I\'d like to animate the drawing of a path, i.e. to have it progressively appear on the screen. I am using the canvas and my best guess so far is to use an ObjectAnimator to
As far as I know, the only way is to start with an empty path and have a runnable that appends points to the path at defined intervals, until it is completed.
package com.nexoslav.dashlineanimatedcanvasdemo;
import android.animation.ValueAnimator;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.DashPathEffect;
import android.graphics.Paint;
import android.graphics.Path;
import android.util.AttributeSet;
import android.util.Log;
import android.view.View;
import android.view.animation.LinearInterpolator;
import androidx.annotation.Nullable;
public class CustomView extends View {
float[] dashes = {30, 20};
Paint mPaint;
private Path mPath;
private void init() {
mPaint = new Paint();
mPaint.setColor(Color.BLACK);
mPaint.setStrokeWidth(10f);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setPathEffect(new DashPathEffect(dashes, 0));
mPath = new Path();
mPath.moveTo(200, 200);
mPath.lineTo(300, 100);
mPath.lineTo(400, 400);
mPath.lineTo(1000, 200);
mPath.lineTo(1000, 1000);
mPath.lineTo(200, 400);
ValueAnimator animation = ValueAnimator.ofInt(0, 100);
animation.setInterpolator(new LinearInterpolator());
animation.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
Log.d("bla", "bla: " + valueAnimator.getAnimatedValue());
mPaint.setPathEffect(new DashPathEffect(dashes, (Integer) valueAnimator.getAnimatedValue()));
invalidate();
}
});
animation.setDuration(1000);
animation.setRepeatMode(ValueAnimator.RESTART);
animation.setRepeatCount(ValueAnimator.INFINITE);
animation.start();
}
public CustomView(Context context) {
super(context);
init();
}
public CustomView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
public CustomView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
public CustomView(Context context, @Nullable AttributeSet attrs, int defStyleAttr, int defStyleRes) {
super(context, attrs, defStyleAttr, defStyleRes);
init();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawPath(mPath, mPaint);
}
}
Answering my own question, as I figured out a satisfying way to do that.
The trick is to use an ObjectAnimator
to progressively change the current length of the stroke, and a DashPathEffect
to control the length of the current stroke. The DashPathEffect
will have its dashes parameter initially set to the following:
float[] dashes = { 0.0f, Float.MAX_VALUE };
First float is the length of the visible stroke, second length of non-visible part. Second length is chosen to be extremely high. Initial settings thus correspond to a totally invisible stroke.
Then everytime the object animator updates the stroke length value, a new DashPathEffect
is created with the new visible part and set to the Painter object, and the view is invalidated:
dashes[0] = newValue;
mPaint.setPathEffect(new DashPathEffect(dashes, 0));
invalidate();
Finally, the onDraw() method uses this painter to draw the path, which will only comprise the portion we want:
canvas.drawPath(path, mPaint);
The only drawback I see is that we must create a new DashPathEffect at every animation step (as they cannot be reused), but globally this is satisfying - the animation is nice and smooth.