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Android drawing an animated line

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I'm currently working with graphics and paths, and I can successufully display whatever I want.

But instead of drawing a line directly on my SurfaceView, I'd like to draw it progressively in an animation.

What I've done so far is to create a Path and then to use PathMeasure to retrieve the coordinates progressively along the path. Here is basically what I've done so far

PathMeasure pm = new PathMeasure(myPath, false);

    float position = 0;
    float end = pm.getLength();
    float[] coord = {0,0,0,0,0,0,0,0,0};

    while (position < end){
        Matrix m = new Matrix();
        // put the current path position coordinates into the matrix
        pm.getMatrix(position, m, PathMeasure.POSITION_MATRIX_FLAG | PathMeasure.TANGENT_MATRIX_FLAG);
        // put the matrix data into the coord array (coord[2] = x and coord[5] = y)
        m.getValues(coord);
        ????
        position += 1;

    }

The question marks is where I'm stuck. I want to draw the path progressively and see it animated on the screen. I couldn't find much info about it on the internet, so any clue would be much appreciated if you have already come across the same situation. The final effect I want to create is like a pencil drawing progressively a text automatically.

like image 513
Sasuke Avatar asked Mar 20 '11 10:03

Sasuke


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2 Answers

Instead of creating a for loop, you can use the ObjectAnimator class to callback to one of your class's methods every time you'd like to draw a bit more of the path.

import android.animation.ObjectAnimator;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.DashPathEffect;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.PathEffect;
import android.graphics.PathMeasure;
import android.util.AttributeSet;
import android.view.View;
import android.util.Log;

public class PathView extends View
{
    Path path;
    Paint paint;
    float length;

    public PathView(Context context)
    {
        super(context);
    }

    public PathView(Context context, AttributeSet attrs)
    {
        super(context, attrs);
    }

    public PathView(Context context, AttributeSet attrs, int defStyleAttr)
    {
        super(context, attrs, defStyleAttr);
    }

    public void init()
    {
        paint = new Paint();
        paint.setColor(Color.BLUE);
        paint.setStrokeWidth(10);
        paint.setStyle(Paint.Style.STROKE);

        path = new Path();
        path.moveTo(50, 50);
        path.lineTo(50, 500);
        path.lineTo(200, 500);
        path.lineTo(200, 300);
        path.lineTo(350, 300);

        // Measure the path
        PathMeasure measure = new PathMeasure(path, false);
        length = measure.getLength();

        float[] intervals = new float[]{length, length};

        ObjectAnimator animator = ObjectAnimator.ofFloat(PathView.this, "phase", 1.0f, 0.0f);
        animator.setDuration(3000);
        animator.start();
    }

    //is called by animtor object
    public void setPhase(float phase)
    {
        Log.d("pathview","setPhase called with:" + String.valueOf(phase));
        paint.setPathEffect(createPathEffect(length, phase, 0.0f));
        invalidate();//will calll onDraw
    }

    private static PathEffect createPathEffect(float pathLength, float phase, float offset)
    {
        return new DashPathEffect(new float[] { pathLength, pathLength },
            Math.max(phase * pathLength, offset));
    }

    @Override
    public void onDraw(Canvas c)
    {
        super.onDraw(c);
        c.drawPath(path, paint);
    }
}

Then, just call init() to begin the animation, like this (or if you'd like it to start as soon as the view is inflated, put the init() call inside the constructors):

PathView path_view = (PathView) root_view.findViewById(R.id.path);
path_view.init();

Also see this question here, and this example, which I've based my code on.

like image 190
skunkwerk Avatar answered Sep 24 '22 10:09

skunkwerk


I just have resolve this problem, here what I do:

private float[] mIntervals = { 0f, 0f };
private float drawSpeed = 2f;
private int currentPath = -1;
private PathMeasure mPathMeasure = new PathMeasure();
private ArrayList<Path> mListPath = new ArrayList<Path>(this.pathCount);


@Override
protected void onDraw(Canvas canvas) {
   if (mIntervals[1] <= 0f && currentPath < (pathCount - 1)) {
     // Set the current path to draw
     // getPath(int num) a function to return a path.
     Path newPath = this.getPath(mListPath.size());
     this.mListPath.add(newPath);
     this.mPathMeasure.setPath(newPath, false);
     mIntervals[0] = 0;
     mIntervals[1] = this.mPathMeasure.getLength();
   }

  if (mIntervals[1] > 0) {
     // draw the previous path
     int last = this.mListPath.size();
     for (int i = 0; i < last; i++) {
        canvas.drawPath(this.mListPath.get(i), mPaint);
     }
     // partially draw the last path
     this.mPaint.setPathEffect(new DashPathEffect(mIntervals, 0f));

     canvas.drawPath(this.mListPath.get(last), mPaint);

     // Update the path effects values, to draw a little more
     // on the path.
     mIntervals[0] += drawSpeed;
     mIntervals[1] -= drawSpeed;

     super.invalidate();
  } else {
     // The drawing have been done, draw it entirely
     for (int i = 0; i < this.mListPath.size(); i++) {
        canvas.drawPath(this.mListPath.get(i), mPaint);
     }
  }
}

This example, is an adaptation of what I've done (to simplify the example). Hope you will understand it. Since I've just made this function working, It lacks of optimizations and things like that.

Hope it will help ;-)

like image 35
vono Avatar answered Sep 22 '22 10:09

vono