Android AnimationDrawable 并知道动画何时结束
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Android AnimationDrawable and knowing when animation ends
提问by LostDroid
I want to do an animation with several image-files, and for this the AnimationDrawable works very well. However, I need to know when the animation starts and when it ends (i.e add a listener like the Animation.AnimationListener). After having searched for answers, I'm having a bad feeling the AnimationDrawable does not support listeners..
我想用几个图像文件制作动画,为此 AnimationDrawable 效果很好。但是,我需要知道动画何时开始和何时结束(即添加一个像 Animation.AnimationListener 这样的监听器)。搜索答案后,我有一种不好的感觉 AnimationDrawable 不支持听众..
Does anyone know how to create a frame-by-frame image animation with a listener on Android?
有谁知道如何使用 Android 上的侦听器创建逐帧图像动画?
回答by Ricky
After doing some reading, I came up with this solution. I'm still surprised there isn't a listener as part of the AnimationDrawable
object, but I didn't want to pass callbacks back and forward so instead I created an abstract class which raises an onAnimationFinish()
method. I hope this helps someone.
在做了一些阅读之后,我想出了这个解决方案。我仍然很惊讶没有侦听器作为AnimationDrawable
对象的一部分,但我不想来回传递回调,所以我创建了一个抽象类,它引发了一个onAnimationFinish()
方法。我希望这可以帮助别人。
The custom animation drawable class:
自定义动画可绘制类:
public abstract class CustomAnimationDrawableNew extends AnimationDrawable {
/** Handles the animation callback. */
Handler mAnimationHandler;
public CustomAnimationDrawableNew(AnimationDrawable aniDrawable) {
/* Add each frame to our animation drawable */
for (int i = 0; i < aniDrawable.getNumberOfFrames(); i++) {
this.addFrame(aniDrawable.getFrame(i), aniDrawable.getDuration(i));
}
}
@Override
public void start() {
super.start();
/*
* Call super.start() to call the base class start animation method.
* Then add a handler to call onAnimationFinish() when the total
* duration for the animation has passed
*/
mAnimationHandler = new Handler();
mAnimationHandler.post(new Runnable() {
@Override
public void run() {
onAnimationStart();
}
};
mAnimationHandler.postDelayed(new Runnable() {
@Override
public void run() {
onAnimationFinish();
}
}, getTotalDuration());
}
/**
* Gets the total duration of all frames.
*
* @return The total duration.
*/
public int getTotalDuration() {
int iDuration = 0;
for (int i = 0; i < this.getNumberOfFrames(); i++) {
iDuration += this.getDuration(i);
}
return iDuration;
}
/**
* Called when the animation finishes.
*/
public abstract void onAnimationFinish();
/**
* Called when the animation starts.
*/
public abstract void onAnimationStart();
}
To use this class:
要使用这个类:
ImageView iv = (ImageView) findViewById(R.id.iv_testing_testani);
iv.setOnClickListener(new OnClickListener() {
public void onClick(final View v) {
// Pass our animation drawable to our custom drawable class
CustomAnimationDrawableNew cad = new CustomAnimationDrawableNew(
(AnimationDrawable) getResources().getDrawable(
R.drawable.anim_test)) {
@Override
void onAnimationStart() {
// Animation has started...
}
@Override
void onAnimationFinish() {
// Animation has finished...
}
};
// Set the views drawable to our custom drawable
v.setBackgroundDrawable(cad);
// Start the animation
cad.start();
}
});
回答by benhylau
I needed to know when my one-shot AnimationDrawable completes, without having to subclass AnimationDrawable since I must set the animation-list in XML. I wrote this class and tested it on Gingerbread and ICS. It can easily be extended to give a callback on each frame.
我需要知道我的一次性 AnimationDrawable 何时完成,而不必子类化 AnimationDrawable,因为我必须在 XML 中设置动画列表。我编写了这个类并在 Gingerbread 和 ICS 上对其进行了测试。它可以很容易地扩展为在每一帧上进行回调。
/**
* Provides a callback when a non-looping {@link AnimationDrawable} completes its animation sequence. More precisely,
* {@link #onAnimationComplete()} is triggered when {@link View#invalidateDrawable(Drawable)} has been called on the
* last frame.
*
* @author Benedict Lau
*/
public abstract class AnimationDrawableCallback implements Callback {
/**
* The last frame of {@link Drawable} in the {@link AnimationDrawable}.
*/
private Drawable mLastFrame;
/**
* The client's {@link Callback} implementation. All calls are proxied to this wrapped {@link Callback}
* implementation after intercepting the events we need.
*/
private Callback mWrappedCallback;
/**
* Flag to ensure that {@link #onAnimationComplete()} is called only once, since
* {@link #invalidateDrawable(Drawable)} may be called multiple times.
*/
private boolean mIsCallbackTriggered = false;
/**
*
* @param animationDrawable
* the {@link AnimationDrawable}.
* @param callback
* the client's {@link Callback} implementation. This is usually the {@link View} the has the
* {@link AnimationDrawable} as background.
*/
public AnimationDrawableCallback(AnimationDrawable animationDrawable, Callback callback) {
mLastFrame = animationDrawable.getFrame(animationDrawable.getNumberOfFrames() - 1);
mWrappedCallback = callback;
}
@Override
public void invalidateDrawable(Drawable who) {
if (mWrappedCallback != null) {
mWrappedCallback.invalidateDrawable(who);
}
if (!mIsCallbackTriggered && mLastFrame != null && mLastFrame.equals(who.getCurrent())) {
mIsCallbackTriggered = true;
onAnimationComplete();
}
}
@Override
public void scheduleDrawable(Drawable who, Runnable what, long when) {
if (mWrappedCallback != null) {
mWrappedCallback.scheduleDrawable(who, what, when);
}
}
@Override
public void unscheduleDrawable(Drawable who, Runnable what) {
if (mWrappedCallback != null) {
mWrappedCallback.unscheduleDrawable(who, what);
}
}
//
// Public methods.
//
/**
* Callback triggered when {@link View#invalidateDrawable(Drawable)} has been called on the last frame, which marks
* the end of a non-looping animation sequence.
*/
public abstract void onAnimationComplete();
}
Here is how to use it.
这是如何使用它。
AnimationDrawable countdownAnimation = (AnimationDrawable) mStartButton.getBackground();
countdownAnimation.setCallback(new AnimationDrawableCallback(countdownAnimation, mStartButton) {
@Override
public void onAnimationComplete() {
// TODO Do something.
}
});
countdownAnimation.start();
回答by Ruslan Yanchyshyn
Animation end can be easily tracked by overriding selectDrawable method in AnimationDrawable class. Complete code is the following:
通过覆盖 AnimationDrawable 类中的 selectDrawable 方法,可以轻松跟踪动画结束。完整代码如下:
public class AnimationDrawable2 extends AnimationDrawable
{
public interface IAnimationFinishListener
{
void onAnimationFinished();
}
private boolean finished = false;
private IAnimationFinishListener animationFinishListener;
public IAnimationFinishListener getAnimationFinishListener()
{
return animationFinishListener;
}
public void setAnimationFinishListener(IAnimationFinishListener animationFinishListener)
{
this.animationFinishListener = animationFinishListener;
}
@Override
public boolean selectDrawable(int idx)
{
boolean ret = super.selectDrawable(idx);
if ((idx != 0) && (idx == getNumberOfFrames() - 1))
{
if (!finished)
{
finished = true;
if (animationFinishListener != null) animationFinishListener.onAnimationFinished();
}
}
return ret;
}
}
回答by hitch45
I used a recursive function that checks to see if the current frame is the last frame every timeBetweenChecksmilliseconds.
我使用了一个递归函数来检查当前帧是否是每timeBetweenChecks毫秒的最后一帧。
private void checkIfAnimationDone(AnimationDrawable anim){
final AnimationDrawable a = anim;
int timeBetweenChecks = 300;
Handler h = new Handler();
h.postDelayed(new Runnable(){
public void run(){
if (a.getCurrent() != a.getFrame(a.getNumberOfFrames() - 1)){
checkIfAnimationDone(a);
} else{
Toast.makeText(getApplicationContext(), "ANIMATION DONE!", Toast.LENGTH_SHORT).show();
}
}
}, timeBetweenChecks);
}
回答by Kingpin
A timer is a bad choice for this because you will get stuck trying to execute in a non UI thread like HowsItStack said. For simple tasks you can just use a handler to call a method at a certain interval. Like this:
计时器是一个糟糕的选择,因为你会像 HowsItStack 所说的那样尝试在非 UI 线程中执行。对于简单的任务,您可以仅使用处理程序以特定时间间隔调用方法。像这样:
handler.postDelayed(runnable, duration of your animation); //Put this where you start your animation
private Handler handler = new Handler();
private Runnable runnable = new Runnable() {
public void run() {
handler.removeCallbacks(runnable)
DoSomethingWhenAnimationEnds();
}
};
removeCallbacks assures this only executes once.
removeCallbacks 确保这只执行一次。
回答by kazimad
if you want to impliment your animation in adapter - should use next public class CustomAnimationDrawable extends AnimationDrawable {
如果你想在适配器中实现你的动画 - 应该使用下一个公共类 CustomAnimationDrawable extends AnimationDrawable {
/**
* Handles the animation callback.
*/
Handler mAnimationHandler;
private OnAnimationFinish onAnimationFinish;
public void setAnimationDrawable(AnimationDrawable aniDrawable) {
for (int i = 0; i < aniDrawable.getNumberOfFrames(); i++) {
this.addFrame(aniDrawable.getFrame(i), aniDrawable.getDuration(i));
}
}
public void setOnFinishListener(OnAnimationFinish onAnimationFinishListener) {
onAnimationFinish = onAnimationFinishListener;
}
@Override
public void stop() {
super.stop();
}
@Override
public void start() {
super.start();
mAnimationHandler = new Handler();
mAnimationHandler.postDelayed(new Runnable() {
public void run() {
if (onAnimationFinish != null)
onAnimationFinish.onFinish();
}
}, getTotalDuration());
}
/**
* Gets the total duration of all frames.
*
* @return The total duration.
*/
public int getTotalDuration() {
int iDuration = 0;
for (int i = 0; i < this.getNumberOfFrames(); i++) {
iDuration += this.getDuration(i);
}
return iDuration;
}
/**
* Called when the animation finishes.
*/
public interface OnAnimationFinish {
void onFinish();
}
}
}
and implementation in RecycleView Adapter
并在 RecycleView Adapter 中实现
@Override
public void onBindViewHolder(PlayGridAdapter.ViewHolder holder, int position) {
final Button mButton = holder.button;
mButton.setBackgroundResource(R.drawable.animation_overturn);
final CustomAnimationDrawable mOverturnAnimation = new CustomAnimationDrawable();
mOverturnAnimation.setAnimationDrawable((AnimationDrawable) mContext.getResources().getDrawable(R.drawable.animation_overturn));
mOverturnAnimation.setOnFinishListener(new CustomAnimationDrawable.OnAnimationFinish() {
@Override
public void onFinish() {
// your perform
}
});
mButton.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(final View v) {
mOverturnAnimation.start();
}
});
}
回答by ban-geoengineering
I also like Ruslan's answer, but I had to make a couple of changes in order to get it to do what I required.
我也喜欢 Ruslan 的回答,但我必须进行一些更改才能使其达到我的要求。
In my code, I have got rid of Ruslan's finished
flag, and I have also utilised the boolean returned by super.selectDrawable()
.
在我的代码中,我摆脱了 Ruslan 的finished
标志,并且我还使用了super.selectDrawable()
.
Here's my code:
这是我的代码:
class AnimationDrawableWithCallback extends AnimationDrawable {
interface IAnimationFinishListener {
void onAnimationChanged(int index, boolean finished);
}
private IAnimationFinishListener animationFinishListener;
public IAnimationFinishListener getAnimationFinishListener() {
return animationFinishListener;
}
void setAnimationFinishListener(IAnimationFinishListener animationFinishListener) {
this.animationFinishListener = animationFinishListener;
}
@Override
public boolean selectDrawable(int index) {
boolean drawableChanged = super.selectDrawable(index);
if (drawableChanged && animationFinishListener != null) {
boolean animationFinished = (index == getNumberOfFrames() - 1);
animationFinishListener.onAnimationChanged(index, animationFinished);
}
return drawableChanged;
}
}
And here is an example of how to implement it...
这是一个如何实现它的例子......
public class MyFragment extends Fragment implements AnimationDrawableWithCallback.IAnimationFinishListener {
@Override
public void onAnimationChanged(int index, boolean finished) {
// Do whatever you need here
}
}
If you only want to know when the first cycle of animation has completed, then you can set a boolean flag in your fragment/activity.
如果您只想知道动画的第一个循环何时完成,那么您可以在片段/活动中设置一个布尔标志。
回答by mochadwi
You can use registerAnimationCallback
to check your animation start and end.
您可以使用registerAnimationCallback
来检查动画的开始和结束。
Here's the snippet code:
这是片段代码:
// ImageExt.kt
fun ImageView.startAnim(block: () -> Unit) {
(drawable as Animatable).apply {
registerAnimationCallback(
drawable,
object : Animatable2Compat.AnimationCallback() {
override fun onAnimationStart(drawable: Drawable?) {
block.invoke()
isClickable = false
isEnabled = false
}
override fun onAnimationEnd(drawable: Drawable?) {
isClickable = true
isEnabled = true
}
})
}.run { start() }
}
// Fragment.kt
imageView.startAnim {
// do something after the animation ends here
}
The purpose of the ImageExt was to disable after animation start (on progress) to prevent user spamming the animation and resulting in the broken / wrong vector shown.
ImageExt 的目的是在动画开始(进行中)后禁用,以防止用户向动画发送垃圾邮件并导致显示的矢量损坏/错误。
With frame-by-frame, you might want to trigger another ImageView like this.
对于逐帧,您可能想要触发另一个这样的 ImageView。
// Animation.kt
iv1.startAnim {
iv2.startAnim {
// iv3, etc
}
}
But the above solutions looks ugly. If anyone has a better approach, please comment below, or edit this answer directly.
但上述解决方案看起来很难看。如果有人有更好的方法,请在下面发表评论,或直接编辑此答案。
回答by lalalei
I guess your Code does not work, because you try to modify a View from a non-UI-Thread. Try to call runOnUiThread(Runnable) from your Activity. I used it to fade out a menu after an animation for this menu finishes. This code works for me:
我猜您的代码不起作用,因为您尝试从非 UI 线程修改视图。尝试从您的活动中调用 runOnUiThread(Runnable)。在此菜单的动画完成后,我用它来淡出菜单。这段代码对我有用:
Animation ani = AnimationUtils.loadAnimation(YourActivityNameHere.this, R.anim.fadeout_animation);
menuView.startAnimation(ani);
// Use Timer to set visibility to GONE after the animation finishes.
TimerTask timerTask = new TimerTask(){
@Override
public void run() {
YourActivityNameHere.this.runOnUiThread(new Runnable(){
@Override
public void run() {
menuView.setVisibility(View.GONE);
}
});}};
timer.schedule(timerTask, ani.getDuration());
回答by Illegal Argument
I had the same problem when I had to implement a button click after animation stopped. I checked the current frame and the lastframe of animation drawable to know when an animation is stopped. Note that it is not a listener but just a way to know it animation has stopped.
当我不得不在动画停止后实现按钮点击时,我遇到了同样的问题。我检查了可绘制动画的当前帧和最后一帧,以了解动画何时停止。请注意,它不是侦听器,而只是一种知道动画已停止的方法。
if (spinAnimation.getCurrent().equals(
spinAnimation.getFrame(spinAnimation
.getNumberOfFrames() - 1))) {
Toast.makeText(MainActivity.this, "finished",
Toast.LENGTH_SHORT).show();
} else {
Toast.makeText(MainActivity.this, "Not finished",
Toast.LENGTH_SHORT).show();
}