animation not starting!! (android) - android

can anyone tell me why this animation isn't starting? i've tried putting code in the onAnimationStart listener and it is never called! there are no errors, it just never happens.. i've been staring at this for hours!!!
Animation bRegisterAnimation = fadeView(1,0,0);
bRegisterAnimation.setAnimationListener(new AnimationListener() {
public void onAnimationStart(Animation arg0) {}
public void onAnimationRepeat(Animation arg0) {}
public void onAnimationEnd(Animation arg0) {
bRegister.clearAnimation();
bRegister.setVisibility(View.INVISIBLE);
}
});
bRegister.setAnimation(bRegisterAnimation);
and here is the fadeView function:
public Animation fadeView(float startA, float endA, int delay) {
Animation animation = new AlphaAnimation(startA,endA);
animation.setDuration(1000);
animation.setStartOffset(delay);
return animation;
}
thanks!

You need to call bRegister.startAnimation(bRegisterAnimation). Also, you don't need to call setAnimation(). If you're trying to make a simple fade animation, you might try using this instead:
bRegister.startAnimation(AnimationUtils.loadAnimation(
getBaseContext(), android.R.anim.fade_in));

I guess bRegister is your view over which you want your animation to work. IF this is so, you have correctly set the animation with this view using bRegister.setAnimation(bRegisterAnimation);
but you haven't started the animation using startAnimation(). Try it once

I had a similar experience when trying to implement animations on my Android device, which was one that I borrowed from my sister. I tried getting animation to work on it for a whole day until I finally gave up. Days later was when I realized...... all animations had been turned off in the settings -_- lol so to avoid wasting your time like me it might be wise to check your settings first.

Related

Android: How to create bed design in xml?

Actually i am able to create this design by using RotateAnimation but getting problem when i want to change it and applying any animation.We know, Animation does not alter the actual properties of the View, it only animates it. So every time i am facing the issue like :
animation get back to its real state after finishing the animation and
start every time from initial position.
So to avoid this i want to apply static design in xml . I tried using android:rotation but not getting as per the exact requirement.
suggestions and helps will be mostly appreciable. Please suggest.
I know android:fillAfter="true" causes many problems!
Another option would be you could add animation listeners to the animation and once that animation finished, you manually set final transfomrations to the views.
yourAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
/* Here, you could set them manually */
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});

wait for animation to complete before hiding View

I perform some things triggered by a Button click:
private void onSearchPressed() {
title.setVisibility(View.GONE);
etActionSearch.setVisibility(View.VISIBLE);
etActionSearch.requestFocus();
btnActionFavs.setVisibility(View.GONE);
etActionSearch.setAnimation(AnimationUtils.loadAnimation(
getApplicationContext(), R.anim.et_anim_open));
isSearch = true;
}
So basically I just hide some Views and show some others, my EditText is "sliding out" using a simple set Animation.
When the action is cancelled, I reverse the process:
private void onSearchCancelled() {
etActionSearch.setAnimation(AnimationUtils.loadAnimation(
getApplicationContext(), R.anim.et_anim_close));
etActionSearch.setVisibility(View.GONE);
btnActionFavs.setVisibility(View.VISIBLE);
title.setVisibility(View.VISIBLE);
isSearch = false;
}
What I'd like to do is to apply an Animation (opposite direction) to my EditText, so it disappears also with a slide animation. The problem is that all the code is executed immediately, so the EditText is gone BEFORE its animation is complete. I tried some weird things like using an AsyncTask and putting the animation inside the doInBackground() method, setting the Visibility of the Views in onPostExecute() but that didnt change anything.. SystemClock.sleep() also doesn't do anything but a lag impression. Any solutions?
Animations run asynchronously, so you need to use AnimationListener on that animation and put your code that should be executed when animation is over to onAnimationEnd().
See docs: http://developer.android.com/reference/android/view/animation/Animation.AnimationListener.html
Like Marcin Orlowski said, you have to use AnimationListener with your Animation. After the animation is ended it will launch the onAnimationEnd() event where you can do your stuff.
Here's a little example what i could look like:
Animation animation = AnimationUtils.loadAnimation(getApplicationContext(), R.anim.your_specific_animation);
animation.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
// Do your hiding stuff here
}
});
etActionSearch.startAnimation(animation);

Android fragment animation doesn't actually finish

I encountered this annoying problem, where I have 2 fragments, and I am running 3d flip animation on Fragments getView() component. Problem comes here, when the flip is done, I try to set another view invisible, but nothing happens. It seems that the animation is still on for the view and if I setAnimation(null) or clearAnimation for the view, the whole view is reset to start state.
I also did a little test, with just running alpha animation for the view and after that I cannot change the view visibility anymore. Any solution or hack for this kind of problem?
Thanks.
Here is small code snippet to reproduce problem.
Following code is ran when Fragment onCreateView has been called and button is clicked:
AlphaAnimation fadeHalf = new AlphaAnimation(1, 0.5f);
fadeHalf.setFillAfter(true);
fadeHalf.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
getView().setVisibility(View.GONE);
});
getView().startAnimation(fadeHalf);
So when running the code above, whole fragment view gets translated to 0.5f alpha, but setVisilibity(View.GONE) does nothing.
not sure if this is what you need but you can probably remove the view and add it back on when you do the same animation in the future.

How to check to see if animation is running before starting new animation?

I have a activity where I have multiple ImageViews and when you click on it the ImageView will fade out and fade back in. What I'm trying to figure out is how I can click one ImageView and start the animation and when I click a 2nd one and the animation is still running it will ignore the second one. I think I need to do something with the animationListener but I can't figure out how to use that to check if the animation is running or not before I initiate a new animation. I could have sworn I saw an example that did this but I've been looking for days and can't find it anymore, I'm hoping someone would be able to help out here..... below is the code for my animation:
// Create Animation
protected void fadeAnimation() {
tempImg.startAnimation(fadeout);
//Allow animation to finish
mHandler.postDelayed(new Runnable() {
public void run() {
tempImg.startAnimation(fadein);
}
}, 1000);
}
I'm assuming both fadeout and fadein are Animation objects.
Use fadeout.hasEnded() to check if the first has finished before starting your second one.
For more details about the Animation class, see here:
http://developer.android.com/reference/android/view/animation/Animation.html
Instead of having to loop possibly in another thread checking if an animation has ended, you could use an animation listener, doing something like this:
// Create Animation
protected void fadeAnimation() {
fadeout.setAnimationListener(new Animation.AnimationListener(){
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
tempImg.startAnimation(fadein);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
};
tempImg.startAnimation(fadeout);
}
With this kind of solution you wouldn't need to be actively checking if an animation has finished and time it with the duration of the previous animation.
The onAnimationEnd(Animation) is fired right after the animation has ended. This also solves the issue of users with developer options "on" and animation speed set to "off".

android animation is not finished in onAnimationEnd

It seems that an android animation is not truly finished when the onAnimationEnd event is fired although animation.hasEnded is set to true.
I want my view to change it's background drawable on the end of it's ScaleAnimation which it does, but you can clearly see that it is changed some miliseconds before it finishes. The problem is, that it flickers because the new background appears (=is) scaled for a short time until the animation really finishes.
Is there a way to get either the real end of the animation or just prevent the new background from beeing scaled this short period of time?
Thank you!
//EDIT: I'm using an AnimationListener to get the following call:
#Override
public void onAnimationEnd(Animation animation)
{
View view = (MyView) ((ExtendedScaleAnimation) animation).getView();
view.clearAnimation();
view.requestLayout();
view.refreshBackground(); // <-- this is where the background gets changed
}
Here is the actual bug related to this issue http://code.google.com/p/android-misc-widgets/issues/detail?id=8
This basically states that the onAnimationEnd method doesn't really work well when an AnimationListener is attached to an Animation
The workaround is to listen for the animation events in the view to which you were applying the animation to
For example if initially you were attaching the animation listener to the animation like this
mAnimation.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationEnd(Animation arg0) {
//Functionality here
}
});
and then applying to the animation to a ImageView like this
mImageView.startAnimation(mAnimation);
To work around this issue, you must now create a custom ImageView
public class MyImageView extends ImageView {
and then override the onAnimationEnd method of the View class and provide all the functionality there
#Override
protected void onAnimationEnd() {
super.onAnimationEnd();
//Functionality here
}
This is the proper workaround for this issue, provide the functionality in the over-riden View -> onAnimationEnd method as opposed to the onAnimationEnd method of the AnimationListener attached to the Animation.
This works properly and there is no longer any flicker towards the end of the animation.
I was abe to resolve this by calling clearAnimation() on the view being animated inside onAnimationEnd, that took away the flicker
Its weird why would anyone have to do that, as onAnimationEnd callback should have been called only if the animation has already ended. But I guess the answer lies in the depth of Framework on how view/layout handles animation callback.
For now take it as a hack-free solution, that just works.
animation.setAnimationListener(new AnimationListener() {
public void onAnimationEnd(Animation anim) {
innerView.clearAnimation(); // to get rid of flicker at end of animation
RelativeLayout.LayoutParams lp = new RelativeLayout.LayoutParams
(innerBlockContainer.getWidth(), innerBlockContainer.getHeight());
/* Update lp margin, left/top to update layout after end of Translation */
ViewGroup parent_ofInnerView = (ViewGroup)innerView.getParent();
vp.updateViewLayout(innerBlockContainer, lp);
}
public void onAnimationRepeat(Animation arg0) {}
public void onAnimationStart(Animation arg0) {
}
});
innerView.startAnimation(animation);
I had same issue and solved it using
view.clearAnimation();
before
view.startAnimation(anim);
I had a similar problem and I used Soham's solution with custom view class.
It worked fine, but at the end, I've found a simpler solution that worked for me.
After calling the view.StartAnimation(animation), and before the next step in my program, I've added a short delay that will be long enough to let the animation finish, but short enough to be unnoticeable by the user:
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
nextStepInMyProgram();
}
}, 200);// delay in milliseconds (200)
For some reason the onAnimationStart works properly, and the onAnimationEnd doesnt. So heres how I originally did it and what I changed:
Attempt 1 (flicker):
a) Move image from 0px to 80px
b) In onAnimationEnd, set the image's location to 80px
Attempt 2 (no flicker):
a) In onAnimationStart, set the image's location to 80px
b) Move the image from -80px to 0px
Hope that made sense. Basically I flipped the way I did it
Try to use getAnimation() from your object:
public void onShowListBtnClick(View view)
{
rightPanel.startAnimation(AnimationUtils.loadAnimation(MainActivity.this, R.anim.slide_left));
rightPanel.getAnimation().setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
// TODO Auto-generated method stub
}
#Override
public void onAnimationRepeat(Animation animation) {
// TODO Auto-generated method stub
}
#Override
public void onAnimationEnd(Animation animation) {
// write your code here
}
});
}
An easy fix is to add one line to AnimationListener.onAnimationEnd():
#Override
public void onAnimationEnd(Animation a) {
a.setAnimationListener(null);
…
}
annimation can be also stopped on screen rotation. in this case onAnimationEnd() is not being called. my workaround:
animation.setDuration(animationDuration);
animation.setAnimationListener(new AnimationListenerAdapter() {...});
view.startAnimation(animation);
handler.postDelayed(new Runnable() {
#Override
public void run() {
if(!animation.hasEnded()) {
// here you can handle this case
}
}
}, animationDuration + 100);
I had this issue because my Animation was not started in the main thread.
This resulted in a duration of 0.
However , the Animation did play correctly - it just called onAnimationEnd() immediately after execution.
If you are using repeat count as infinite, then onAnimationEnd would not get called. Check the documentation link
You can also use setUpdateListener, then check the current fraction of the animation progress and act accordingly.
Here's a Kotlin example for a fade-out animation which eventually makes the view gone from the layout:
view.animate()
.alpha(0f)
.setDuration(duration)
.setUpdateListener { animation ->
if (animation.animatedFraction > 0.99f) {
view.visibility = View.GONE
}
}
.start()
This worked for me:
#Override
public void onAnimationUpdate(ValueAnimator animation) {
if (Float.compare(animation.getAnimatedFraction(),1.0f)) {
// animation ended;
//do stuff post animation
}
}

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