
What I Have
I have an arrow image (like the left one). When the user clicks on it, it should rotate 180 degree with an animation and should look like the right one.
What I Have Done
private void rotate(float degree, final int toggleV) {
final RotateAnimation rotateAnim = new RotateAnimation(0.0f, degree,
RotateAnimation.RELATIVE_TO_SELF, 0.5f,
RotateAnimation.RELATIVE_TO_SELF, 0.5f);
rotateAnim.setDuration(500);
toggle.startAnimation(rotateAnim);
rotateAnim.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {
}
@Override
public void onAnimationEnd(Animation animation) {
if (toggleV == 1)
toggle.setImageResource(R.drawable.toggle_up);
else
toggle.setImageResource(R.drawable.toggle_down);
}
@Override
public void onAnimationRepeat(Animation animation) {
}
});
}
The Problem
I see that the animation works fine but there is a little flicker while setting the image. May be because of the time difference when the animation ends and the image is set.
How can I remove this flicker issue? Do you have any better approach to do this?
First of all, what is you minimum SDK requirement? In case it's at least Android 3.0, you can use the newer animation framework, and animate your Image with something like this:
imageView.animate().rotation(180).start();
About the flicker: I wouldn't reset the source image of the ImageView after the rotation, I'd just leave in the original and make sure that the rotation animation fills after the animation, leaving the image rotated. The flicker is most likely caused by the View's relayout/redraw upon changing the source image.
Further visual artifacts (flicker?) may be caused because the original-rotated image and the rotated static image might differ in a few pixels.
If I were you I'd use ViewPropertyAnimator
(available from API 12). Its syntax is more straight forward IMO.
Usage would be:
toggle.animate().rotation(0.5f);
You can use setFillAfter
if you want to persist the state of your animation.
Why dont you use RotateAnimation?
create a folder named anim in res and a file named rotator.xml inside res/anim.
<rotate xmlns:android="http://schemas.android.com/apk/res/android"
android:duration="400"
android:fromDegrees="0"
android:pivotX="50%"
android:pivotY="50%"
android:toDegrees="360"/>
Here one complete rotation will be completed in 4000ms (4 seconds). Now add a PNG image that you want to rotate into your drawable folder. Then open res/main.xml, after removing the default textView in the layout, add an ImageView and Button into the layout. Set the src property of the ImageView as your filename of the added image, for example android:src=”@drawable/myimg” Ok, lets edit the main class. In the onClick() for the button, add the necessary code for running the animation. Check the following code.
public class AnimationActivity extends Activity {
public ImageView myImage ;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
myImage = (ImageView)findViewById(R.id.imageView1);
final Animation myRotation = AnimationUtils.loadAnimation(getApplicationContext(), R.anim.rotator);
((Button)findViewById(R.id.button1)).setOnClickListener(new OnClickListener() {
@Override
public void onClick(View arg0) {
myImage.startAnimation(myRotation);
}
});
}
}
Verified Code: (You can follow my solution)
imageView.setImageResource(R.drawable.ic_arrow_up);
boolean up = true;
if (!up) {
up = true;
imageView.startAnimation(animate(up));
} else {
up = false;
imageView.startAnimation(animate(up));
}
private Animation animate(boolean up) {
Animation anim = AnimationUtils.loadAnimation(this, up ? R.anim.rotate_up : R.anim.rotate_down);
anim.setInterpolator(new LinearInterpolator()); // for smooth animation
return anim;
}
drawable/ic_arrow_up.xml
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="24dp"
android:height="24dp"
android:viewportWidth="24.0"
android:viewportHeight="24.0">
<path
android:fillColor="#3d3d3d"
android:pathData="M7.41,15.41L12,10.83l4.59,4.58L18,14l-6,-6 -6,6z"/>
</vector>
anim/rotate_up.xml
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:fillAfter="true"
android:fillEnabled="true">
<rotate
android:duration="200"
android:fromDegrees="-180"
android:pivotX="50%"
android:pivotY="50%"
android:toDegrees="0" />
</set>
anim/rotate_down.xml
<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android"
android:fillAfter="true"
android:fillEnabled="true">
<rotate
android:duration="200"
android:fromDegrees="0"
android:pivotX="50%"
android:pivotY="50%"
android:toDegrees="180" />
</set>
I used that code. Because this will save the animation state:
android:fillAfter="true"
android:fillEnabled="true"
If you want to rotate an image by 180 degrees clockwise.
private var isExpanded = true
private fun rotateImage(view: View) {
val startAngle = if (isExpanded) 0f else 180f
ObjectAnimator.ofFloat(view, View.ROTATION, startAngle, startAngle + 180f).apply {
duration = 300
interpolator = LinearInterpolator()
start()
}
isExpanded = !isExpanded
}
Or more simply (as wrote @Alex.F):
view.animate().setDuration(300).rotationBy(180f).start()
来源:https://stackoverflow.com/questions/30209415/rotate-an-imagewith-animation