Fade animation blinks - Android - android

I'm trying to set up 2 layouts - I want one layout to slide up, and when it's finished another layout should fade in.
I've managed to get it working, but at the end of the two animation and first layout blinks once.
How can I solve it?
Here's the code(first layout is named titleLay and the second one is called registerLayout)-
final TranslateAnimation slide = new TranslateAnimation(0, 0, 0,-100 );
slide.setDuration(500);
slide.setFillAfter(true);
slide.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
RelativeLayout registerLayout = (RelativeLayout) findViewById(R.id.registerLay);
Animation fadeInAnimation = AnimationUtils.loadAnimation(con, R.anim.fade_in_anim);
registerLayout.startAnimation(fadeInAnimation);
registerLayout.setVisibility(View.VISIBLE);
}
});
titleLay.startAnimation(slide);
And that's the XML code of the R.anim.fade_in_anim-
<?xml version="1.0" encoding="UTF-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android">
<alpha android:fromAlpha="0.0" android:toAlpha="1.0"
android:interpolator="#android:anim/accelerate_interpolator"
android:duration="500"/>
</set>
Edit: If I use other types of animations(fade out, slide etc...) it works fine, without flicking.
Thanks!

If you are using animateLayoutChanges in your layout file in combination with the animation onAnimationEnd toggling the View visibility it will result in two animations running and the view flashing or blinking. Setting view visibility causes the layouts animateLayoutChanges to run and to fade the view in once and then the animation you created causes a second animation to run as well.

Instead of setting the view's visibility, try to use the setAlpha function.
registerLayout.setAlpha(0f); //invisible
registerLayout.setAlpha(1f); //visible

Remove the declerations and initilizations from your onAnimationEnd, the initilization may take a long time since the XML needs to be parsed from resources,
put thouse two lines in your onCreate:
RelativeLayout registerLayout = (RelativeLayout) findViewById(R.id.registerLay);
Animation fadeInAnimation = AnimationUtils.loadAnimation(con, R.anim.fade_in_anim);
and set visibility to slide:
final TranslateAnimation slide = new TranslateAnimation(0, 0, 0,-100 );
slide.setDuration(500);
slide.setFillAfter(true);
slide.setAnimationListener(new
AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
registerLayout.startAnimation(fadeInAnimation);
registerLayout.setVisibility(View.VISIBLE);
}
});
titleLay.startAnimation(slide);
titleLay.setVisibilty(View.VISIBLE);

Related

Problems with Views and animations

I have Linear Layouts that i want to replace each other on click.
At start: Linear Layout A is visible, Linear Layout B is gone
I want when A is clicked to be gone and B to be visible and vice versa.
without the animation it all worked just fine, but when i set animation after clicking B B is gone, but A is not visible although if i click in its place the Log gives me that it's visible
here's the code, any help would be appreciated
private void switchRowItems(final LinearLayout toBeHiddenRow,final LinearLayout toBeShownRow){
toBeHiddenRow.animate()
.rotation(toBeHiddenRow.getHeight()/2)
.alpha(0.0f)
.setDuration(300)
.setListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
toBeHiddenRow.clearAnimation();
toBeHiddenRow.setVisibility(View.GONE);
toBeShownRow.clearAnimation();
toBeShownRow.setVisibility(View.VISIBLE);
}
});
//toBeShownRow.clearAnimation();
// toBeShownRow.setVisibility(View.VISIBLE);
}
and the on click checker is as simple as:
if (llRowTwoItemOne.getVisibility() == View.VISIBLE) {
Log.d("llRowTwoItemOne","visible");
} else {
Log.d("llRowTwoItemOne","not visible");
}
I do it in this way:
Create xml file in res/anim resource directory. Let's call it myanimation.xml and write there:
<set xmlns:android="http://schemas.android.com/apk/res/android">
<rotate
android:fromDegrees="0"
android:toDegrees="360"
android:duration="300">
</rotate>
<alpha
android:fromAlpha="1.0"
android:toAlpha="0.0"
android:duration="200">
</alpha>
</set>
You can see that it is a set of animations you need: rotation and alpha.
Then I write in the switchRowItem function this:
private void switchRowItems(final LinearLayout toBeHiddenRow, final LinearLayout toBeShownRow){
Animation anim = AnimationUtils.loadAnimation(this, R.anim.myanimation);
anim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
toBeHiddenRow.setVisibility(View.GONE);
toBeShownRow.setVisibility(View.VISIBLE);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
toBeHiddenRow.startAnimation(anim);
}
That's all. It works pretty well. Hope this is what you asked for.

Animate ImageView from alpha 0 to 1

I have an imageView that I want to start as invisible. After a certain button is clicked, I want to animate the Image into view and then I want it to remain at alpha 1. How do I do that? So far no luck. If I set the alpha to 0 in xml, then I never see the image. If I don't set alpha in xml then the image is always visible, and when the button is clicked it animates from 0 to 1 alpha.
Here is my animation code.
AlphaAnimation animation1 = new AlphaAnimation(0.0f, 1.0f);
animation1.setDuration(1000);
animation1.setStartOffset(5000);
animation1.setFillAfter(true);
tokenBtn.startAnimation(animation1);
In MainActivity.java add
public void blink(View view) {
ImageView image = (ImageView) findViewById(R.id.imageView);
Animation animation = AnimationUtils.loadAnimation(getApplicationContext(), R.anim.blink);
image.startAnimation(animation1);
}
Create file named blink.xml in res>anim folder and add this code
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android">
<alpha android:fromAlpha="0.0"
android:toAlpha="1.0"
android:interpolator="#android:anim/accelerate_interpolator"
android:duration="--YOUR DURATION--"
android:repeatMode="reverse"
android:repeatCount="0"/>
</set>
And make sure that onClick function on button is named blink
Try to make your ImageView invisible in xml:
<ImageView
...
android:visibility="invisible"/>
Then, by adding an AnimationListener, make it visible in onAnimationStart:
...
animation1.setFillAfter(true);
animation1.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
// pass it visible before starting the animation
tokenBtn.setVisibility(View.VISIBLE);
}
#Override
public void onAnimationRepeat(Animation animation) { }
#Override
public void onAnimationEnd(Animation animation) { }
});
// finally, start the animation
tokenBtn.startAnimation(animation1);
You can simply set initial alpha to 0 then animate it through 1 with desired duration;
imageView.setAlpha(0);
imageView.animate()
.alpha(1)
.setDuration(200);

Android Animation - translate viewgroup, children not translating from the same place

I am simply translating a cardview that contains an image and textview, horizontally from outside the screen, to inside.
here is my animation xml which is referenced using android:layoutAnimation of the cardview xml:
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android">
<translate android:fromXDelta="-300"
android:toXDelta="0"
android:fromYDelta="0"
android:toYDelta="0"
android:duration="1000"/>
</set>
I want the card to maintain its look and animate as a whole from one point to another, but instead I get a weird delay between the card and its contained views making for an ugly animation, the below image is my best attempt to describe it visually:
Any help would be greatly appreciated!
I have done like this
ObjectAnimator settleAnimator;
if(settleAnimator==null){
settleAnimator = ObjectAnimator.ofFloat(yourView, "translationX", 0);
settleAnimator.addListener(new Animator.AnimatorListener() {
#Override
public void onAnimationStart(Animator animation) {
inAnimation = true;//just a boolean
}
#Override
public void onAnimationEnd(Animator animation) {
inAnimation = false;
}
#Override
public void onAnimationCancel(Animator animation) {
inAnimation = false;
}
#Override
public void onAnimationRepeat(Animator animation) {
}
});
}
settleAnimator.setDuration(200);//millisec
//this will take start value and end value in pixels ie. (from, to)
settleAnimator.setFloatValues(+300, 0);
settleAnimator.start();
}
The problem was that while I was testing different ways of doing this I left both the programmatic code and the xml code in, thus causing strange doubled up animations.

android spinner nonclickable after animation

I am animating a Relativelayout in my application that has a spinner in it.The layout animates just fine but the problem is I cannot select the Spinner after the animation.I am new to animation.Please Help me!!Below is the code:
MainActivity.java:
Animation slideup=AnimationUtils.loadAnimation(getApplicationContext(),R.anim.slide_up);
relativeLayout1.startAnimation(slideup);
slideup.setFillAfter(true);
slide_up(anim):
<set xmlns:android="http://schemas.android.com/apk/res/android">
<translate
android:fromYDelta="0%p"
android:toYDelta="-20%p"
android:duration="2000"/>
</set>
This is because Animations affects only the drawing of widget. However, The real Location is not affected -It is still in the previous one-.
To overcome this problem, you need to update the layout parameters of the Spinner manually by installing an animation listener as follows:
Animation.setAnimationListener(new AnimationListener() {
public void onAnimationStart(Animation arg0) {
}
public void onAnimationRepeat(Animation arg0) {
//TODO Auto-generated method stub
}
public void onAnimationEnd(Animation arg0) {
android.widget.LinearLayout.LayoutParams params = new LayoutParams(
android.widget.LinearLayout.LayoutParams.FILL_PARENT,
android.widget.LinearLayout.LayoutParams.WRAP_CONTENT);
params.topMargin = addLocationButton.getTop()-100;
Spinner.setLayoutParams(params);
}
});
for more detail visit here : TranslateAnimated ImageView not clickable after animation [Android]

Android fade in and fade out with ImageView

I'm having some troubles with a slideshow I'm building.
I've created 2 animations in xml for fade in and fade out:
fadein.xml
<?xml version="1.0" encoding="UTF-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android">
<alpha android:fromAlpha="0.0" android:toAlpha="1.0"
android:interpolator="#android:anim/accelerate_interpolator"
android:duration="2000"/>
</set>
fadeout.xml
<?xml version="1.0" encoding="UTF-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android">
<alpha android:fromAlpha="1.0" android:toAlpha="0.0"
android:interpolator="#android:anim/accelerate_interpolator"
android:duration="2000"/>
</set>
What Im'trying to do, is to change images from an ImageView using the fade effect, so the currently displayed image will fade out, and another one will fade in.
Considering that I have an image already set, I can fadeout this Image without problem, with this:
Animation fadeInAnimation = AnimationUtils.loadAnimation(this, R.anim.your_fade_in_anim);
imageView.startAnimation(fadeoutAnim);
But then, I set the next image to be displayed:
imageView.setImageBitmap(secondImage);
It just shows up in the imageView, and when i set the animation it hides the image, the fade it in... Is there any way to fix that, I mean, when I do imageView.setImageBitmap(secondImage); command, the image do not shows up immediately, and only when the fade in animation is executed?
I wanted to achieve the same goal as you, so I wrote the following method which does exactly that if you pass it an ImageView and a list of references to image drawables.
ImageView demoImage = (ImageView) findViewById(R.id.DemoImage);
int imagesToShow[] = { R.drawable.image1, R.drawable.image2,R.drawable.image3 };
animate(demoImage, imagesToShow, 0,false);
private void animate(final ImageView imageView, final int images[], final int imageIndex, final boolean forever) {
//imageView <-- The View which displays the images
//images[] <-- Holds R references to the images to display
//imageIndex <-- index of the first image to show in images[]
//forever <-- If equals true then after the last image it starts all over again with the first image resulting in an infinite loop. You have been warned.
int fadeInDuration = 500; // Configure time values here
int timeBetween = 3000;
int fadeOutDuration = 1000;
imageView.setVisibility(View.INVISIBLE); //Visible or invisible by default - this will apply when the animation ends
imageView.setImageResource(images[imageIndex]);
Animation fadeIn = new AlphaAnimation(0, 1);
fadeIn.setInterpolator(new DecelerateInterpolator()); // add this
fadeIn.setDuration(fadeInDuration);
Animation fadeOut = new AlphaAnimation(1, 0);
fadeOut.setInterpolator(new AccelerateInterpolator()); // and this
fadeOut.setStartOffset(fadeInDuration + timeBetween);
fadeOut.setDuration(fadeOutDuration);
AnimationSet animation = new AnimationSet(false); // change to false
animation.addAnimation(fadeIn);
animation.addAnimation(fadeOut);
animation.setRepeatCount(1);
imageView.setAnimation(animation);
animation.setAnimationListener(new AnimationListener() {
public void onAnimationEnd(Animation animation) {
if (images.length - 1 > imageIndex) {
animate(imageView, images, imageIndex + 1,forever); //Calls itself until it gets to the end of the array
}
else {
if (forever){
animate(imageView, images, 0,forever); //Calls itself to start the animation all over again in a loop if forever = true
}
}
}
public void onAnimationRepeat(Animation animation) {
// TODO Auto-generated method stub
}
public void onAnimationStart(Animation animation) {
// TODO Auto-generated method stub
}
});
}
To implement this the way you have started, you'll need to add an AnimationListener so that you can detect the beginning and ending of an animation. When onAnimationEnd() for the fade out is called, you can set the visibility of your ImageView object to View.INVISIBLE, switch the images and start your fade in animation - you'll need another AnimationListener here too. When you receive onAnimationEnd() for your fade in animation, set the ImageView to be View.VISIBLE and that should give you the effect you're looking for.
I've implemented a similar effect before, but I used a ViewSwitcher with 2 ImageViews rather than a single ImageView. You can set the "in" and "out" animations for the ViewSwitcher with your fade in and fade out so it can manage the AnimationListener implementation. Then all you need to do is alternate between the 2 ImageViews.
Edit:
To be a bit more useful, here is a quick example of how to use the ViewSwitcher. I have included the full source at https://github.com/aldryd/imageswitcher.
activity_main.xml
<ViewSwitcher
android:id="#+id/switcher"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_alignParentTop="true"
android:layout_centerHorizontal="true"
android:inAnimation="#anim/fade_in"
android:outAnimation="#anim/fade_out" >
<ImageView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:scaleType="fitCenter"
android:src="#drawable/sunset" />
<ImageView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:scaleType="fitCenter"
android:src="#drawable/clouds" />
</ViewSwitcher>
MainActivity.java
// Let the ViewSwitcher do the animation listening for you
((ViewSwitcher) findViewById(R.id.switcher)).setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
ViewSwitcher switcher = (ViewSwitcher) v;
if (switcher.getDisplayedChild() == 0) {
switcher.showNext();
} else {
switcher.showPrevious();
}
}
});
Have you thought of using TransitionDrawable instead of custom animations?
https://developer.android.com/reference/android/graphics/drawable/TransitionDrawable.html
One way to achieve what you are looking for is:
// create the transition layers
Drawable[] layers = new Drawable[2];
layers[0] = new BitmapDrawable(getResources(), firstBitmap);
layers[1] = new BitmapDrawable(getResources(), secondBitmap);
TransitionDrawable transitionDrawable = new TransitionDrawable(layers);
imageView.setImageDrawable(transitionDrawable);
transitionDrawable.startTransition(FADE_DURATION);
I used used fadeIn animation to replace new image for old one
ObjectAnimator.ofFloat(imageView, View.ALPHA, 0.2f, 1.0f).setDuration(1000).start();
you can do it by two simple point and change in your code
1.In your xml in anim folder of your project, Set the fade in and fade out duration time not equal
2.In you java class before the start of fade out animation, set second imageView visibility Gone then after fade out animation started set second imageView visibility which you want to fade in visible
fadeout.xml
<alpha
android:duration="4000"
android:fromAlpha="1.0"
android:interpolator="#android:anim/accelerate_interpolator"
android:toAlpha="0.0" />
fadein.xml
<alpha
android:duration="6000"
android:fromAlpha="0.0"
android:interpolator="#android:anim/accelerate_interpolator"
android:toAlpha="1.0" />
In you java class
Animation animFadeOut = AnimationUtils.loadAnimation(this, R.anim.fade_out);
ImageView iv = (ImageView) findViewById(R.id.imageView1);
ImageView iv2 = (ImageView) findViewById(R.id.imageView2);
iv.setVisibility(View.VISIBLE);
iv2.setVisibility(View.GONE);
animFadeOut.reset();
iv.clearAnimation();
iv.startAnimation(animFadeOut);
Animation animFadeIn = AnimationUtils.loadAnimation(this, R.anim.fade_in);
iv2.setVisibility(View.VISIBLE);
animFadeIn.reset();
iv2.clearAnimation();
iv2.startAnimation(animFadeIn);
For infinite Fade In and Out
AlphaAnimation fadeIn=new AlphaAnimation(0,1);
AlphaAnimation fadeOut=new AlphaAnimation(1,0);
final AnimationSet set = new AnimationSet(false);
set.addAnimation(fadeIn);
set.addAnimation(fadeOut);
fadeOut.setStartOffset(2000);
set.setDuration(2000);
imageView.startAnimation(set);
set.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) { }
#Override
public void onAnimationRepeat(Animation animation) { }
#Override
public void onAnimationEnd(Animation animation) {
imageView.startAnimation(set);
}
});
I'm using this kind of routine for programmatically chaining animations.
final Animation anim_out = AnimationUtils.loadAnimation(context, android.R.anim.fade_out);
final Animation anim_in = AnimationUtils.loadAnimation(context, android.R.anim.fade_in);
anim_out.setAnimationListener(new AnimationListener()
{
#Override
public void onAnimationStart(Animation animation) {}
#Override
public void onAnimationRepeat(Animation animation) {}
#Override
public void onAnimationEnd(Animation animation)
{
////////////////////////////////////////
// HERE YOU CHANGE YOUR IMAGE CONTENT //
////////////////////////////////////////
//ui_image.setImage...
anim_in.setAnimationListener(new AnimationListener()
{
#Override
public void onAnimationStart(Animation animation) {}
#Override
public void onAnimationRepeat(Animation animation) {}
#Override
public void onAnimationEnd(Animation animation) {}
});
ui_image.startAnimation(anim_in);
}
});
ui_image.startAnimation(anim_out);
The best and the easiest way, for me was this..
->Simply create a thread with Handler containing sleep().
private ImageView myImageView;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_shape_count); myImageView= (ImageView)findViewById(R.id.shape1);
Animation myFadeInAnimation = AnimationUtils.loadAnimation(this, R.anim.fadein);
myImageView.startAnimation(myFadeInAnimation);
new Thread(new Runnable() {
private Handler handler = new Handler(){
#Override
public void handleMessage(Message msg) {
Log.w("hendler", "recived");
Animation myFadeOutAnimation = AnimationUtils.loadAnimation(getBaseContext(), R.anim.fadeout);
myImageView.startAnimation(myFadeOutAnimation);
myImageView.setVisibility(View.INVISIBLE);
}
};
#Override
public void run() {
try{
Thread.sleep(2000); // your fadein duration
}catch (Exception e){
}
handler.sendEmptyMessage(1);
}
}).start();
}
This is probably the best solution you'll get. Simple and Easy. I learned it on udemy.
Suppose you have two images having image id's id1 and id2 respectively and currently the image view is set as id1 and you want to change it to the other image everytime someone clicks in. So this is the basic code in MainActivity.java File
int clickNum=0;
public void click(View view){
clickNum++;
ImageView a=(ImageView)findViewById(R.id.id1);
ImageView b=(ImageView)findViewById(R.id.id2);
if(clickNum%2==1){
a.animate().alpha(0f).setDuration(2000); //alpha controls the transpiracy
}
else if(clickNum%2==0){
b.animate().alpha(0f).setDuration(2000); //alpha controls the transpiracy
}
}
I hope this will surely help

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