I have one big problem. I use this code to animate ImageView to horizontal move one ImageView from current X position to 0.
Here is the animation code
translate = new TranslateAnimation(0, translateX, 0, 0);
translate.setDuration(400);
translate.setAnimationListener(new AnimationListener() {
public void onAnimationEnd(Animation animation) {
txtTitle.setText(String.format("Translate: %d %d", translateX, lpView1.leftMargin));
lpView1.leftMargin = 0;
mainSwitchBtn.setLayoutParams(lpView1);
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationStart(Animation animation) {
}
});
translate.reset();
translate.setFillAfter(false);
mainSwitchBtn.clearAnimation();
mainSwitchBtn.startAnimation(translate);
When animation is ended, I have moved ImageView to 0. At that I see flicker of ImageView. I do not know what is a problem. Can some one help me?
EDIT: Founded Problem
I have founded what is a problem in my code.
I have replaced this code
mainSwitchBtn.setLayoutParams(lpView1);
With this
mainSwitchBtn.layout(0, 0, 0, 0);
I do not know what is a difference between setting margins in layout params and set params to view object or use .layout function but now I have not flickering.
It seems like animation ends and your imageview returning to original non-animated image, maybe you should try to use HorizontalScrollView instead of animation
Related
I have a spinning wheel, which is an ImageView, in my app, and the animation is working well, but the issue is for just a split second it snaps back to it's original position (0 degree rotation). The .gif below shows what I am talking about.
The last split second of the rotation it has that awkward snap back that makes the animation look extremely unsmooth.
I am looking for a way to fix this but I cannot quite figure it out. This is my code right now that animates the ImageView and rotates it to the final position of the animation
ImageView readyButton = findViewById(R.id.spinnerready);
final ImageView spinnerSpin = findViewById(R.id.spinnerspin);
final Animation animRotate = new RotateAnimation(ROTATE_FROM, ROTATE_TO, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
animRotate.setDuration(5000);
animRotate.setRepeatCount(0);
readyButton.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
float newDeg = ROTATE_TO;
spinnerSpin.startAnimation(animRotate);
spinnerSpin.postDelayed(new Runnable() {
#Override
public void run() {
spinnerSpin.setRotation(ROTATE_TO);
}
}, 5000);
while(newDeg > 360) {
newDeg = newDeg - 360;
}
}
});
I have also tried changing the delay of the rotation to 4500 instead of 5000 but the issue is not fixed. Is there a way to eliminate the ImageView from going back to its original position after the animation?
I have an animation that slides across the screen, while the animation is playing I want it to disapear if it has been clicked!
I have tried to use OnClickListener() and also OnClickMethods, both only work after the animation has finished playing!
TranslateAnimation animation = new TranslateAnimation(answer, answer, 0, height * -1); // xfrom , xto, y from,y to
animation.setDuration(5000);
Floater0.startAnimation(animation);
animation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
if (AdPlayer0.isPlaying()) {
answer = rn.nextInt(width) + 1; //useless
TranslateAnimation animation0 = new TranslateAnimation(answer, answer, 0, height * -1); // xfrom , xto, y from,y to
animation0.setDuration(5000);
animation0.setFillEnabled(true);
Floater1.startAnimation(animation0);
Floater1.setVisibility(View.VISIBLE);
Floater0.startAnimation(animation);
}
}
});
I was reading the answer here and something interesting was mentioned:
Animations do NOT effect the 'physical' location of the views on screen. If you want it to actually move then you need to adjust the properties of the view.
I have now tested the above quote, and it seems to be true! I have also looked into how to adjust the position properties of the view after the animation has ended, however I want to change its position before an animation has ended(While its playing)!
Any suggestions for a work around? ideally I would want to change the physical position of the view while the animation is played!
A TranslationAnimation only moves the pixels on the screen, so an OnClickListener does not animate with it. Use ViewPropertyAnimator instead and set an OnClickListener then it should work.
The code would look something like this :
Floater1.animate().setDuration(5000).translationX(answer).translationY(height * -1);
Check out all the available methods in the docs.
Edit/Update :
.translationX(float toX)
means -> animate the view to this point on the x axis.
The animation always starts at the current position of the view, so you don't need a fromX. There are also other methods which you can use :
.translationXBy(float byX)
.translationYBy(float byY)
With these you can translate the view BY the float value, and not TO a certain point on the screen.
I've an ImageButton that I want to move when pressed and when animation finish I want that this button stops in the new position.
This is button code:
<ImageButton
android:id="#+id/move_button"
android:layout_width="120dp"
android:layout_height="35dp"
android:layout_centerInParent="true"
android:layout_alignParentTop="true"
android:layout_marginTop="0dp"
android:scaleType="fitCenter"
android:background="#drawable/background_button"
android:src="#drawable/move_button"
android:onClick="MoveButton" />
I've found a code to do that in this site:
public void MoveButton(final View view) {
TranslateAnimation anim = new TranslateAnimation(0, 0, 100, 0);
anim.setDuration(300);
anim.setAnimationListener(new TranslateAnimation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) { }
#Override
public void onAnimationRepeat(Animation animation) { }
#Override
public void onAnimationEnd(Animation animation)
{
FrameLayout.LayoutParams params = (FrameLayout.LayoutParams)view.getLayoutParams();
params.topMargin += -100;
view.setLayoutParams(params);
}
});
view.startAnimation(anim);
}
When button it's pressed it start the animation, but when animation is complete button return to initial position and application crashes.
What can be the problem?
This is work Definitely.
Button im= (Button) findViewById(R.id.button);
//set position TranslateAnimation(float fromXDelta, float toXDelta, float fromYDelta, float toYDelta
final Animation animation = new TranslateAnimation(0,100,0,0);
// set Animation for 5 sec
animation.setDuration(5000);
//for button stops in the new position.
animation.setFillAfter(true);
im.startAnimation(animation);
Use anim.setFillAfter(true) to situated the View at the position where Animation ends.
One thing more you are animating your ImageButton from 100 to 0 in Y coordinates, thats why your ImageButton comes to intial position because 0 is its intial position.
Try below code in this code I used anim.setFillAfter(true) and animate the ImageButton from 0 to 100 in Y coordinates.
public void MoveButton(final View view) {
TranslateAnimation anim = new TranslateAnimation(0,0,0,100);
anim.setDuration(300);
anim.setFillAfter(true);
anim.setAnimationListener(new TranslateAnimation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
});
view.startAnimation(anim);
}
Let me know if this is helpful for you.
Use ObjectAnimator
ObjectAnimator animation = ObjectAnimator.ofFloat(YOUR_VIEW, "translationX", 100f);
animation.setDuration(2000);
animation.start();
This code will move the View 100 pixles to the right, over a period of 2 seconds.
If you need more information go to Developers Guide
Import the necessary libraries:
import android.view.animation.Animation;
import android.view.animation.TranslateAnimation;
Get the button you need to use:
Button button = findViewById(R.id.button_id);
Now in order to animate button you will need to use the TranslateAnimation(fromXDelta, toXDelta, fromYDelta, toYDelta) function which takes 4 float arguments.
Animation Example:
Animation your_animation = new TranslateAnimation(0,100,0,0);
The first argument specifies the start of the x position and the second one the end of the x position, Same thing for the other two but the y position instead.
You will also need to set your animation's duration in milliseconds using
your_animation.setDuration(1000);
Your button will get back to its previous position when the animation ends, in order to make the button stay to its new position, use this:
your_animation.setFillAfter(true)
For more information on animations https://developer.android.com/training/animation
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 have a linearLayout that disappears when I hit a button, it comes back when I press the button again. But it does it so fast, it doesn't look nice.
I do this via:
disappearView.setVisibility(View.GONE);
I would like to add some animation... If I just set visibity to invisible the space where the layout was is still there. So I tried this:
if (disappearView.getVisibility() == View.VISIBLE){
Animation out = AnimationUtils.makeOutAnimation(this, true);
disappearView.startAnimation(out);
disappearView.setVisibility(View.INVISIBLE);
disappearView.setVisibility(View.GONE);
}
else {
Animation in = AnimationUtils.loadAnimation(this, android.R.anim.fade_in);
disappearView.startAnimation(in);
disappearView.setVisibility(View.VISIBLE);
}
This does the animation too fast and disappears. You can't see it at all. Do I need to use a thread to start gone after invisible is set...or a delay? Or is there a better way of doing all this?
I'm not sure exactly what you're trying to accomplish...do you want the LinearLayout to fade out over a little bit of time rather than instantly disappear? And then once it fades out be removed from the parent via View.GONE?
If so, you can use an AlphaAnimation for the fade out and then attach a listener like EvZ posted:
AlphaAnimation fadeOutAnimation = new AlphaAnimation(1, 0); // start alpha, end alpha
fadeOutAnimation.setDuration(1000); // time for animation in milliseconds
fadeOutAnimation.setFillAfter(true); // make the transformation persist
fadeOutAnimation.setAnimationListener(new AnimationListener() {
#Override
public void onAnimationEnd(Animation animation) {
linearLayout.setVisibility(View.GONE);
}
#Override
public void onAnimationRepeat(Animation animation) { }
#Override
public void onAnimationStart(Animation animation) { }
});
linearLayout.setAnimation(fadeOutAnimation);
You can try to use onAnimationEnd : Animation.AnimationListener