}
enjoy!
and one thing else, i found this code in stack before, but not found that answer to link. some one else wright this useful code.
https://github.com/stormzhang/FlipLayout -- use this library. Its easy to use and for you.