Animating the drawing of a canvas path on Android

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北荒
北荒 2020-12-16 04:14

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

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  • 2020-12-16 04:57

    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.

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  • 2020-12-16 05:00
    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);
        }
    }
    
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  • 2020-12-16 05:12

    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.

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