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Placing animation drawable based on touch


Placing animation drawable based on touch

By : Journey
Date : November 17 2020, 11:55 AM
help you fix your problem Well, both of those ways should work and i think it is optional choise.
Here i think i would go on the onTouchListener because that all of your view is writen with xml, using surfaceView now will make the code complicate.
code :


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iPhone animation based on touch

iPhone animation based on touch


By : Robby Ball
Date : March 29 2020, 07:55 AM
hop of those help? Isn't it a problem with allocating too much memory? 110 images might take too much of it. How about a change in:
code :
- (void)redrawAnimation:(int)end_frame {
  animation.image = [imageArray objectAtIndex:end_frame];
}
- (void)redrawAnimation:(int)end_frame {
  animation.image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle]
                                     pathForResource:[NSString stringWithFormat: @"%i", end_frame]
                                              ofType:@"png"]]];
}
Drawable animation with AnimatorSet not working - drawable disappears

Drawable animation with AnimatorSet not working - drawable disappears


By : Sunil
Date : March 29 2020, 07:55 AM
I wish did fix the issue. Two things I would fix.
First of all you start animation in draw() method. You should either start it in onClick() or at least set this.selected to false, to not start it on every draw(). Secondly, after your value animator changes a property, you need to redraw the BallShape. Otherwise nothing will change. For instance you can define setY(float Y) method, change Y there and call invalidate().
Animation Drawable: I would like to get the resorce name of the drawable being shown by the animation as it is runnig

Animation Drawable: I would like to get the resorce name of the drawable being shown by the animation as it is runnig


By : Yair Quintana
Date : March 29 2020, 07:55 AM
Hope this helps Try comparing the drawables instead of trying to get the related name to compare. You would have to compare names anyway.
So you can get the current drawable frame using 'drawableanimationname'.getCurrent() You can get the drawable of each frame with 'drawableanimationname'.getFrame('index')
Is it possible to set animation pivot value based on touch event?

Is it possible to set animation pivot value based on touch event?


By : user2640450
Date : March 29 2020, 07:55 AM
I hope this helps . Like alanv is suggesting, you can use an OnTouchListener on your ImageView to get the touch cordinates and pass those values to the scale animation. Like this:
code :
        lol.setOnTouchListener(new OnTouchListener() {

        @Override
        public boolean onTouch(final View v, MotionEvent event) {
            ScaleAnimation scaleAnim = scaleAnimation;
            Log.i(TAG, "x:"+event.getX() + ", y:"+ event.getY());
            startScaleAnimation(v, scaleAnim, event.getX()/v.getWidth(), event.getY()/v.getHeight());
            v.performClick();
            return true;
        }
    });

    //a method to execute your animation
    static void startScaleAnimation(View v, ScaleAnimation scaleAnim, float pivotX, float pivotY){
    scaleAnim =
            new ScaleAnimation(1.0f, 5f, 1.0f, 5f,
                    ScaleAnimation.RELATIVE_TO_SELF, pivotX,
                    ScaleAnimation.RELATIVE_TO_SELF, pivotY);
    scaleAnim.setDuration(4000);

    v.startAnimation(scaleAnim);
}
Do I need to use all of drawable, drawable-mdpi, drawable-hdpi, drawable-xhdpi, drawable-xxhdpi & drawable-xxxhdpi?

Do I need to use all of drawable, drawable-mdpi, drawable-hdpi, drawable-xhdpi, drawable-xxhdpi & drawable-xxxhdpi?


By : user2868916
Date : March 29 2020, 07:55 AM
wish of those help If you use a VectorDrawable, you don't need to add a Resource for every density (mdpi, xhdpi etc). VectorDrawable is supported since API 21 (Lollipop) or with Support Library (or AndroidX).
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