I have a text view where in i have to keep ages between 1-99. I also have two buttons ^ and v(i mean up and down arrows) on clicking them the values of the age should smoothly scroll to next or previous value.
I have been trying different ways but couldnt achieve smooth scrolling. Can anyone please give me any idea of how to achieve the task.
I think the easiest way is to simply put the TextView within a ScrollView, and let the arrows interact with the ScrollView, by using things like the fling method and playing around with the velocity parameter to suit your needs.
Use the animation framework.
When pressing down, start the 'down'-animation.
When pressing up, start the 'up'-animation.
Read more about animation here: http://developerlife.com/tutorials/?p=343
View animation is not much matured and hence i am noy sure if that can be used for moving the views.
Please find the description below:
Another disadvantage of the view
animation system is that it only
modified where the View was drawn, and
not the actual View itself. For
instance, if you animated a button to
move across the screen, the button
draws correctly, but the actual
location where you can click the
button does not change, so you have to
implement your own logic to handle
this.
Source
To scroll smoothly you can try using the scroller component.
Reference
What you would need to do is pass the duration of the scroll in the constructor and then use the property
setFinalY(int newY)
to increment the counter position by 1 unit (equal to the height of the item).
Please let me know if that helps!
Related
I want to develop A Book application in which we can scroll page automatically.
I used Toggle button For On/of the scroll.
how can i start and stop the Text view to Scrolling automatically..?
I haven't tried that, but you could start by looking at Scroller. You can start the scroller going any time with startScroll(), and set the end position to some really far distance.
The scroller just manages the offset accumulation over time, you still need to apply the values to the view manually. You can get offset values with getCurrX() / getCurrY().
Also see scroll gesture.
Not sure if this will help you but maybe somewhere to start anyway.
I am making a game in which I have 5 buttons, looking like clouds, falling from the "sky".
That means that when my activity starts, 'clouds' cannot be seen, since the marginTop is set to -100dp.
From that position they start falling down untill they get lost on the bottom side of the screen.
The thing is, I need those buttons to be clickable, during the process of animation.
So far, I found some documentation about how I can make the buttons clickable AFTER the animation ends. But I don't need that. I need to be able to click on the buttons through the animation time itself.
NOTE: I need something that works with versions before 3.0.
Anybody has any link to documentation or some example or anything ?
After doing some research, I found out that there are two types of animations:
View Animation and Property Animation.
The view animation can only animate View objects. It also lack a variety of animations, since it can do only stuff as scale, rotate, move... It cannot change background color, for example.
Also, the disadvantage of the View Animation is that it only change the position of where the View object is DRAWN. Physically, it still stays in the same position.
That's why the button is un-clickable, after the View Animation is finished upon it.
Property Animation, in the other hand, can animate both View and non-View objects and it doesn't have constraints as the View Animation.
When objects are moved, for example, with the property animation, they are not just drawn on some other position on the screen, but they are actually MOVED there.
Now, Property Animation is a lot more complex to write than the View Animation, so if you don't really need all the advantages of the Property Animation, it is suggested to use View Animation.
Source:
Property vs View Animation
Tutorial and SupportLybrary up to API 1:
nineoldandroids
You can change the buttons to imageViews and then do
imageView.setOnClickListener(myListener)
then set myListener to do whatever you previously wanted to happen on the buttons onClick. Your activity will have to implement OnClickListener
Added bonus: you can make the images look like clouds :)
I have searched a lot but I couldn't find an answer.
I want to implement something like in Go Launcher. When you drag an icon in app drawer and move it out of container top or bottom bound, the list begins to scroll.
So far, I have tried following things:
Dispatch touch events to simulate scrolling - impossible while touching the screen
Use smoothScrollBy() method - almost there, but it scrolls only screen height distance
Use scrollBy() - it moves only the container and leaves blank space. I would put there some rows if only I could be able to reuse views that went off the screen.
I need the ListView to scroll SMOOTHLY.
So here goes ma question. Anybody knows how can it be done? I'll put a gratitude in About section of my app to person who will help me:)
using listview and try scrollToPosition(),or smoothscrollBy()
I have a ListView in my Android application. The individual views in the list are a little bit smaller than the size of the screen.
I want the list to always show one item centered in the screen, with just a small sliver of the previous and next items showing above and below it.
When the user scrolls, I need to reposition the child view at position 0 or 1 (depending on which way they are scrolling). Currently I am doing this by calling "setSelectionFromTop" in my onScrollStateChanged method. This works, but the transition is immediate, not smooth. It is jarring and confusing in a lot of cases.
What's the best approach to fixing this? I want to animate the process of scrolling the list into the position I want, but I can't find any methods in ListView or its superclasses that let me directly control the scroll position of the entire list.
I think I could animate it using multiple calls to setSelectionFromTop(int position, int y) with progressive values of y, but I don't know how to determine the initial value of y. Is there some way to get that by interrogating the view object at the designated position?
Another challenge I have in front of me is that I want to animate the removal of an item from the list - by having it either disappear or slide away to the left, and then having the surrounding views move up and down to fill the space. Is there a straightforward and reliable way to do this with a ListView? Should I just give up on the ListView and write the whole thing as a custom view from scratch?
Thanks.
This definitely should be possible. Does smoothScrollToPosition() work?
Otherwise, you can try simulating the touches using TouchUtils.
The views are not cached in a ViewFlipper. Is there a way wherein we can get an image of the view and show it to user so that he sees the Ui as we see on Home scrren(when we swipe the previous view also moves along and when we lift our finger, only then the next view is shown completely.)
What I want to do is that when the user starts moving his finegr on screen, the view should also move along(create an image of view).
I am not getting to do this, as when we swipe the present view goes and next view comes, we do not get both visible when we r moving our finger on screen.
Please if anyone gets what I am trying to do, do help me.
Thanks,
Farha
It's tricky to get scroll and swipe tracking working on Android, while using ViewAnimator or its subclasses.
They allow you to set in and out animations and start them at a given moment, but they work with discrete, either-this-or-the-other-view animations. They are actually using FrameLayout and after in or out animation is executed, other views' visibility is set to View.GONE to hide them from showing up under/over your current View.
The Launcher and the Gallery application are actually doing the functionality you want, by using a different approach.
They track the user touch input (onTouchEvent()), on MotionEvent.ACTION_MOVE they perform animations manually and on MotionEvent.ACTION_UP snap to the appropriate view, just like in the iPhone.
Unfortunately, this approach is actually more complicated than it looks like.
With the manual handling, you have to ensure that you are taking care of everything related to the touch input. This includes a lot of flag-raising, value-checking, event-delegating, etc.
If you want to get better acquainted with this, take a look at these classes from Gallery3D or Launcher's source code.
One other way to get nice horizontal scrolling is to use HorizontalScrollView.
You have to figure out a way to recycle your views, like you would with a ListView and you have to add the snap-to-view logic, but if you have to take care of a small number of views it could be the easiest approach.
Hope that helps.