Animation not starting until UI updates or touch event - android-animation

I have a strange problem with an AlphaAnimation. It is supposed to run repeatedly when an AsyncTask handler is called.
However, the first time the handler is called in the Activity, the animation won't start unless I touch the screen or if the UI is updated (by pressing the phone's menu button for example).
The strange part is that once the animation has run at least once, it will start without problem if the handler is called again.
Here's what the code looks like:
// AsyncTask handler
public void onNetworkEvent()
{
this.runOnUiThread(new Runnable() {
#Override
public void run()
{
flashScreen(Animation.INFINITE);
}
});
}
// Called method
private void flashScreen(int repeatCount)
{
final View flashView = this.findViewById(R.id.mainMenuFlashView);
AlphaAnimation alphaAnimation = new AlphaAnimation(1, 0);
alphaAnimation.setRepeatCount(repeatCount);
alphaAnimation.setRepeatMode(Animation.RESTART);
alphaAnimation.setDuration(300);
alphaAnimation.setInterpolator(new DecelerateInterpolator());
alphaAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation)
{
flashView.setVisibility(View.VISIBLE);
}
#Override
public void onAnimationEnd(Animation animation)
{
flashView.setVisibility(View.GONE);
}
#Override
public void onAnimationRepeat(Animation animation) { }
});
flashView.startAnimation(alphaAnimation);
}
I have noticed that runOnUIThread isn't necessary (same results occur if I don't use it), but I prefer keeping it as I'm not on the UI thread.
Any ideas on what could cause this?

A little more research showed that my problem was the same a this question:
Layout animation not working on first run
The flashView's visibility was set to GONE by default (causing the Animation not to start immediately as the View had never been rendered), so I just need to set it to INVISIBLE before calling flashView.startAnimation()

If setting the View to VISIBLE won't work, as was in my case, it helped for me to call requestLayout() before starting the Animation, like so:
Animation an = new Animation() {
...
view.requestLayout();
view.startAnimation(an);
In my case, my View was 0dip high which prevented onAnimationStart from being called, this helped me around that problem.

This worked for me:
view.setVisibility(View.VISIBLE);
view.startAnimation(animation);
I had to set the view to VISIBLE (not INVISIBLE, neither GONE), causing the view renderization needed to animate it.

That's not an easy one. Till you got a real answer : The animation start is triggered by onNetworkEvent. As we don't know the rest of the code, you should look there, try to change onNetworkEvent by an other event that you can easily identify, just to debug if the rest of the code is ok or if it's just the trigger that is responsible for it.

May be it will help someone, because previous answers not helped me.
My animation was changing height of view (from 0 to it's real height and back) on click - expand and collapse animations.
Nothing worked until i added listener and set visibility to GONE, when animation ends:
collapseAnim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
view.setVisibility(View.GONE);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
And when expand just set it to VISIBLE before animation:
view.setVisibility(View.VISIBLE);
view.startAnimation(expandAnim);

Related

AndroidTV RecyclerView: Highlight entry when using DPAD

This subject is driving my nuts. I've read virtually a hundred posts about it, but none of them reflects my situation. I'm using a plain simple RecyclerView in an app running on AndroidTV. To enable navigation, I've set
android:focusable="true"
Now, I can use DPAD to scroll inside the RecyclerView, nicely. My goal is to animate the highlighting of the currently focused item in the list. However, I can't seem to find any event which indicates a focus change.
I would very much appreciate a hint, how my code could be informed about a focus changed inside the list, programaticaly, and how to figure out which list items have gained/lost focus.
Thanks!
Finally, it turned out that the solution is fairly easy. I don't know, why it was hidden in front of my eyes. All I had to do was to view.setOnFocusChangeListener() inside onBindViewHolder like this:
#Override
public void onBindViewHolder(#NonNull ViewHolder holder, int position) {
...
view.setOnFocusChangeListener(new View.OnFocusChangeListener() {
#Override
public void onFocusChange(View view, boolean b) {
highlightEntry(view, b);
}
});
...
}

Is there a way wait for code to take effect before a "notify" method is called (E.G. notifyItemRangeInserted) on a Recycler view?

I want to show a progress dialog screen in my app whenever a recycler view begins to load more items. The problem is: I can't get to show the dialog screen because the notify method is ALWAYS executed (and freezes the screen) before the loading screen shows up. Happens even if the "show()" method for it is called in the very first line of my "addContacts()" method.
I've already tried:
getActivity().runOnUiThread();
creating a Thread, starting it, calling join()
starting it with executors
public void addContactsToScreen() {
((BaseActivity) lcf.getActivity()).showProgressDialog();
try {
int currentSize = contactsLoaded.size();
int inserted;
for (inserted = 0;
inserted < DEFAULT_ITEM_INSERTION
&& inserted < lcf.getController().getContacts().size()
&& contactsLoaded.size() < lcf.getController().getContacts().size()
; inserted++) {
contactsLoaded.add(lcf.getController().getContacts().get(currentSize + inserted));
}
if (inserted > 0) {
notifyItemRangeInserted(contactsLoaded.size() - 1, inserted);
}
lcf.getContactsRecycler().getViewTreeObserver()
.addOnGlobalLayoutListener(new ViewTreeObserver.OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
lcf.isLoading=false;
lcf.getContactsRecycler().post(new Runnable() {
#Override
public void run() {
((BaseActivity) lcf.getActivity()).hideProgressDialog();
}
});
lcf.getContactsRecycler().getViewTreeObserver().removeOnGlobalLayoutListener(this);
}
});
} catch (Exception e) {
e.printStackTrace();
}
}
That is the original code (no threads or failed attempts). The void is called everytime I initialize the adapter or the view reaches a threshold limit. It loads a list that ends up being shown on screen after "notifyItemRangeInserted()" is called. As you can see the VERY FIRST LINE tries to show the loading screen but for some reason, in the debugger itself I find with breakpoints that the method calls the show method, but the loading screen never appears, fills the list in the "for" loop, calls the notify event, the screen freezes, THEN the loading screen finally shows up but then immediately the hide method is called (rendering teh loading screen useless)
Did you try post runnable method?
progressbar.setvisibility(view.visible);
progressbar.post(new Runnable() {
#Override
public void run() {
fetchMoreDataInTheRecyclerView();
}
});
*Now do the fetching inside fetchMoreDataInTheRecyclerView(); and once done simply make progressbar invisible.
Let me know if this helps.

Helix Toolkit How to use MouseWheelEventHandler to run specific methods in other classes

I would like to run particular methods of a custom Camera class whenever the user zooms in or out in the helix toolkit view that my program is running inside of.
A key feature of this functionality is getting the mouseargs from the event so I can adjust the camera in a way that is proportional to the number of scroll ticks.
I began to try this:
public event PropertyChangedEventHandler PropertyChanged;
public virtual void onMouseWheeled(MouseDevice Mouse, int time,
MouseWheelEventArgs e) {
MouseWheel?.Invoke(this, new MouseWheelEventArgs(Mouse, time,
e.Delta)); }
//This next line goes in a MainWindow_Loaded method that gets called in the
//MainWindowConstructor
void MainWindow_Loaded(object sender, RoutedEventArgs e) {
view1.MouseWheel += new MouseWheelEventHandler(onMouseWheeled(Cursor,
Time.simTime, view1.MouseWheeledEventArgs)); }
but was having a lot of trouble figuring out how to pass a MouseWheelEventArgs object into the onMouseWheeled method when I'm trying to add the onMouseWheeled method to the MouseWheelEventHandler. Assuming nothing is fundamentally wrong with that sentence, which is nothing more than wishful thinking, The last thing I am trying to figure out is how to get mouse wheel event args so that I can pass it into a method.
Then I tried this:
public event MouseWheelEventHandler MouseWheel;
public virtual void onMouseWheeled(object sender, MouseWheelEventArgs e)
{
Console.WriteLine(e.Delta);
}
//In Main Window Loaded method...
void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
view1.MouseWheel += onMouseWheeled;
}
But I get no output when i scroll the wheel. I assumed this might actually work because view1 is the helix window I'm attaching all of my objects to, as children of view1.
Basically my main questions are:
What does invoke actually do? I only have this running to try to see if its working because onPropertyChanged methods I always use run the Invoke command like so. I'm actually not sure where I'm going with this.
How does the handler work?
How do the event args get called out so that I can use them and pass them as objects to other methods?
Thank you for your time. And Thank you twice for any and all pointers and advice you may give me.
Try to use preview mouse wheel event

How to modify a form in a background thread

This might be a simple question but I can't figure it out.
I have a form called in my main function:
void Main() {
Mem = new MemoryManager();
Console::WriteLine("Thread Started");
Application::EnableVisualStyles();
Application::SetCompatibleTextRenderingDefault(false);
FinalSolution::ControlPanel form;
Thread^ cLoop = gcnew Thread(gcnew ThreadStart(loop));
cLoop->Start();
Application::Run(%form);
}
All I want to do is, if someone presses a key in general (not just when the program is in focus), it changes the background to a different color.
I have tried a few things but nothing has worked so far. Here is the loop and I have indicated where I want it to happen.
void loop() {
while (true) {
if (GetAsyncKeyState(key)) {
//Here
form.button->BackColor = System::Drawing::Color::ForestGreen;
}
}
}
Of course the issue is that this function doesn't know what form is, but I don't know how to tell it.
Ended up just putting the loop directly in the form header and that solved the problem.

Monogame 3.5: Mouse Click Not Detected

My monogame game has stopped responding to mouse clicks. Prior to version 3.5, this was working fine. Here's how I'm currently getting the input:
protected override void Update (GameTime game_time)
{
Mouse_Input (game_time);
}
void Mouse_Input(GameTime game_time)
{
mouse_current = Mouse.GetState();
if (mouse_current.LeftButton == ButtonState.Pressed)
{
// click
}
}
Setting breakpoints in the function reveals all the code is being hit, but LeftButton is always ButtonState.Released.
I've tried with both a wired mouse and the trackpad. Keyboard input is working fine. Anyone else running into this?
I always use this way.
MouseState currentMouseState;
MouseState oldMouseState;
public bool checkClick()
{
oldMouseState = currentMouseState;
currentMouseState = Mouse.GetState();
if (Visible)
{
if (currentMouseState.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton == ButtonState.Released)
{
return true;
}
}
}
If you want to check if the Mouse clicks on a Rectangle (Hud elements for example)
public bool checkClickRectangle(Rectangle rec)
{
oldMouseState = currentMouseState;
currentMouseState = Mouse.GetState();
if (Visible)
{
if (rec.Contains(new Vector2(Mouse.GetState().X, Mouse.GetState().Y)) && currentMouseState.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton == ButtonState.Released)
{
return true;
}
}
}
This was actually a not a problem with Monogame, but a problem in my game logic that was very difficult to track down.
After upgrading to 3.5, I had to reconfigure how my Texture2D's were being loaded, which also meant refactoring some classes. I ended up with a class within a class which were both inheriting from Game.
public class Brush_Control : Game
{
public class Tile : Game
{
Process of elimination narrowed the search to this class. I believe this caused an infinite loop that interfered with the input somehow, but without throwing an error or causing an obvious freeze.
Removing the inner Game reference as a parent fixed the problem, and it turns out I no longer need to have it there anyway.