Android: Change APIDemo example AnimateDrawable.java to have a ClickEvent-Handler - android

I love the API Demo examples from the Android webpage and used the AnimateDrawable.java to
get started with a WaterfallView with several straight falling images which works great. Now I like the images to stop when they are clicked. I found out that Drawables can't handle events so I changed AnimateDrawable and ProxyDrawable to be extended from View instead and added a Click-Event-Listener and Handler on the parent WaterfallView. The animation still works great, but the handler doesn't, probably because in AnimateDrawable the whole canvas is shifted when the drawabled are animated. How can I change that example so that I can implement an event handler? Or is there a way to find out where exactly my AnimateDrawables are in the view?
So the more general question is: How to add an Event Listener / Handler to an animated View?
Here are my changes to the example above:
AnimateView and ProxyView instead of AnimateDrawable and ProxyDrawable
ProxyView extended from View and all super calls changed to mProxy
I commented out mutate()
The context is still the main Activity which is passed down in the constructors
In the constructors of AnimateView setClickable(true) and setFocusable(true) are called
And here is the important source code of the parent/main WaterfallView:
public class WaterfallView extends View implements OnClickListener {
private Context mContext;
// PictureEntry is just a value object to manage the pictures
private Vector<PictureEntry> pictures = new Vector<PictureEntry>();
public WaterfallView(Context context) {
super(context);
mContext = context;
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_0)));
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_1)));
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_2)));
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_3)));
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_4)));
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_5)));
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_6)));
pictures.add(new PictureEntry(context.getResources().getDrawable(R.drawable.sample_7)));
}
#Override
protected void onDraw(Canvas canvas) {
if(!setup) {
for(PictureEntry pic : pictures) pic.setAnimation(createAnimation(pic));
setup = true;
}
canvas.drawColor(Color.BLACK);
for(PictureEntry pic : pictures) pic.getAnimateView().draw(canvas);
invalidate();
}
private Animation createAnimation(PictureEntry picture) {
Drawable dr = picture.getDrawable();
dr.setBounds(0, 0, dr.getIntrinsicWidth(), dr.getIntrinsicHeight());
Animation an = new TranslateAnimation(0, 0, -1*dr.getIntrinsicHeight(), this.getHeight());
an.setRepeatCount(-1);
an.initialize(10, 10, 10, 10);
AnimateView av = new AnimateView(mContext, dr, an);
av.setOnClickListener(this);
picture.setAnimateView(av);
an.startNow();
return an;
}
#Override
public void onClick(View v) {
Log.i("MyLog", "clicked "+v);
}
}

Are you going to be clicking widgets(buttons, checkboxes, etc)? Or do you want to be able to click anywhere? I think you want the latter. So in that case you'll need this method:
#Override
public boolean onTouchEvent(MotionEvent event) {
// do stuff with your event
}
This method is ONLY called when the event is NOT handled by a view, so I think you may have to remove some of your onClickListener stuff. Refer to here for more info. And as always, experiment.

Related

What method within view is notified when view is displayed on ui

I'm trying to create a custom surfaceview where every time the view is on the screen the view will start playing a video on its own. I was wondering what method within View is notified when a view is displayed on the UI and seen by the user. I'm using a viewpager so the SurfaceCreated doesn't work because views are created before they are displayed on the screen.
How to start a video automatically in a view pager when it comes on the screen
This was the underlying problem. The OP, wisely, wanted to try and isolate the point where it, in a sense "comes on to the screen". Problem is that this can mean many things:
When I first heard the question, I thought a good case would be onAttachedToWindow - see the docs. For people reading this question based on its original title, this is what you want.
The view is inflated and created in the Activity's onCreate in most cases (e.g. if you've used setContentView).
The OP had had no luck with surfaceCreated callbacks either. So we considered in the comments above whether the OP would be interested in the three draw stages layout, measure and draw. There are two stages to actually "putting a view on the screen" in android - the measuring, and the layout pass- see here.
Problem would be that it turned out that the OP was animating his view onto the screen, so the question became how do you tell when a view "arrives" on the screen after animation.
The important point is: you actually wanted to detect a stage much much later in the drawing process, which is understandable! Animation works by many calls to invalidate which in turn require many draws for that view's Canvas - so the stage at which you want to play the video is by no means when the view is first displayed in the UI.
Solution for this particular scenario.
Use animation listeners on your ViewAnimator instances (e.g. ViewPager). To not have to bother with them in teh activity, I would roll your own view, and then use the Adapter type patterns Android is so fond of to manage constantly changing data:
a very hastily written implementation would be:
public class VideoStartingViewFliper extends ViewFlipper {
private final Animation fromRight;
private final Animation toLeft;
private final Animation fromLeft;
private final Animation toRight;
private VideoViewAdapter mAdapter;
public VideoStartingViewFliper(final Context context, final AttributeSet attrs) {
super(context, attrs);
fromRight = new YourChoiceOfAnimation();
fromRight.setAnimationListener(videoStartingAnimationListener);
toLeft = new YourChoiceOfAnimation();
toLeft.setAnimationListener(videoStartingAnimationListener);
fromLeft = new YourChoiceOfAnimation();
fromLeft.setAnimationListener(videoStartingAnimationListener);
toRight = new YourChoiceOfAnimation();
toRight.setAnimationListener(videoStartingAnimationListener);
}
static interface VideoViewAdapter {
public String getVideoPath(int childId);
}
public void setVideoViewAdapter(final VideoViewAdapter adapter) {
mAdapter = adapter;
}
// or even call this showNextVideo and don't override!
#Override
public void showNext() {
setInAnimation(fromRight);
setOutAnimation(toLeft);
super.showNext();
}
#Override
public void showPrevious() {
setInAnimation(fromLeft);
setOutAnimation(toRight);
super.showPrevious();
}
private final AnimationListener videoStartingAnimationListener = new AnimationListener() {
#Override
public void onAnimationStart(final Animation animation) {
final VideoView video = ((VideoView) getCurrentView());
video.stopPlayback();
}
#Override
public void onAnimationRepeat(final Animation animation) {
}
#Override
public void onAnimationEnd(final Animation animation) {
final VideoView video = ((VideoView) getCurrentView());
// check null here!
video.setVideoPath(mAdapter.getVideoPath(getCurrentView().getId()));
video.start();
}
};
}
Hope this helps.

invalidate() on custom View does not cause onDraw(Canvas c) to be called

For my activity i use 3 custom views stacked.
the lower one is a SurfaceView fullscreen, the middle one is derived from GridView and overrides onDraw to add custom graphic.
The top one is derived directly from View, sits in a corner of the screen and act as a knob to control the others two views (this is the problematic view).
to add a custom animation to this view, i used this pattern:
public class StubKnobView extends View{
private Drawable knob;
private Point knobPos;
private float rotation;
private boolean needsToMove;
public void moveKnob(){
/* ...various calculations... */
this.needsToMove=true;
invalidate(); //to notify the intention to start animation
}
private void updateAnimation(){
/* ........... */
this.needsToMove= !animationComplete;
invalidate();
}
#Override
protected void onDraw(Canvas canvas) {
int saveCount=canvas.getSaveCount();
canvas.save();
canvas.rotate(this.rotation, this.knobPos.x, this.knobPos.y );
this.knob.draw(canvas);
canvas.restoreToCount(saveCount);
if(this.needsToMove){
updateAnimation();
}
}
}
ideally, if there is an animation pending, after each drawing cycle the view should auto invalidate.
right now this doesn't work, to force the animation i have to touch the screen to cause a onDraw cycle.
Using "show screen updates" of Dev tools I see that no screen invalidate/update cycle happen , apart when i click the screen.
specifying the dirty rect also ha no effect.
So, any idea where to look to know why this invalidate/draw cycle does not work the way is intended?
I encontered this situation, and also doubted that invalidate() doesn't make onDraw() called again.
After simplified the business codes, it's turn out that there is a dead loop - exactly too much iterations, which blocks the UI thread.
So, my advice is that make sure the UI thread going smoothly first.
Try something like this with a private class in your View. The idea is not to call invalidate() from within onDraw(). Instead, post it on the running queue. Instantiate the private class in your View constructor and then just call animateKnob.start() when you want the animation. The onDraw() can then just focus on drawing.
public void moveKnob(){
// update the state to draw... KnobPos, rotation
invalidate()
}
private class AnimateKnob{
public void start(){
// Do some calculations if necessary
// Start the animation
MyView.this.post( new Runnable() {
stepAnimation()
});
}
public void stepAnimation(){
// update the animation, maybe use an interpolator.
// Here you could also determine if the animation is complete or not
MyView.this.moveKnob();
if( !animationComplete ){
// Call it again
MyView.this.post( new Runnable() {
stepAnimation()
});
}
}
}

Launching Activities from a View

I was wondering what the best way to approach launching activities from other views in a modular way. I'm trying to figure out a way to tell my "button" which activity to fire off once its been selected in the 'onTouchEvent'. Currently, I have a main activity that creates and sets my view to my 'MainMenu'. My main menu defines a MenuItem class that defines a rect for drawing a button, and firing off an activity when intersected/touched/clicked. However, I'm having some difficulty firing off the activity. Below are just a few snippets of code demonstrating some of what I'm trying to achieve:
public class MainMenu extends View {
...
private Vector<MenuItem> menuItems;
private MenuItem testButton;
private MenuItem testButton2;
public MainMenu(Context context) {
...
// Create our menu buttons and load their specific images
testButton = new MenuItem(context, new OptionsMenu(), 150, 50, imgButtons, 256, 64, 0, 0);
testButton2 = new MenuItem(context, OptionsMenu.class, 150, 200, imgButtons, 256, 64, 0, 0);
// Store our buttons
menuItems = new Vector<MenuItem>(5, 2);
menuItems.add(testButton);
menuItems.add(testButton2);
}
...
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() != MotionEvent.ACTION_DOWN)
super.onTouchEvent(event);
// Create our menu item iterator
Iterator<MenuItem> menuItemsIter = menuItems.iterator();
Object element;
// Loop through our menu items, drawing them
while(menuItemsIter.hasNext()) {
element = menuItemsIter.next();
if(((MenuItem)element).HasIntersected((int)event.getX(), (int)event.getY())) {
((MenuItem)element).LaunchActivity();
}
}
return true;
}
}
class MenuItem {
...
private Context container = null; // Indicates which activity contains us
private Object startObject = null; // Which activity we'll start/execute
public MenuItem(Context context, Object object, int xPos, int yPos, Bitmap image,
int imageWidth, int imageHeight, int xOffset, int yOffset) {
...
container = context;
startObject = object;
}
...
public void LaunchActivity() {
if(startObject != null) {
Intent activity = new Intent(container, startObject.getClass());
container.startActivity(activity);
}
}
}
I tried setting my MenuItem's Object two different ways (new OptionsMenu() and OptionsMenu.class), but neither seem to work. I tried dodging the use of the MenuItem's startObject when created a new Intent, and using (container, optionsMenu.class) for parameters instead. Which didn't work either. From what I know this is the correct way to fire off an activity, but I'm guess I'm missing a step somewhere.
Also, I read a few articles/posts of people mentioning the use of callbacks, but on the Activity side instead of the View side. However, it wasn't very clear if there were built in Android callbacks I should use, or if I should create my own callbacks and setup my own system.
Any information about what I'm doing wrong, or what I could do differently to approach this differently/better would be appreciated. Thanks.
IMHO, just a Button supports sending click events to an OnClickListener, your custom View should have its own custom event interface for sending its own custom events to the controller (e.g., an activity). It is up to the controller to arrange to do something with those events, such as starting up other activities.

View is not automatically being drawed when overriding dispatchDraw

I'm trying to mirror a LinearLayout.
To get this work, I extended LinerLayout to create my own View component.
This is what it looks like:
public class FlipLayout extends LinearLayout implements Runnable {
private boolean isMirroring = true;
private Handler handler;
public FlipLayout(Context context) {
super(context);
this.setWillNotDraw(false);
}
public FlipLayout(Context context, AttributeSet attr) {
super(context, attr);
this.setWillNotDraw(false);
handler = new Handler();
handler.postDelayed(this, 30);
}
#Override
protected void dispatchDraw(Canvas canvas) {
canvas.save();
if (isMirroring) {
canvas.rotate(180, getWidth() / 2, getHeight() / 2);
}
super.dispatchDraw(canvas);
canvas.restore();
}
#Override
public boolean dispatchTouchEvent(MotionEvent event) {
if (isMirroring)
event.setLocation(getWidth() - event.getX(),
getHeight() - event.getY());
return super.dispatchTouchEvent(event);
}
#Override
public void run() {
invalidate();
handler.postDelayed(this, 30);
}
}
That class is working well, but only when implementing the Runnable interface and by calling invalidate() every few milliseconds.
If I only rotate the canvas without invalidating the view, the changes of the child views are not drawn.
Now I'm wondering what's the reason for this behaviour and if theres a way to get it working without the Runnable/Handler implementation.
If I remove the line canvas.rotate(...) the changes of the child views are drawn correctly (this is for example a progressbar which is updating itself frequently.)
I hope someone can help!
Thanks so much.
Chris
It looks normal to me that changing a Gui dynamically would not update the screen. In any Gui framework, they require the programmer to manually request the redraw.
This is because if i change 10 items in my Gui, i don't want to redraw 10 times, but only once at the end. And the framework can't guess when i'm done refactoring the Gui. So i need to explicitely call a refresh method somehow.
Alternatively, you could invalidate you Gui directly when you're done rotating your stuff, and not in a separate thread.

invalidate only works in custom view

so i created a view called "drawable view"
class DrawableView extends View{
Context mContext;
int touches=0,k,Xoffs,clicks=0;
double x_1 = 0,x_2=0;
private float mLastTouchX, mLastTouchY;
public DrawableView(Context context) {
super(context);
mContext = context;
}
....
#Override
protected void onDraw(Canvas canvas){
Paint myPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
canvas.drawColor(Color.BLUE);
myPaint.setColor(Color.WHITE);
canvas.drawCircle(200, 100, 20, myPaint);
}
..... more code....
}
and it can only be invalidated within the ondraw command! ie: calling "invalidate();" at the end of the ondraw command causes it to loop.
I have tried many times to call g_draw.invalidate(); or g_draw.postInvalidate(); (g_draw is the name of the created Drawable View)from other classes and even the main activity class and it doesnt work. why and how can i fix it?
thanks
If you want continious onDraw invoking try doing it in another thread. Create a thread, and from its run method try doing postInvalidate.
It always worked for me.
Another thing is that when you draw a circle once, next time wont make any difference - it will look the same.
You may want to call invalidate() somewhere in your DrawableView class. For example, if you want your view to redraw itself after any touch event, you would do something like this:
public boolean onTouchEvent( MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_UP){
invalidate();
}
}
This is how I draw the movable pieces in my puzzle game.

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