Android :: Not Getting Complete Text While Animation On Canvas
Nov 16, 2010
I want to get an animated text in Android where it should run from left to right on the screen.
Eg: I want to get this text. private static final String QUOTE = "Nobody uses Java anymore. It's this big heavyweight ball and chain.";
running from right to left using animation.
However, this text gets truncated to "Nobody uses Java anymore. It's" in Portrait mode and to "Nobody uses Java anymore. It's this big heavyweight" in landscape mode.
This is the code that I have used:
CODE:......................
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Jul 29, 2010
Is it possible in Android to get a callback when a Frame Animation (AnimationDrawable) has completed playing its frame sequence? I know when a Tween Animation has completed, it calls onAnimationEnd(), but is there something similar for frame by frame animations?
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Mar 2, 2010
Is there a way to find out the final location of my animated "object" after the animation? Let's say I am animating an ImageView with location in parent as (0,0 - 20,20) using TranslateAnimation and ScaleAnimation over 1 second with setFillAfter(true).
How to I find the final location of this "object" (since the View location itself does not move)? I need to continue the animation from this point based on an user input.
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Oct 13, 2011
i want to create a basic animation with a sprite sheet. there is only one row with about 2 pics (that's the first animation).
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Oct 26, 2010
I'm stuck around issue of TextView. I have string which has around 2000+ characters also has some HTML in it. I'm using below code to display this TextView. Hi, this is just testing for dynamic all about you can know. So lets move on to new topic of which was never closed. So lets go bye " All characters get replace Why is it so ? I tried adding/removing/increasing min-height / max- height. Please can any tell me that is it bug in android that it cant handle long String in TextView?
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Oct 28, 2010
i'm trying to develop a simple pie chart class for android. For now, it can take a map of labels and values and draw the pie chart. I'm yet to add the legends for the pie, which is where i need to place the texts near small rectangles on the screen corner. Any help appreciated, since i'm new to Android dev.
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Feb 4, 2010
I have figured out the static layout this far, but I have no idea how to make it display my text anywhere else but in the top left corner. StaticLayout layout = new StaticLayout(text, getTextPaint(), 140, android.text.Layout.Alignment.ALIGN_CENTER,(float)1.0, (float)0.0, true); layout.draw(canvas);
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Oct 8, 2010
I want to display List of Contact Names with the respective phone numbers like
Vikas Patidar <9999999999>
Rahul Patidar <9999999999>
Using AutoCompleteTextView when a user type text in the mobile number field. In default style I can only display the list of names. Can anyone please tell me how can I implement this so that when a user select any item in list and I can display number of that in Mobile number field.
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Sep 23, 2009
I have a layout that includes the following:
CODE:...........
Up until 1.6 the ellipsize attribute on my view above functions as I would expect. Since upgrading to 1.6 the ellipsize attribute, regardless of what I set it to (start, middle, end) seems to be ignored.
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Oct 19, 2010
In my android application on click of image i would like to display a page which could provide a notepad facility to user. I placed a edit text with fill parent but the cursor starts from the middle of the screen.
Is there any way that i can start the cursor from the beginning.
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Jul 15, 2010
Is there a method which returns the width ( in pixels ) of a text to be drawn on an Android canvas using the drawText() method according to the Paint used to draw it.
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Sep 6, 2010
Any straight forward way to measure the height of text? The way I am doing it now is by using Paint's measureText() to get the width, then by trial and error finding a value to get an approximate height. I've also been messing around with FontMetrics, but all these seem like approximate methods that suck. I am trying to scale things for different resolutions. I can do it, but I end up with incredibly verbose code with lots of calculations to determine relative sizes. I hate it! There has to be a better way.
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Apr 11, 2009
Currently I'm using the default filter but I would like to be able to make it so I can ignore some letters at the beginning of the strings in the adapter. I've had a look at the public methods available on Multi Auto Complete Text View but can't find anything on how to pass my own filter to it. Any idea how to do this?
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Sep 10, 2010
I am writing to a canvas from a thread.
public void draw(Canvas canvas) {
Paint p = new Paint();
p.setAntiAlias(true);
p.setTextSize(30);
p.setColor(Color.WHITE);
p.setTextAlign(Paint.Align.CENTER);
canvas.drawText("Centered", xCentre, yCentre, p);
}
My problem start when I have a multi colored SpannableStringBuilder which I want to write to the canvas, and I have no idea how to do this. SpannableStringBuilder has a drawText() method which I have been unable to use. Or is there some other method to write a string to a canvas where some of the letters have a different color?
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Jul 19, 2010
I am drawing text in my custom view in android using canvas.drawtext. i need to change back color, and want text right aligned. for example i want to print the text in a 10, 10, 100, 20 rectangle of color yellow and text color red and right aligned. how can i do that ?
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Jan 16, 2010
I believe I know the basics and have successfully published a nice graphical game (Tairu). I know about inflating an xml layout and instantiating views that work.
For my current project, I really just want something similar to the Windows 'DrawText' function where it will draw a bit of a text inside an arbitrary rectangle of the surface, and do word wrap within that rectangles boundaries. That's what I really WANT, but I can't find any form of drawText that will wrap.
So, while that's what I WANT, I can accept the thought of programmatically instantiating a TextView (which wraps beautifully). But I still need to be able to provide the rectangle, which is highly dynamic. (which is why I want to call a form of drawText inside of my onDraw method). In this particular case, I have something which is static to a particular view instance (I mean, the View becomes visible, the position is set, and does not change after that. but the text position is dependent on game state and cannot be pre-determined inside an XML layout). So in this one case, I could afford the expense of runtime recalculation of the layout when the view is displayed.
OK, fine. So I do something like this:
CODE:......
Pretend you didn't see 'AbsoluteLayout' there, I am desperate and have tried all possible layout classes
main_frame is defined in my main XML layout (it is the outermost layout, fills the parent, and, as I said, I've tried all the offered layouts)
With this code, the textView appears, but along the top of the layout, and not using the width I provided either.
Adding, out of desperation.
CODE:.......
makes no difference. In fact, so far, NOTHING has made any difference. So I thought, ok, while this seems like a useful thing to be able to do, I can accept if it can't. I accept that it is impossible to provide dimensions in advance and that you have to override the measure and layout callbacks then requestLayout and in your overrides, force the final layout for the TextView.
Of course, that is completely unacceptable for my FIRST desire (a drawText that wraps to a rectangle, called from onDraw as needed). But the point is I feel something like that OUGHT to work, and it doesn't, so clearly this is MY fault.
Getting back to what I WANT, I guess I can do it myself by repeated calls to measure text and parsing the string for spaces until I get the N characters which fit on the first line, then repeat for additional lines, calling a normal drawText for each line (and using textMetrics to determine the vertical offset to the next line.)
But why wouldn't that method already exist? I promise not to fill the screen with a zillion calls, and/or to cache pre-rendered text on some bitmap somewhere if antialiased drawText is too expensive to repeat frequently.
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Jul 7, 2010
My loadMap() method generate a canvas.throwIfRecycled exception when i try to load a new map.
When i start the game, the initial map loads and work fine though,
its only when i try to load a new map that i get the exception ..
How can i "reset" canvas and the bitmap i use to draw into, so i can startover fresh with them ?
here's what i use to create and draw my maps:
CODE:.........
So basicaly once i created and used picDest and canvas, i cannot figure how to reset it all for when i want to load a new map..
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Nov 17, 2010
I'm fading out an imageview with alpha animation. I'd like the image to stay transparent after the animation. Tried with different combinations of fillAfter and fillEnabled, no luck. How can this be achieved?
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Feb 23, 2010
- TEXT VIEW -' SLIDE DRAWER image
I have a layout like this above textview and an image that slides down after clicking the text view. I have looked at translate animation but the issue is I want the image to start from the bottom of text view and gradually get into its full view. Translate animation doesn't let me start from behind the textview so that it can appear slowly and coming out at the bottom of text view and expanding to its fullview. I have linear layout now with textview and imageview.
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May 5, 2010
I'm not sure how to set up the desc.text file could anyone help?
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Aug 30, 2010
I have a strange issue - from time to time the animation that should fade out my control (ImageButton) does not kick in immediately. I am using the fadeout animation to hide it and then in myListener on its end (onAnimationEnd) I put new resource as the image on the button.
Somewhere in my app code:
Animation a = AnimationUtils.loadAnimation(this,R.anim.fadeout); a.setAnimationListener(new myListener(location)); buttons[location].setAnimation(a); a.startNow(); // regardless if its start() or startnNow() it will work in most of the cases but not 100% reliable I actually can see in debug Log when its late, happens after few more clicks
Then in myListener.onAnimationEnd(Animation a):buttons[location].setImageResource(R.drawable.standard_button);
Seems there is a rule that the every 4th or 5th animation does not start ...
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Oct 20, 2010
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May 12, 2010
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