Android allows changing object properties over a certain time interval via the properties animation API. The superclass of the animation API is the Animator class. The ObjectAnimator class can be used to modify attributes of an object. You can also add an AnimatorListener class to your Animator class.
This listener is called in the different phases of the animation. You can use this listener to perform actions before or after a certain animation, e. The animate method on a View object returns an ViewPropertyAnimator object for the view. It provides a fluent API to typical animations which can be performed on views. You can also register action, which are executed before the start or after the end of the animation. Via the setInterpolator method you register an TimeInterpolator object with an animation.
It defines the rate of change for an animation. The standard is linear. The Android platform defines a few default ones. For example, the AccelerateDecelerateInterpolator class defines that the animation starts and ends slowly but accelerates through the middle.
The animation system cannot automatically understand every type. Via the setEvaluator method you can set an object of type TypeEvaluator. It allows creating animations for arbitrary types, by providing custom evaluators for these types.
The LayoutTransition class allows setting animations on a layout container and a change on the view hierarchy of this container will be animated. Animations can be applied to Views but it is also possible to apply them on the transition between activities.
Create a new Android project with the top level package name com. If you run this example and press the different buttons, the animation should start. Via the toolbar, you can start your HitActivity. Android 5. If you define a shared part the old view with be animating into the position and size of the new view.
To test this create a project with the top level package called com. Create two activity with two different layout, both containing a ImageView with the same android:transitionName property. If you run your application and click on the image view, it is animated to the view with the same android:transitionName property, in our case the button. Free use of the software examples is granted under the terms of the Eclipse Public License 2.
This tutorial describes how to use the animation API in Android. Android Animations 1. Using animations Android allows changing object properties over a certain time interval via the properties animation API. Define the rate of change for an animation Via the setInterpolator method you register an TimeInterpolator object with an animation.
Using animations with arbitrary properties The animation system cannot automatically understand every type. Layout animations The LayoutTransition class allows setting animations on a layout container and a change on the view hierarchy of this container will be animated.
LayoutTransition ; import android. Activity ; import android.SpringAnimation is an animation that is driven by a SpringForce. The spring force defines the spring's stiffness, damping ratio, as well as the rest position. Once the SpringAnimation is started, on each frame the spring force will update the animation's value and velocity.
The animation will continue to run until the spring force reaches equilibrium. If the spring used in the animation is undamped, the animation will never reach equilibrium. Instead, it will oscillate forever. Alternatively, a SpringAnimation can take a pre-configured SpringForceand use that to drive the animation.
Removes the update listener from the animation, so as to stop receiving animation update callbacks. This method sets the minimal change of animation value that is visible to users, which helps determine a reasonable threshold for the animation's termination condition.
During the animation, the FloatValueHolder instance will be updated via setValue float each frame. The caller can obtain the up-to-date animation value via getValue. Note: changing the value in the FloatValueHolder via setValue float outside of the animation during an animation run will not have any effect on the on-going animation.
This creates a SpringAnimation that animates the property of the given object. Note, a spring will need to setup through setSpring SpringForce before the animation starts. A Spring will be created with the given final position and default stiffness and damping ratio. This spring can be accessed and reconfigured through setSpring SpringForce.
Updates the final position of the spring. When the animation is running, calling this method would assume the position change of the spring as a continuous movement since last frame, which yields more accurate results than changing the spring position directly through setFinalPosition float. If the animation hasn't started, calling this method will change the spring position, and immediately start the animation. Uses the given spring as the force that drives this animation. If this spring force has its parameters re-configured during the animation, the new configuration will be reflected in the animation immediately.
Skips to the end of the animation. If the spring is undamped, an IllegalStateException will be thrown, as the animation would never reach to an end. It is recommended to check canSkipToEnd before calling this method.
This method should only be called on main thread. If animation is not running, no-op. Starts an animation. If the animation has already been started, no op. Note that calling start will not immediately set the property value to start value of the animation. The property values will be changed at each animation pulse, which happens before the draw pass. As a result, the changes will be reflected in the next frame, the same as if the values were set immediately.
Content and code samples on this page are subject to the licenses described in the Content License. The second Android 11 Developer Preview is now available, test it out and share your feedback. Android Developers. ViewProperty X View's x property. ViewProperty Y View's y property.Creative customization is one of the tenets of material design; the subtle addition of an icon animation can add an element of wonder to the user experience, making your app feel more natural and alive.
Unfortunately, building an icon animation from scratch using VectorDrawable s can be challenging. Not only does it take a fair amount of work to implement, but it also requires a vision of how the final result should look and feel.
This blog post covers several different techniques that you can use to create beautiful icon animations. I hope this blog post can at the very least open your eyes to how icon animations behave under-the-hood, because I genuinely believe that understanding how they work is the first step towards creating your own. All of the icon animations in this blog post are available in AnimatedVectorDrawable format on GitHub. Before we can begin creating animated icons, we first need to understand how they are drawn.
VectorDrawable s are similar in concept to SVGs on the web: they allow us to create scalable, density-independent assets by representing each icon as a series of lines and shapes called path s. The spec defines many different types of commands, some of which are summarized in the table below:.
All path s come in one of two forms: filled or stroked. If the path is filled, the interiors of its shape will be painted. If the path is stroked, the paint will be applied along the outline of its shape. Both types of path s have their own set of animatable attributes that further modify their appearance:.
Say we wanted to create a play, pause, and record icon for a music application. We can represent each icon using a single path :. The triangular play and circular record icons are both filled path s with orange and red fill colors respectively. The pause icon, on the other hand, is a stroked path with a green stroke color and a stroke width of 2. Figure 1. Understanding how paths are drawn using path commands. The numbers in the diagrams match the position of the path after each command is executed.
In each diagram, the top left coordinate is 0,0 and the bottom right coordinate is 12, The source code for each icon is available on GitHub. As we previously mentioned, one of the benefits of VectorDrawable s is that they provide density independence, meaning that they can be scaled arbitrarily on any device without loss of quality. This ends up being both convenient and efficient: developers no longer need to go through the tedious process of exporting different sized PNGs for each screen density, which in turn also leads to a smaller APK size.
In our case, however, the reason we want to use VectorDrawable s is so we can animate their individual path s using the AnimatedVectorDrawable class. AnimatedVectorDrawable s are the glue that connect VectorDrawable s with ObjectAnimator s: the VectorDrawable assigns each animated path or group of path s a unique name, and the AnimatedVectorDrawable maps each of these names to their corresponding ObjectAnimator s.
The two rules to remember are 1 children group s inherit the transformations applied by their parent groups, and 2 transformations made to the same group are applied in order of scale, rotation, and then translation. As an example, consider the following group transformations applied to the play, pause, and record icons discussed above:.
The transformed icons are shown in Figure 2 below. Toggle the checkboxes to see how the different combinations of transformations affect the results! Figure 2. The order of the checkboxes matches the order in which the transformations are applied in the sample code above.
Android source code for each icon is available on GitHub. The ability to chain together group transformations makes it possible to achieve a variety of cool effects.Android Animation is used to give the UI a rich look and feel. Animations in android apps can be performed through XML or android code. Animation in android apps is the process of creating motion and shape change.
We create a resource directory under the res folder names anim to keep all the xml files containing the animation logic. Following is a sample xml file showing an android animation code logic. Our aim is to show an animation when any widget lets say TextView is clicked. For that we need to use the Animation Class.
Android - Progress Circle
The xml file that contains the animation logic is loaded using AnimationUtils class by calling the loadAnimation function. The below snippet shows this implementation.
To start the animation we need to call the startAnimation function on the UI element as shown in the snippet below:. Here we perform the animation on a textview component by passing the type of Animation as the parameter. This is only needed if we wish to listen to events like start, end or repeat.
For this the activity must implement AnimationListener and the following methods need to overridden. Here alpha references the opacity of an object.
An object with lower alpha values is more transparent, while an object with higher alpha values is less transparent, more opaque. Fade in animation is nothing but increasing alpha value from 0 to 1. Fade out android animation is exactly opposite to fade in, where we need to decrease the alpha value from 1 to 0. Cross fading is performing fade in animation on one TextView while other TextView is fading out. The code will be discussed in the MainActivity. Here a different android:startOffset is used from the transitions to keep them sequential.
Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'm trying to reproduce this animation from an iOS app in Android. If anyone knows how to create them will be deeply grateful.
Don't mind the logo in the center, just those rings pulsating. I don't think you can achieve same result with only XML. This is really rough code Literally 5 minutes using canvas.
But I think with some minor changes you can get really nice Animation. Check out the video. I'll improve if you like it.
Learn more. Asked 3 years, 8 months ago. Active 4 months ago. Viewed 1k times. Flimzy 51k 13 13 gold badges 79 79 silver badges bronze badges. Active Oldest Votes. FILL ; paints[i]. Sign up or log in Sign up using Google.The easiest way to make a progress circle is using through a class called ProgressDialog. The loading bar can also be made through that class. The only logical difference between bar and circle isthat the former is used when you know the total time for waiting for a particular task whereas the later is used when you don't know the waiting time.
This example demonstrates the spinning use of the progress dialog. It display a spinning progress dialog on pressing the button. To experiment with this example, you need to run this on an actual device on after developing the application according to the steps below. Let's try to run your application.
An Introduction to Icon Animation Techniques
To run the app from android studio, open one of your project's activity files and click Run icon from the toolbar. Before starting your application, Android studio will display following window to select an option where you want to run your Android application. Just press the button to start the Progress Dialog. After pressingfollowing screen would appear. Android - Progress Circle Advertisements. Previous Page. Next Page. Previous Page Print Page.
You will use Android Studio to create an Android application under a package com. Run the application and choose a running android device and install the application on it and verify the results.Animations can add visual cues that notify users about what's going on in your app.
They are especially useful when the UI changes state, such as when new content loads or new actions become available. Animations also add a polished look to your app, which gives it a higher quality look and feel.
Android includes different animation APIs depending on what type of animation you want, so this page provides an overview of the different ways you can add motion to your UI. To better understand when you should use animations, also see the material design guide to motion. When you want to animate a bitmap graphic such as an icon or illustration, you should use the drawable animation APIs.
Usually, these animations are defined statically with a drawable resource, but you can also define the animation behavior at runtime. For example, animating a play button transforming into a pause button when tapped is a nice way to communicate to the user that the two actions are related, and that pressing one makes the other visible. For more information, read Animate Drawable Graphics. Figure 2. A subtle animation when a dialog appears and disappears makes the UI change less jarring.
When you need to change the visibility or position of views in your layout, you should include subtle animations to help the user understand how the UI is changing. To move, reveal, or hide views within the current layout, you can use the property animation system provided by the android. These APIs update the properties of your View objects over a period of time, continuously redrawing the view as the properties change.
For example, when you change the position properties, the view moves across the screen, or when you change the alpha property, the view fades in or out.
To create these animations with the least amount of effort, you can enable animations on your layout so that when you simply change the visibility of a view, an animation applies automatically.
For more information, see Auto Animate Layout Updates. To learn how to build animations with the property animation system, read the Property Animation Overview. Or see the following pages to create common animations:. Change a view visibility with a crossfade.
Change a view visibility with a circular reveal. Whenever possible, your animations should apply real-world physics so they are natural-looking. For example, they should maintain momentum when their target changes, and make smooth transitions during any changes. To provide these behaviors, the Android Support library includes physics-based animation APIs that rely on the laws of physics to control how your animations occur.
Animations not based on physics—such as those built with ObjectAnimator APIs—are fairly static and have a fixed duration.