Animate drawn image - android

I've got some problem. I have an image drawn using canvas, and I would like to animate it. I would like to do something like TranslateAnimation, but TranslateAnimation works only with views, and my image is not a view. What can I do?

Personally I haven't worked with Android canvas, but I am fairly certain that what you need to do is this:
Draw your shape on the canvas
Wait for a couple of miliseconds
Clear the canvas
Redraw shape to next immediate position
and repeat this until the final position is reached.
From my little knowledge the canvas is more similar to a piece of paper than to a flash animation. You need to draw, clear, recalculate, redraw. I highly recommend reading some more on the topic. Firstly, I would start with the android canvas reference: http://developer.android.com/reference/android/graphics/Canvas.html
and then try some tutorials like canvas frame by frame tutorial for android : http://developingthedream.blogspot.ro/2011/01/android-canvas-frame-by-frame-animation.html
And also I highly recommend looking up things on google first before posting a question on stack. There is a good chance, especially if you are a beginner, to find existing tutorials with everything you need and more. Good luck learning.

Related

How to drawing bezier curve with animation in Android using cubicTo?

I've been searching for simple example and solution in stackoverflow, but I couldn't find one. So, I'll ask a new one and my apologies if this question have been asked before.
First, I want to make an apps that draw a Japanese Kanji Stroke using bezier curve, I already have 1 starting point, with 3 curves, for example :
M(11,54.25)
c(3.19,0.62) (6.25,0.75) (9.73,0.5)
c(20.64,-1.5) (50.39,-5.12) (68.58,-5.24)
c(3.6,-0.02) (5.77,0.24) (7.57,0.49)
What I have been found during searching in internet is, it looks like I could use Path.cubicTo() and use canvas as to draw it (using canvas.drawPath()).
And also, I want the canvas to draw it using animation at given frame rate or speed.
Anyone could give me a simple example or maybe some clue or anything that I can work with ?
Thanks !
You can find great example here:
http://www.jayway.com/2012/08/29/creating-custom-android-views-part-3-animating-your-custom-views-smoothly/
The sources are also there so it's very easy.
Your approach is good- you basically use Path.cubicTo in your View's onDraw and invalidate views while changing input coordinates. You can do it in another thread or create ValueAnimator and invalidate view in AnimatorUpdateListener.

android canvas draw text partial

on a canvas is it possible to draw text but make half of it not show up (as if it is being drawn partially off of the canvas, but actually not being off the canvas). i have an indicator on a "graph" with some text and it follows the point but I do not want the text to be drawn out of the graph portion (i am drawing other stuff outside that area).
I also have a background on the layout behind the canvas so I cannot just paint with a bitmap because that would cause some aspect ratio/sizing issues (wouldn't look good).
I have tried looking for answers all over Google, Stack overflow, and by experimentation with no avail. On Google I found many interesting things about drawing text on an android canvas but nothing that I was looking fore, I am pretty stumped, and I am starting to think that what I want is not even possible, and i may need to draw the text custom with points or figure out an alternative that looks just as good.
It's absolutely possible. Probably the fastest is to use clipRect to limit drawing to your graph portion. See this answer: Using clipRect - explanation
The reference on the various forms of clipRect is here: http://developer.android.com/reference/android/graphics/Canvas.html#clipRect(android.graphics.Rect, android.graphics.Region.Op)
If I recall, the whole operation will look something like:
yourCanves.save()
yourCanvas.clipRect(...)
yourCanvas.drawText(...)
yourCanvas.restore()
The restore() call serves to undo the clipRect so you can draw outside it for later drawing.
The simplest solution that popped in my mind, would be to cut using substring the text that you want to dispaly.
Example:
if(MyString >5){
canvas.drawText("VeryLongTe...");
}

Android: draw figures on canvas

I m working on canvas. Here I just want to draw some geometric figures on canvas which may be resized according to the touch_move positions. By figures , I just meant triangle,rectangle,circle and some polygons. Is there a way to achieve this? . I haven't seen such apps which can draw these figures over canvas. So this seems to be complicated.. Thanks in advance
See this link.
If your application does not require a significant amount of processing or frame-rate speed (perhaps for a chess game, a snake game, or another slowly-animated application), then you should consider creating a custom View component and drawing with a Canvas in View.onDraw(). The most convenient aspect of doing so is that the Android framework will provide you with a pre-defined Canvas to which you will place your drawing calls.
I'm sure you can find some open-sourced out-of-the-box solutions for this if you tried a little.
If you actually want to learn something you should read the tutorials of per example;
-Custom Views
-OpenGL
After doing the tutorials, you'll have 2 ways to draw basic shapes, a triangle and a circle I believe, already done.

Android concertina/accordian/folding animation

I'm trying to create an interactive accordian/concertina/folding animation so that a view folds/unfolds on itself when interacted with - in the same way flipboard folds the view, but both sides fold
The way I thought I could do it was to override the onDraw method, somehow duplicate the canvas or the information on the canvas, then draw the first half of the canvas rotated one way, then draw the other half of the canvas rotated the other way so that they meet in the middle, however I can't seem to grab the information from the canvas! Is it possible to grab a bitmap/snapshot from a canvas?
The only other way I think it's possible to achieve this kind of animation is with OpenGL.
Any help are greatly appreciated.
EDIT heres a good example of what i want to achieve http://www.nytimes.com/interactive/2008/03/28/arts/20080330_FOLD_IN_FEATURE.html
check this archive to acheive fold animation
code: http://developer.android.com/shareables/devbytes/FoldingLayout.zip
modifies it to make it work for lower version up till API level11

Draw a Circle With Reverse Filling in Android

Not sure how to do this, or what the right terms are for describing this, but here goes:
I want to make a closing circle animation in my android app, much like the end of this video. I'm guessing what I need to do is somehow draw a black circle but instead of filling the inside of the circle fill the outside. How exactly would I do that, given the tools I have with Android's Canvas class?
Have you tried using clipPath to achieve this?
I was working on the same kind of thing and achieved it by using clipPath of canvas.

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