Preferences to change the background animation of an app - java

I am trying to make Settings in the app, specificly a ListPreference to be able to change the background animation of the app, but I can't do it, nothing changes if you choose option 1 or option 2... I followed a similar tutorial and tried to make it work for me, but nothing so far.
Here is the java
SharedPreferences backChooser = PreferenceManager.getDefaultSharedPreferences(getBaseContext());
String values = backChooser.getString("list", "1");
img = (ImageView) findViewById(R.id.imageView1);
img.setBackgroundResource(R.drawable.anim1);
animation = (AnimationDrawable) img.getDrawable();
animation.start();
if (values.contentEquals("1")) {
img.setBackgroundResource(R.drawable.anim1);
animation = (AnimationDrawable) img.getDrawable();
animation.start();
}
if (values.contentEquals("2")) {
img.setBackgroundResource(R.drawable.anim2);
animation = (AnimationDrawable) img.getDrawable();
animation.start();
}
and here is the xml of the preferences
<?xml version="1.0" encoding="utf-8"?>
<ListPreference
android:entries="#array/list"
android:entryValues="#array/listvalues"
android:key="list"
android:summary="This is a list to choose from"
android:title="List" />

This line of code
img.setBackgroundResource(R.drawable.anim1);
sets an ImageView's "Background".
Were as this code
img.getDrawable();
gets an ImageView's "Drawable" or the image on it, not the actual "Background" image.
Since you want to retrieve the image that you've once set as the BG of "img", this code
img.getBackground();
is the one that you need.

Related

Add View programmatically and after adding on button click change view background

Add View dynamically in LinearLayout and after adding View change any View background on the click button.
LinearLayout.LayoutParams layoutParams = new LinearLayout.LayoutParams(width, height);
ImageView img1 = new ImageView(this);
img1.setLayoutParams(layoutParams);
img1.setImageBitmap(icon);
llLayout.addView(img1);
ImageView img2 = new ImageView(this);
img2.setLayoutParams(layoutParams);
img2.setImageBitmap(icon);
llLayout.addView(img2);
ImageView img3 = new ImageView(this);
img3.setLayoutParams(layoutParams);
img3.setImageBitmap(icon);
llLayout.addView(img3);
On button, click change all imageview background or particular ImageView.
Note : llLayout is my linear layout this layout adding in XML
when you are adding imageView into linear layout, at that time you are setImageBitmap to imageView.
if you want to reset Image to Imageview, you should use img1.setImageResource
btn.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
//use anyone as your requirement
img1.setBackgroundResource(); // for set background resource from drawable folder(for src)
img1.setBackground();// for set background(Drawable)(for background)
img1.setBackgroundColor(); //for set background color(for background)
}
});
I am not sure if I understand the question correctly, but If you mean change specific image background with onClick event on a button .. If you have the image reference change it .. but if you mean you are adding the image view dynamically like inside for loop and you don't have the reference you can create Arraylist and add the added images into it then loop on this arraylist to change all the images background or filter the specific image you want to change

How to animate an ImageView from left to fill the screen?

I have an image set in an ImageView and I want to animate it such a way that initially nothing is displayed on the screen and the the image enters from left and go towards right and finally fill the screen
In the code that i examine the image enters from left but doesn't fill the screen and left blank behind itself
ObjectAnimator transAnimation=
ObjectAnimator.ofFloat(imageView,"translationX",-100,100);
transAnimation.setDuration(3000);//set duration
transAnimation.start();//start animation
The code for animation that you posted seems to be working fine. The problem that you have is with imageview itself and the place it takes over your screen.
You said that your imageview is not taking full space and leaving blank space behind it,
so to fix it simply make your imageview width = match_parent. and if it still doesn't work then add scaleType=centerCrop
UPDATE:
Add this code to your onCreate()
imageView.post(new Runnable() {
#Override
public void run() {
startImageAnimation();
}
});
private void startImageAnimation() {
ObjectAnimator animation = ObjectAnimator.ofFloat(imageView, "translationX",-(imageView.getWidth()), 0);
animation.setDuration(1100);
animation.start();
}
step 1: create below left_to_right_anim file in anim directory of res
<?xml version="1.0" encoding="utf-8"?>
<set
xmlns:android="http://schemas.android.com/apk/res/android"
android:interpolator="#android:anim/linear_interpolator"
android:fillAfter="true">
<translate
android:fromXDelta="0%p"
android:toXDelta="75%p"
android:duration="800" />
</set>
step 2:
//your image view
imageView = (ImageView) findViewById(R.id.img);
//name of animation from anim directory
animSlide = AnimationUtils.loadAnimation(getApplicationContext(),
R.anim.left_to_right_anim);
// Start the animation like this
imageView.startAnimation(animSlide);
step 3:
now calculate time of animation and when your imageview animate at right side stop it and set it into your screen.
to achieve this you can user handler when you start your animation.
Thread's run() method is used to get time of your animation.
thanks ;)
What about using TransistionManager?
val slideRight= Slide()
slideRight.slideEdge = Gravity.RIGHT
slideRight.mode = Slide.MODE_IN
slideRight.addTarget(logoImageView)
slideRight.duration = ANIMATION_DURATION
TransitionManager.beginDelayedTransition(parentContainer, slideRight)
logoImageView.visibility = VISIBLE
It is snippet from my working code in Kotlin
Also you can use TransitionSet to combine animations

I need help on android Toast view as icon on error

My activity is a Video Player Activity and its working fine, On some Videos it must throw a message (handleHardwareAccelerationError) if the video is not supported or high quality.
It shows as Toast with message fine.
Now I would like to change this Toast message to show a picture or small icon instead, is this possible? Here is my code for handleHardwareAccelerationError, Thanks in advance.
private void handleHardwareAccelerationError() {
mHardwareAccelerationError = true;
if (mSwitchingView)
return;
Toast.makeText(this, R.string.hardware_acceleration_error, Toast.LENGTH_LONG).show();
}
what I have tried is this but didnt show anything.
private void handleHardwareAccelerationError() {
mHardwareAccelerationError = true;
if (mSwitchingView)
return;
final View popupView = getLayoutInflater().inflate(R.layout.myinforbar, null);
mError = (ImageView) popupView.findViewById(R.id.errornew);
mError.setVisibility(View.VISIBLE);
}
and here is myinforbar.xml
<LinearLayout android:gravity="center_vertical" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="21dp" android:layout_marginLeft="0.0dip" android:layout_marginTop="5.0dip"
android:background="#drawable/button5_background">
<ImageView
android:id="#+id/errornew"
android:src="#drawable/everyone_icon_nearby_cur"
android:layout_width="wrap_content"
android:layout_height="fill_parent"
android:visibility="invisible"/>
</LinearLayout>
EDITED:
The original activity is long and it can be found here rather then pasting the whole activity you can see it here VideoPlayerActivity
( private void handleHardwareAccelerationError)
New Update...
This is without the message (onHardwareError) applied, I want to see icon inside this bottom little box that popup when video playing (infobar) instead of Toast message.
Toast is farily limited, you cannot show icons.
Edit: Gunjav Dave says it's possible, so it's approach worth a try.
Anyway this free library: SuperToast
can make what you need.
If you prefer to stick to Google's standards you can use, instead, the Snackbars, that don't allow, as far as I know, to put an icon, but can anyway be associated with an action/button, and they are standard.
I can't understand what you try to do with popupView, if you want to use a PopupWindow you have to use a completely different syntax. This Balloon Popup library of mine helps you to make a popup attached to a View, using a PopupWindow, you can also inflate into it a layout, or use it as an example on how to make a PopupWindow.
Edit:
You are inflating a layout inside a view, but this doesn't show the view. Instead, you should use a PopupWindow, and inflate inside it a layout.
This is an example taken from my BalloonPopup library:
// ....
hostedView = ((LayoutInflater) ctx.getSystemService(LAYOUT_INFLATER_SERVICE)).inflate(layoutRes, null);
textView = (TextView) hostedView.findViewById(R.id.text_view);
textView.setText(text);
// ....
popupWindow = new PopupWindow(hostedView, LinearLayout.LayoutParams.WRAP_CONTENT, LinearLayout.LayoutParams.WRAP_CONTENT);
In other words, you should be able to do something like
PopupWindow popupWindow = new popupWindow(mError, LinearLayout.LayoutParams.WRAP_CONTENT, LinearLayout.LayoutParams.WRAP_CONTENT);
in your code to show the popup window.
These are the essential points of the code, then you can reposition the popup, and eventually keep track of it to edit and re-show it instead of always creating from scratch. Please consider, anyway, to use BalloonPopup library, that does what you need, without getting crazy with animations, display times, window's permanence and positioning. You can just inflate into it your layout, for example with an icon and a text, and make it appear exactly on the center of another View, that can be your (already present) media player.
More edit:
Another very simple solution.
To get it simple, create a RelativeLayout, that hosts all your video player, and then create a simple ImageView in the center of it. Set its visibility to GONE when hidden and to VISIBLE when the error must be shown. Subsequently, you can use a timer or a touchListener to close it making it GONE again.
Try this
private void handleHardwareAccelerationError() {
mHardwareAccelerationError = true;
if (mSwitchingView)
return;
final View popupView = getLayoutInflater().inflate(R.layout.myinforbar, null);
PopupWindow pw = new PopupWindow(popupView , 300, 400, true);
pw.showAtLocation(popupView , Gravity.CENTER, 0, 0);
mError = (ImageView) popupView.findViewById(R.id.errornew);
mError.setVisibility(View.VISIBLE);
}
XML Name or Layout Name would be
<LinearLayout xmlns:androidclass="http://schemas.android.com/apk/res/android"
android:gravity="center_vertical"
android:orientation="horizontal"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:background="#drawable/button5_background">
<ImageView
android:id="#+id/errornew"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/ic_launcher"/>
</LinearLayout>
Put This in Class:
LayoutInflater inflater = LayoutInflater.from(this);
View layout= inflater.inflate(R.layout.myinforbar, null);
Toast toast = new Toast(getApplicationContext());
toast.setDuration(Toast.LENGTH_SHORT);
toast.setGravity(Gravity.CENTER_VERTICAL, 0, 0);
toast.setView(layout);
toast.show();

Android ImageButton swap resource leaves 'residue'

I have 2 Images:
IMG_1:
IMG_1_PRESSED:
I display IMG_1 by default, but when I click on it, the image should change to IMG_1_PRESSED.
Here's a code snippet of the button itself, where be is an enum containing the correct drawables:
ImageButton ib = new ImageButton(this.context);
ib.setImageResource(be.getDrawable());
ib.setScaleType(ImageButton.ScaleType.CENTER_INSIDE);
ib.setBackgroundColor(Color.TRANSPARENT);
ib.setPadding(0, 0, 0, 0);
ib.setAdjustViewBounds(true);
ib.setMaxWidth(width);
ib.setMaxHeight(height);
setStrengthListener(ib, be);
And here is the setStrengthListener method:
private void setStrengthListener(final ImageButton ib, final ButtonEnum be){
ib.setOnTouchListener(new View.OnTouchListener() {
#SuppressLint("ClickableViewAccessibility")
#Override
public boolean onTouch(View v, MotionEvent event) {
switch(event.getAction()) {
case MotionEvent.ACTION_DOWN:
ib.setImageResource(be.getDrawablePressed());
return true;
case MotionEvent.ACTION_UP:
ib.setImageResource(be.getDrawable());
return true;
}
return false;
}
});
}
Now both images are 480x240 and width and height are set to device's width/3 and device's width/6 respectively (I want to display 3 images, hence the /3).
Here's the problem, if the button is pressed, I get this:
There's this little line under the pressed button... I've tried a lot to fix this but somehow that little line has made itself my greatest enemy today.
As an extra effort: the line doesn't show anymore if I set the original resource to IMG_1_PRESSED:
ImageButton ib = new ImageButton(this.context);
ib.setImageResource(be.getDrawablePressed());
ib.setScaleType(ImageButton.ScaleType.CENTER_INSIDE);
ib.setBackgroundColor(Color.TRANSPARENT);
ib.setPadding(0, 0, 0, 0);
....etc
But obviously I don't want to start with a pressed button.
So dear Android experts, what am I doing wrong here?
This is the simplest solution as i know,
Try this
create Xml inside your Drawable folder
<?xml version="1.0" encoding="utf-8"?>
<selector xmlns:android="http://schemas.android.com/apk/res/android">
<item android:drawable="#drawable/btn_pressed_img"android:state_pressed="true" />
<item android:drawable="#drawable/btn_normal_image" />
</selector>
Then add this drawable file as background to your View
Example :
<ImageView
android:id="#+id/enter_btn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:adjustViewBounds="true"
android:maxHeight="100dip"
android:maxWidth="100dip"
android:layout_centerHorizontal="true"
android:layout_alignParentBottom="true"
android:background="#drawable/enter_btn" />
or in Java code
yourView.setImageResource(R.drawable.*drawablefile*);
You can use ImageButton also but ImageView would look better than ImageButton since it doesn't have button borders.
So after a hell of a lot of trial and error, I managed to get that grey line away. In the end it was very simple really, though I'm not completely sure why this fixed it:
The main layout:
LinearLayout ll = new LinearLayout(this);
ll.setLayoutParams(new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT));
ll.setOrientation(LinearLayout.HORIZONTAL);
ll.setGravity(Gravity.TOP);
The view creation (layout for imageview is unchanged):
ImageView iv = tbb.getTopBarButton(ButtonEnum.IMG_1);
LinearLayout iViewLayout = new LinearLayout(this);
iViewLayout.setLayoutParams(new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
iViewLayout.setOrientation(LinearLayout.HORIZONTAL);
iViewLayout.addView(iv);
ll.addView(iViewLayout);
Adding a separate layout per imageview seemed to remove the grey line. Would love to know WHY this works though, but for future reference, at least I hope to help others.

Android - how to return to original screen view after setContentView(img)

I have written an app which has a screen view containing a thumbnail that I want to expand to full screen view (with pan and zoom) when I click it.
The large view with pan an zoom works fine, but I want to return to the original view when I click the large image.
final TouchImageView imgBig = new TouchImageView(Dashboard.this);
final ImageView img = (ImageView) findViewById(R.id.graph);
final Bitmap bitmap = result.getImage();
img.setImageBitmap(bitmap);
img.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
imgBig.setImageBitmap(bitmap);
imgBig.setMaxZoom(4f);
setContentView(imgBig);
imgBig.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// What do I need to do here to return to original thumbnail screen view?
}
});
}
});
Have tried a number of things without success!
Just the original setContentView(R.layout.main) will set it back.
It might be better to have an ImageView in the layout xml and set its image and show and hide it. Otherwise you are stuck with just one view which may be limiting.
When you do a setContentView its initializing your activity with that content. So if you want to just put something on top of it you could just have a hidden view. In your layout xml code make an image view that sits on top of all the other views. Then set its visibility="gone" so its hidden.
Then in your onClick instead of calling setContentView just set the image bitmap like you do and call imgBig.setVisibility(View.Gone or View.Visible) to show or hide your big image.
Another possibility is to have 2 activities. And call startActivity to show your big image and then finish to go back to the other activity like it was.
Another possibility is to use fragments, but that probably more involved.

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