I am trying to make my own progressdialog, sort of. I'm just using a Dialog which inflates a Layout. In this layout, I have an ImageView, this imageview should rotate just like the original spinner in the ProgressDialog. I applied this animation to it:
RotateAnimation r = new RotateAnimation(ROTATE_FROM, ROTATE_TO, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
r.setDuration(10000);
r.setRepeatCount(r.INFINITE);
icon.startAnimation(r);
The animation last for 10000 ms obviously. The animation start slowly and ends slowly, is it possible that the rotation speed is constant at all time?
You can set a LinearInterpolator to the animation:
r.setInterpolator(new LinearInterpolator());
A way to increase speed rotation is to set a duration and a number in repeatCount field that apply to you. Doing so, you can control the speed... Just put some big big numbers and add a listener to your animation and when it ends, start it again if dialog is still displayed.
Related
simple question I cant find the answer anywhere, is there a way to rotate a spinner, without rotating screen or anything just create a spinner which is rotated 90 degrees?
Thanks in advance.
On API Level 11+, you are welcome to rotate any View via android:rotation in your layout XML or setRotation() in Java. Whether this will give you something that your users will like, I cannot say.
Programmatically you can try something like this -
RotateAnimation animation = new RotateAnimation(fromDegrees, toDegrees, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
// Adding the time needed to rotate the image
animation.setDuration(250);
// Set the animation to stop after reaching the desired position. Without this it would return to the original state.
animation.setFillAfter(true);
//Then set the animation to your view
view.startAnimation(animation);
I want to rotate a simple imageview which has an elevation of 5dp.
animRotate=ObjectAnimator.ofFloat(imgProgress, "rotationY", 0, 360);
animRotate.setDuration(ANIM_DURATION);
animRotate.setRepeatCount(5);
animRotate.start();
The animation for the above code is smooth if the android:elevation value for the ImageView is not set in the layout file. But when i set the elevation, the animation becomes jerky.
Can someone please suggest a fix?
Maybe the reason is that you create and run animatuion at once. As docs say, it is better first to init your animation
//OnCreate
animRotate=ObjectAnimator.ofFloat(imgProgress, "rotationY", 0, 360);
animRotate.setDuration(ANIM_DURATION);
animRotate.setRepeatCount(5);
And then when it is time for animation to be fired run it
animRotate.start();
Also, consider reading about what PivotX and PivotY are, it may be useful.
Also, using default interpolator will give strange result for rotating 5 times - i think using simple linear interpolator is much better choice.
I have a mixture of animations running on various scenarios.
As an example;
I have a fade-in and fade-out animator on a small circle bitmap. On ACTION_DOWN the fade-in should start
and on ACTION_UP, when the fade-in ends, fade-out should run. BUT, if the user picks up the finger before the fade-in ends, it should stop right there (fadein.cancel()), fade-out should start from THAT alpha value.
I dont want a new object animator each time, I defined an animator like this in the constructor
fadein = Objectanimator.ofFloat(bitmap, "alpha", 1.0f);
fadeOut = Objectanimator.ofFloat(bitmap, "alpha", 0.0f);
What happens is, if I produce the issue as mentioned (picking up the finger fast), the fadeout animator will pick up the alpha value where fade-in left off and it'll RETAIN that. That is, 2nd time onwards it'll NOT pick up a new alpha! Why is that? Whats the workaround? Create new objects each time?
ObjectAnimator class modifies the attributes of the view, so it updates the property of the view using the setter method of the Object property (as per official Android Guide).
So, when fadein animation runs, the alpha value is constantly modified, and when fadein.cancel() executes, the alpha value of the View stops updating. Let's say this value is X.
So, when you start fadeOut, it animates from X to 0.0f.
Whats the workaround?
For fadeOut, use two values imply a starting and ending values
fadeOut = Objectanimator.ofFloat(bitmap, "alpha", 1.0f, 0.0f);
I am animating an ImageView from the center of the screen to the top-left using an Animation Set.I am Translating and Scaling the View.
Heres the code snippet.
AnimationSet tempAnimation=new AnimationSet(true);
TranslateAnimation anim = new TranslateAnimation( 0,xPos, 0, yPos );
anim.setFillAfter( true );
anim.setFillEnabled(true);
ScaleAnimation scaleanimation = new ScaleAnimation(1, (float)0.22, 1, (float)0.22, Animation.RELATIVE_TO_SELF, (float)0.5, Animation.RELATIVE_TO_SELF, (float)0.5);
scaleanimation.setDuration(1000);
scaleanimation.setFillEnabled(true);
scaleanimation.setFillAfter(true);
tempAnimation.addAnimation(scaleanimation);
tempAnimation.addAnimation(anim);
tempAnimation.setDuration(1000);
// This takes care that the ImageViews stay in their final positions after animating .
tempAnimation.setFillEnabled(true);
tempAnimation.setFillAfter(true);
mimageView.startAnimation(tempAnimation);
So,the problem is that it is leaving behind a trail /previous positions for just a brief moment.But it doesnt look good or smooth.I have noticed that if I use only 1 animation it is fine but using the animation set causes the trail.Are there any tips to avoid this?
Cheers
Found the answer eventually at https://code.google.com/p/android/issues/detail?id=22151.
Scale and Translation Animations have a problem on Android 2.3 .The simplest way to fix this is to add a small transparent padding around the image.In the code shown above,Just add
mimageView.setPadding(1,1,1,1);
Works like a charm!
I want to be able to do this: the TextView to change its size (to get bigger) and to change its alpha value (from invisible to become visible). All of this using Animation and have this changes happen at the same time.
For that purpose I come up with this code:
AnimationSet set = new AnimationSet(true);
Animation animation = new AlphaAnimation(0.0f, 1.0f);
animation.setDuration(2000);
animation.setStartOffset(300);
animation.setFillAfter(true);
set.addAnimation(animation);
animation = new ScaleAnimation(1.0f, 2.0f, 1.0f, 2.0f);
animation.setDuration(2000);
animation.setStartOffset(300);
animation.setFillAfter(true);
set.addAnimation(animation);
text.startAnimation(set);
The problem with this is that I want this transformation to remain. But the textView keeps coming back to its original size at the end. (But it remains visible - alpha = 1.0f). Am I doing something wrong? Please, if someone knows how can I make this work, help me. Thank u in advance!
I've found an answer for the problem five minutes after actually posting it. You should not define setFillAfter for the individual animations that you define in the animation set. You should only define setFillAfter ON the animation set itself