I have a button that says "Sign In". When the user hits it it brings up an alert dialogue that takes user log in info. Once the user inputs their info and hits OK the button stretches to the width required to contain "Welcome, [User Name]". What I'm trying to do is to animate the change in width of the button from "Sign In" to "Welcome, [User Name]".
I've made the button background with a nine patch, which works perfectly if I specify different widths in the xml file. When I try to animate a change in width from the default width to a longer width it just stretches like a normal .png and not a 9.png.
Here's the code I'm using to stretch from one static width to another:
<Button
android:id="#+id/signIn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center_vertical"
android:background="#drawable/button_nine_patch"
android:textSize="20dip"
android:layout_marginBottom="-2dip" />
And
ScaleAnimation stretch = new ScaleAnimation(1.0f ,10.0f, 1.0f, 1.0f);
this.signIn = (Button) this.findViewById(R.id.signIn);
this.signIn.setOnClickListener(this);
stretch.setDuration(2000);
signIn.startAnimation(stretch);
Since I don't know how many letters a person's name will be I need to be able to set the final width of the button from code.
I've googled like crazy and gone over all the android documentation but I just can't find an answer to this problem.
Any help would be MUCH appreciated.
When Android undergoes the animation process on a view, it animates a Bitmap representation of the current view rather than the actual view. Animating the view would require dealing with the components surrounding the view, and would be significantly more costly. While this usually is beneficial, in your situation it turns a 9patch into just any old bitmap, and therefore does not give you the desired result.
I do not know of any way to only transform a specific region of a view, and have a question dedicated to that over here: Stretch/Scale a Specific Region of View/Bitmap
Related
I went through the documentation for the tag android:cropToPadding here, it only says:
If true, the image will be cropped to fit within its padding.
May be a boolean value, such as "true" or "false".
which is quite confusing for me to understand.
I have an ImageView inside my app, (which was developed by someone else):
<ImageView
android:layout_width="125dp"
android:layout_height="125dp"
android:layout_gravity="center"
android:maxWidth="100dp"
android:padding="20dp" />
This ImageView had cropToPadding tag inside it, there were like 20 ImageView on main screen, which all had this tag inside them, and the app was obviously taking time to load as there were more Images, but then removing images was not an option, so I was finding stuff that was useless and trying to optimize the layout when I came across this tag.
Removing this tag did no change to the images that were shown inside the ImageView, but there must be some reason that every image contained this tag. So I started finding what this tag did, and documentation wasn't much clear as to why this tag should be used.
Can someone please explain what this tag does to the Image? I found out not many resources, all that I found was "This crops the Image to padding", what does that mean! I know what padding is, I know what cropping is, but what does "Sets whether this ImageView will crop to padding" mean?
This is a complex question to answer, because we have to drill into some nitty-gritty details of how ImageView actually draws the image to the screen.
The first thing to establish is that there are two rectangles that affect ImageView drawing behavior. The first is the rectangle defined by the ImageView's dimensions ignoring padding. The second is the rectangle defined by the ImageView's dimensions considering padding. (Obviously, if padding is 0, then these will be the same.)
The next thing to establish is that ImageViews all have a scale type that defines how the image is stretched and/or cropped when the image's intrinsic size doesn't match the size of the rectangle that it is being drawn into.
The default scale type is FIT_CENTER, which scales the image down to fit within the view bounds + padding (that is, the image will be drawn inside the rectangle that considers padding). Since the image is being drawn inside the padding rectangle, android:cropToPadding has no effect.
However, other scale types work differently. The scale type CENTER simply positions the image in the middle of the view, but performs no scaling (so the image will be clipped if it is bigger than the view). In this case, android:cropToPadding defines whether the image will be clipped by only the view's bounds or also clipped by the view's padding.
A picture is worth a thousand words:
This picture shows the same 72x72 image inside a 72x72 view with 16dp padding and CENTER scale type. The left ImageView has android:cropToPadding="false" and the right ImageView has android:cropToPadding="true".
I want to set dimensions for my custom alert dialog, based on screen orientation. My intention is to swap height and width values to keep the box look like being the same size, yet handled various screen sizes of various devices, thanks to Android fragmentation it seems difficult to achieve the same effect on all devices. Android's auto-resizing seems weird to me.
Portrait:
alertDialog.width=screen.width*0.8
alertDialog.height=screen.height=0.5
Landscape:
alertDialog.width=screen.width*0.5;
alertDialog.height=screen.height*0.8
Please note that the Custom Alert Dialog must use the same code and support Android versions from JellyBean (at least 4.2) to Nougat (7).
i am using android.support.v7.AlertDialog (the latest available thing)
i assume android.app.Dialog should be avoided now (being old)
Also, i need a black border and white background for the same. i am unable to achieve same effect on all devices, (i need transparency for rounded corners)
i have used android:windowMinWidthMajor and android:windowMinWidthMinor but they affect both layouts (portrait and landscape) and seem to be ignored if content does not fit within the specified constraints.
I wish there was android:windowMaxWidthMinor & android:windowMaxWidthMajor
This is something that I've used for resizing specific views on a page:
myView.getViewTreeObserver().addOnGlobalLayoutListener(() -> {
item.height = myView.getHeight();
});
Applying it to what you want to do:
myView.getViewTreeObserver().addOnGlobalLayoutListener(() -> {
LayoutParams params = (get the layout params according to the layout);
params.width = myView.getWidth() * 0.5;
params.height = myView.getHeight() * 0.8;
myView.setLayoutParams(params);
});
You have to use the listener because the object will be added to the view tree, will be measured and prepared for display, but won't yet be displayed, so you can change its dimensions before it is visible.
Update:
I could achieve it by setting android:layout_centerInParent="true" for my Layout. and layout values for each component in the style to
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:gravity="center"
android:layout_gravity="center"
to achieve the center alignment.
XML Code available at https://github.com/computingfreak/CFTest/blob/master/app/src/main/res/layout/alert_popup.xml
Java Code available at
https://github.com/computingfreak/CFTest/blob/master/app/src/main/java/net/cf/sms/cftest/MainActivity.java
I wonder this line of code is redundant
view.setTextAlignment(View.TEXT_ALIGNMENT_CENTER);
and thus left it to Android System to decide dimensions and resizing based on content. It works for my case, but will fail in case of long text, maybe some kind of Scroll Layout will help. Cheers!
I am a bit of an android noob, and have been struggling with this problem for far too long.
What I'm aiming for:
Two ImageViews. The first will be the width of the screen, and drawn to match the proportions of its src image (so far so easy). The second ImageView needs to be scaled, so that its width is a fixed multiple (between 0 and 1) of the first image.
I will ultimately then need to be able to touch-drag the second smaller image around on top of the first, fixed image, although this part is not the point of this question.
This will all generally be done programmatically, as the src images and the scale multiple are not known until runtime.
What I've tried: I can overlay two ImageViews in a RelativeLayout, using alignParentTop and so on. This works fine, but I can't see how to scale the images in this case.
I can alternatively scale the two ImageViews using a LinearLayout, by setting their layout_weights to 1 and the scale multiple respectively. In this case I can't get the images overlapping however (not strictly true - I have managed this with negative margins, but it is a very hacky solution and will make it almost impossible to implement the movement of the top image later).
So my question is: is there a way to fix either of the two solutions I have tried to implement? Or is there perhaps a better way to approach the problem?
(I'm not necessarily looking for an answer in code, just the approach I should take)
Well with what I understand,
You can use a Constraint Layout
Place 1st ImageView on your desired place
with constraints to your parent
Place Second ImageView on your desired place
with constraints to the parent (NOT WITH ANY OTHER CHILD VIEW)
The Approach is if you put a SubView In ConstraintLayout with Constraints to Parent, you can manipulate (Scale / translate) without any effect on other views.
to change the position of the View in runtime you can use
view.setTranslationX() and view.setTranslationY();
you can also create a view programmatically with Constraints to the parent
(my personal preference)
you can use this to overlay different Views in ConstraintLayout
<ImageView
android:id="imageID1"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:src="yourImageStable"
android:adjustViewBounds="true"
android:scaleType="fitCenter"
// put your own constraints-
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent">
</ImageView>
<ImageView
android:id="imageID2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="yourImageUnStable"
android:adjustViewBounds="true"
android:scaleType="fitCenter"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent">
Note: This two constraint value will draw an ImageView from the Top-Left
corner of the Parent View (on Position x=0, y=0)
Remember: the View which you want to overlay should be written next to the other,
like here ImageID2 can overlay ImageID1.
</ImageView>
I have an image like this used as background in a RelativeLayout:
This image is used as background for all the levels of my game. Every level is drawn onto the blue area.
I want to keep fixed the aspect-ratio of the blue area, changing the size of the red edges to avoid to show to the user unused pixels of their screen. The green area must be fixed to 80dp for all phones. Then I must add a View (a GLSurfaceView) in my layout in such a way that it fit perfectly the blue area. Thus all levels of my Android game will be perfectly the same in all Android device.
How can I solve this problem?
The real image that I use is a little more complex. You can look it here:
Real image
I would use a FrameLayout for the middle part of the screen(blue), add an ImageView, containing the BackgroundImage you want to display, and put the GLSurfaceView on top of it.
Since the aspect ratio is always the same, you could set the ImageViews sclaing to fit xy and the image should always look the same.
Lets assume you are using a simple SurfaceView, the xml code id use to put a ImageView begind it would look like this
<FrameLayout
android:layout_width="match_parent"
android:layout_height="match_parent" >
<ImageView
android:layout_height="match_parent"
android:layout_width="match_parent"/>
<SurfaceView
android:layout_width="match_parent"
android:layout_height="match_parent" />
</FrameLayout>
As i dont know how you build your View i cant post the code that does the job, but just add a FrameLayout instead of your GLSurfaceView to your View, with the Same Dimensions, the GLSurfaceView would have.
To that FrameLayout first add the ImageView, then the GLSurfaceView. Both with height and width set to match_parent.
To Figure out the size of your SurfaceView...
Retrieve Display Dimensions
Substract Green Bar Dimensions
Calculate the size of the Blue View, get the Height/Width (whatever is bigger) calculate the missing Dimension
Set the Red Views to Occupie the empty space.
So you would have to do this programmatically :)
I'm probably just being daft but my Google searches are not working out well.
I have a bunch of buttons i add in code that all have dynamic text. I've set a background image for each of these buttons since the default greybutton doesn't work well for my application.
This works perfectly and when the text size (or content) changes, the button automatically grows to accommodate the expanded text. What doesn't work is that I'd like the button to scale proportionally - i.e. if the background image is round, i'd like it to stay round rather than oval as the button gets bigger.
With an imagebutton, there is a property "Adjust view bounds" that does exactly this but I cant put text on an imagebutton. Is there something equivalent for a regular button?
or am I going about this wrong?
i also tried setting the width of the button in code, but I can't seem to determine the new height (button.getHeight() returns 0)
ok i found one way to do it...
I modified the patch-9 to have its expandable area be the maximum on both axis.
then used the DisplayMetrics like this:
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
buttonView.setGravity(Gravity.CENTER);
int buttonSize=(int) Math.floor(metrics.density*1.6*fontSize);
buttonView.setWidth(buttonSize);
buttonView.setHeight(buttonSize);
where fontSize is the size of the font in DIP that i'm placing on each button. In this case, since I only have a single letter on each button, i don't need to worry about the text length, but one could obviously tweak this to handle that situation as well.