I want to set an infinite move animation around a circle to a View
like picture below.How can i achieve this?
This View may be a TextView
or any simple or complex view.
I know i can put my view in a ViewGroup
and set a rotation animation, but i don't want to rotate the view because orientation of the view is important.
createCircularReveal() method enables you to animate a clipping circle to reveal or hide a view. To reveal a previously invisible view using this effect: // previously invisible view View myView = findViewById(R. id.
I am not aware of anything to natively do this, so I think your best approach here would be to determine the path of your animation (the xy coordinates) and create a Handler
to repeatedly postDelayed
. Each iteration of your handler firing will just translate the view to its next point in the path.
Edit: I've create a solution and tested it with both moving right and left, and moving in a circle.
ViewPathAnimator.java:
import android.graphics.Path;
import android.graphics.PathMeasure;
import android.os.Handler;
import android.util.Pair;
import android.view.View;
import java.lang.ref.WeakReference;
import java.util.HashMap;
public class ViewPathAnimator
{
public static final int DEFAULT_DELAY = 1000 / 10;
public static final int DEFAULT_FRAMESKIP = 3;
private static Handler handler;
private static HashMap<Integer, PathRunnable> animatedViews;
public static void animate(View view, Path path)
{
animate(view, path, DEFAULT_DELAY, DEFAULT_FRAMESKIP);
}
public static void animate(View view, Path path, int delay)
{
animate(view, path, delay, DEFAULT_FRAMESKIP);
}
public static void animate(View view, Path path, int delay, int frameSkip)
{
if (animatedViews == null)
{
animatedViews = new HashMap<>();
}
if (handler == null)
{
handler = new Handler();
}
if (animatedViews.containsKey(view.hashCode()))
{
cancel(view);
}
PathRunnable runnable = new PathRunnable(view, path, delay, frameSkip);
animatedViews.put(view.hashCode(), runnable);
handler.postDelayed(runnable, delay);
}
public static void cancel(View view)
{
if (animatedViews != null && handler != null)
{
PathRunnable task = animatedViews.get(view.hashCode());
if (task != null)
{
handler.removeCallbacks(task);
animatedViews.remove(view.hashCode());
}
}
}
private static class PathRunnable implements Runnable
{
private WeakReference<View> view;
Pair<Float, Float>[] points;
private int delay;
private int frameSkip;
private int frame;
PathRunnable(View view, Path path, int delay, int frameSkip)
{
this.view = new WeakReference<>(view);
this.points = getPoints(path);
this.delay = delay;
this.frameSkip = Math.max(frameSkip, 0);
this.frame = 0;
}
@Override
public void run()
{
frame = (frame + frameSkip + 1) % points.length;
Pair<Float, Float> pair = points[frame];
View v = view.get();
if (v != null)
{
v.setTranslationX(pair.first);
v.setTranslationY(pair.second);
handler.postDelayed(this, delay);
}
}
// https://stackoverflow.com/questions/7972780/how-do-i-find-all-the-points-in-a-path-in-android
private Pair<Float, Float>[] getPoints(Path path)
{
PathMeasure pathMeasure = new PathMeasure(path, true);
int frames = (int) pathMeasure.getLength();
Pair<Float, Float>[] pointArray = new Pair[frames];
float length = pathMeasure.getLength();
float distance = 0f;
float speed = length / pointArray.length;
int counter = 0;
float[] aCoordinates = new float[2];
while ((distance < length) && (counter < pointArray.length))
{
// get point from the path
pathMeasure.getPosTan(distance, aCoordinates, null);
pointArray[counter] = new Pair<>(aCoordinates[0], aCoordinates[1]);
counter++;
distance = distance + speed;
}
return pointArray;
}
}
}
This can now be given a Graphics
path to animate along, like this
View view = findViewById(R.id.text);
Path path = new Path();
path.addCircle(0, 0, 100, Path.Direction.CW);
ViewPathAnimator.animate(view, path, 1000/ 30, 2);
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