I'm new in android development and have now problem and can not understand why and solve it.
Sorry, here is my idea and hope it helps to understand my question:
I would like to develop an app for the kids. I have two car roads. On both roads drive different cars with a certain number (0-10). The cars drive from left to right with the help of animation. A question with a number is asked. The child has to click on a certain car with the number x.
Below I've imageview (imgCarUp1) and try to animate from left to right. During animation I want to make click-event on my image and should run some code.
`
imgCarUp1 = findViewById(R.id.imgCarUp_1);
imgCarUp1.setImageResource(vehicleUpStreetList.get(0).getResId());
imgCarUp1.setTag(vehicleUpStreetList.get(0).getResId());
imgNumberUp1.setOnClickListener(view -> {
Log.d(TAG, String.format("setOnClickListener Tag: %s", view.getTag()));
...
});
TranslateAnimation animation = new TranslateAnimation(0, width - 50, 0, 0);
Animation.AnimationListener animL = new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
LogUtils.i(TAG, "onAnimationEnd is stopped!");
}
};
animation.setAnimationListener(animL);
animation.setDuration(15000);
animation.setRepeatCount(5);
animation.setRepeatMode(1);
animation.setFillAfter(true);
imgNumberUp1.startAnimation(animation);
`
Aninmation is working well. But if I try to click on imageview (imgNumberUp1) nothing will work. But if I click on area where animation was started, setOnClickListener works. I should be able to make click during animation. What is here my problem? Can someone please help with code?
Thanks a lot for helping.
Tried to search in internet, without any solution yet.
You are using Translate animation. Translate Animation translates the views position to the animated positions and wont actually change the views original position.
So you will need to change X and Y value to change the original position and then handle clicks wherever the animation is currently positioned
you can do .
view.animate().X().y().start()
while x and y will have the params of where you want to animate
I just want to check that the power button is pressed or not in LibGDX and if it is pressed then exit/close the game or something else like change screen.
I used this code:
#Override
public void render(SpriteBatch sb) {
sb.begin();
if(Gdx.input.isKeyPressed(Input.Keys.POWER)){
Gdx.app.exit();
}
sb.end();
}
but this is not working. After I press the button screen turns off and when I turn it back on the game resumes from exactly where I left it.
I wanted to keep the screen on on power button press but I didn't find any solution on that.
Now I at least want to access the button and then do something on button press.
the same code works for volume up/down button.
Code:
#Override
public void render(SpriteBatch sb) {
sb.begin();
if(Gdx.input.isKeyPressed(Input.Keys.VOLUME_UP)){
Gdx.app.exit();
}
sb.end();
}
Please describe if I'm doing anything wrong and what shall I do.
You can do all saves in pause method that is available in Screen and ApplicationListener classes. It will be called when you exit the app or block device.
#Override
public void pause () {
// save here
}
Before you read, this will be informative: Java JFrame won't show up after using .setVisible(true) after being invisible
Hello I am working on a library API that let's you capture an area of the screen, and it returns you a class that contains the ByteArrayInputStream and utility methods like createBufferedImage, createFile, etc.
Basically you create a Bootstrap instance, and pass the capturer type you want as a dependency (ScreenshotCapturer or GifCapturer):
Bootstrap b = new Bootstrap(new ScreenshotCapturer());
And the beginCapture method receives an object that implements ScreenCaptureCallback which is the callback event that the captured result will be passed to.
This is a short background.
Now when you use the beginCapture method, basically what it does is creates new instance of SelectionCamera, this is basically the component that paints the selection area you're selecting when dragging the mouse, and updates the listeners.
once created instance, it calls super.setVisible(true);
After that method gets called, the frame will show up, and also show the old painted screen for like 600-500miliseconds, I am not exactly sure, but it disappears so quickly.
Take a look at this live example:
Note use the video option, otherwise you will not see what I'm seeing as gif is too slow to show it!
http://gyazo.com/d2f0432ada37842966b42dfd87be4240
You can see after I click Screenshot again, it shows the old selected area and disappears quickly. (by the way the frame you see in the gif is not part of the app, just dummy hello world example usage).
The process of image capture.
Step 1
beginCapture gets called:
public void beginCapture(final ScreenCaptureCallback c) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
capturer.setCallback(c);
capturer.beginSelection();
}
});
}
Step 2
beginSelection gets called in the Capturer class (ScreenshotCapturer extends Capturer (abstract)
#Override
public void beginSelection() {
super.init();
this.setHotkeys();
super.getCamera().startSelection();
}
Step 3
CaptureCamera#startSelection() gets called
public void startSelection() {
super.getContentPane().removeAll();
super.getContentPane().repaint();
super.setCursor(Cursor.getPredefinedCursor(Cursor.CROSSHAIR_CURSOR));
this.selector = new SelectionCamera();
this.selectionMosueAdapter.updateCamera(this.selector);
this.selectionMouseMotion.updateCamera(this.selector);
super.add(this.selector);
super.setVisible(true);
super.repaint();
super.getContentPane().repaint();
}
Step 4
The user selects an area, and both mouse listener and mouse motion listens to it(Take a look at mouse motion):
#Override
public void mouseDragged(MouseEvent e) {
Point dragPoint = e.getPoint();
Point startPoint = this.selector.getStartPoint();
int x = Math.min(startPoint.x, dragPoint.x);
int y = Math.min(startPoint.y, dragPoint.y);
int width = Math.max(startPoint.x - dragPoint.x, dragPoint.x - startPoint.x);
int height = Math.max(startPoint.y - dragPoint.y, dragPoint.y - startPoint.y);
this.selector.setCameraDimension(width, height);
this.selector.setCoordinates(x, y);
this.camera.repaint(); // important
}
by the way this.selector is SelectorCamera which is the component that paints the selection area.
Step 5
CaptureCamera#endSelection() gets called, this method gets the x,y, width, height from the selection camera and passes it to the capturer class which uses Robot to get screenshot with that rectangle, and before that it removes ALL components from the content pane, and repaints everything and then sets visibility to false.
public void endSelection() {
super.setCursor(Cursor.getPredefinedCursor(Cursor.DEFAULT_CURSOR));
int x = this.selector.getCameraX();
int y = this.selector.getCameraY();
int w = this.selector.getCameraWidth();
int h = this.selector.getCameraHeight();
super.getContentPane().removeAll();
super.getContentPane().repaint();
//super.repaint();
super.setVisible(false);
this.c.startCapturing(x, y, w, h);
}
Basically this is the last step, rest steps are unnecessary for the debugging as it only sends back the callback.
I really tried my best explaining the process of my application, I've tried figuring it out for 5 and half hours now, and no luck at all. Tried different ways, by creating new SelectionCamera object as you see, doesn't work.
Why is it doing this? Is it something to do with the swing core?
SelectionCamera code: https://github.com/BenBeri/WiseCapturer/blob/master/src/il/ben/wise/SelectionCamera.java
Thanks in advance.
Based on this example...
try {
final Bootstrap b = new Bootstrap(new ScreenshotCapturer());
b.beginCapture(new ScreenCaptureCallback() {
#Override
public void captureEnded(CapturedImage img) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
b.beginCapture(new ScreenCaptureCallback() {
#Override
public void captureEnded(CapturedImage img) {
System.out.println("...");
JFrame frame = new JFrame();
frame.add(new JLabel(new ImageIcon(img.getBufferedImage())));
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
});
}
});
}
});
System.out.println("Hello");
} catch (AWTException exp) {
exp.printStackTrace();
}
I won't focus on the initialise stage of the first round, I will focus on the initialisation of the second round as this is where the problem is...
b.beginCapture call's this.capturer.beginSelection();, which calls super.getCamera().startSelection(); which calls setVisible(true) (CaptureCamera been a JFrame).
This will immediately show what ever was previously displayed on the CaptureCamera. It's important to note here, that no new instances of objects were created through the process...
Now, I made a lot of changes to the base testing this, but it appears that the problem is with the restoration of the frame when it's made visible for the second time. This seems to be an issue with the transparency support of the Window as it seems to restore the last "known" state instead of repainting the window immediately...
Now, I tried clearing the selector before making the CaptureCamera invisible to no eval, as the window seems to be made invisible before the selector is painted.
The final solution I came up with was to call dispose on the CaptureCamera, which releases it's native peer and therefore destroys the old graphics context, forcing the frame to rebuild itself when it is made visible again.
"A" problem with this could be the fact that when all the windows are disposed (and the only running threads are daemon threads), the JVM will exit...
This was an issue during my testing as I was using a javax.swing.Timer to put a delay between the first and second capture process so I could see where the problem was occurring and this caused my JVM to exit (as the timer uses a daemon thread and I had no other windows open).
I got around this by creating a tiny (1x1) transparent window in the Capturer class, keep this in mind if the JVM exists gracefully for no reason ;)
Side Notes...
Now, there is an issue with SelectionCamera (which extends JPanel), it is opaque, but is using a transparent background, this is incredibly dangerous as Swing only knows how to deal with opaque or fully transparent components.
public SelectionCamera() {
super.setBackground(new Color(0, 0, 0, 0));
super.setVisible(false);
}
Should be updated to something like...
public SelectionCamera() {
setOpaque(false);
//super.setBackground(new Color(0, 0, 0, 0));
super.setVisible(false);
}
I'm also confused over the use of super.xxx, the only reason you would do this is if you had overrriden those methods and didn't want to call them at this time...In my testing, I removed all the calls to super where a method wasn't overridden in the current class (and I wasn't already in the overriden method)
Also, the paintComponent method should be calling super.paintComponent
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(new Color(0, 0, 0, 0.5f));
g.fillRect(this.x, this.y, this.width, this.height);
}
Make Frame left to be -10,000 then set visible true, add a timer 2 seconds (try lower to 25-100 milliseconds, just to give it sligth pause to invalidate content) , on timer :left to 0 . I think it works due to caching & double buffereing. Frame shows what it had in buffer, buffer points to old image due to caching/ lazy repaint.
Alternative :
Maybe a repaint or invalidate before your show would work too, and don't need to do the left -10,000. I dont work much with ui-swing, just a but years back and remember some strange things like this.
Hello I am working out a game and I wonder how to dispose resources as I am experiencing memory problems.
I have something like this:
public SplashScreen implements Screen {
#Override
public void render(float delta) {
}
#Override
public void dispose() {
if (batch != null)
batch.dispose();
batch = null;
}
}
public MapScreen implements Screen {
#Override
public void render(float delta) {
}
#Override
public void show() {
splashScreenInstance.dispose();
}
#Override
public void dispose() {
if (mesh != null)
mesh.dispose();
mesh = null;
}
}
And I am disposing the splash screen as soon as the show method of MapScreen is called. Previously I'd settled the screen to the MapScree. Still the render method of the splashScreenInstance is called and I'd received null pointer exceptions. Why this is so?
I'd expect that once I set another screen, the previous one is no longer rendered. This is not seemingly so. I'd tried disposing right after setting the screen using the game instance, right after the hide method is called on the screen I want to dispose and finally on the show method of the next screen. All of these cases still renders the previous screen a few times before rendering the current one.
I really need to recover memory and also I don't want to test each time (On the render method) for null pointers as this has performance penalties.
Any suggestions?
Thanks
This is how I usually handle this problem:
public SplashScreen implements Screen {
#Override
public void render(float delta) {
// I assume that you have a reference to the game somewhere to switch the screen
game.setScreen(new MapScreen());
dispose();
return;
}
}
I first set the new Screen, then dispose() the current one and then immediately stop any further execution of the current screen via return. This way the current render cycle should be stopped and in the next cycle the render() of your next screen will be called.
Another approach might be to call dispose() in your hide() method of the Screens, because that is going to be the last method being called before the Game will use the next screen. This is especially useful when there could be several different next screens. In that case there will still be only a single place of dispose() and that will be in the hide() method.
Where are you calling setScreen? Since everything should be happening in the rendering thread (even InputListeners) you should be able to call setScreen in your first Screen and then return from the render method. The Game instance will automatically call hide on your first Screen which is where you can call dispose.
I'm making a chat room with a JTextPane with html function. Users are able to input html tag to show image on the screen. But I'm having a problem to keep the scrollbar at bottom. I already try to do
SwingUtilities.invokeLater(new Runnable() {
public void run() {
vertical.setValue(vertical.getMaximum());
}
});
but the scrollbar scroll down then scroll up again. It seems like the picture finish loading after the function been called. I also tried:
ClientScreen._chatMsgPane.setCaretPosition(_chatMsgPane.getDocument().getLength());
but the result are the same. Is there's any event will trigger after all image finish loading? Or is there any other way to fix this?
I've never tried this on a JTextPane that is loading an image but Smart Scrolling might work for you.
JComponent has a method named scrollRectToVisible which is designed to do this:
SwingUtilities.invokeLater(new Runnable() {
public void run() {
int end = chatMsgPane.getDocument().getLength();
try {
chatMsgPane.scrollRectToVisible(chatMsgPane.modelToView(end));
} catch (BadLocationException e) {
throw new RuntimeException(e); // Should never get here.
}
}
});
I'm not entirely sure how you are addng the image to the JTextPane, but if you are loading it yourself, you can load it in a different thread with ImageIO.read and then scroll to bottom when the read is finished; or, if you want to show the image progressively, you can obtain an ImageReader from ImageIO, and pass your own listener to its addIIOReadProgressListener method.