I want to apply a simple rotationX animation when a group expands/collapses on an ExpandableListView. The code below works in first two expands but after two/three/five times does not play the defined animation. The strange thing is that the first time that I expand /collapse it works perfect!
ExpandableListview exp = new ExpandableListview(context);
// set adapter code
LayoutTransition transition = new LayoutTransition();
Animator appearAnim = ObjectAnimator.ofFloat(null, "rotationX", 90f,0f).setDuration(transition.getDuration(LayoutTransition.APPEARING));
transition.setAnimator(LayoutTransition.APPEARING, appearAnim); // I also tried first argument equals DISSAPEARING, CHANGING, etc
exp.setLayoutTransition(transition);
Any idea?? Is this approach totally wrong???
I have to notice at this point that this is not a duplicate! I am looking for a solution that will be approached with LayoutTransition class / methods.
Here is some awesome sample which may help you to do animation on expands/collapses on an ExpandableListView, In the android-flip library that uses OpenGL for rendering animation ,if the minimum supported Android version for the app was 4.0 we can use standard Android SDK methods instead of OpenGL: View.setRotationX(), View.setScaleX(), etc. When hardware acceleration is enabled (and it is enabled by default if your target API level is >=14), these methods work quite efficiently using the device GPU.
You can use this FoldableLayout to implement folding animation for expands/collapses on an ExpandableListView.
Layout implementation in FoldableLayout:
The first element to design was a layout that can fold in half. Our
approach was rather bold: the main layout (FoldableItemLayout) simply
contains a specialized layout (BaseLayout). During the animation, the
BaseLayout writes its contents to cache which is a specially created
Bitmap object based on the size of the original layout. view plaincopy
to clipboardprint?
class FoldableItemLayout extends FrameLayout {
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
Bitmap cacheBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBaseLayout.setCacheCanvas(new Canvas(cacheBitmap));
}
}
class BaseLayout extends FrameLayout {
private Canvas mCacheCanvas;
private void setCacheCanvas(Canvas cacheCanvas) {
mCacheCanvas = cacheCanvas;
}
#Override
public void draw(Canvas canvas) {
mCacheCanvas.drawColor(0, PorterDuff.Mode.CLEAR);
super.draw(mCacheCanvas);
}
}
In addition, we needed to use two extra Views (PartView) – for the
upper and lower image halves – which would display the corresponding
data in cache that represents the upper and lower halves of the image
(Bitmap). Both Views encompass the entire area of the main layout, but
display only the required parts. To achieve this effect, we calculated
the Bitmap limits – and in the onDraw() method we made Canvas draw the
required part via the drawBitmap (Bitmap bitmap, Rect src, RectF dst,
Paint paint) method.
Then we managed to rotate these extra Views by setting the
setRotationX() method to the corresponding angle, achieving
independent rotation of the lower and upper parts of the images. To
pull this off, we add a new parameter for the FoldableItemLayout –
with the name FoldRotation.
Source: How to Make a Paper Folding Animation in Android?
Related
I'm testing my sprite that has the game title, and on my Motorola Moto G 2nd generation the dimensions of the sprite looks good but I'm testing also on my mothers phone, a Samsung GT-S5830i, and the height of the sprite looks stretched out.
I'm also trying to understand the concept of Viewport (I'm using the StretchViewport), but I don't know if I'm doing right. My game are designed for mobile, not desktop.
I did that to my SplashScreen:
this.gameTitle = new Sprite(new Texture(Gdx.files.internal("images/GameTitle.png")));
this.gameTitle.setSize(Configuration.DEVICE_WIDTH - 50, this.gameTitle.getHeight() * Configuration.DEVICE_HEIGHT / Configuration.DEVICE_WIDTH);
The DEVICE_HEIGTH and DEVICE_WIDTH are constants about the dimension of the screen. And the "-50" is a margin to the sprite
In my Viewport I used the real size of the screen for the dimensions, or should I use a virtual dimension? But how it works?
This is a part of my main class, what can I change?
// Create the Orthografic camera
this.orthoCamera = new OrthographicCamera(Configuration.DEVICE_WIDTH, Configuration.DEVICE_HEIGHT);
this.orthoCamera.setToOrtho(false, Configuration.VIRTUAL_GAME_WIDTH, Configuration.VIRTUAL_GAME_HEIGHT);
this.orthoCamera.position.set(this.orthoCamera.viewportWidth / 2f, this.orthoCamera.viewportHeight / 2f, 0);
this.orthoCamera.update();
// Combine SpriteBatch with the camera
this.spriteBatch.setTransformMatrix(this.orthoCamera.combined);
// Create the ViewPort
this.viewPort = new ExtendViewport(Configuration.DEVICE_WIDTH, Configuration.DEVICE_HEIGHT);
I updated my viewport to the ExtendViewport as you said.
Main class render method:
public void render() {
super.render();
// Update Orthographic camera
this.orthoCamera.update();
// Combine SpriteBatch with the camera
this.spriteBatch.setTransformMatrix(this.orthoCamera.combined);
}
Screen class render method:
#Override
public void render(float delta) {
// OpenGL clear screen
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(Gdx.gl.GL_COLOR_BUFFER_BIT | Gdx.gl.GL_DEPTH_BUFFER_BIT);
// SpriteBatch begins
this.game.spriteBatch.begin();
// Display the ClimbUp logo
this.gameTitle.draw(this.game.spriteBatch);
this.character.draw(this.game.spriteBatch);
// SpriteBatch ends
this.game.spriteBatch.end();
}
If you don't want stuff to look distorted on some devices and you don't want black bars (which none of your customers will like), you need to use an ExtendViewport instead of StretchViewport. And the dimensions you give it should be virtual dimensions based on whatever units you would like to work with.
For example, assuming a landscape orientation game, you could use 800 x 480 as virtual dimensions, and then you know that anything within that area (in world units) will be shown on the screen and you can design your game for that. On narrower devices (4:3 ratio) there will be more than 480 vertical units shown, and on wider devices (16:9 ratio) there will be more than 800 horizontal units shown.
There's one other option that avoids black bars and distortion, and that's FillViewport. But I think in general that's not a good option because you have no easy way to predict how much of your virtual dimensions are going to get cropped off.
Based on your edited question, here's what I would change in your code:
//No need to create your own camera. ExtendViewport creates its own.
// Pointless to call this now before resize method is called. Call this in render
//XXX this.spriteBatch.setTransformMatrix(this.orthoCamera.combined);
//This is where you give the viewport its minimum virtual dimensions
this.viewPort = new ExtendViewport(Configuration.VIRTUAL_GAME_WIDTH, Configuration.VIRTUAL_GAME_HEIGHT);
//Get reference to the viewport's camera for use with your sprite batch:
this.orthoCamera = (OrthographicCamera) this.viewport.getCamera();
Then in the resize method:
orthoCamera.setPosition(/*wherever you want it*/);
viewport.update(width, height, false); //these are actual device width and height that are provided by the resize method parameters.
You might want to position your camera in relation to the size calculated by the viewport. Then you should omit the setPosition line above, and instead calculate it after calling viewport.update. For example if you want 0,0 in the bottom left of the screen:
viewport.update(width, height, false);
orthoCamera.setPosition(orthoCamera.viewportWidth/2f, orthoCamera.viewportHeight/2f);
In your render method you can put this before spriteBatch.begin():
orthoCamera.update(); //good idea to call this right before applying to SpriteBatch, in case you've moved it.
spriteBatch.setProjectionMatrix(orthoCamera.combined);
So I'm trying to make custom buttons, for which I need to combine different parts of the button background. To do this I figured using a FrameBuffer would work, however it did not give viable results. Therefore I attempted to test my FrameBuffer drawing method, by writing a simple test method, which returns a texture that is drawn to the display at every render() call. This method is here (note that it is a test method, so it may be a little poorly optimized):
private Texture test()
{
BitmapFont f = ReverseBlade.fontTitle;
f.setColor(Color.LIGHT_GRAY);
FrameBuffer fbo = new FrameBuffer(Format.RGBA8888, (int)f.getBounds("Hi").width, (int)f.getBounds("Hi").height, false);
Batch b = ReverseBlade.batch;
OrthographicCamera c = new OrthographicCamera(fbo.getWidth(), fbo.getHeight());
c.setToOrtho(false);
c.update();
b.setProjectionMatrix(c.combined);
fbo.begin();
b.begin();
f.draw(b, "Hi", 0, 0);
b.end();
fbo.end();
Texture t = fbo.getColorBufferTexture();
fbo.dispose();
b.setProjectionMatrix(ReverseBlade.camera.combined);
return t;
}
However, nothing is displayed. The screen is dark... I have tried without the camera and multiple other variations that I can no longer remember. What am I doing wrong?
Half Solution
What I ended up having to do is to make a new Matrix4 object for the FrameBuffer like this:
Matrix4 m = new Matrix4();
m.setToOrtho2D(0, 0, fbo.getWidth(), fbo.getHeight());
batch.setProjectionMatrix(m);
However, this makes everything that is drawn be upside down, like this:
I think the fbo.dispose() call is destroying more than you want.
See the source and notice where it destroys the colorTexture, which is the result of getColorBufferTexture().
I think this could be considered a bug in Libgdx. The color texture is generally something that should have a very different lifetime than the FBO, so cleaning up the texture seems a bit too aggressive. However, trying to figure out which cases to clean the texture up is probably complicated.....
So following what I added with the Half Solution, all I had to do was create a new Sprite object with the texture from the FBo and call flip(false, true)!
May be this is a workaround to dispose() the framebuffer and keeping the texture alive. I do the following:
public class TextureSaveFBO extends FrameBuffer {
static final Texture DUMMY = new Texture(1, 1, Format.RGB565) {
public void dispose() {
};
};
public TextureSaveFBO(Format format, int width, int height,
boolean hasDepth) {
super(format, width, height, hasDepth);
}
#Override
public void dispose() {
// prevents the real texture of dispose()
Texture t = colorTexture;
colorTexture = DUMMY;
super.dispose();
colorTexture = t;
}
}
Just a precisation:
OrthographicCamera c = new OrthographicCamera(fbo.getWidth(), fbo.getHeight());
c.setToOrtho(false);
This is potentially harmful unless you know what you are doing: c.setOrtho(false) does the following:
Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered at (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.
So even if you specified in the OrthographicCamera's constructor that you want the viewport to be of the frame buffer size, you are overwriting that with the following call to a viewport covering the screen size and centered to the screen center.
You should probably do:
camera.setToOrtho(false, fbo.getWidth(), fbo.getHeight());
Issue solved since LibGDX 1.6.5.
It's now possible to override disposeColorBuffer method to not dispose rendered texture.
I have a canvas and a simple bitmap for background image, fills the whole screen. I created a rect painted black and set it's alpha to 250 in order to make a "dark" effect on the background image. My aim to make a simple circle object that reveals the place it's hovering above. I tried thinking in many ways how to excecute it and failed.
I think the best way is to create a simple circle that manages to decrease the darkness alpha on the position it hovers above, but I have no idea how to do it.
The relevant part of my code:
private ColorFilter filter = new LightingColorFilter(Color.BLACK, 1);
private Paint darkPaint = new Paint(Color.BLACK), paint = new Paint(), paint2 = new Paint();//The style of the text and dark.
public DarkRoomView(Context context) {
super(context);
myChild = this;
darkPaint.setColorFilter(filter);
darkPaint.setAlpha(250);
paint2.setAlpha(10);
paint.setAlpha(50);
}
private void loadGFX() {//Loads all of this view GFX file.
backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.darkroomscreen);
lightImage = BitmapFactory.decodeResource(getResources(), R.drawable.light);
}
private void drawGFX(Canvas canvas) {
canvas.drawBitmap(backgroundImage, 0, 0, paint2);//The backgeound image.
canvas.drawRect(0, 0, WIDTH, HEIGHT, darkPaint);//The darkness.
canvas.drawBitmap(lightImage, 50, 50, paint);//A spotlight.
}
Any ideas how I should get it done?
Thanks!
For the spotlight, you could draw a circle of the original image over the darkness. You'd simply need to find the correct rectangle of the original image (based on where your finger is), and then draw a circle of that particular rectangle over the darkness. Trying to look "through" the darkness won't really get you anywhere; you need to place something over it.
By the time you draw the "spotlight", you've already darkened the image with the rectangle. It would be difficult to recover information lost during that draw.
A more flexible approach would be to draw a dark rectangle with a spotlight in a separate image (that is, compose the "darkness" and spotlight alpha and color mask image first), and then draw that mask image on top of the background as a separate step. This would also let you easily do things like e.g. give the spotlight fuzzy borders.
is there a way to arrange drawable drawen on canvas, before redrawing it? I mean setting which drawable will be drawn in the front, and which drawable will be drawn in the back.
They're drawn in the order you draw them. Just try drawing the one which sits in the back first, the front one last.
A way to do it is to have everything you draw define a z-index variable and collect everything you draw at a single point and put them in a list that you then order by the z-index before drawing it.
ex:
Interface IDrawable{
int getZ();
void draw();
}
class drawMe implements IDrawable{
#overrider
draw(){
/// do my drawing
}
#override
int getZ() {return z; }
}
in your drawing or main class
List<IDrawable> myList= new ArrayList();
myList.Add(new DrawMe());
and in your draw method
for(IDrawable draw : myList.OrderBy(z){
draw.draw();
}
thats the concept anyway
You can draw to a temporary canvas for drawing to the main canvas later.
Picture iconFrame = new Picture();
Canvas tempCanvas = iconFrame.beginRecording(width, height);
// width and height refer to the intended destination canvas size
...
// Any configuration before performing the draw should be done here
tempCanvas.drawPath(...);
tempCanvas.drawBitmap(...);
// Any required draw commands for this image should be done to tempCanvas
iconFrame.endRecording();
...
// Any other configuration or draw commands can be done here
iconFrame.draw(canvas);
// Assigns the content of tempCanvas to the top of the main Canvas
In my case, the PorterDuff manipulation of my image within a custom path only worked if it was done first because later draws corrupted it.
I'm trying to make my first android game, just a pong clone really, I have a "PongView" class that extends SurfaceView and is my only view. It has objects of my "Ball" and "Paddle" classes. I just started moving code related to things, like detecting wall collisions, to the Ball and Paddle classes to tidy up my main view a bit and realised that i'd need to give these classes a way to know the views width and height. At the moment my work around is just to intialise a global variable inside the surfaceviews surfaceChanged method that stores the width and height of the view, like so:
//at the top of my class
private int viewWidth;
private int viewHeight;
..
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
//INITIALISE viewWidth and viewHeight here
//so that they can be passed as parameters
viewWidth = getWidth();
viewHeight = getHeight();
//some other irrelevant code here
}
Then I pass them as parameters:
ball.handleWallCollision(viewWidth, viewHeight);
However i'm not sure this is the way to go about it, as i will need to pass them in quite often i imagine. I thought it would be better if i had a copy of the current PongView in each class? But i'm not sure if thats true or how/when to go about getting it.
What would you recommend? Thanks
use object of surface view class that was used to setting view in activity.That object is live and will contain all changes regarding that surface view
SurfaceView sur=new SurfaceView(this); /// you created object
setContentView(sur);
//you do your work
//surface view is running
Now you want to exit from that activity.Then in onDestroy() used
CommonClass.ObjectVraible=sur;
this line will save current state of the surfaceview