I'm trying to implement a circular reveal animation which consist to reveal the view according the user finger when he's touching the view.
First, my view is inside an infinite circular reveal loop to keep the rounded aspect as long as the user do nothing.
Then when the user touch the view and start to swipe I calculated a factor inside the ACTION_MOVE
to increase the radius in real time and call the circular reveal at each pass.
public void reveal(final View view,
final float centerX,
final float centerY,
final float startRadius,
final float endRadius,
final int duration) {
anim = ViewAnimationUtils.createCircularReveal(view, (int)centerX, (int)centerY, (int)startRadius, (int)endRadius);
anim.setDuration(duration);
anim.addListener(new Animator.AnimatorListener() {
@Override
public void onAnimationStart(Animator animation) {
}
@Override
public void onAnimationEnd(Animator animation) {
if (isRepeating) {
reveal(view,centerX,centerY,startRadius,endRadius,duration);
}
}
@Override
public void onAnimationCancel(Animator animation) {
}
@Override
public void onAnimationRepeat(Animator animation) {
}
});
anim.start();
}
I recall the circular reveal method again inside its Listener to create the loop and the most important to avoid visual distortion.
I have noticed that if I didn't do this way some very fast distortion showed up because the animation duration is faster than each pass in ACTION_MOVE
so the anim have time to finish before the next pass.
The distortion is the representation of the missing part of the view when the animation is finished and came back very fast to the current radius set with the Touch like a flash.
So this way with the method recall inside the Listener is working great until there.
Problem : On one of my devices there are senseless distortion in all directions while swiping.
According to my logs it's not a radius distortion because the start and end radius is always the same after each pass so the radius should not be moving like this especially when the finger is stopped, and the animation never stop thanks to the Listener like I explained above.
What am I doing wrong ?
I searched a lot and didn't find the same problem so I tried other ways like drawing canvas but unfortunately it doesn't match with my needs.
Is there another way to achieve this kind of animation even completely differently ?
Any lead is appreciate thanks in advance
EDIT : inside the ACTION_MOVE
scaleRadius = (float) (2 * distance / maxWidth + startScale);
if (scaleRadius < 1) {
scaleRadius = 1;
}
animator.reveal(this, middleCircleX, middleCircleY,
initialCircleRadius*scaleRadius, initialCircleRadius*scaleRadius, 0);
Logs : Always the same factor then the radius should not move because my finger is stopped
2020-03-27 15:42:56.113 onTouch: scaleRadius 1.7870371
2020-03-27 15:42:56.113 onTouch: scaleRadius 1.7870373
2020-03-27 15:42:56.227 onTouch: scaleRadius 1.7870371
2020-03-27 15:42:56.227 onTouch: scaleRadius 1.7870373
2020-03-27 15:42:56.331 onTouch: scaleRadius 1.7870374
2020-03-27 15:42:56.331 onTouch: scaleRadius 1.7870371
I am assuming that you dont want the flickering animation but rather that the radius of your circe transitions smoothly and becomes either bigger or smaller as a function of how far you swipe on the screen. (please correct me if this assumption is wrong)
I will assume that centerX
and centerY
are always the same value and are basically global variables.
Create a couple of additional global variables:
boolean animIsCurrentlyPlaying=false;
float mCurrentRadius=initialCircleSize; //i guess this is 1 in your case
float mTargetRadius;
Now on the ACTION_MOVE
event you will do the following:
1- set mTargetRadius
to be some function of the distance between centerX
and centerY
and the position of the finger on the screen (euclidean distance might be a good pick here is an example);
mTargetRadius=Float.valueOf(Math.sqrt((double)(Math.pow(event.getX()-centerX,2)+Math.pow(event.getY()-centerY,2))));
2- excecute the following method revealModified(view, 100);
public void revealModified(final View view,
final int duration) {
if(!animIsCurrentlyPlaying){
//here i just reference the global vars
anim = ViewAnimationUtils.createCircularReveal(view, centerX, centerY, mCurrentRadius, mTargetRadius);
mCurrentRadius=mTargetRadius;
anim.setDuration(duration);
anim.addListener(new Animator.AnimatorListener() {
@Override
public void onAnimationEnd(Animator animation) {
animIsCurrentlyPlaying=false;
if(mCurrentRadius!=mTargetRadius){
revealModified(view, 100);
}
}
});
animIsCurrentlyPlaying=true;
anim.start();
}
}
the method will be excecuted every time you move your finger ever so slightly. I set the duration to 100 ms but that can be shorter if you find its not reactive enough. anytime you move your finger a flag is set so no other animations can be started on top and the transition is always smooth.if you move your finger while an anim is playing then revealModified
will be reexecured in the if statement within onAnimationEnd.
let me know if it works and especially if this is what you wanted
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