Android :: Place Imageviews Along A Curved Path
Sep 16, 2010I am trying to develop a custom gallery like application in which, i would like to place Image views along an elliptical path whose size varies with position.

I am trying to develop a custom gallery like application in which, i would like to place Image views along an elliptical path whose size varies with position.
I was disappointed to discover that OpenGL ES, the flavor of OpenGL implemented in Adroid, doesn't appear to support the usual techniques for drawing graphics involving curves. I'd be happy with either OpenGL's low-level Bezier evaluators, or the more advanced NURBS approach, but AFAICS neither is supported - only straight-line graphics are possible. Does anyone know, am I missing something basic here? Is there a way to generate curves of any sort in Android's OpenGL implementation? I am still fairly new to Android development, so that's certainly possible. Note that I'm not talking about functions related to Canvas - I know about drawOval, for example - but I specifically need 3D.
View 2 Replies View RelatedI'm attempting to create a 3d game using OpenGL. I have a very basic world and am now working on a character. I want to map a texture to the head which will be oval shaped. How do I do the mapping? I know how to map to flat surface. I'm wondering if the normals can be used to help but I've never done this before and when I search Google I don't have any luck. I'm planning on doing this all programmatically and not using Blender or Maya if that makes any difference.
View 1 Replies View RelatedIs it possible to change the default arrangement of the Android Gallery? What i meant is can we make the Gallery in a curved path, where the images will be along the curved path and the same time it has all the properties of the Android gallery(which appears to be center locked and horizontal right now..)?
View 4 Replies View RelatedIs there a way to read the points created when drawing a path? It seems silly to me that a path cannot be readable.Or is it just better to manually write the current finger position to an array?
View 1 Replies View RelatedI'm trying to figure out how to animate in and out of Imageviews.
Basically I have a LinearLayout with an ImageView and a Button at the bottom. Everytime the button is pressed, onClick() is invoked and I do
image.setImageResource(imageArray[imageCounter]);
I simply change the image displayed on the ImageView by selecting different photos in the @drawable.
Now I want to put an animation when these imageviews are changed (when button pressed). I used
inAnimation = AnimationUtils.makeInAnimation(this,true);and in onClick() I do image.setImageResource(imageArray[imageCounter]); image.startAnimation(inAnimation);
This works fine too. The new image comes to the screen animated. But how can put an out animation too? It seems only one animation can be assigned with startAnimation().
What is the best way to animate an imageview OUT and then animate another imageview IN? Because I want to change the animation depending on the button pressed, I cannot use ViewFlipper. For example, if I press button_Anim1, current image will slideout from right and the new image will fade in. But if I press button_Anim2, current image will slideout from top and the new image will slidein from left. And so on.
I see that I cannot use two different image.startAnimation() in the onClick() method to make the current image View.INVISIBLE and then make the new image View.VISIBLE.
Hope you all are doing good. i am having query to place button in my main view. This is the code but it creates button on upper part in center but i want to shift it bit down wards. Any body knows how can i place button in main view where i want?
View 3 Replies View RelatedI need help coming up with a way of executing the following sequence using some type of view or layout combination in Android:I have 3 image objects... say object A, B, and C...I have tried every combination of Threads, AsyncTasks, Handlers, custom layouts, AnimationListeners, etc. but everything I've tried has failed.
If only the ViewSwitcher could take more than 2 views.
since I have updated my project (http://code.google.com/p/ bestcardgameever-android/) to the 1.5SDK, I need to switch the deprecated AbsoluteLayout with something else. The problem is the project is a card game that has cards showing and some of them need to be overlapping (take a look at this note the cards in the center) I could really use a tip on how to do this with a FrameLayoutetc.
View 4 Replies View RelatedI want to load bitmaps into ImageViews in Android, but I don't want to use the R.drawable syntax because I have a lot of images with a standard naming convention so it's much easier to get the image with some logic. For example, all my images are named:
img1.png
img2.png
img3.png
So if a user selects a value, let's say x, I show "img" + x + ".png" in the ImageView. Looks like Bitmap.decodeFile is what I need, but I need to know the syntax of how to get to my drawables folder since that's where the images are. Or if there's perhaps a better way.
I realize I could do this with a switch statement instead of concatenating the image name but that would be a lot of lines since I have so many images.
I thought I have understood the XML layout of Android, but it seems that I haven't. I want to have four ImageViews on one screen, to view four images at the same time.
It should look like this, where A to D represents the image views:
DDDAAA
DDDAAA
BBBCCC
BBBCCC
How can I do that? I tried it this way, but it's not working. The Eclipse Editor seems not to be very good for this either. Is there a better one to create those layouts?
CODE:.................................
I would like to design a layout for my android app which has imageviews/Textviews placed as shown in the figure below.
Right now, i tried to use Absolute layout, but i know that will create problems as the screen size changes.
Can it be done? If it can, is it much of a performance hit, and is there an example anywhere?
View 4 Replies View RelatedIm messing with imageviews and I am able to align a single imageview in the center horizontally with android:layout_centerHorizontal="true"
Now my main problem is that I have X imageviews and when I align them all like that, and then use the android:layout_toRightOf="", they just start from the middle.
I need to load several ImageViews into a layout. The ImageViews are used to show a rating using 'star' icons. The number of stars (i.e. the rating is determined during loading by reading a configuration file.
The ImageViews are sitting inside a RelativeLayout layout.
Currently I am using something like this:
CODE:........
My quesions are:
1) Is doing the loading dynamically (not using an xml) is the 'right' way of doing this ?
2) If it is, how do I make the stars display in a line, currently they get placed one on top of the other.
I have a requirement where few of my image views form border areas of an application, the application will be running on many screen sizes.
I'll be creating a uniform image for the smallest size possible, which can be repeated as many times as needed, and still presents the same image.
i want the image view to replicate the image contained whenever it is increased.
Perhaps I was able to describe my problem.
Is anything like this possible?
I tried 9-patch images, but I couldn't find nice articles on it which could explain how to create useful images with it which could suite my need.
I'm just starting to get the hang of animations, tweened animations that is. I have made several imageviews with pictures rotating and moving, and its all very fun, but I don't know what the best approach for doing multiple animations is.
For example I created a LinearLayout and stuck some ImageViews in it and wrote this:
CODE:...............
for each imageview. So they all spin. But now I want to step it up a gear. But reaidng other sources on the net it seems some people use canvas to do animations. What is the best way?
how can I place the cube in a specific place on the screen?
View 8 Replies View RelatedI am creating an application that checks the installation of a package and then launches the market-place with its id.
When I try to launch market place with id of an application say com.mybrowser.android by throwing an intent android.intent.action.VIEW with url: market://details?id=com.mybrowser.android, the market place application does launches but crashes after launch.
Note: the application com.mybrowser.android doesn't exists in the market-place.
MyApplication is my application.
CODE:..........
However, when I try to launch the market place for a package that exists in the market place say com.opera.mini.android, everything works. Log for this case:
CODE:..................
I am launching an image picker (from the gallery) and my code crashes every single time. I tried to get some help in another post, but people quit responding to the post. Please help. When I do a debug, it tells me this (there are TONS of errors, but these looked the most important - also, I changed the "com.app.name/com.app.name.activity" for privacy reasons):
04-01 14:09:30.254: WARN/dalvikvm(719): threadid=3: thread exiting with uncaught exception (group=0x4000fe68) 04-01 14:09:30.254: ERROR/AndroidRuntime(719): Uncaught handler: thread main exiting due to uncaught exception 04-01 14:09:30.274: ERROR/AndroidRuntime(719): java.lang.RuntimeException: Failure delivering result ResultInfo {who=null, request=1, result=-1, data=Intent { data=content://media/ external/images/media/7 }} to activity {com.app.name/ com.app.name.activity}: android.database.CursorIndexOutOfBoundsException: Index -1 requested, with a size of 1 04-01 14:09:30.274: ERROR/AndroidRuntime(719): Caused by: android.database.CursorIndexOutOfBoundsException: Index -1 requested, with a size of 1
Here is the code that invokes the activity, follwed by the code that is invoked after the activity has finished:
public void takePic() { Intent photoPickerIntent = new Intent(Intent.ACTION_PICK); photoPickerIntent.setType("image/*"); startActivityForResult(photoPickerIntent, 1);
}
I have create a zip file on the phone sdk. So i need to create a program to attach that zip file and mail it. For that i need the uri of that file. I used its physical path but it doesn't work. path to the file - sdcard/myfile.zip. i used it in the code in foloowing way
sendIntent.putExtra(Intent.EXTRA_STREAM,Uri.parse("file://sdcard/ myfile.zip"));
when email is sent no attachment can be seen. Is it a problem with a uri. is it a problem with the MIME type
I'd like to use the RandomAccessFile class to access a file that ships with my application. However, that class only accepts a String which is the path to the file. If I place my file somewhere like the assets directory, how do I construct a path to that file? I know I can use the getAssets methods to read up resources, but those only return InputStreams which cannot be seeked.
View 3 Replies View RelatedI have a Samsung galaxy ace 3 and its sdcard path is "/strorage/extSdCard".However, when i use
"Environment.getExternalStorageDirectory()",
it always returns "/storage/emulated/0" but in my Emulator it is "/storage/sdcard".
how can I get sdcard path in all android devices?" and "why in andoird 4.2 get path of sdcard so hard?"
I'm working on a game which will use projectiles. So I've made a Projectile class and a new instance is created when the user touches the screen:
@Override
public boolean onTouch(View v, MotionEvent e){
float touch_x = e.getX();
float touch_y = e.getY();
new Projectile(touch_x, touch_y);
And the Projectile class:
public class Projectile{
float target_x;
float target_y;
Path line;
public Projectile(float x, float y)
target_x = x;
target_y = y;
line = new Path();
line.moveTo(MyGame.mPlayerXPos, MyGame.mPlayerYPos);
line.lineTo(target_x, target_y);
So this makes a Path with 2 points, the player's position and and touch coords. My question is - How can you access points on this line? For example, if I wanted to get the x,y coords of the Projectile at the half point of the line, or the point the Projectile would be at after 100 ticks (moving at a speed of X pixels/tick)? I also need the Projectile to continue moving after it reaches the final point. Do I need to use line.addPath(line) to keep extending the Path?
I managed to get the Projectiles moving in a straight line, but they're going in strange directions. I had to fudge some code up:
private void moveProjectiles(){
ListIterator<Projectile> it = Registry.proj.listIterator();
while ( it.hasNext() ){
Projectile p = it.next();
p.TimeAlive++;
double dist = p.TimeAlive * p.Speed;
float dx = (float) (Math.cos(p.Angle) * dist);
float dy = (float) (Math.sin(p.Angle) * dist);
p.xPos += dx;
p.yPos += -dy;
The Angle must be the problem. I'm using this method, which works perfectly:
private double getDegreesFromTouchEvent(float x, float y){
double delta_x = x - mCanvasWidth/2;
double delta_y = mCanvasHeight/2 - y;
double radians = Math.atan2(delta_y, delta_x);
return Math.toDegrees(radians);
However, it returns 0-180 for touches above the center of the screen, and 0 to -180 for touches below.
http://itunes.apple.com/us/app/pathpix-pro/id338509060?mt=8... I got my Ken Ken and Pi cross fix. Now I need my Path Pix fix.
View 5 Replies View RelatedAs with any software it would be benficial to have an easy migration path from the main competitor in the landscape.Create an iphone/ipod to Android App migration tool. The android app marketplace could build a migration app or tool that allowed you to interrogate your itunes apps and give you a translation to the comparable Android apps on the android market that do the same thing.
View 2 Replies View RelatedI am trying to do the following.
I have an Image viewer where in the user picks an Image from within the gallery. The uri to that selected Image is available to me. Now, I want to use this URI information and send it as a file over a socket using FileInputStream. Is this a valid syntax to perform the above action?
CODE:..............
I have a Main_Overlay class that extends Overlay. I added This overlay to the mapview and override the Draw method as of below:....................
View 5 Replies View RelatedDoes anyone know how to get the real filesystem path where the images are stored? I know that Using Media.EXTERNAL_CONTENT_URI thru a content provider you can get the pictures inside the folder and from there get the path. but if the pictures folder is empty, how I can get the full path?
View 2 Replies View RelatedI have a binary file in the R.raw folder. Now I am able to get the file name and can read the file as well, but I need to find out the complete path of the file in string format.
View 1 Replies View Related