diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index 1824a6f368f44..8648990f5f534 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -241,8 +241,11 @@ 3D with Renderscript new!
The Android system provides a flexible animation system that allows you to animate - almost anything, either programmatically or declaratively with XML. There are two - animation systems that you can choose from: property - animation and view animation. You can use whichever - system that matches your needs, but use only one system for each object that you - are animating.
- -Introduced in Android 3.0, the property animation system allows you to animate
- object properties of any type. int, float,
- and hexadecimal color values are supported by default. You can animate any other type by telling the
- system how to calculate the values for that given type.
Introduced in Android 3.0, the property animation system is a robust framework that allows you + to animate almost anything. Property animation is not confined to objects drawn on the screen. + You can define an animation to change any object property over time, regardless of whether it + draws to the screen or not.The property animation system also has a few advantages over the view + animation system, which makes it more flexible to use.
-The property animation system allows you to define many aspects of an animation, - such as:
+The view animation system provides the capability to only animate View objects, so if + you wanted to animate non-View objects, you had to implement your own code to do so. The view + animation system also was constrained in the fact that it only exposed a few aspects of a View + object to animate, such as the scaling and rotation of a View but not the background color for + instance.
+ +Another disadvantage of the view animation system is that it only modified where the + View was drawn, and not the actual View itself. For instance, if you animated a button to move + across the screen, the button draws correctly, but the actual location where you can click the + button does not change, so you have to implement your own logic to handle this. With the property + animation system, these constraints are completely removed, and you can animate any property of + any object, including View objects, and the object itself is actually modified.
+ +The view animation system, however, takes less time to setup and requires less code to write. + If view animation accomplishes everything that you need to do, or if your existing code already + works the way you want, there is no need to use the property animation system.
+ +The property animation system lets you define the following characteristics of an + animation:
Most of the property animation system's features can be found in - {@link android.animation android.animation}. Because the - view animation system already - defines many interpolators in {@link android.view.animation android.view.animation}, - you will use those to define your animation's interpolation in the property animation - system as well. -
+The following items are the main components of the property animation system:
+First, let's go over how an animation works with a simple example. Figure 1 depicts a
+ hypothetical object that is animated with its x property, which represents its
+ horizontal location on a screen. The duration of the animation is set to 40 ms and the distance
+ to travel is 40 pixels. Every 10 ms, which is the default frame refresh rate, the object moves
+ horizontally by 10 pixels. At the end of 40ms, the animation stops, and the object ends at
+ horizontal position 40. This is an example of an animation with linear interpolation, meaning the
+ object moves at a constant speed.
- Figure 1. Example of a linear animation
-You can also specify animations to have a non-linear interpolation. Figure 2 illustrates a + hypothetical object that accelerates at the beginning of the animation, and decelerates at the + end of the animation. The object still moves 40 pixels in 40 ms, but non-linearly. In the + beginning, this animation accelerates up to the halfway point then decelerates from the + halfway point until the end of the animation. As Figure 2 shows, the distance traveled + at the beginning and end of the animation is less than in the middle.
Figure 2. Example of a non-linear animation
-Let's take a detailed look at how the important components of the property animation system + would calculate animations like the ones illustrated above. Figure 3 depicts how the main classes + work with one another.
- Figure 3. How animations are calculated
-The {@link android.animation.ValueAnimator} object keeps track of your animation's timing, + such as how long the animation has been running, and the current value of the property that it is + animating.
-If you are animating an object property that is not an int,
- float, or color, implement the {@link android.animation.TypeEvaluator}
- interface to specify how to compute the object property's animated values. You give
- a {@link android.animation.TypeEvaluator} the timing data that is provided by an
- {@link android.animation.Animator} class, the animation's start and end value, and
- provide logic that computes the animated values of the property based on this data.
The {@link android.animation.ValueAnimator} encapsulates a {@link + android.animation.TimeInterpolator}, which defines animation interpolation, and a {@link + android.animation.TypeEvaluator}, which defines how to calculate values for the property being + animated. For example, in Figure 2, the {@link android.animation.TimeInterpolator} used would be + {@link android.view.animation.AccelerateDecelerateInterpolator} and the {@link + android.animation.TypeEvaluator} would be {@link android.animation.IntEvaluator}.
-You can also specify a custom {@link android.animation.TypeEvaluator} for
- int, float, and color values as well, if you want to
- process those types differently than the default behavior.
To start an animation, create a {@link android.animation.ValueAnimator} and give it the + starting and ending values for the property that you want to animate, along with the duration of + the animation. When you call {@link android.animation.ValueAnimator#start start()} the animation + begins. During the whole animation, the {@link android.animation.ValueAnimator} calculates an elapsed fraction + between 0 and 1, based on the duration of the animation and how much time has elapsed. The + elapsed fraction represents the percentage of time that the animation has completed, 0 meaning 0% + and 1 meaning 100%. For example, in Figure 1, the elapsed fraction at t = 10 ms would be .25 + because the total duration is t = 40 ms.
-See Using a TypeEvaluator for more information on - how to write a custom evaluator.
-When the {@link android.animation.ValueAnimator} is done calculating an elapsed fraction, it + calls the {@link android.animation.TimeInterpolator} that is currently set, to calculate an + interpolated fraction. An interpolated fraction maps the elapsed fraction to a new + fraction that takes into account the time interpolation that is set. For example, in Figure 2, + because the animation slowly accelerates, the interpolated fraction, about .15, is less than the + elapsed fraction, .25, at t = 10 ms. In Figure 1, the interpolated fraction is always the same as + the elapsed fraction.
-When the interpolated fraction is calculated, {@link android.animation.ValueAnimator} calls + the appropriate {@link android.animation.TypeEvaluator}, to calculate the value of the + property that you are animating, based on the interpolated fraction, the starting value, and the + ending value of the animation. For example, in Figure 2, the interpolated fraction was .15 at t = + 10 ms, so the value for the property at that time would be .15 X (40 - 0), or 6.
-A time interpolator defines how specific values in an animation are calculated - as a function of time. For example, you can specify animations to happen linearly - across the whole animation, meaning the animation moves evenly the entire time, or - you can specify animations to use non-linear time, for example, using acceleration - or deceleration at the beginning or end of the animation.
+ -The Android system provides a set of common interpolators in - {@link android.view.animation android.view.animation}. If none of these suits your needs, you - can implement the {@link android.animation.TimeInterpolator} interface and create - your own. See Using interpolators for more information on - how to write a custom interpolator.
-The com.example.android.apis.animation package in the
- API Demos sample project also provides a good overview and many examples on how to
- use the property animation system.
You can find most of the property animation system's APIs in {@link android.animation + android.animation}. Because the view animation system already + defines many interpolators in {@link android.view.animation android.view.animation}, you can use + those interpolators in the property animation system as well. The following tables describe the main + components of the property animation system.
-When you call {@link android.animation.ValueAnimator#start start()} to begin an animation, - the {@link android.animation.ValueAnimator} calculates - an elapsed fraction between 0 and 1, based on the duration of the animation - and how much time has elapsed. The elapsed fraction represents the percentage of time - that the animation has completed, 0 meaning 0% and 1 meaning 100%. The Animator then - calls the {@link android.animation.TimeInterpolator} that is currently set, - to calculate an eased fraction, - which is a modified value of the elapsed fraction that takes into account the interpolator that - is set (time interpolation is often referred to as easing). The eased fraction - is the final value that is used to animate the property.
+The {@link android.animation.Animator} class provides the basic structure for creating + animations. You normally do not use this class directly as it only provides minimal + functionality that must be extended to fully support animating values. The following + subclasses extend {@link android.animation.Animator}: +
+Table 1. Animators
+| Class | -Description | +
|---|---|
| {@link android.animation.ValueAnimator} | -The main timing engine for property animation that also computes the values for the + property to be animated. It has all of the core functionality that calculates animation + values and contains the timing details of each animation, information about whether an + animation repeats, listeners that receive update events, and the ability to set custom + types to evaluate. There are two pieces to animating properties: calculating the animated + values and setting those values on the object and property that is being animated. {@link + android.animation.ValueAnimator} does not carry out the second piece, so you must listen + for updates to values calculated by the {@link android.animation.ValueAnimator} and + modify the objects that you want to animate with your own logic. See the section about + Animating with ValueAnimator for more information. | +
| {@link android.animation.ObjectAnimator} | + +A subclass of {@link android.animation.ValueAnimator} that allows you to set a target + object and object property to animate. This class updates the property accordingly when + it computes a new value for the animation. You want to use + {@link android.animation.ObjectAnimator} most of the time, + because it makes the process of animating values on target objects much easier. However, + you sometimes want to use {@link android.animation.ValueAnimator} directly because {@link + android.animation.ObjectAnimator} has a few more restrictions, such as requiring specific + acessor methods to be present on the target object. | +
| {@link android.animation.AnimatorSet} | + +Provides a mechanism to group animations together so that they run in + relation to one another. You can set animations to play together, sequentially, or after + a specified delay. See the section about Choreographing multiple + animations with Animator Sets for more information. | +
Evaluators tell the property animation system how to calculate values for a given + property. They take the timing data that is provided by an {@link android.animation.Animator} + class, the animation's start and end value, and calculate the animated values of the property + based on this data. The property animation system provides the following evaluators:
+Table 2. Evaluators
+| Class/Interface | + +Description | +
|---|---|
| {@link android.animation.IntEvaluator} | + +The default evaluator to calculate values for int properties. |
+
| {@link android.animation.FloatEvaluator} | + +The default evaluator to calculate values for float properties. |
+
| {@link android.animation.ArgbEvaluator} | + +The default evaluator to calculate values for color properties that are represented + as hexidecimal values. | +
| {@link android.animation.TypeEvaluator} | + +An interface that allows you to create your own evaluator. If you are animating an
+ object property that is not an int, float, or color,
+ you must implement the {@link android.animation.TypeEvaluator} interface to specify how
+ to compute the object property's animated values. You can also specify a custom {@link
+ android.animation.TypeEvaluator} for int, float, and color
+ values as well, if you want to process those types differently than the default behavior.
+ See the section about Using a TypeEvaluator for more
+ information on how to write a custom evaluator. |
+
A time interpolator defines how specific values in an animation are calculated as a + function of time. For example, you can specify animations to happen linearly across the whole + animation, meaning the animation moves evenly the entire time, or you can specify animations + to use non-linear time, for example, accelerating at the beginning and decelerating at the + end of the animation. Table 3 describes the interpolators that are contained in {@link + android.view.animation android.view.animation}. If none of the provided interpolators suits + your needs, implement the {@link android.animation.TimeInterpolator} interface and create your own. See Using interpolators for more information on how to write a custom + interpolator.
+Table 3. Interpolators
+| Class/Interface | + +Description | +
|---|---|
| {@link android.view.animation.AccelerateDecelerateInterpolator} | + +An interpolator whose rate of change starts and ends slowly but accelerates + through the middle. | +
| {@link android.view.animation.AccelerateInterpolator} | + +An interpolator whose rate of change starts out slowly and then + accelerates. | +
| {@link android.view.animation.AnticipateInterpolator} | + +An interpolator whose change starts backward then flings forward. | +
| {@link android.view.animation.AnticipateOvershootInterpolator} | + +An interpolator whose change starts backward, flings forward and overshoots + the target value, then finally goes back to the final value. | +
| {@link android.view.animation.BounceInterpolator} | + +An interpolator whose change bounces at the end. | +
| {@link android.view.animation.CycleInterpolator} | + +An interpolator whose animation repeats for a specified number of cycles. | +
| {@link android.view.animation.DecelerateInterpolator} | + +An interpolator whose rate of change starts out quickly and and then + decelerates. | +
| {@link android.view.animation.LinearInterpolator} | + +An interpolator whose rate of change is constant. | +
| {@link android.view.animation.OvershootInterpolator} | + +An interpolator whose change flings forward and overshoots the last value then + comes back. | +
| {@link android.animation.TimeInterpolator} | + +An interface that allows you to implement your own interpolator. | +
The {@link android.animation.ValueAnimator} class lets you animate values of some type for the
+ duration of an animation by specifying a set of int, float, or color
+ values to animate through. You obtain a {@link android.animation.ValueAnimator} by calling one of
+ its factory methods: {@link android.animation.ValueAnimator#ofInt ofInt()}, {@link
+ android.animation.ValueAnimator#ofFloat ofFloat()}, or {@link
+ android.animation.ValueAnimator#ofObject ofObject()}. For example:
+ValueAnimator animation = ValueAnimator.ofFloat(0f, 1f); animation.setDuration(1000); animation.start();-
In this code, the {@link android.animation.ValueAnimator} starts
- calculating the values of the animation, between 0 and 1, for
- a duration of 1000 ms, when the start() method runs.
In this code, the {@link android.animation.ValueAnimator} starts calculating the values of the
+ animation, between 0 and 1, for a duration of 1000 ms, when the start() method
+ runs.
You can also specify a custom type to animate by doing the following:
- -ValueAnimator animation = ValueAnimator.ofObject(new MyTypeEvaluator(), startPropertyValue, endPropertyValue); ++ValueAnimator animation = ValueAnimator.ofObject(new MyTypeEvaluator(), startPropertyValue, endPropertyValue); animation.setDuration(1000); animation.start();-In this code, the {@link android.animation.ValueAnimator} starts - calculating the values of the animation, between
+startPropertyValueand -endPropertyValueusing the logic supplied byMyTypeEvaluator- for a duration of 1000 ms, when the {@link android.animation.ValueAnimator#start start()} - method runs.In this code, the {@link android.animation.ValueAnimator} starts calculating the values of the + animation, between
-startPropertyValueandendPropertyValueusing the + logic supplied byMyTypeEvaluatorfor a duration of 1000 ms, when the {@link + android.animation.ValueAnimator#start start()} method runs.The previous code snippets, however, do not affect an object, because the {@link - android.animation.ValueAnimator} does not operate on objects or properties directly. To - use the results of a {@link android.animation.ValueAnimator}, you must define listeners - in the {@link android.animation.ValueAnimator} to appropriately handle important events - during the animation's lifespan, such as frame updates. You can implement the following - interfaces to create listeners for {@link android.animation.ValueAnimator}:
+The previous code snippets, however, has no real effect on an object, because the {@link + android.animation.ValueAnimator} does not operate on objects or properties directly. The most likely thing + that you want to do is modify the objects that you want to animate with these calculated values. You do + this by defining listeners in the {@link android.animation.ValueAnimator} to appropriately handle important events + during the animation's lifespan, such as frame updates. When implementing the listeners, you can + obtain the calculated value for that specific frame refresh by calling {@link + android.animation.ValueAnimator#getAnimatedValue getAnimatedValue()}. For more information on listeners, + see the section about Animation Listeners. + +
Animating with ObjectAnimator
+ +The {@link android.animation.ObjectAnimator} is a subclass of the {@link + android.animation.ValueAnimator} (discussed in the previous section) and combines the timing + engine and value computation of {@link android.animation.ValueAnimator} with the ability to + animate a named property of a target object. This makes animating any object much easier, as you + no longer need to implement the {@link android.animation.ValueAnimator.AnimatorUpdateListener}, + because the animated property updates automatically.
+ +Instantiating an {@link android.animation.ObjectAnimator} is similar to a {@link + android.animation.ValueAnimator}, but you also specify the object and the name of that object's property (as + a String) along with the values to animate between:
++ObjectAnimator anim = ObjectAnimator.ofFloat(foo, "alpha", 0f, 1f); +anim.setDuration(1000); +anim.start(); ++ +To have the {@link android.animation.ObjectAnimator} update properties correctly, you must do + the following:
+ +
set<propertyName>(). Because the {@link android.animation.ObjectAnimator}
+ automatically updates the property during animation, it must be able to access the property
+ with this setter method. For example, if the property name is foo, you need to
+ have a setFoo() method. If this setter method does not exist, you have three
+ options:
+
+ values... parameter in one of the {@link
+ android.animation.ObjectAnimator} factory methods, it is assumed to be the ending value of the
+ animation. Therefore, the object property that you are animating must have a getter function
+ that is used to obtain the starting value of the animation. The getter function must be in the
+ form of get<propertyName>(). For example, if the property name is
+ foo, you need to have a getFoo() method.targetObject.setPropName(float) and targetObject.getPropName(float)
+ if you construct the following {@link android.animation.ObjectAnimator}:
+ +ObjectAnimator.ofFloat(targetObject, "propName", 1f) ++
In many cases, you want to play an animation that depends on when another animation starts or + finishes. The Android system lets you bundle animations together into an {@link + android.animation.AnimatorSet}, so that you can specify whether to start animations + simultaneously, sequentially, or after a specified delay. You can also nest {@link + android.animation.AnimatorSet} objects within each other.
+ +The following sample code taken from the Bouncing + Balls sample (modified for simplicity) plays the following {@link android.animation.Animator} + objects in the following manner:
+ +bounceAnim.squashAnim1, squashAnim2, stretchAnim1, and
+ stretchAnim2 at the same time.bounceBackAnim.fadeAnim.+AnimatorSet bouncer = new AnimatorSet(); +bouncer.play(bounceAnim).before(squashAnim1); +bouncer.play(squashAnim1).with(squashAnim2); +bouncer.play(squashAnim1).with(stretchAnim1); +bouncer.play(squashAnim1).with(stretchAnim2); +bouncer.play(bounceBackAnim).after(stretchAnim2); +ValueAnimator fadeAnim = ObjectAnimator.ofFloat(newBall, "alpha", 1f, 0f); +fadeAnim.setDuration(250); +AnimatorSet animatorSet = new AnimatorSet(); +animatorSet.play(bouncer).before(fadeAnim); +animatorSet.start(); ++ +
For a more complete example on how to use animator sets, see the Bouncing + Balls sample in APIDemos.
+ ++You can listen for important events during an animation's duration with the listeners described below. +
{@link - android.animation.ValueAnimator.AnimatorUpdateListener#onAnimationUpdate - onAnimationUpdate()} - called on every frame of the animation. - Listen to this event to use the calculated values generated by - {@link android.animation.ValueAnimator} during an animation. To use the value, - query the {@link android.animation.ValueAnimator} object passed into the event - to get the current animated value with the - {@link android.animation.ValueAnimator#getAnimatedValue getAnimatedValue()} method.
+{@link android.animation.ValueAnimator.AnimatorUpdateListener#onAnimationUpdate + onAnimationUpdate()} - called on every frame of the animation. Listen to this event to + use the calculated values generated by {@link android.animation.ValueAnimator} during an + animation. To use the value, query the {@link android.animation.ValueAnimator} object + passed into the event to get the current animated value with the {@link + android.animation.ValueAnimator#getAnimatedValue getAnimatedValue()} method. Implementing this + listener is required if you use {@link android.animation.ValueAnimator}.
-If you are animating your own custom object (not View objects), this - callback must also call the {@link android.view.View#invalidate invalidate()} - method to force a redraw of the screen. If you are animating View objects, - {@link android.view.View#invalidate invalidate()} is automatically called when - a property of the View is changed.
++ Depending on what property or object you are animating, you might need to call + {@link android.view.View#invalidate invalidate()} on a View to force that area of the + screen to redraw itself with the new animated values. For example, animating the + color property of a Drawable object only cause updates to the screen when that object + redraws itself. All of the property setters on View, + such as {@link android.view.View#setAlpha setAlpha()} and + {@link android.view.View#setTranslationX setTranslationX()} invalidate the View + properly, so you do not need to invalidate the View when calling these methods with new values. +
+You can extend the {@link android.animation.AnimatorListenerAdapter} class - instead of implementing the {@link android.animation.Animator.AnimatorListener} - interface, if you do not want to implement all of the methods of the {@link - android.animation.Animator.AnimatorListener} interface. The {@link - android.animation.AnimatorListenerAdapter} class provides empty implementations of the - methods that you can choose to override.
+You can extend the {@link android.animation.AnimatorListenerAdapter} class instead of +implementing the {@link android.animation.Animator.AnimatorListener} interface, if you do not +want to implement all of the methods of the {@link android.animation.Animator.AnimatorListener} +interface. The {@link android.animation.AnimatorListenerAdapter} class provides empty +implementations of the methods that you can choose to override.
For example, the - Bouncing Balls sample in the API demos creates an {@link - android.animation.AnimatorListenerAdapter} for just the {@link - android.animation.Animator.AnimatorListener#onAnimationEnd onAnimationEnd()} + "{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/BouncingBalls.html">Bouncing + Balls sample in the API demos creates an {@link android.animation.AnimatorListenerAdapter} + for just the {@link android.animation.Animator.AnimatorListener#onAnimationEnd onAnimationEnd()} callback:
- -ValueAnimator fadeAnim = ObjectAnimator.ofFloat(newBall, "alpha", 1f, 0f);
+
+ValueAnimatorAnimator fadeAnim = ObjectAnimator.ofFloat(newBall, "alpha", 1f, 0f);
fadeAnim.setDuration(250);
fadeAnim.addListener(new AnimatorListenerAdapter() {
public void onAnimationEnd(Animator animation) {
balls.remove(((ObjectAnimator)animation).getTarget());
-}
+}
+
- The {@link android.animation.ObjectAnimator} is a subclass of the {@link - android.animation.ValueAnimator} (discussed in the previous section) - and combines the timing engine and value computation - of {@link android.animation.ValueAnimator} with the ability to animate a named property - of a target object. This makes animating any object much easier, as you no longer need - to implement the {@link android.animation.ValueAnimator.AnimatorUpdateListener}, because - the animated property updates automatically.
+Instantiating an {@link android.animation.ObjectAnimator} is similar to a {@link - android.animation.ValueAnimator}, but you also specify the object and that object's - property (as a String) that you want to animate:
-ObjectAnimator anim = ObjectAnimator.ofFloat(foo, "alpha", 0f, 1f); -anim.setDuration(1000); -anim.start();+
The property animation system provides the capability to animate changes to ViewGroup objects + as well as provide an easy way to animate View objects themselves.
-To have the {@link android.animation.ObjectAnimator} update properties correctly, - you must do the following:
+You can animate layout changes within a ViewGroup with the {@link + android.animation.LayoutTransition} class. Views inside a ViewGroup can go through an appearing + and disappearing animation when you add them to or remove them from a ViewGroup or when you call + a View's {@link android.view.View#setVisibility setVisibility()} method with {@link + android.view.View#VISIBLE}, android.view.View#INVISIBLE}, or {@link android.view.View#GONE}. The remaining Views in the + ViewGroup can also animate into their new positions when you add or remove Views. You can define + the following animations in a {@link android.animation.LayoutTransition} object by calling {@link + android.animation.LayoutTransition#setAnimator setAnimator()} and passing in an {@link + android.animation.Animator} object with one of the following {@link + android.animation.LayoutTransition} constants:
set<propertyName>(). Because the {@link
- android.animation.ObjectAnimator} automatically updates the property during
- animation, it must be able to access the property with this setter method. For
- example, if the property name is foo, you need to have a
- setFoo() method. If this setter method does not exist, you have three
- options:
+ APPEARING - A flag indicating the animation that runs on items that are
+ appearing in the container.CHANGE_APPEARING - A flag indicating the animation that runs on items that are
+ changing due to a new item appearing in the container.DISAPPEARING - A flag indicating the animation that runs on items that are
+ disappearing from the container.values... parameter,
- in one of the {@link android.animation.ObjectAnimator} factory methods, it is assumed to be
- the ending value of the animation. Therefore, the object property that you are
- animating must have a getter function that is used to obtain the starting value of
- the animation. The getter function must be in the form of
- get<propertyName>(). For example, if the property name is
- foo, you need to have a getFoo() method.targetObject.setPropName(float) and
- targetObject.getPropName(float) if you construct the following {@link
- android.animation.ObjectAnimator}:
- ObjectAnimator.ofFloat(targetObject, "propName", 1f)-
CHANGE_DISAPPEARING - A flag indicating the animation that runs on items that
+ are changing due to an item disappearing from the container.You can define your own custom animations for these four types of events to customize the look + of your layout transitions or just tell the animation system to use the default animations.
-If you want to animate a type that is unknown to the Android system,
- you can create your own evaluator by implementing the {@link
- android.animation.TypeEvaluator} interface. The types that are known by the Android
- system are int, float, or a color, which are supported by the
- {@link android.animation.IntEvaluator}, {@link android.animation.FloatEvaluator}, and
- {@link android.animation.ArgbEvaluator} type evaluators.
The + LayoutAnimations sample in API Demos shows you how to define animations for layout + transitions and then set the animations on the View objects that you want to animate.
+ +The
+ LayoutAnimationsByDefault and its corresponding layout_animations_by_default.xml
+ layout resource file show you how to enable the default layout transitions for ViewGroups in XML.
+ The only thing that you need to do is to set the android:animateLayoutchanges
+ attribute to true for the ViewGroup. For example:
+<LinearLayout + android:orientation="vertical" + android:layout_width="wrap_content" + android:layout_height="match_parent" + android:id="@+id/verticalContainer" + android:animateLayoutChanges="true" /> ++ +
Setting this attribute to true automatically animates Views that are added or removed from the + ViewGroup as well as the remaining Views in the ViewGroup.
+ +If you want to animate a type that is unknown to the Android system, you can create your own
+ evaluator by implementing the {@link android.animation.TypeEvaluator} interface. The types that
+ are known by the Android system are int, float, or a color, which are
+ supported by the {@link android.animation.IntEvaluator}, {@link
+ android.animation.FloatEvaluator}, and {@link android.animation.ArgbEvaluator} type
+ evaluators.
There is only one method to implement in the {@link android.animation.TypeEvaluator} - interface, the {@link android.animation.TypeEvaluator#evaluate evaluate()} method. - This allows the animator that you are using to return an - appropriate value for your animated property at the current point of the animation. The - {@link android.animation.FloatEvaluator} class demonstrates how to do this:
-public class FloatEvaluator implements TypeEvaluator {
+ interface, the {@link android.animation.TypeEvaluator#evaluate evaluate()} method. This allows
+ the animator that you are using to return an appropriate value for your animated property at the
+ current point of the animation. The {@link android.animation.FloatEvaluator} class demonstrates
+ how to do this:
+
+public class FloatEvaluator implements TypeEvaluator {
public Object evaluate(float fraction, Object startValue, Object endValue) {
float startFloat = ((Number) startValue).floatValue();
return startFloat + fraction * (((Number) endValue).floatValue() - startFloat);
}
-}
+}
+
- Note: When {@link android.animation.ValueAnimator} (or
- {@link android.animation.ObjectAnimator}) runs, it calculates a current elapsed
- fraction of the animation (a value between 0 and 1) and then calculates an eased
- version of that depending on what interpolator that you are using. The eased fraction
- is what your {@link android.animation.TypeEvaluator} receives through the fraction
- parameter, so you do not have to take into account the interpolator
- when calculating animated values.
Note: When {@link android.animation.ValueAnimator} (or {@link
+ android.animation.ObjectAnimator}) runs, it calculates a current elapsed fraction of the
+ animation (a value between 0 and 1) and then calculates an interpolated version of that depending
+ on what interpolator that you are using. The interpolated fraction is what your {@link
+ android.animation.TypeEvaluator} receives through the fraction parameter, so you do
+ not have to take into account the interpolator when calculating animated values.
An interpolator define how specific values in an animation are - calculated as a function of time. For example, you can specify animations to happen - linearly across the whole animation, meaning the animation moves evenly the entire - time, or you can specify animations to use non-linear time, for example, using - acceleration or deceleration at the beginning or end of the animation.
- -Interpolators in the animation system receive a fraction from Animators that represent the elapsed time - of the animation. Interpolators modify this fraction to coincide with the type of - animation that it aims to provide. The Android system provides a set of common - interpolators in the {@link android.view.animation android.view.animation package}. If - none of these suit your needs, you can implement the {@link - android.animation.TimeInterpolator} interface and create your own.
+An interpolator define how specific values in an animation are calculated as a function of + time. For example, you can specify animations to happen linearly across the whole animation, + meaning the animation moves evenly the entire time, or you can specify animations to use + non-linear time, for example, using acceleration or deceleration at the beginning or end of the + animation.
+ +Interpolators in the animation system receive a fraction from Animators that represent the + elapsed time of the animation. Interpolators modify this fraction to coincide with the type of + animation that it aims to provide. The Android system provides a set of common interpolators in + the {@link android.view.animation android.view.animation package}. If none of these suit your + needs, you can implement the {@link android.animation.TimeInterpolator} interface and create your + own.
As an example, how the default interpolator {@link android.view.animation.AccelerateDecelerateInterpolator} and the {@link - android.view.animation.LinearInterpolator} calculate eased fractions are compared below. The {@link - android.view.animation.LinearInterpolator} has no effect on the elapsed fraction, - because a linear interpolation is calculated the same way as the elapsed fraction. The - {@link android.view.animation.AccelerateDecelerateInterpolator} accelerates into the - animation and decelerates out of it. The following methods define the logic for these - interpolators:
+ android.view.animation.LinearInterpolator} calculate interpolated fractions are compared below. + The {@link android.view.animation.LinearInterpolator} has no effect on the elapsed fraction. The {@link + android.view.animation.AccelerateDecelerateInterpolator} accelerates into the animation and + decelerates out of it. The following methods define the logic for these interpolators:AccelerateDecelerateInterpolator
-public float getInterpolation(float input) {
+
+public float getInterpolation(float input) {
return (float)(Math.cos((input + 1) * Math.PI) / 2.0f) + 0.5f;
-}
+}
+
LinearInterpolator
-public float getInterpolation(float input) {
+
+public float getInterpolation(float input) {
return input;
-}
+}
+
The following table represents the approximate values that are calculated by these interpolators for an animation that lasts 1000ms:
@@ -423,9 +729,9 @@ anim.start();As the table shows, the {@link android.view.animation.LinearInterpolator} changes - the values at the same speed, .2 for every 200ms that passes. The {@link - android.view.animation.AccelerateDecelerateInterpolator} changes the values faster than - {@link android.view.animation.LinearInterpolator} between 200ms and 600ms and slower - between 600ms and 1000ms.
+As the table shows, the {@link android.view.animation.LinearInterpolator} changes the values + at the same speed, .2 for every 200ms that passes. The {@link + android.view.animation.AccelerateDecelerateInterpolator} changes the values faster than {@link + android.view.animation.LinearInterpolator} between 200ms and 600ms and slower between 600ms and + 1000ms.
-A {@link android.animation.Keyframe} object consists of a time/value pair that lets - you define a specific state at a specific time of an animation. Each keyframe can also - have its own interpolator to control the behavior of the animation in the interval - between the previous keyframe's time and the time of this keyframe.
+A {@link android.animation.Keyframe} object consists of a time/value pair that lets you define + a specific state at a specific time of an animation. Each keyframe can also have its own + interpolator to control the behavior of the animation in the interval between the previous + keyframe's time and the time of this keyframe.
-To instantiate a {@link android.animation.Keyframe} object, you must use one of the - factory methods, {@link android.animation.Keyframe#ofInt ofInt()}, {@link - android.animation.Keyframe#ofFloat ofFloat()}, or {@link - android.animation.Keyframe#ofObject ofObject()} to obtain the appropriate type of - {@link android.animation.Keyframe}. You then call the {@link - android.animation.PropertyValuesHolder#ofKeyframe ofKeyframe()} factory method to - obtain a {@link android.animation.PropertyValuesHolder} object. Once you have the - object, you can obtain an animator by passing in the {@link - android.animation.PropertyValuesHolder} object and the object to animate. The following - code snippet demonstrates how to do this:
-Keyframe kf0 = Keyframe.ofFloat(0f, 0f); -Keyframe kf1 = Keyframe.ofFloat(.9999f, 360f); +To instantiate a {@link android.animation.Keyframe} object, you must use one of the factory + methods, {@link android.animation.Keyframe#ofInt ofInt()}, {@link + android.animation.Keyframe#ofFloat ofFloat()}, or {@link android.animation.Keyframe#ofObject + ofObject()} to obtain the appropriate type of {@link android.animation.Keyframe}. You then call + the {@link android.animation.PropertyValuesHolder#ofKeyframe ofKeyframe()} factory method to + obtain a {@link android.animation.PropertyValuesHolder} object. Once you have the object, you can + obtain an animator by passing in the {@link android.animation.PropertyValuesHolder} object and + the object to animate. The following code snippet demonstrates how to do this:
++Keyframe kf0 = Keyframe.ofFloat(0f, 0f); +Keyframe kf1 = Keyframe.ofFloat(.5f, 360f); Keyframe kf2 = Keyframe.ofFloat(1f, 0f); PropertyValuesHolder pvhRotation = PropertyValuesHolder.ofKeyframe("rotation", kf0, kf1, kf2); ObjectAnimator rotationAnim = ObjectAnimator.ofPropertyValuesHolder(target, pvhRotation) rotationAnim.setDuration(5000ms);-For a more complete example on how to use keyframes, see the + +
For a more complete example on how to use keyframes, see the MultiPropertyAnimation sample in APIDemos.
-Choreographing multiple animations with AnimatorSet
+Animating Views
-In many cases, you want to play an animation that depends on when another animation - starts or finishes. The Android system lets you bundle animations together into an - {@link android.animation.AnimatorSet}, so that you can specify whether to start animations - simultaneously, sequentially, or after a specified delay. You can also nest {@link - android.animation.AnimatorSet} objects within each other.
+The property animation system allow streamlined animation of View objects and offerse + a few advantages over the view animation system. The view + animation system transformed View objects by changing the way that they were drawn. This was + handled in the container of each View, because the View itself had no properties to manipulate. + This resulted in the View being animated, but caused no change in the View object itself. This + led to behavior such as an object still existing in its original location, even though it was + drawn on a different location on the screen. In Android 3.0, new properties and the corresponding + getter and setter methods were added to eliminate this drawback.
+The property animation system + can animate Views on the screen by changing the actual properties in the View objects. In + addition, Views also automatically call the {@link android.view.View#invalidate invalidate()} + method to refresh the screen whenever its properties are changed. The new properties in the {@link + android.view.View} class that facilitate property animations are:
-The following sample code taken from the - Bouncing Balls sample (modified for simplicity) plays the following - {@link android.animation.Animator} objects in the following manner:
++
- -
translationXandtranslationY: These properties control where the + View is located as a delta from its left and top coordinates which are set by its layout + container.-
-- Plays
+bounceAnim.- -
rotation,rotationX, androtationY: These properties + control the rotation in 2D (rotationproperty) and 3D around the pivot point.- Plays
+squashAnim1,squashAnim2, -stretchAnim1, andstretchAnim2at the same time.- -
scaleXandscaleY: These properties control the 2D scaling of a + View around its pivot point.- Plays
+bounceBackAnim.- -
pivotXandpivotY: These properties control the location of the + pivot point, around which the rotation and scaling transforms occur. By default, the pivot + point is located at the center of the object.- Plays
-fadeAnim.AnimatorSet bouncer = new AnimatorSet(); -bouncer.play(bounceAnim).before(squashAnim1); -bouncer.play(squashAnim1).with(squashAnim2); -bouncer.play(squashAnim1).with(stretchAnim1); -bouncer.play(squashAnim1).with(stretchAnim2); -bouncer.play(bounceBackAnim).after(stretchAnim2); -ValueAnimator fadeAnim = ObjectAnimator.ofFloat(newBall, "alpha", 1f, 0f); -fadeAnim.setDuration(250); -AnimatorSet animatorSet = new AnimatorSet(); -animatorSet.play(bouncer).before(fadeAnim); -animatorSet.start(); ++ + xandy: These are simple utility properties to describe the + final location of the View in its container, as a sum of the left and top values and + translationX and translationY values.+ + + alpha: Represents the alpha transparency on the View. This value is 1 (opaque) + by default, with a value of 0 representing full transparency (not visible).To animate a property of a View object, such as its color or rotation value, all you need to + do is create a property animator and specify the View property that you want to + animate. For example:
++ObjectAnimator.ofFloat(myView, "rotation", 0f, 360f);-For a more complete example on how to use animator sets, see the - Bouncing Balls sample in APIDemos.
+For more information on creating animators, see the sections on animating with +ValueAnimator and ObjectAnimator -Declaring animations in XML
+Declaring Animations in XML
-As with view animation, you can declare property animations with - XML instead of doing it programmatically. The following Android classes also have XML - declaration support with the following XML tags:
+The property animation system lets you declare property animations with XML instead of doing + it programmatically. The following Android classes have XML declaration support with the + following XML tags:
<animator><objectAnimator><AnimatorSet><set>Both <animator> ({@link android.animation.ValueAnimator}) and
- <objectAnimator> ({@link android.animation.ObjectAnimator}) have the
- following attributes:
<objectAnimator> ({@link android.animation.ObjectAnimator}) have the following
+ attributes:
- android:durationandroid:valueFrom and android:valueTofloat or int) in
- XML. They can be float, int, or any kind of
- Object when creating animations programmatically.android:valueType"floatType" or "intType".android:startDelayandroid:repeatCount"-1" for infinite repeating or to a positive integer. For example, a value of
- "1" means that the animation is repeated once after the initial run of the
- animation, so the animation plays a total of two times. The default value is
- "0".android:durationandroid:repeatModeandroid:repeatCount must be set to a positive integer or
- "-1" for this attribute to have an effect. Set to "reverse" to
- have the animation reverse direction with each iteration or "repeat" to
- have the animation loop from the beginning each time.android:valueFrom and android:valueTofloat or
+ int) and color values (such as #00ff00). They can be float, int, colors,
+ or any kind of Object when creating animations programmatically.android:valueType"floatType" or "intType". The default is
+ "floatType" unless you specify something else or if the valuesFrom
+ and valuesTo values are colors.android:startDelayandroid:repeatCount"-1" to infinitely repeat or
+ to a positive integer. For example, a value of "1" means that the animation is
+ repeated once after the initial run of the animation, so the animation plays a total of two
+ times. The default value is "0", which means no repetition.android:repeatModeandroid:repeatCount must be set to a positive integer or "-1" for
+ this attribute to have an effect. Set to "reverse" to have the animation reverse
+ direction with each iteration or "repeat" to have the animation loop from the
+ beginning each time.The objectAnimator ({@link android.animation.ObjectAnimator}) element has the
- additional attribute propertyName, that lets you specify the name of the
- property being animated. The objectAnimator element does not expose a
- target attribute, however, so you cannot set the object to animate in the
- XML declaration. You have to inflate the XML resource by calling
- {@link android.animation.AnimatorInflater#loadAnimator loadAnimator()} and call
- {@link android.animation.ObjectAnimator#setTarget setTarget()} to set the target object, before calling
- {@link android.animation.ObjectAnimator#start start()}.
propertyName, that lets you specify the name of the property
+ being animated. The objectAnimator element does not expose a target
+ attribute, however, so you cannot set the object to animate in the XML declaration. You have to
+ inflate the XML resource by calling {@link android.animation.AnimatorInflater#loadAnimator
+ loadAnimator()} and call {@link android.animation.ObjectAnimator#setTarget setTarget()} to set
+ the target object unlike the underlying {@link android.animation.ObjectAnimator},
+ before calling {@link android.animation.ObjectAnimator#start start()}.
The set element ({@link android.animation.AnimatorSet}) exposes a single
- attribute, ordering. Set this attribute to together (default)
- to play all the animations in this set at once. Set this attribute to
- sequentially to play the animations in the order they are declared.
ordering. Set this attribute to together (default) to play
+ all the animations in this set at once. Set this attribute to sequentially to play
+ the animations in the order they are declared.
- You can specify nested set tags to further group animations together.
- The animations that you want to group together should be children of the
- set tag and can define their own ordering attribute.
You can specify nested set tags to further group animations together. The
+ animations that you want to group together should be children of the set tag and can
+ define their own ordering attribute.
As an example, this XML code creates an {@link android.animation.AnimatorSet} object
- that animates x and y at the same time (together is the default ordering
- when nothing is specified), then runs an animation that fades an object out:
<set android:ordering="sequentially"> +As an example, this XML code creates an {@link android.animation.AnimatorSet} object that + animates x and y at the same time, then runs an animation that fades an object out:
++<set android:ordering="sequentially"> <set> <objectAnimator android:propertyName="x" @@ -639,190 +960,11 @@ animatorSet.start(); android:propertyName="alpha" android:duration="500" android:valueTo="0f"/> -</set>- -In order to run this animation, you must inflate the XML resources in your code to - an {@link android.animation.AnimatorSet} object, and then set the target objects for all of - the animations before starting the animation set. Calling {@link - android.animation.AnimatorSet#setTarget setTarget()} sets a single target object for - all children of the {@link android.animation.AnimatorSet}.
- -View Animation
You can use View Animation in any View - object to perform tweened animation and frame by frame animation. Tween animation - calculates the animation given information such as the start point, end point, size, - rotation, and other common aspects of an animation. Frame by frame animation lets you - load a series of Drawable resources one after another to create an animation. - -Tween Animation
- -A tween animation can perform a series of simple transformations (position, size, - rotation, and transparency) on the contents of a View object. So, if you have a - {@link android.widget.TextView} object, you can move, rotate, grow, or shrink the text. If it has a background - image, the background image will be transformed along with the text. The {@link - android.view.animation animation package} provides all the classes used in a tween - animation.
- -A sequence of animation instructions defines the tween animation, defined by either - XML or Android code. As with defining a layout, an XML file is recommended because it's - more readable, reusable, and swappable than hard-coding the animation. In the example - below, we use XML. (To learn more about defining an animation in your application code, - instead of XML, refer to the {@link android.view.animation.AnimationSet} class and - other {@link android.view.animation.Animation} subclasses.)
- -The animation instructions define the transformations that you want to occur, when - they will occur, and how long they should take to apply. Transformations can be - sequential or simultaneous — for example, you can have the contents of a TextView - move from left to right, and then rotate 180 degrees, or you can have the text move and - rotate simultaneously. Each transformation takes a set of parameters specific for that - transformation (starting size and ending size for size change, starting angle and - ending angle for rotation, and so on), and also a set of common parameters (for - instance, start time and duration). To make several transformations happen - simultaneously, give them the same start time; to make them sequential, calculate the - start time plus the duration of the preceding transformation.
- -The animation XML file belongs in the
- -res/anim/directory of your - Android project. The file must have a single root element: this will be either a single -<alpha>,<scale>,<translate>, -<rotate>, interpolator element, or<set>element - that holds groups of these elements (which may include another -<set>). By default, all animation instructions are applied - simultaneously. To make them occur sequentially, you must specify the -startOffsetattribute, as shown in the example below.The following XML from one of the ApiDemos is used to stretch, then simultaneously - spin and rotate a View object.
-<set android:shareInterpolator="false"> - <scale - android:interpolator="@android:anim/accelerate_decelerate_interpolator" - android:fromXScale="1.0" - android:toXScale="1.4" - android:fromYScale="1.0" - android:toYScale="0.6" - android:pivotX="50%" - android:pivotY="50%" - android:fillAfter="false" - android:duration="700" /> - <set android:interpolator="@android:anim/decelerate_interpolator"> - <scale - android:fromXScale="1.4" - android:toXScale="0.0" - android:fromYScale="0.6" - android:toYScale="0.0" - android:pivotX="50%" - android:pivotY="50%" - android:startOffset="700" - android:duration="400" - android:fillBefore="false" /> - <rotate - android:fromDegrees="0" - android:toDegrees="-45" - android:toYScale="0.0" - android:pivotX="50%" - android:pivotY="50%" - android:startOffset="700" - android:duration="400" /> - </set> -</set>- -Screen coordinates (not used in this example) are (0,0) at the upper left hand - corner, and increase as you go down and to the right.
- -Some values, such as pivotX, can be specified relative to the object itself or - relative to the parent. Be sure to use the proper format for what you want ("50" for - 50% relative to the parent, or "50%" for 50% relative to itself).
- -You can determine how a transformation is applied over time by assigning an {@link - android.view.animation.Interpolator}. Android includes several Interpolator subclasses - that specify various speed curves: for instance, {@link - android.view.animation.AccelerateInterpolator} tells a transformation to start slow and - speed up. Each one has an attribute value that can be applied in the XML.
- -With this XML saved as
-hyperspace_jump.xmlin the -res/anim/directory of the project, the following code will reference - it and apply it to an {@link android.widget.ImageView} object from the layout.-ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage); -Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump); -spaceshipImage.startAnimation(hyperspaceJumpAnimation); +</set>-As an alternative to
- -startAnimation(), you can define a starting time - for the animation with{@link android.view.animation.Animation#setStartTime(long) - Animation.setStartTime()}, then assign the animation to the View with -{@link android.view.View#setAnimation(android.view.animation.Animation) - View.setAnimation()}.For more information on the XML syntax, available tags and attributes, see Animation Resources.
- -Note: Regardless of how your animation may move or - resize, the bounds of the View that holds your animation will not automatically adjust - to accommodate it. Even so, the animation will still be drawn beyond the bounds of its - View and will not be clipped. However, clipping will occur if the animation - exceeds the bounds of the parent View.
- -Frame Animation
- -This is a traditional animation in the sense that it is created with a sequence of - different images, played in order, like a roll of film. The {@link - android.graphics.drawable.AnimationDrawable} class is the basis for frame - animations.
- -While you can define the frames of an animation in your code, using the {@link - android.graphics.drawable.AnimationDrawable} class API, it's more simply accomplished - with a single XML file that lists the frames that compose the animation. Like the tween - animation above, the XML file for this kind of animation belongs in the -
- -res/drawable/directory of your Android project. In this case, the - instructions are the order and duration for each frame of the animation.The XML file consists of an
-<animation-list>element as the root - node and a series of child<item>nodes that each define a frame: a - drawable resource for the frame and the frame duration. Here's an example XML file for - a frame-by-frame animation:-<animation-list xmlns:android="http://schemas.android.com/apk/res/android" - android:oneshot="true"> - <item android:drawable="@drawable/rocket_thrust1" android:duration="200" /> - <item android:drawable="@drawable/rocket_thrust2" android:duration="200" /> - <item android:drawable="@drawable/rocket_thrust3" android:duration="200" /> -</animation-list> -- -This animation runs for just three frames. By setting the -
-android:oneshotattribute of the list to true, it will cycle - just once then stop and hold on the last frame. If it is set false then the - animation will loop. With this XML saved asrocket_thrust.xmlin the -res/drawable/directory of the project, it can be added as the background - image to a View and then called to play. Here's an example Activity, in which the - animation is added to an {@link android.widget.ImageView} and then animated when the - screen is touched:AnimationDrawable rocketAnimation; - -public void onCreate(Bundle savedInstanceState) { - super.onCreate(savedInstanceState); - setContentView(R.layout.main); - - ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image); - rocketImage.setBackgroundResource(R.drawable.rocket_thrust); - rocketAnimation = (AnimationDrawable) rocketImage.getBackground(); -} - -public boolean onTouchEvent(MotionEvent event) { - if (event.getAction() == MotionEvent.ACTION_DOWN) { - rocketAnimation.start(); - return true; - } - return super.onTouchEvent(event); -}- -It's important to note that the
- -start()method called on the - AnimationDrawable cannot be called during theonCreate()method of your - Activity, because the AnimationDrawable is not yet fully attached to the window. If you - want to play the animation immediately, without requiring interaction, then you might - want to call it from the{@link - android.app.Activity#onWindowFocusChanged(boolean) onWindowFocusChanged()}- method in your Activity, which will get called when Android brings your window into - focus.For more information on the XML syntax, available tags and attributes, see Animation Resources.
\ No newline at end of file +In order to run this animation, you must inflate the XML resources in your code to an {@link + android.animation.AnimatorSet} object, and then set the target objects for all of the animations + before starting the animation set. Calling {@link android.animation.AnimatorSet#setTarget + setTarget()} sets a single target object for all children of the {@link + android.animation.AnimatorSet}.
\ No newline at end of file diff --git a/docs/html/guide/topics/graphics/view-animation.jd b/docs/html/guide/topics/graphics/view-animation.jd new file mode 100644 index 0000000000000..ad27e1ce18ac0 --- /dev/null +++ b/docs/html/guide/topics/graphics/view-animation.jd @@ -0,0 +1,190 @@ +page.title=View Animation +@jd:body + +++ + You can use View Animation in any View object to + perform tweened animation and frame by frame animation. Tween animation calculates the animation + given information such as the start point, end point, size, rotation, and other common aspects of + an animation. Frame by frame animation lets you load a series of Drawable resources one after + another to create an animation. + +++In this document
+ + + +Tween Animation
+ +A tween animation can perform a series of simple transformations (position, size, rotation, + and transparency) on the contents of a View object. So, if you have a {@link + android.widget.TextView} object, you can move, rotate, grow, or shrink the text. If it has a + background image, the background image will be transformed along with the text. The {@link + android.view.animation animation package} provides all the classes used in a tween animation.
+ +A sequence of animation instructions defines the tween animation, defined by either XML or + Android code. As with defining a layout, an XML file is recommended because it's more readable, + reusable, and swappable than hard-coding the animation. In the example below, we use XML. (To + learn more about defining an animation in your application code, instead of XML, refer to the + {@link android.view.animation.AnimationSet} class and other {@link + android.view.animation.Animation} subclasses.)
+ +The animation instructions define the transformations that you want to occur, when they will + occur, and how long they should take to apply. Transformations can be sequential or simultaneous + - for example, you can have the contents of a TextView move from left to right, and then rotate + 180 degrees, or you can have the text move and rotate simultaneously. Each transformation takes a + set of parameters specific for that transformation (starting size and ending size for size + change, starting angle and ending angle for rotation, and so on), and also a set of common + parameters (for instance, start time and duration). To make several transformations happen + simultaneously, give them the same start time; to make them sequential, calculate the start time + plus the duration of the preceding transformation.
+ +The animation XML file belongs in the
+ +res/anim/directory of your Android + project. The file must have a single root element: this will be either a single +<alpha>,<scale>,<translate>, +<rotate>, interpolator element, or<set>element that holds + groups of these elements (which may include another<set>). By default, all + animation instructions are applied simultaneously. To make them occur sequentially, you must + specify thestartOffsetattribute, as shown in the example below.The following XML from one of the ApiDemos is used to stretch, then simultaneously spin and + rotate a View object.
++<set android:shareInterpolator="false"> + <scale + android:interpolator="@android:anim/accelerate_decelerate_interpolator" + android:fromXScale="1.0" + android:toXScale="1.4" + android:fromYScale="1.0" + android:toYScale="0.6" + android:pivotX="50%" + android:pivotY="50%" + android:fillAfter="false" + android:duration="700" /> + <set android:interpolator="@android:anim/decelerate_interpolator"> + <scale + android:fromXScale="1.4" + android:toXScale="0.0" + android:fromYScale="0.6" + android:toYScale="0.0" + android:pivotX="50%" + android:pivotY="50%" + android:startOffset="700" + android:duration="400" + android:fillBefore="false" /> + <rotate + android:fromDegrees="0" + android:toDegrees="-45" + android:toYScale="0.0" + android:pivotX="50%" + android:pivotY="50%" + android:startOffset="700" + android:duration="400" /> + </set> +</set> ++ +Screen coordinates (not used in this example) are (0,0) at the upper left hand corner, and + increase as you go down and to the right.
+ +Some values, such as pivotX, can be specified relative to the object itself or relative to the + parent. Be sure to use the proper format for what you want ("50" for 50% relative to the parent, + or "50%" for 50% relative to itself).
+ +You can determine how a transformation is applied over time by assigning an {@link + android.view.animation.Interpolator}. Android includes several Interpolator subclasses that + specify various speed curves: for instance, {@link android.view.animation.AccelerateInterpolator} + tells a transformation to start slow and speed up. Each one has an attribute value that can be + applied in the XML.
+ +With this XML saved as
+hyperspace_jump.xmlin theres/anim/+ directory of the project, the following code will reference it and apply it to an {@link + android.widget.ImageView} object from the layout.+ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage); +Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump); +spaceshipImage.startAnimation(hyperspaceJumpAnimation); ++ +As an alternative to
+ +startAnimation(), you can define a starting time for the + animation with{@link android.view.animation.Animation#setStartTime(long) + Animation.setStartTime()}, then assign the animation to the View with{@link + android.view.View#setAnimation(android.view.animation.Animation) View.setAnimation()}.For more information on the XML syntax, available tags and attributes, see Animation Resources.
+ +Note: Regardless of how your animation may move or resize, the + bounds of the View that holds your animation will not automatically adjust to accommodate it. + Even so, the animation will still be drawn beyond the bounds of its View and will not be clipped. + However, clipping will occur if the animation exceeds the bounds of the parent View.
+ +Frame Animation
+ +This is a traditional animation in the sense that it is created with a sequence of different + images, played in order, like a roll of film. The {@link + android.graphics.drawable.AnimationDrawable} class is the basis for frame animations.
+ +While you can define the frames of an animation in your code, using the {@link + android.graphics.drawable.AnimationDrawable} class API, it's more simply accomplished with a + single XML file that lists the frames that compose the animation. Like the tween animation above, + the XML file for this kind of animation belongs in the
+ +res/drawable/directory of + your Android project. In this case, the instructions are the order and duration for each frame of + the animation.The XML file consists of an
+<animation-list>element as the root node and a + series of child<item>nodes that each define a frame: a drawable resource for + the frame and the frame duration. Here's an example XML file for a frame-by-frame animation:+<animation-list xmlns:android="http://schemas.android.com/apk/res/android" + android:oneshot="true"> + <item android:drawable="@drawable/rocket_thrust1" android:duration="200" /> + <item android:drawable="@drawable/rocket_thrust2" android:duration="200" /> + <item android:drawable="@drawable/rocket_thrust3" android:duration="200" /> +</animation-list> ++ +This animation runs for just three frames. By setting the
+android:oneshot+ attribute of the list to true, it will cycle just once then stop and hold on the last + frame. If it is set false then the animation will loop. With this XML saved as +rocket_thrust.xmlin theres/drawable/directory of the project, it can + be added as the background image to a View and then called to play. Here's an example Activity, + in which the animation is added to an {@link android.widget.ImageView} and then animated when the + screen is touched:+AnimationDrawable rocketAnimation; + +public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + setContentView(R.layout.main); + + ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image); + rocketImage.setBackgroundResource(R.drawable.rocket_thrust); + rocketAnimation = (AnimationDrawable) rocketImage.getBackground(); +} + +public boolean onTouchEvent(MotionEvent event) { + if (event.getAction() == MotionEvent.ACTION_DOWN) { + rocketAnimation.start(); + return true; + } + return super.onTouchEvent(event); +} ++ +It's important to note that the
+ +start()method called on the AnimationDrawable + cannot be called during theonCreate()method of your Activity, because the + AnimationDrawable is not yet fully attached to the window. If you want to play the animation + immediately, without requiring interaction, then you might want to call it from the{@link + android.app.Activity#onWindowFocusChanged(boolean) onWindowFocusChanged()}method in your + Activity, which will get called when Android brings your window into focus.For more information on the XML syntax, available tags and attributes, see Animation Resources.
+