500 lines
25 KiB
Plaintext
500 lines
25 KiB
Plaintext
page.title=2D Graphics
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parent.title=2D and 3D Graphics
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parent.link=index.html
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@jd:body
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<div id="qv-wrapper">
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<div id="qv">
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<h2>In this document</h2>
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<ol>
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<li><a href="#drawables">Drawables</a>
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<ol>
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<li><a href="#drawables-from-images">Creating from resource images</a></li>
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<li><a href="#drawables-from-xml">Creating from resource XML</a></li>
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</ol>
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</li>
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<li><a href="#shape-drawable">Shape Drawable</a></li>
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<!-- <li><a href="#state-list">StateListDrawable</a></li> -->
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<li><a href="#nine-patch">Nine-patch</a></li>
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<li><a href="#tween-animation">Tween Animation</a></li>
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<li><a href="#frame-animation">Frame Animation</a></li>
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</ol>
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</div>
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</div>
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<p>Android offers a custom 2D graphics library for drawing and animating shapes and images.
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The {@link android.graphics.drawable} and {@link android.view.animation}
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packages are where you'll find the common classes used for drawing and animating in two-dimensions.
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</p>
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<p>This document offers an introduction to drawing graphics in your Android application.
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We'll discuss the basics of using Drawable objects to draw
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graphics, how to use a couple subclasses of the Drawable class, and how to
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create animations that either tween (move, stretch, rotate) a single graphic
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or animate a series of graphics (like a roll of film).</p>
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<h2 id="drawables">Drawables</h2>
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<p>A {@link android.graphics.drawable.Drawable} is a general abstraction for "something that can be drawn."
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You'll discover that the Drawable class extends to define a variety of specific kinds of drawable graphics,
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including {@link android.graphics.drawable.BitmapDrawable}, {@link android.graphics.drawable.ShapeDrawable},
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{@link android.graphics.drawable.PictureDrawable}, {@link android.graphics.drawable.LayerDrawable}, and several more.
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Of course, you can also extend these to define your own custom Drawable objects that behave in unique ways.</p>
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<p>There are three ways to define and instantiate a Drawable: using an image saved in your project resources;
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using an XML file that defines the Drawable properties; or using the normal class constructors. Below, we'll discuss
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each the first two techniques (using constructors is nothing new for an experienced developer).</p>
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<h3 id="drawables-from-images">Creating from resource images</h3>
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<p>A simple way to add graphics to your application is by referencing an image file from your project resources.
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Supported file types are PNG (preferred), JPG (acceptable) and GIF (discouraged). This technique would
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obviously be preferred for application icons, logos, or other graphics such as those used in a game.</p>
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<p>To use an image resource, just add your file to the <code>res/drawable/</code> directory of your project.
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From there, you can reference it from your code or your XML layout.
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Either way, it is referred using a resource ID, which is the file name without the file type
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extension (E.g., <code>my_image.png</code> is referenced as <var>my_image</var>).</p>
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<p class="note"><strong>Note:</strong> Image resources placed in <code>res/drawable/</code> may be
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automatically optimized with lossless image compression by the
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<a href="{@docRoot}guide/developing/tools/aapt.html">aapt</a> tool. For example, a true-color PNG that does
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not require more than 256 colors may be converted to an 8-bit PNG with a color palette. This
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will result in an image of equal quality but which requires less memory. So be aware that the
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image binaries placed in this directory can change during the build. If you plan on reading
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an image as a bit stream in order to convert it to a bitmap, put your images in the <code>res/raw/</code>
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folder instead, where they will not be optimized.</p>
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<h4>Example code</h4>
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<p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that uses an image
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from drawable resources and add it to the layout.</p>
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<pre>
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LinearLayout mLinearLayout;
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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// Create a LinearLayout in which to add the ImageView
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mLinearLayout = new LinearLayout(this);
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// Instantiate an ImageView and define its properties
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ImageView i = new ImageView(this);
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i.setImageResource(R.drawable.my_image);
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i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
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i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
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// Add the ImageView to the layout and set the layout as the content view
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mLinearLayout.addView(i);
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setContentView(mLinearLayout);
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}
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</pre>
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<p>In other cases, you may want to handle your image resource as a
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{@link android.graphics.drawable.Drawable} object.
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To do so, create a Drawable from the resource like so:
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<pre>
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Resources res = mContext.getResources();
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Drawable myImage = res.getDrawable(R.drawable.my_image);
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</pre>
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<p class="warning"><strong>Note:</strong> Each unique resource in your project can maintain only one
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state, no matter how many different objects you may instantiate for it. For example, if you instantiate two
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Drawable objects from the same image resource, then change a property (such as the alpha) for one of the
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Drawables, then it will also affect the other. So when dealing with multiple instances of an image resource,
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instead of directly transforming the Drawable, you should perform a <a href="#tween-animation">tween animation</a>.</p>
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<h4>Example XML</h4>
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<p>The XML snippet below shows how to add a resource Drawable to an
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{@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
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<pre>
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<ImageView
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android:layout_width="wrap_content"
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android:layout_height="wrap_content"
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android:tint="#55ff0000"
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android:src="@drawable/my_image"/>
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</pre>
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<p>For more information on using project resources, read about
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<a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
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<h3 id="drawables-from-xml">Creating from resource XML</h3>
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<p>By now, you should be familiar with Android's principles of developing a
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<a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the power
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and flexibility inherent in defining objects in XML. This philosophy caries over from Views to Drawables.
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If there is a Drawable object that you'd like to create, which is not initially dependent on variables defined by
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your application code or user interaction, then defining the Drawable in XML is a good option.
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Even if you expect your Drawable to change its properties during the user's experience with your application,
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you should consider defining the object in XML, as you can always modify properties once it is instantiated.</p>
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<p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code> directory of
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your project. Then, retrieve and instantiate the object by calling
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{@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the resource ID
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of your XML file. (See the <a href="#drawable-xml-example">example below</a>.)</p>
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<p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in
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XML and instantiated by your application.
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Each Drawable that supports XML inflation utilizes specific XML attributes that help define the object
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properties (see the class reference to see what these are). See the class documentation for each
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Drawable subclass for information on how to define it in XML.
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<h4 id="drawable-xml-example">Example</h4>
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<p>Here's some XML that defines a TransitionDrawable:</p>
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<pre>
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<transition xmlns:android="http://schemas.android.com/apk/res/android">
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<item android:drawable="@drawable/image_expand">
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<item android:drawable="@drawable/image_collapse">
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</transition>
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</pre>
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<p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>,
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the following code will instantiate the TransitionDrawable and set it as the content of an ImageView:</p>
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<pre>
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Resources res = mContext.getResources();
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TransitionDrawable transition = (TransitionDrawable) res.getDrawable(R.drawable.expand_collapse);
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ImageView image = (ImageView) findViewById(R.id.toggle_image);
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image.setImageDrawable(transition);
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</pre>
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<p>Then this transition can be run forward (for 1 second) with:</p>
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<pre>transition.startTransition(1000);</pre>
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<p>Refer to the Drawable classes listed above for more information on the XML attributes supported by each.</p>
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<h2 id="shape-drawable">Shape Drawable</h2>
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<p>When you want to dynamically draw some two-dimensional graphics, a {@link android.graphics.drawable.ShapeDrawable}
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object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
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primitive shapes and style them in any way imaginable.</p>
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<p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use one where ever
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a Drawable is expected — perhaps for the background of a View, set with
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{@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable) setBackgroundDrawable()}.
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Of course, you can also draw your shape as its own custom {@link android.view.View},
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to be added to your layout however you please.
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Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of View that
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draws the ShapeDrawable during the <code>View.onDraw()</code> method.
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Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a View:</p>
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<pre>
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public class CustomDrawableView extends View {
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private ShapeDrawable mDrawable;
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public CustomDrawableView(Context context) {
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super(context);
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int x = 10;
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int y = 10;
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int width = 300;
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int height = 50;
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mDrawable = new ShapeDrawable(new OvalShape());
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mDrawable.getPaint().setColor(0xff74AC23);
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mDrawable.setBounds(x, y, x + width, y + height);
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}
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protected void onDraw(Canvas canvas) {
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mDrawable.draw(canvas);
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}
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}
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</pre>
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<p>In the constructor, a ShapeDrawable is defines as an {@link android.graphics.drawable.shapes.OvalShape}.
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It's then given a color and the bounds of the shape are set. If you do not set the bounds, then the
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shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
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<p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
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draw the shape programmatically in an Activity:</p>
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<pre>
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CustomDrawableView mCustomDrawableView;
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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mCustomDrawableView = new CustomDrawableView(this);
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setContentView(mCustomDrawableView);
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}
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</pre>
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<p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity,
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then the CustomDrawable class must override the {@link android.view.View#View(android.content.Context, android.util.AttributeSet) View(Context, AttributeSet)} constructor, which is called when
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instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML,
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like so:</p>
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<pre>
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<com.example.shapedrawable.CustomDrawableView
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android:layout_width="fill_parent"
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android:layout_height="wrap_content"
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/>
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</pre>
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<p>The ShapeDrawable class (like many other Drawable types in the {@link android.graphics.drawable} package)
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allows you to define various properties of the drawable with public methods.
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Some properties you might want to adjust include
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alpha transparency, color filter, dither, opacity and color.</p>
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<p>You can also define primitive drawable shapes using XML. For more information, see the
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section about Shape Drawables in the <a
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href="{@docRoot}guide/topics/resources/drawable-resource.html#Shape">Drawable Resources</a>
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document.</p>
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<!-- TODO
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<h2 id="state-list">StateListDrawable</h2>
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<p>A StateListDrawable is an extension of the DrawableContainer class, making it little different.
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The primary distinction is that the
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StateListDrawable manages a collection of images for the Drawable, instead of just one.
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This means that it can switch the image when you want, without switching objects. However, the
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intention of the StateListDrawable is to automatically change the image used based on the state
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of the object it's attached to.
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-->
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<h2 id="nine-patch">Nine-patch</h2>
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<p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap image, which Android
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will automatically resize to accommodate the contents of the View in which you have placed it as the background.
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An example use of a NinePatch is the backgrounds used by standard Android buttons —
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buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a standard PNG
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image that includes an extra 1-pixel-wide border. It must be saved with the extension <code>.9.png</code>,
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and saved into the <code>res/drawable/</code> directory of your project.
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</p>
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<p>
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The border is used to define the stretchable and static areas of
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the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide
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black line(s) in the left and top part of the border. (You can have as
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many stretchable sections as you want.) The relative size of the stretchable
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sections stays the same, so the largest sections always remain the largest.
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</p>
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<p>
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You can also define an optional drawable section of the image (effectively,
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the padding lines) by drawing a line on the right and bottom lines.
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If a View object sets the NinePatch as its background and then specifies the
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View's text, it will stretch itself so that all the text fits inside only
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the area designated by the right and bottom lines (if included). If the
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padding lines are not included, Android uses the left and top lines to
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define this drawable area.
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</p>
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<p>To clarify the difference between the different lines, the left and top lines define
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which pixels of the image are allowed to be replicated in order to stretch the image.
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The bottom and right lines define the relative area within the image that the contents
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of the View are allowed to lie within.</p>
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<p>
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Here is a sample NinePatch file used to define a button:
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</p>
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<img src="{@docRoot}images/ninepatch_raw.png" alt="" />
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<p>This NinePatch defines one stretchable area with the left and top lines
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and the drawable area with the bottom and right lines. In the top image, the dotted grey
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lines identify the regions of the image that will be replicated in order to stretch the image. The pink
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rectangle in the bottom image identifies the region in which the contents of the View are allowed.
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If the contents don't fit in this region, then the image will be stretched so that they do.
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</p>
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<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers
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an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It
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even raises warnings if the region you've defined for the stretchable area is at risk of
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producing drawing artifacts as a result of the pixel replication.
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</p>
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<h3>Example XML</h3>
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<p>Here's some sample layout XML that demonstrates how to add a NinePatch image to a
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couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button_background.9.png</code>
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<pre>
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<Button id="@+id/tiny"
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android:layout_width="wrap_content"
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android:layout_height="wrap_content"
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android:layout_alignParentTop="true"
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android:layout_centerInParent="true"
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android:text="Tiny"
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android:textSize="8sp"
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android:background="@drawable/my_button_background"/>
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<Button id="@+id/big"
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android:layout_width="wrap_content"
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android:layout_height="wrap_content"
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android:layout_alignParentBottom="true"
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android:layout_centerInParent="true"
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android:text="Biiiiiiig text!"
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android:textSize="30sp"
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android:background="@drawable/my_button_background"/>
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</pre>
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<p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the text.
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</p>
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<p>Below are the two buttons rendered from the XML and NinePatch image shown above.
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Notice how the width and height of the button varies with the text, and the background image
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stretches to accommodate it.
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</p>
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<img src="{@docRoot}images/ninepatch_examples.png" alt=""/>
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<h2 id="tween-animation">Tween Animation</h2>
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<p>A tween animation can perform a series of simple transformations (position, size, rotation, and transparency) on
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the contents of a View object. So, if you have a TextView object, you can move, rotate, grow, or shrink the text.
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If it has a background image, the background image will be transformed along with the text.
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The {@link android.view.animation animation package} provides all the classes used in a tween animation.</p>
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<p>A sequence of animation instructions defines the tween animation, defined by either XML or Android code.
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Like defining a layout, an XML file is recommended because it's more readable, reusable, and swappable
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than hard-coding the animation. In the example below, we use XML. (To learn more about defining an animation
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in your application code, instead of XML, refer to the
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{@link android.view.animation.AnimationSet} class and other {@link android.view.animation.Animation} subclasses.)</p>
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<p>The animation instructions define the transformations that you want to occur, when they will occur,
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and how long they should take to apply. Transformations can be sequential or simultaneous —
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for example, you can have the contents of a TextView move from left to right, and then
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rotate 180 degrees, or you can have the text move and rotate simultaneously. Each transformation
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takes a set of parameters specific for that transformation (starting size and ending size
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for size change, starting angle and ending angle for rotation, and so on), and
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also a set of common parameters (for instance, start time and duration). To make
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several transformations happen simultaneously, give them the same start time;
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to make them sequential, calculate the start time plus the duration of the preceding transformation.
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</p>
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<p>The animation XML file belongs in the <code>res/anim/</code> directory of your Android project.
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The file must have a single root element: this will be either a single <code><alpha></code>,
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<code><scale></code>, <code><translate></code>, <code><rotate></code>, interpolator element,
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or <code><set></code> element that holds groups of these elements (which may include another
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<code><set></code>). By default, all animation instructions are applied simultaneously.
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To make them occur sequentially, you must specify the <code>startOffset</code> attribute, as shown in the example below.
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</p>
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<p>The following XML from one of the ApiDemos is used to stretch,
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then simultaneously spin and rotate a View object.
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</p>
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<pre>
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<set android:shareInterpolator="false">
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<scale
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android:interpolator="@android:anim/accelerate_decelerate_interpolator"
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android:fromXScale="1.0"
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android:toXScale="1.4"
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android:fromYScale="1.0"
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android:toYScale="0.6"
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android:pivotX="50%"
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android:pivotY="50%"
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android:fillAfter="false"
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android:duration="700" />
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<set android:interpolator="@android:anim/decelerate_interpolator">
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<scale
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android:fromXScale="1.4"
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android:toXScale="0.0"
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android:fromYScale="0.6"
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android:toYScale="0.0"
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android:pivotX="50%"
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android:pivotY="50%"
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android:startOffset="700"
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android:duration="400"
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android:fillBefore="false" />
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<rotate
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android:fromDegrees="0"
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android:toDegrees="-45"
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android:toYScale="0.0"
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android:pivotX="50%"
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android:pivotY="50%"
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android:startOffset="700"
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android:duration="400" />
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</set>
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</set>
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</pre>
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<p>Screen coordinates (not used in this example) are (0,0) at the upper left hand corner,
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and increase as you go down and to the right.</p>
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<p>Some values, such as pivotX, can be specified relative to the object itself or relative to the parent.
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Be sure to use the proper format for what you want ("50" for 50% relative to the parent, or "50%" for 50%
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relative to itself).</p>
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<p>You can determine how a transformation is applied over time by assigning an
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{@link android.view.animation.Interpolator}. Android includes
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several Interpolator subclasses that specify various speed curves: for instance,
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{@link android.view.animation.AccelerateInterpolator} tells
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a transformation to start slow and speed up. Each one has an attribute value that can be applied in the XML.</p>
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<p>With this XML saved as <code>hyperspace_jump.xml</code> in the <code>res/anim/</code> directory of the
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project, the following Java code will reference it and apply it to an {@link android.widget.ImageView} object
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from the layout.
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</p>
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<pre>
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ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage);
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Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump);
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spaceshipImage.startAnimation(hyperspaceJumpAnimation);
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</pre>
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|
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<p>As an alternative to <code>startAnimation()</code>, you can define a starting time for the animation with
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<code>{@link android.view.animation.Animation#setStartTime(long) Animation.setStartTime()}</code>,
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then assign the animation to the View with
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|
<code>{@link android.view.View#setAnimation(android.view.animation.Animation) View.setAnimation()}</code>.
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</p>
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|
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|
<p>For more information on the XML syntax, available tags and attributes, see <a
|
|
href="{@docRoot}guide/topics/resources/animation-resource.html">Animation Resources</a>.</p>
|
|
|
|
<p class="note"><strong>Note:</strong> Regardless of how your animation may move or resize, the bounds of the
|
|
View that holds your animation will not automatically adjust to accommodate it. Even so, the animation will still
|
|
be drawn beyond the bounds of its View and will not be clipped. However, clipping <em>will occur</em>
|
|
if the animation exceeds the bounds of the parent View.</p>
|
|
|
|
|
|
<h2 id="frame-animation">Frame Animation</h2>
|
|
|
|
<p>This is a traditional animation in the sense that it is created with a sequence of different
|
|
images, played in order, like a roll of film. The {@link android.graphics.drawable.AnimationDrawable}
|
|
class is the basis for frame animations.</p>
|
|
|
|
<p>While you can define the frames of an animation in your code, using the
|
|
{@link android.graphics.drawable.AnimationDrawable} class API, it's more simply accomplished with a single XML
|
|
file that lists the frames that compose the animation. Like the tween animation above, the XML file for this kind
|
|
of animation belongs in the <code>res/drawable/</code> directory of your Android project. In this case,
|
|
the instructions are the order and duration for each frame of the animation.</p>
|
|
|
|
<p>The XML file consists of an <code><animation-list></code> element as the root node and a series
|
|
of child <code><item></code> nodes that each define a frame: a drawable resource for the frame and the frame duration.
|
|
Here's an example XML file for a frame-by-frame animation:</p>
|
|
<pre>
|
|
<animation-list xmlns:android="http://schemas.android.com/apk/res/android"
|
|
android:oneshot="true">
|
|
<item android:drawable="@drawable/rocket_thrust1" android:duration="200" />
|
|
<item android:drawable="@drawable/rocket_thrust2" android:duration="200" />
|
|
<item android:drawable="@drawable/rocket_thrust3" android:duration="200" />
|
|
</animation-list>
|
|
</pre>
|
|
|
|
<p>This animation runs for just three frames. By setting the <code>android:oneshot</code> attribute of the
|
|
list to <var>true</var>, it will cycle just once then stop and hold on the last frame. If it is set <var>false</var> then
|
|
the animation will loop. With this XML saved as <code>rocket_thrust.xml</code> in the <code>res/drawable/</code> directory
|
|
of the project, it can be added as the background image to a View and then called to play. Here's an example Activity,
|
|
in which the animation is added to an {@link android.widget.ImageView} and then animated when the screen is touched:</p>
|
|
<pre>
|
|
AnimationDrawable rocketAnimation;
|
|
|
|
public void onCreate(Bundle savedInstanceState) {
|
|
super.onCreate(savedInstanceState);
|
|
setContentView(R.layout.main);
|
|
|
|
ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image);
|
|
rocketImage.setBackgroundResource(R.drawable.rocket_thrust);
|
|
rocketAnimation = (AnimationDrawable) rocketImage.getBackground();
|
|
}
|
|
|
|
public boolean onTouchEvent(MotionEvent event) {
|
|
if (event.getAction() == MotionEvent.ACTION_DOWN) {
|
|
rocketAnimation.start();
|
|
return true;
|
|
}
|
|
return super.onTouchEvent(event);
|
|
}
|
|
</pre>
|
|
<p>It's important to note that the <code>start()</code> method called on the AnimationDrawable cannot be
|
|
called during the <code>onCreate()</code> method of your Activity, because the AnimationDrawable is not yet fully attached
|
|
to the window. If you want to play the animation immediately, without
|
|
requiring interaction, then you might want to call it from the
|
|
<code>{@link android.app.Activity#onWindowFocusChanged(boolean) onWindowFocusChanged()}</code> method in
|
|
your Activity, which will get called when Android brings your window into focus.</p>
|
|
|
|
<p>For more information on the XML syntax, available tags and attributes, see <a
|
|
href="{@docRoot}guide/topics/resources/animation-resource.html">Animation Resources</a>.</p>
|
|
|