I am currently creating an Android app where someone can input their name, press a button, and then it just outputs their name back to them.
One effect that I would like to achieve with this is an effect where, after they push the button, the input and button will vanish (complete this bit so far), and then the background colour of the MainActivity's view will do a ripple (from the centre) with a new colour, eventually changing the full background colour.
How would I go about doing this programatically, since I am only able to find tutorials on adding ripples to buttons when pushed?
EDIT:
I tested this by making a small app
First of all hide the view you want to reveal in this animation.
The view can be from the same layout and in xml its visibility should be invisible so that the animation will reveal it.
You can set the view height and width to match parent if you want to create a full screen animation...
Take your original and reveal view both in frame layout
In my case,I have used this:
<FrameLayout
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView android:text="Hello World!"
android:layout_width="wrap_content"
android:textSize="20sp"
android:layout_height="wrap_content" />
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical" android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#color/colorPrimaryDark"
android:id="#+id/revealiew"
android:visibility="invisible"
>
</FrameLayout>
then in your activity on button click or some event do this:
fab.setOnClickListener(new View.OnClickListener() {
#TargetApi(Build.VERSION_CODES.LOLLIPOP)
#Override
public void onClick(View view) {
// previously invisible view
View myView = findViewById(R.id.revealview);
// get the center for the clipping circle
int cx = myView.getWidth() / 2;
int cy = myView.getHeight() / 2;
// get the final radius for the clipping circle
int finalRadius = Math.max(myView.getWidth(), myView.getHeight());
// create the animator for this view (the start radius is zero)
Animator anim =
ViewAnimationUtils.createCircularReveal(myView, cx, cy, 0, finalRadius);
//Interpolator for giving effect to animation
anim.setInterpolator(new AccelerateDecelerateInterpolator());
// Duration of the animation
anim.setDuration(1000);
// make the view visible and start the animation
myView.setVisibility(View.VISIBLE);
anim.start();
}
});
}
You can take detailed look at official documentation here:
http://developer.android.com/training/material/animations.html
What you are describing is a reveal effect on the background.
From the official doc you can find ready to use examples:
1) Here is how to reveal a previously invisible view using reveal effect:
// previously invisible view
View myView = findViewById(R.id.my_view);
// get the center for the clipping circle
int cx = myView.getWidth() / 2;
int cy = myView.getHeight() / 2;
// get the final radius for the clipping circle
int finalRadius = Math.max(myView.getWidth(), myView.getHeight());
// create the animator for this view (the start radius is zero)
Animator anim =
ViewAnimationUtils.createCircularReveal(myView, cx, cy, 0, finalRadius);
// make the view visible and start the animation
myView.setVisibility(View.VISIBLE);
anim.start();
2) Here is how to hide a previously visible view using the reveal effect:
// previously visible view
final View myView = findViewById(R.id.my_view);
// get the center for the clipping circle
int cx = myView.getWidth() / 2;
int cy = myView.getHeight() / 2;
// get the initial radius for the clipping circle
int initialRadius = myView.getWidth();
// create the animation (the final radius is zero)
Animator anim =
ViewAnimationUtils.createCircularReveal(myView, cx, cy, initialRadius, 0);
// make the view invisible when the animation is done
anim.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
myView.setVisibility(View.INVISIBLE);
}
});
// start the animation
anim.start();
In you app, you can use a colored background layer (invisible at the beginning) and then use the reveal effect on it.
check this site, "Android Ripple Background" is a library to do it and the min sdk is 11 (Android 3.0 Honeycomb) https://android-arsenal.com/details/1/1107
Related
Is there any way to animate the icon in a FloatingActionButton from the support library? I want to animate it like in the Inbox app, where it transforms from a plus to a pencil when you click it.
The best way to to do that would probably be using an AnimatedVectorDrawable but that isn't backwards compatible before 5.0. I normally just put two FloatingActionButtons on top of each other and then fade out the top one while rotating both.
As an example you can put two FloatingActionButtons into a FrameLayout like this:
<FrameLayout
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_margin="16dp"
android:layout_gravity="bottom|end|right">
<android.support.design.widget.FloatingActionButton
android:id="#id/fab_edit"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/icon_edit"/>
<android.support.design.widget.FloatingActionButton
android:id="#+id/fab_add"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/icon_add"/>
</FrameLayout>
The bottom FloatingActionButton in the FrameLayout will be on top of the other one. You can then rotate and fade out the bottom one and at the same time just rotate the top one to create an animation similar to the animation in Google apps which will reveal the top one. For example you can implement the animation like this:
// This animation rotates and hides the top Button
final Animator hideTopFabAnimation = ObjectAnimator.ofPropertyValuesHolder(fabAdd,
PropertyValuesHolder.ofFloat(View.ALPHA, 1.0f, 0.0f),
PropertyValuesHolder.ofFloat(View.ROTATION, 0.0f, 360.0f)
);
// This animation just rotates the bottom Button while it is being revealed
final Animator revealBottomFabAnimation = ObjectAnimator.ofPropertyValuesHolder(fabEdit,
PropertyValuesHolder.ofFloat(View.ROTATION, 0.0f, 360.0f)
);
// This AnimatorSet combines both animations and also has a listener
// attached to set the visibility of the top Button to View.GONE when
// the animation is done so the user can actually click through to the
// lower Button
final AnimatorSet revealAnimation = new AnimatorSet();
revealAnimation.setInterpolator(new AccelerateDecelerateInterpolator());
revealAnimation.playTogether(
hideTopFabAnimation,
revealBottomFabAnimation
);
revealAnimation.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
fabAdd.setVisibility(View.GONE);
}
});
revealAnimation.start();
And to go back to the original state you just have to do the reverse:
// Set the visibility of the top Button back to VISIBLE
fabAdd.setVisibility(View.VISIBLE);
// This animation fades the top Button back in and rotates it back
final Animator showTopFabAnimation = ObjectAnimator.ofPropertyValuesHolder(fabAdd,
PropertyValuesHolder.ofFloat(View.ALPHA, 0.0f, 1.0f),
PropertyValuesHolder.ofFloat(View.ROTATION, 360.0f, 0.0f)
);
// This animation just rotates the bottom Button while the top Button
// fades back in
final Animator hideBottomFabAnimation = ObjectAnimator.ofPropertyValuesHolder(fabEdit,
PropertyValuesHolder.ofFloat(View.ROTATION, 360.0f, 0.0f)
);
// Again we have an AnimatorSet which plays both animations together
final AnimatorSet hideAnimation = new AnimatorSet();
revealAnimation.setInterpolator(new AccelerateDecelerateInterpolator());
revealAnimation.playTogether(
showTopFabAnimation,
hideBottomFabAnimation
);
revealAnimation.start();
Essentially, I am re-asking this question but for implementing it on android.
I am trying to allow users to swipe between filters on a static image.
The idea is that the image stays in place while the filter scrolls
above it. Snapchat recently released a version which implements this
feature. This video shows exactly what I'm trying to accomplish at
1:05.
I tried filling a list with the overlays and paging through it with the onFling and drawing with onDraw, but I lose the animations. Is there a way this can be done with ViewPager?
EDIT: As requested, I have provided my implementation for overlay view paging. It fills the viewpager with transparent png images which sits on top of an image view. Also, this code is in C#, as I am using Xamarin Android. It's fairly similar to Java for those unfamiliar with C#
...
static List<ImageView> overlayList = new List<ImageView>();
...
public class OverlayFragmentAdapter : FragmentPagerAdapter
{
public OverlayFragmentAdapter(Android.Support.V4.App.FragmentManager fm) : base(fm)
{
}
public override int Count
{
get { return 5; } //hardcoded temporarily
}
public override Android.Support.V4.App.Fragment GetItem(int position)
{
return new OverlayFragment ();
}
}
public class OverlayFragment : Android.Support.V4.App.Fragment
{
public override View OnCreateView (LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{
View view = inflater.Inflate (Resource.Layout.fragment_overlay, container, false);
LinearLayout l1 = view.FindViewById<LinearLayout> (Resource.Id.overlay_container);
ImageView im = new ImageView (Activity);
im.SetImageResource (Resource.Drawable.Overlay); //Resource.Drawable.Overlay is a simple png transparency I created. R
l1.AddView (im);
overlayList.AddElement (im);
return view;
}
}
Activity Layout XML:
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:gravity="bottom">
<ImageView
android:id="#+id/background_image"
android:layout_width="match_parent"
android:layout_height="match_parent" />
<RelativeLayout <!-- This second layout is for buttons which I have omitted from this code -->
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
android:id="#+id/edit_layout">
<android.support.v4.view.ViewPager
android:id="#+id/overlay_pager"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</RelativeLayout>
</RelativeLayout>
Fragment Overlay XML
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/overlay_container"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:gravity="center" />
To briefly summarize: the viewpager sits on top of the first imageview, which acts as a background. The OnCreateView method creates an overlay fragment and an overlay imageview from a resource, which it puts inside the overlay_container layout. Saving the image (Which I have not posted as it is outside the scope of this question) is simple, all it does is create a background bitmap, an overlay bitmap, and uses a canvas to draw the overlay onto the background, then writes to file.
I've worked on something similar myself.
For your specific use case, I would just use a canvas and alpha blend the filters across, on fling, as the top image.
To do the alpha blending, set the alpha paint of the first image (the original) to 255 and the alpha of the second one (the filter) to something like 128.
You just need a filter with the size of the image and then you shift the position of the second image as you draw it. That's it.
It's extremely fast and works a treat on very, very old devices.
Here's a sample implementation:
Bitmap filter, // the filter
original, // our original
tempBitmap; // the bitmap which holds the canvas results
// and is then drawn to the imageView
Canvas mCanvas; // our canvas
int x = 0; // The x coordinate of the filter. This variable will be manipulated
// in either onFling or onScroll.
void draw() {
// clear canvas
mCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
// setup paint
paint0.setAlpha(255); // the original needs to be fully visible
paint1.setAlpha(128); // the filter should be alpha blended into the original.
// enable AA for paint
// filter image
paint1.setAntiAlias(true);
paint1.setFlags(Paint.ANTI_ALIAS_FLAG); // Apply AA to the image. Optional.
paint1.setFlags(Paint.FILTER_BITMAP_FLAG); // In case you scale your image, apple
// bilinear filtering. Optional.
// original image
paint0.setAntiAlias(true);
paint0.setFlags(Paint.ANTI_ALIAS_FLAG);
paint0.setFlags(Paint.FILTER_BITMAP_FLAG);
// draw onto the canvas
mCanvas.save();
mCanvas.drawBitmap(original, 0,0,paint0);
mCanvas.drawBitmap(filter, x,0,paint1);
mCanvas.restore();
// set the new image
imageView.setImageDrawable(new BitmapDrawable(getResources(), tempBitmap));
}
And here are basic onFling and onScroll implementations.
private static final int SWIPE_DISTANCE_THRESHOLD = 125;
private static final int SWIPE_VELOCITY_THRESHOLD = 75;
// make sure to have implemented GestureDetector.OnGestureListener for these to work.
#Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX,
float velocityY) {
float distanceX = e2.getX() - e1.getX();
float distanceY = e2.getY() - e1.getY();
if (Math.abs(distanceX) > Math.abs(distanceY) && Math.abs(distanceX) >
SWIPE_DISTANCE_THRESHOLD && Math.abs(velocityX) > SWIPE_VELOCITY_THRESHOLD) {
// change picture to
if (distanceX > 0) {
// start left increment
}
else { // the left
// start right increment
}
}
}
#Override
public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
// checks if we're touching for more than 2f. I like to have this implemented, to prevent
// jerky image motion, when not really moving my finger, but still touching. Optional.
if (Math.abs(distanceY) > 2 || Math.abs(distanceX) > 2) {
if(Math.abs(distanceX) > Math.abs(distanceY)) {
// move the filter left or right
}
}
}
Note: The onScroll/onFling implementations have pseudo code for the x adjustments, as those functions need to be tested. Someone who ends up implementing this in the future, can feel free to edit the answer and provide those functions.
Take a look in the implementation of the method onDraw for the default Calendar app: DayView.
There is onFling implementation and redrawing of the content (for example, calendar grid) according to the motion changes, which imitates fling.
Then you can use ColorFilter in onDraw according to the motion changes. It is very fast.
Alternatively, you can use ViewSwitcher with a list of filtered images (or somehow created a filtered images cache). To achieve the possibility of "drawing over the image", you can use ImageView and ViewSwitcher in RelativeLayout one above another and set the new filtered image in ImageView after the end of scrolling.
For this application i feel it would be most easy to use androids animation features and set the animations value to the filter you want. So you would make your own animation the changed filters iterating over your array.
I am trying to execute an animation in which I have two fragments stacked on top of each other.
The top fragment is a details fragment.
the bottom fragment is a menu list view fragment.
I did this by creating two overlapping framelayouts in the activity layout. I want to be able to do an animation in which the background fragment would be revealed in a fashion similar to a door opening leaving only 20 percent of the edge of the top fragment in view.
I tried doing this animation with the standard view animation library available to API 9 but it seemed that only the pixels were moved and but the touch mapping still corresponded to the top fragment and the bottom menu fragment could not be accessed.
So I downloaded the nineoldandroids library and tried to user AnimatorSet with ObjectAnimators to do the animation... except this time when the fragment is animated away it reveals only a gray background rather than the fragment in the back like before.
This is a code snippet on how I tried to implement a simple translation to reveal the background fragment
private void animateFragmentOut() {
activeFragment = (Fragment)getSupportFragmentManager().findFragmentById(R.id.nav_item_fragment_container);
View myView = activeFragment.getView();
AnimatorSet set = new AnimatorSet();
set.playTogether(
ObjectAnimator.ofFloat(myView, "translationX", 0, 230)
);
set.setDuration(500).start();
}
Why is the background fragment not shown when I use this animation?
How do I use nineoldandroids to reveal the background fragment properly?
I ended up solving this problem by using a listener to inflate the background view right at the start of the animation using the following code
private void animateFragmentOut() {
activeFragment = (Fragment)getSupportFragmentManager().findFragmentById(R.id.nav_item_fragment_container);
View myView = activeFragment.getView();
Animator.AnimatorListener listener = new AnimatorListenerAdapter() {
#Override
public void onAnimationStart(Animator animation) {
launchNavigationFragment();
}
#Override
public void onAnimationEnd(Animator animation) {
}
};
ObjectAnimator rotateY = ObjectAnimator.ofFloat(myView,"rotationY",-15f);
ObjectAnimator scaleX = ObjectAnimator.ofFloat(myView,"scaleX",0.8f);
ObjectAnimator scaleY = ObjectAnimator.ofFloat(myView,"scaleY", 0.8f);
ObjectAnimator translateX = ObjectAnimator.ofFloat(myView,"translationX",400f);
AnimatorSet animatorSet = new AnimatorSet();
animatorSet.playTogether(rotateY,scaleX,scaleY,translateX);
animatorSet.addListener(listener);
animatorSet.setDuration(700);
animatorSet.start();
}
Saldy despite this working great on API levels 11> and up on my API 9 device I am still having the same problem I had with the standard animation library. The view pixels translate but the touch areas stay mapped in the same place. So I cannot interact with the background navigation menu fragment.
I have a button that I want to put on a 45 degree angle. For some reason I can't get this to work.
Can someone please provide the code to accomplish this?
API 11 added a setRotation() method to all views.
You could create an animation and apply it to your button view. For example:
// Locate view
ImageView diskView = (ImageView) findViewById(R.id.imageView3);
// Create an animation instance
Animation an = new RotateAnimation(0.0f, 360.0f, pivotX, pivotY);
// Set the animation's parameters
an.setDuration(10000); // duration in ms
an.setRepeatCount(0); // -1 = infinite repeated
an.setRepeatMode(Animation.REVERSE); // reverses each repeat
an.setFillAfter(true); // keep rotation after animation
// Aply animation to image view
diskView.setAnimation(an);
Extend the TextView class and override the onDraw() method. Make sure the parent view is large enough to handle the rotated button without clipping it.
#Override
protected void onDraw(Canvas canvas) {
canvas.save();
canvas.rotate(45,<appropriate x pivot value>,<appropriate y pivot value>);
super.onDraw(canvas);
canvas.restore();
}
I just used the simple line in my code and it works :
myCusstomView.setRotation(45);
Hope it works for you.
One line in XML
<View
android:rotation="45"
... />
Applying a rotation animation (without duration, thus no animation effect) is a simpler solution than either calling View.setRotation() or override View.onDraw method.
// substitude deltaDegrees for whatever you want
RotateAnimation rotate = new RotateAnimation(0f, deltaDegrees,
Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
// prevents View from restoring to original direction.
rotate.setFillAfter(true);
someButton.startAnimation(rotate);
Rotating view with rotate() will not affect your view's measured size. As result, rotated view be clipped or not fit into the parent layout. This library fixes it though:
https://github.com/rongi/rotate-layout
Joininig #Rudi's and #Pete's answers. I have created an RotateAnimation that keeps buttons functionality also after rotation.
setRotation() method preserves buttons functionality.
Code Sample:
Animation an = new RotateAnimation(0.0f, 180.0f, mainLayout.getWidth()/2, mainLayout.getHeight()/2);
an.setDuration(1000);
an.setRepeatCount(0);
an.setFillAfter(false); // DO NOT keep rotation after animation
an.setFillEnabled(true); // Make smooth ending of Animation
an.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {}
#Override
public void onAnimationRepeat(Animation animation) {}
#Override
public void onAnimationEnd(Animation animation) {
mainLayout.setRotation(180.0f); // Make instant rotation when Animation is finished
}
});
mainLayout.startAnimation(an);
mainLayout is a (LinearLayout) field
As mentioned before, the easiest way it to use rotation available since API 11:
android:rotation="90" // in XML layout
view.rotation = 90f // programatically
You can also change pivot of rotation, which is by default set to center of the view. This needs to be changed programatically:
// top left
view.pivotX = 0f
view.pivotY = 0f
// bottom right
view.pivotX = width.toFloat()
view.pivotY = height.toFloat()
...
In Activity's onCreate() or Fragment's onCreateView(...) width and height are equal to 0, because the view wasn't measured yet. You can access it simply by using doOnPreDraw extension from Android KTX, i.e.:
view.apply {
doOnPreDraw {
pivotX = width.toFloat()
pivotY = height.toFloat()
}
}
if you wish to make it dynamically with an animation:
view.animate()
.rotation(180)
.start();
THATS IT
#Ichorus's answer is correct for views, but if you want to draw rotated rectangles or text, you can do the following in your onDraw (or onDispatchDraw) callback for your view:
(note that theta is the angle from the x axis of the desired rotation, pivot is the Point that represents the point around which we want the rectangle to rotate, and horizontalRect is the rect's position "before" it was rotated)
canvas.save();
canvas.rotate(theta, pivot.x, pivot.y);
canvas.drawRect(horizontalRect, paint);
canvas.restore();
fun rotateArrow(view: View): Boolean {
return if (view.rotation == 0F) {
view.animate().setDuration(200).rotation(180F)
true
} else {
view.animate().setDuration(200).rotation(0F)
false
}
}
That's simple,
in Java
your_component.setRotation(15);
or
your_component.setRotation(295.18f);
in XML
<Button android:rotation="15" />
I'm writing an android view (Android 12).
I have a linearlayout with editText controls on it.
I want to change the linearlayout background image when the soft keyboard is out and change it again when the keyboard is hidden.
I have tried to set a focus listener on each editText, but it won't help.
How can I achieve this?
First, add an id to your layout:
android:id="#+id/view"
So for example:
<LinearLayout
android:id="#+id/view"
android:layout_width="match_parent"
android:layout_height="match_parent" >
Then use this code from this question to determine if the soft keyboard is visible. You should probably put this in your onCreate method.
final View root = findViewById(R.id.view);
root.getViewTreeObserver().addOnGlobalLayoutListener(new OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
int heightDiff = root.getRootView().getHeight() - root.getHeight();
if (heightDiff > 100) { // more than 100 pixels is probably a keyboard
// keyboard is shown
layout.setBackground(getResources().getDrawable(R.drawable.idOfPic));
} else {
// keyboard is not shown
layout.setBackground(getResources().getDrawable(R.drawable.otherPic));
}
}
});
Note depending on your layout (speaking from my own experience), the if (heightDiff > 100) may have to change. It might be if (heightDiff > 150) or something else; the pixel height is arbitrary.
Unfortunately, there is no real way to determine if the soft keyboard is visible (ridiculous). This is the best way it can be done.
try this:
final View activityRootView = findViewById(R.id.activityRoot);
activityRootView.getViewTreeObserver().addOnGlobalLayoutListener(new OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
Rect r = new Rect();
//r will be populated with the coordinates of your view that area still visible.
activityRootView.getWindowVisibleDisplayFrame(r);
int heightDiff = activityRootView.getRootView().getHeight() - (r.bottom - r.top);
heightDiff = convertPixelsToDp(heightDiff , this);
if (heightDiff > 100) { // if more than 100 pixels, its probably a keyboard...
... do something here
}
}
});
more info in this link and this
for working in all device change heightDiff to dp, and work with that and for changing that use following method:
public static float convertPixelsToDp(float px, Context context){
Resources resources = context.getResources();
DisplayMetrics metrics = resources.getDisplayMetrics();
float dp = px / (metrics.densityDpi / 160f);
return dp;
}