I am new to Java and am trying to delay one line of code after a user presses a button. The line of code incraments an array, i++. The reason I would like to do this is because I am animating two textViews by fading them. The one textView fades out while the other fades in and I am trying to change the word being displayed by only incrementing my array index after they have the same Alpha which is half of the animations set duration, 500. I have looked online and I have seen some suggesting a swing timer and other suggesting to use thread.sleep. Any suggestions? Here is the code for that button :).
public void nextWord(View view) { //nextWord is the onclick of the button
Button nextButton = findViewById(R.id.nextButton);
Button showTextButton = findViewById(R.id.showTextButton);
TextView wordTextView = findViewById(R.id.wordTextView);
EditText editTextView = findViewById(R.id.enterEditText);
ImageView logoImageView = findViewById(R.id.logoImageView);
TextView wordTextView1 = findViewById(R.id.wordTextView1);
i++; // need to delay this
String displayHint;
String displayText;
displayText = enterWord() + chooseArray();
displayHint = chooseArray();
wordTextView.setText(displayText);
editTextView.setHint(displayHint);
wordTextView1.setText(displayText) ;
enteredWords[i] = editTextView.getText().toString();
if (i%2 == 0) {
ObjectAnimator alphaAnimation = ObjectAnimator.ofFloat(wordTextView, View.ALPHA, 1f, 0f);
alphaAnimation.setDuration(1000);
ObjectAnimator otherAlphaAnimation = ObjectAnimator.ofFloat(wordTextView1, View.ALPHA, 0f, 1f);
otherAlphaAnimation.setDuration(1000);
AnimatorSet animatorSet = new AnimatorSet();
animatorSet.playTogether(otherAlphaAnimation,alphaAnimation);
animatorSet.start();
} else {
ObjectAnimator alphaAnimation = ObjectAnimator.ofFloat(wordTextView, View.ALPHA, 0f, 1f);
alphaAnimation.setDuration(1000);
ObjectAnimator otherAlphaAnimation = ObjectAnimator.ofFloat(wordTextView1, View.ALPHA, 1f, 0f);
otherAlphaAnimation.setDuration(1000);
AnimatorSet animatorSet = new AnimatorSet();
animatorSet.playTogether(otherAlphaAnimation,alphaAnimation);
animatorSet.start();
}
}
Try with
new Handler().postDelayed(Runnable r, long delay)
Use it like
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
// fade in new text view
}
}, 1000); // time needed for first animation to finish
Now, when first animation takes 1000 ms to finish, then second will start after 1000 ms too. You can put it inside final value to manipulate those delays at once to keep them synchronized
Related
I am trying to mimic animation and the color change for the following floating action button.
The way the floating action button works is white is off and blue is on.
However, I have been unsuccessful with the animation and changing the color.
These have been my attempts at doing this, as you can see I have commented out all the different ways I have tried to do this.
This is my code:
#SuppressWarnings("unused")
#OnClick(R.id.fabMovieFavourite)
public void addMovieFavourite(View view) {
/* final Animator animator = AnimatorInflater.loadAnimator(getActivity(), R.animator.add_favourite_movie);
animator.setTarget(view);)
animator.start();
*/
/*
AnimatorSet animatorSet = new AnimatorSet();
PropertyValuesHolder propertyValuesHolderX = PropertyValuesHolder.ofFloat(View.SCALE_X, 1.1f);
PropertyValuesHolder propertyValuesHolderY = PropertyValuesHolder.ofFloat(View.SCALE_Y, 1.1f);
ObjectAnimator objectAnimator = ObjectAnimator.ofPropertyValuesHolder(view, propertyValuesHolderX, propertyValuesHolderY);
objectAnimator.setDuration(300);
objectAnimator.setInterpolator(new OvershootInterpolator(10f));
*/
/*
objectAnimator.setRepeatCount(1);
objectAnimator.setRepeatMode(ObjectAnimator.REVERSE);
*/
/*
PropertyValuesHolder propertyValuesHolderX2 = PropertyValuesHolder.ofFloat(View.SCALE_X, 0.9f);
PropertyValuesHolder propertyValuesHolderY2 = PropertyValuesHolder.ofFloat(View.SCALE_Y, 0.9f);
ObjectAnimator objectAnimator2 = ObjectAnimator.ofPropertyValuesHolder(view, propertyValuesHolderX2, propertyValuesHolderY2);
objectAnimator.setDuration(300);
objectAnimator2.setInterpolator(new OvershootInterpolator(10f));
animatorSet.playSequentially(objectAnimator, objectAnimator2);
objectAnimator.start();
*/
// view.BackgroundTintList(ContextCompat.getColorStateList(getContext(), R.color.primary));
//view.setBackgroundColor(ContextCompat.getColor(getActivity(), R.color.primary));
if(Build.VERSION.SDK_INT > Build.VERSION_CODES.LOLLIPOP) {
Timber.d("start translationZ");
ObjectAnimator objectAnimator = ObjectAnimator.ofFloat(view, View.TRANSLATION_Z, 12f);
objectAnimator.setDuration(300);
objectAnimator.setInterpolator(new OvershootInterpolator(10f));
objectAnimator.setTarget(view);
objectAnimator.start();
}
}
Many thanks for any suggestions.
There're two phases in this animation. First one scales X and Y axis, and second one downscales it. So, we can divide them into two AnimatorSets and play them sequentially.
The key point of the animation is to find appropriate interpolator for the second AnimatorSet, because it's not standard one.
See, we want fab to overshoot, then undershoot and then finally settle up to the specified value in the animator.
Luckily, there's very handy PathInterpolator, which will create an interpolator for us with provided Path.
Path path = new Path();
path.moveTo(0.0f, 0.0f);
path.lineTo(0.5f, 1.3f);
path.lineTo(0.75f, 0.8f);
path.lineTo(1.0f, 1.0f);
PathInterpolator pathInterpolator = new PathInterpolator(path);
So, let's create the first animation:
final float from = 1.0f;
final float to = 1.3f;
ObjectAnimator scaleX = ObjectAnimator.ofFloat(fab, View.SCALE_X, from, to);
ObjectAnimator scaleY = ObjectAnimator.ofFloat(fab, View.SCALE_Y, from, to);
ObjectAnimator translationZ = ObjectAnimator.ofFloat(fab, View.TRANSLATION_Z, from, to);
AnimatorSet set1 = new AnimatorSet();
set1.playTogether(scaleX, scaleY, translationZ);
set1.setDuration(100);
set1.setInterpolator(new AccelerateInterpolator());
set1.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
fab.setImageResource(isActive ? R.drawable.heart_active : R.drawable.heart_passive);
fab.setBackgroundTintList(ColorStateList.valueOf(isActive ? colorActive : colorPassive));
isActive = !isActive;
}
});
We are scaling both x, y. Also, we are changing z translation to have appropriate shadow effect. When animation ends, we want to change fab state (color of heart and fab background).
Now let's create the animation to settle back:
ObjectAnimator scaleXBack = ObjectAnimator.ofFloat(fab, View.SCALE_X, to, from);
ObjectAnimator scaleYBack = ObjectAnimator.ofFloat(fab, View.SCALE_Y, to, from);
ObjectAnimator translationZBack = ObjectAnimator.ofFloat(fab, View.TRANSLATION_Z, to, from);
AnimatorSet set2 = new AnimatorSet();
set2.playTogether(scaleXBack, scaleYBack, translationZBack);
set2.setDuration(300);
set2.setInterpolator(pathInterpolator);
See here, we used pathInterpolator that we created earlier.
We want to play those two AnimatorSets sequentially:
final AnimatorSet set = new AnimatorSet();
set.playSequentially(set1, set2);
set.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
fab.setClickable(true);
}
#Override
public void onAnimationStart(Animator animation) {
fab.setClickable(false);
}
});
Also, we want to disable clicks on fab whilst animating it. So we are turning it on/off depending on animation state.
Finally, we launch the animation when a click happens:
fab.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
set.start();
}
});
Result:
Source code at github
I am trying to mimic animation and the color change for the following floating action button.
The way the floating action button works is white is off and blue is on.
However, I have been unsuccessful with the animation and changing the color.
These have been my attempts at doing this, as you can see I have commented out all the different ways I have tried to do this.
This is my code:
#SuppressWarnings("unused")
#OnClick(R.id.fabMovieFavourite)
public void addMovieFavourite(View view) {
/* final Animator animator = AnimatorInflater.loadAnimator(getActivity(), R.animator.add_favourite_movie);
animator.setTarget(view);)
animator.start();
*/
/*
AnimatorSet animatorSet = new AnimatorSet();
PropertyValuesHolder propertyValuesHolderX = PropertyValuesHolder.ofFloat(View.SCALE_X, 1.1f);
PropertyValuesHolder propertyValuesHolderY = PropertyValuesHolder.ofFloat(View.SCALE_Y, 1.1f);
ObjectAnimator objectAnimator = ObjectAnimator.ofPropertyValuesHolder(view, propertyValuesHolderX, propertyValuesHolderY);
objectAnimator.setDuration(300);
objectAnimator.setInterpolator(new OvershootInterpolator(10f));
*/
/*
objectAnimator.setRepeatCount(1);
objectAnimator.setRepeatMode(ObjectAnimator.REVERSE);
*/
/*
PropertyValuesHolder propertyValuesHolderX2 = PropertyValuesHolder.ofFloat(View.SCALE_X, 0.9f);
PropertyValuesHolder propertyValuesHolderY2 = PropertyValuesHolder.ofFloat(View.SCALE_Y, 0.9f);
ObjectAnimator objectAnimator2 = ObjectAnimator.ofPropertyValuesHolder(view, propertyValuesHolderX2, propertyValuesHolderY2);
objectAnimator.setDuration(300);
objectAnimator2.setInterpolator(new OvershootInterpolator(10f));
animatorSet.playSequentially(objectAnimator, objectAnimator2);
objectAnimator.start();
*/
// view.BackgroundTintList(ContextCompat.getColorStateList(getContext(), R.color.primary));
//view.setBackgroundColor(ContextCompat.getColor(getActivity(), R.color.primary));
if(Build.VERSION.SDK_INT > Build.VERSION_CODES.LOLLIPOP) {
Timber.d("start translationZ");
ObjectAnimator objectAnimator = ObjectAnimator.ofFloat(view, View.TRANSLATION_Z, 12f);
objectAnimator.setDuration(300);
objectAnimator.setInterpolator(new OvershootInterpolator(10f));
objectAnimator.setTarget(view);
objectAnimator.start();
}
}
Many thanks for any suggestions.
There're two phases in this animation. First one scales X and Y axis, and second one downscales it. So, we can divide them into two AnimatorSets and play them sequentially.
The key point of the animation is to find appropriate interpolator for the second AnimatorSet, because it's not standard one.
See, we want fab to overshoot, then undershoot and then finally settle up to the specified value in the animator.
Luckily, there's very handy PathInterpolator, which will create an interpolator for us with provided Path.
Path path = new Path();
path.moveTo(0.0f, 0.0f);
path.lineTo(0.5f, 1.3f);
path.lineTo(0.75f, 0.8f);
path.lineTo(1.0f, 1.0f);
PathInterpolator pathInterpolator = new PathInterpolator(path);
So, let's create the first animation:
final float from = 1.0f;
final float to = 1.3f;
ObjectAnimator scaleX = ObjectAnimator.ofFloat(fab, View.SCALE_X, from, to);
ObjectAnimator scaleY = ObjectAnimator.ofFloat(fab, View.SCALE_Y, from, to);
ObjectAnimator translationZ = ObjectAnimator.ofFloat(fab, View.TRANSLATION_Z, from, to);
AnimatorSet set1 = new AnimatorSet();
set1.playTogether(scaleX, scaleY, translationZ);
set1.setDuration(100);
set1.setInterpolator(new AccelerateInterpolator());
set1.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
fab.setImageResource(isActive ? R.drawable.heart_active : R.drawable.heart_passive);
fab.setBackgroundTintList(ColorStateList.valueOf(isActive ? colorActive : colorPassive));
isActive = !isActive;
}
});
We are scaling both x, y. Also, we are changing z translation to have appropriate shadow effect. When animation ends, we want to change fab state (color of heart and fab background).
Now let's create the animation to settle back:
ObjectAnimator scaleXBack = ObjectAnimator.ofFloat(fab, View.SCALE_X, to, from);
ObjectAnimator scaleYBack = ObjectAnimator.ofFloat(fab, View.SCALE_Y, to, from);
ObjectAnimator translationZBack = ObjectAnimator.ofFloat(fab, View.TRANSLATION_Z, to, from);
AnimatorSet set2 = new AnimatorSet();
set2.playTogether(scaleXBack, scaleYBack, translationZBack);
set2.setDuration(300);
set2.setInterpolator(pathInterpolator);
See here, we used pathInterpolator that we created earlier.
We want to play those two AnimatorSets sequentially:
final AnimatorSet set = new AnimatorSet();
set.playSequentially(set1, set2);
set.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
fab.setClickable(true);
}
#Override
public void onAnimationStart(Animator animation) {
fab.setClickable(false);
}
});
Also, we want to disable clicks on fab whilst animating it. So we are turning it on/off depending on animation state.
Finally, we launch the animation when a click happens:
fab.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
set.start();
}
});
Result:
Source code at github
I am using this part of code to create the animation:
private void animate(final ImageView imageView, final Drawable[] images, final int imageIndex,
final boolean forever) {
//imageView <-- The View which displays the images
//images[] <-- Holds R references to the images to display
//imageIndex <-- index of the first image to show in images[]
//forever <-- If equals true then after the last image it starts all over again with the
// first image resulting in an infinite loop. You have been warned.
int fadeInDuration = 1000; // Configure time values here
int timeBetween = 300;
int fadeOutDuration = 1000;
imageView.setVisibility(View.VISIBLE); //Visible or invisible by default -
// this will apply when the animation ends
imageView.setImageDrawable(images[imageIndex]);
Animation fadeIn = new AlphaAnimation(0, 1);
fadeIn.setInterpolator(new DecelerateInterpolator()); // add this
fadeIn.setDuration(fadeInDuration);
Animation fadeOut = new AlphaAnimation(1, 0);
fadeOut.setInterpolator(new AccelerateInterpolator()); // and this
fadeOut.setStartOffset(fadeInDuration + timeBetween);
fadeOut.setDuration(fadeOutDuration);
AnimationSet animation = new AnimationSet(false); // change to false
animation.addAnimation(fadeIn);
animation.addAnimation(fadeOut);
animation.setRepeatCount(1);
imageView.setAnimation(animation);
animation.setAnimationListener(new Animation.AnimationListener() {
public void onAnimationEnd(Animation animation) {
if (images.length - 1 > imageIndex) {
animate(imageView, images, imageIndex + 1, forever); //Calls itself until it gets to the end of the array
} else {
if (forever) {
animate(imageView, images, 0, forever); //Calls itself to start the animation all
// over again in a loop if forever = true
}
}
}
public void onAnimationRepeat(Animation animation) {
// TODO Auto-generated method stub
}
public void onAnimationStart(Animation animation) {
// TODO Auto-generated method stub
}
});
}
That piece of code works, the problem is that there's nothing between the fade in and fade out which makes you see whats under those picture (white screen).
I want the fade in to start while the fade out is running so you won't see the white background but always the pictures.
I've tried changing the timeBetween value to be zero (and even negative) which should change the offset of the second animation which will lead to the animations starting at the same time but without success - It only makes the image disappear faster and still doesn't make the requested effect (Fade in and Fade out together)
Could anyone explain how is it possible to make fade in and fade out activate simultaneously
I think the best way to do this is to have two ImageViews, both inside the same FrameLayout so that they overlap (which can also be done with RelativeLayout).
Top ImageView gets image 1.
Bottom ImageView gets image 2.
Animate top ImageView alpha from 1 to 0.
As top ImageView fades out, bottom ImageView becomes visible.
After animation ends, switch bottom image to top and set alpha back to 1.
Load new image in bottom
Repeat animation
Hi I was looking for a solution and found this Question.
I used Bitmaps for my solutions but I'm sure you can change it back.
Same is true for using the 2 imageviews (not passed with function)
This is my solution:
private void animate(final Bitmap[] images, final int imageIndex, final boolean forever) {
final ImageView imageView0 = mImageSlideShow0;
final ImageView imageView1 = mImageSlideShow1;
imageView0.setVisibility(View.VISIBLE);
imageView1.setVisibility(View.VISIBLE);
AnimationSet animationIn = null;
AnimationSet animationOut = null;
//images[] <-- Holds R references to the images to display
//imageIndex <-- index of the first image to show in images[]
//forever <-- If equals true then after the last image it starts all over again with the first image resulting in an infinite loop. You have been warned.
int fadeDuration = 1000; // Configure time values here
Animation fadeIn = new AlphaAnimation(0, 1);
fadeIn.setInterpolator(new DecelerateInterpolator()); // add this
fadeIn.setDuration(fadeDuration);
Animation fadeOut = new AlphaAnimation(1, 0);
fadeOut.setInterpolator(new AccelerateInterpolator()); // and this
fadeOut.setStartOffset( 2 * fadeDuration); //time that image is visible without any animations
fadeOut.setDuration(fadeDuration);
animationIn = new AnimationSet(false); // change to false
animationIn.addAnimation(fadeIn);
animationIn.setRepeatCount(1);
animationOut = new AnimationSet(false); // change to false
animationOut.addAnimation(fadeOut);
animationOut.setRepeatCount(1);
int animationInIndex = imageIndex;
int animationOutIndex = 0;
//if first image take last one in array
if(imageIndex != 0)
{
animationOutIndex = animationInIndex - 1;
}
else
{
animationOutIndex = images.length - 1;
}
//select the correct fade in / fade out view
if(mCurrentImageViewActive == 0)
{
//set correct image image view
imageView0.setImageBitmap(images[animationInIndex]);
imageView1.setImageBitmap(images[animationOutIndex]);
//set correct animation image view
imageView0.setAnimation(animationIn);
imageView1.setAnimation(animationOut);
//set next fade in view
mCurrentImageViewActive = 1;
}
else
{
imageView1.setImageBitmap(images[animationInIndex]);
imageView0.setImageBitmap(images[animationOutIndex]);
imageView1.setAnimation(animationIn);
imageView0.setAnimation(animationOut);
//set next fade in view
mCurrentImageViewActive = 0;
}
//if fade out is done call next action
animationOut.setAnimationListener(new Animation.AnimationListener()
{
public void onAnimationEnd(Animation animation)
{
if (images.length - 1 > imageIndex)
{
animate(images, imageIndex + 1,forever); //Calls itself until it gets to the end of the array
}
else
{
if (forever)
{
animate( images, 0,forever); //Calls itself to start the animation all over again in a loop if forever = true
}
}
}
public void onAnimationRepeat(Animation animation) {
// TODO Auto-generated method stub
}
public void onAnimationStart(Animation animation) {
// TODO Auto-generated method stub
}
});
}
I have this code and I want to rotate and scale an ImageView at the same time:
public class LayoutPunteggio extends RelativeLayout {
TextView ok;
LayoutInflater inflater;
RotateAnimation rotateAnimation1;
public LayoutPunteggio(Context context) {
super(context);
inflater = LayoutInflater.from(context);
init();
}
public void init() {
mano = new ImageView(getContext());
mano.setImageResource(R.drawable.mano);
mano.setX(100);
mano.setY(100);
addView(mano);
startScale(mano);
rotate();
}
public void rotate() {
rotateAnimation1.setInterpolator(new LinearInterpolator());
rotateAnimation1.setDuration(1000);
rotateAnimation1.setRepeatCount(-1);
mano.startAnimation(rotateAnimation1);
}
public void startScale(View view){
ScaleAnimation animation;
animation=new ScaleAnimation(1,2,1,2,1000, 1000);
animation.setDuration(1000);
view.startAnimation(animation);
}
}
I tried to apply the method rotate() then startScale(), but this doesn't work for both.
Does anyone have a solution?
You can use a library called NineOldAndroids.
There you have playTogether function of the AnimatorSet.
AnimatorSet animation = new AnimatorSet();
animation.playTogether(
ObjectAnimator.ofFloat(yourImageView, "rotation", 0, 360),
ObjectAnimator.ofFloat(yourImageView, "scaleX", 1, 2f),
ObjectAnimator.ofFloat(yourImageView, "scaleY", 1, 2f)
);
animation.setDuratio(1000);
animation.start();
You can also add a listener
animation.addListener(new AnimationListener(){
onAnimationStart....
onAnimationRepeat...
onAnimationEnd...
onAnimationCancel...
});
You can use this library: https://github.com/Yalantis/uCrop
Just pick the image or code the image path(if you don't want the user to change the image).
I guess you should use AnimationSet:
AnimationSet as = new AnimationSet(true);
// config rotation animation
RotateAnimation ra = new RotateAnimation(...);
ra.setDuration(1000);
...
// config scale animation
ScaleAnimation sa = new ScaleAnimation(...);
sa.setDuration(1000);
...
// Add animations
as.addAnimation(ra);
as.addAnimation(sa);
as.start();
Starting from Honeycomb animations are lot easier to implement, source: ViewPropertyAnimator
For instance changing coordinates of view:
ObjectAnimator animX = ObjectAnimator.ofFloat(myView, "x", 50f);
ObjectAnimator animY = ObjectAnimator.ofFloat(myView, "y", 100f);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.playTogether(animX, animY);
animSetXY.start();
I have a basic animation of a button after it is pressed currently in my application. After the button finishes animating, I can no longer click on it. It doesn't even press with an orange highlight.
Any help?
Here's my code:
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
animation = new AnimationSet(true);
animation.setFillAfter(true);
Animation translate = new TranslateAnimation(Animation.RELATIVE_TO_SELF, 0.0f, Animation.RELATIVE_TO_SELF, 0.0f, Animation.RELATIVE_TO_SELF, 0.0f, Animation.RELATIVE_TO_SELF, 5.0f);
translate.setDuration(500);
animation.addAnimation(translate);
LayoutAnimationController controller = new LayoutAnimationController(animation, 0.25f);
generate = (Button)findViewById(R.id.Button01);
generate.setOnClickListener(new View.OnClickListener(){
public void onClick(View v){
keyFromTop();
}
});
}
public void keyFromTop(){
generate.setAnimation(animation);
}
Animations affect only the drawing of widgets, which means after the animation is done, your button is still at its previous location. You need to manually update the layout parameters of your button if you want to move it to the new location. Also, your AnimationSet and your AnimationController are useless.
If you want to be able to click the button after the animation is complete, you have to manually move the component.
Here's an example of a translate animation applied to a button:
public class Test2XAnimation extends Activity {
private RelativeLayout buttonContainer;
private Button button;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
button = (Button) this.findViewById(R.id.button1);
buttonContainer = (RelativeLayout) button.getParent();
}
public void startTapped(View view) {
animateButton(200, 100);
}
public void buttonTapped(View view) {
Toast.makeText(this, "tap", Toast.LENGTH_SHORT).show();
}
private RelativeLayout.LayoutParams params;
private CharSequence title;
private void animateButton(final int translateX, final int translateY) {
TranslateAnimation translate = new TranslateAnimation(0, translateX, 0,
translateY);
translate.setDuration(1500);
translate.setAnimationListener(new AnimationListener() {
public void onAnimationEnd(Animation animation) {
buttonContainer.removeView(button);
button = new Button(Test2XAnimation.this);
button.setText(title);
button.setOnClickListener(new OnClickListener() {
public void onClick(View v) {
buttonTapped(button);
}
});
params.leftMargin = translateX + params.leftMargin;
params.topMargin = translateY + params.topMargin;
params.rightMargin = 0 + params.rightMargin;
params.bottomMargin = 0 + params.bottomMargin;
button.setLayoutParams(params);
buttonContainer.addView(button);
}
public void onAnimationRepeat(Animation animation) {
}
public void onAnimationStart(Animation animation) {
params = (RelativeLayout.LayoutParams) button.getLayoutParams();
title = button.getText();
}
});
button.startAnimation(translate);
}
}
The method startTapped() is triggered when a user clicks a button in the UI. The other button moves by (200,100). At the end, I remove the old one and create a new one, thenaI add it to the parent view. You can see that buttonTapped() is called after the animation.
A suggestion: you can use NineOldAndroids project if you want to support both the new and the old way of animating a component, then you can check the OS version and run this code only on Gingerbread and lower versions.
I really struggled with shuffling layout params to make the "real" button match up to its animated location. I finally succeeded by using this approach. I extended ImageButton and overrode getHitRect:
#Override
public void getHitRect(Rect outRect) {
Rect curr = new Rect();
super.getHitRect(curr);
outRect.bottom = curr.bottom + 75;
outRect.top = curr.top + 75;
outRect.left = curr.left;
outRect.right = curr.right;
}
Then, I could use this button in the troublesome view:
<com.sample.YPlus75ImageButton a:id="#+id/....
It's worth noting that all of this changes for 3.0.