From f99b782b9f3a78fd814d6fd9be9b202142760677 Mon Sep 17 00:00:00 2001
From: Robert Ly
+These classes provide functionality for the property animation system, which allows you
+to animate object properties of any type.
+You can set many different types of interpolators (contained in {@link android.view.animation}),
+specify {@link android.animation.Keyframe keyframes}, or group animations to play sequentially
+or simultaneously (with {@link android.animation.AnimatorSet}) to further control your animation
+behaviors.
+For a guide on how to use the property animation system, see the
+Animation developer guide.
+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 with a custom {@link android.animation.TypeEvaluator}.
+
-
-
-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 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. -Like 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 startOffset attribute, 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.xml in the res/anim/ directory of the
-project, the following Java 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.
- - -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.xml in 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 the onCreate() 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
diff --git a/docs/html/guide/topics/graphics/animation.jd b/docs/html/guide/topics/graphics/animation.jd
new file mode 100644
index 0000000000000..c977d51c14dac
--- /dev/null
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+page.title=Animation
+@jd:body
+ ValueAnimatorObjectAnimatorTypeEvaluatorThe 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.
The property animation system allows you to define many aspects of an animation, + such as:
+ +Most of the property animation system's features can be found in + {@link android.animation android.animation}. Because the + Animating with ValueAnimator + for more information. + +
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.
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 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, 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 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.
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.
+ +Once the eased fraction is calculated, {@link android.animation.ValueAnimator} calls + the appropriate {@link android.animation.TypeEvaluator} to calculate the final value of + the property that you are animating, based on the eased fraction, the starting value, + and ending value of the animation.
+ +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 over and the duration of the animation.
+ 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.
You can also specify a custom type to animate by doing the following:
+ +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 startPropertyValue and
+ endPropertyValue using the logic supplied by MyTypeEvaluator
+ for 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}:
+ +{@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.
+ +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.
+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()} + callback:
+ValueAnimator 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(); ++ +
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)+
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 {
+
+ 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.
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:
+ +AccelerateDecelerateInterpolator
+public float getInterpolation(float input) {
+ return (float)(Math.cos((input + 1) * Math.PI) / 2.0f) + 0.5f;
+ }
+
+ LinearInterpolator
+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:
+ +| ms elapsed | + +Elapsed fraction/Eased fraction (Linear) | + +Eased fraction (Accelerate/Decelerate) | +
|---|---|---|
| 0 | + +0 | + +0 | +
| 200 | + +.2 | + +.1 | +
| 400 | + +.4 | + +.345 | +
| 600 | + +.6 | + +.8 | +
| 800 | + +.8 | + +.9 | +
| 1000 | + +1 | + +1 | +
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.
+ +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);
+ 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
+ MultiPropertyAnimation sample in APIDemos.
+
+ 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.
+ +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:
+ +<animator><objectAnimator><AnimatorSet>Both <animator> ({@link android.animation.ValueAnimator}) and
+ <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: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()}.
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.
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"> + <set> + <objectAnimator + android:propertyName="x" + android:duration="500" + android:valueTo="400" + android:valueType="int"/> + <objectAnimator + android:propertyName="y" + android:duration="500" + android:valueTo="300" + android:valueType="int" > + </set> + <objectAnimator + 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}.
+ +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
+ startOffset attribute, 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.xml in 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); ++ +
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.
+ +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.xml in 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 the onCreate() 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.
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