Hi,
I want to draw a bitmap into a shape (in this case an isosceles
trapezoid); not clipped, but with the bitmap transformed to fit the
shape. For example, if the height of the left side is greater than
that of the right side then I want the bitmap evenly transformed in
height from left to right
Hi Neilz,
I dont quite follow the problem; if you can elaborate I would be very
keen to investigate. Does your gallery represent a single view showing
five different sets of data; or are five different views being
included in the gallery? I would expect that only three views are ever
created;
It seems one again I have answered my own question. I still dont
understand how drawBitmapMesh works but I can achieve what I want to
by using the Camera object. The Camera object allows you to rotate 2D
objects in 3D space. The following code snippet (very much test code)
demonstrates what is
Hi, my apologies, but there is a serious bug in the FlingGallery code
which results in views not being recycled. The offending function is
shown below. As can be seen the line mExternalView = mInvalidLayout
occurs before the call to adapter.getView, which means that in
adapter.getView the value of
package com.droidful.flinggallery;
import android.content.Context;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.animation.Animation;
import android.view.animation.AnimationUtils;
import
The new code posted below works in the 1.5 emulator. Bear in mind this
is an example born of my own investigations and therefore does not
contain exception handling, robustness, etc. Such as it is I hope you
find it helpful.
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package com.droidful.flinggallery;
import android.content.Context;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.animation.Animation;
import android.view.animation.AnimationUtils;
import
package com.droidful.flinggallery;
import android.app.Activity;
import android.os.Bundle;
import android.content.Context;
import android.graphics.Color;
import android.view.Gravity;
import android.view.MotionEvent;
import android.view.View;
import android.view.ViewGroup;
import
Hi Nik, no known issues, but I pretty much posted it as soon as the
initial prototype was complete, so I guess we shall see. If I had to
guess at where issues might arise I would be looking at failure to
release resources (maybe thats my windows background speaking, I dont
yet fully understand
Hi Neilz, this is the only thing I have posted to date. I have PM'd
you a variation on the original fling gallery activity which includes
embedding a standard view inside a custom drawn view (onDispatchDraw)
which is kinda useful. Its no big deal, just adds a pretty border to
the views being shown
Hi Nik, thanks for posting the sample code. I used a lot of that when
working on my own project. If your interested I have posted up some
sample code that does a similar thing in a different way (gets round
some problems I had with Gallery) at
package com.droidful.flinggallery;
import android.content.Context;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.WindowManager;
import android.view.animation.Animation;
import
package com.droidful.flinggallery;
import android.app.Activity;
import android.os.Bundle;
import android.content.Context;
import android.graphics.Color;
import android.view.Gravity;
import android.view.MotionEvent;
import android.view.View;
import android.view.ViewGroup;
import
In my other topics about animation methods and problems with gallery
views I made mention of writing my own gallery view. I'm pretty new to
Android but I found some helpful posts and helpful people on this
group so I am posting up my code for the benefit of anyone who is
curious. Feel free to
//(edit: removed complexities around fling velocity and transitions;
now just decelerates like the standard gallery)
package com.droidful.flinggallery;
import android.content.Context;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
import
By the way, I am just updating the FlingGallery class so that you cant
scroll faster than the fling animation velocity. This will make for a
smoother UI on fling (at the moment the scroll happens really fast
then the animated fling is slower so it looks a bit jerky).
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I have updated the class to improve the UI. There is still one glitch
I am working on. When you do a fling gesture there is a slight pause
before the fling animates, this is caused when the outgoing view
attempts to recycle from the adapter, it only takes a fraction of a
second but it is
package com.droidful.flinggallery;
import android.content.Context;
import android.util.Log;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.animation.Animation;
import
Sorry about that, correct link is
http://groups.google.com/group/android-developers/browse_thread/thread/27d5f678be44c370/3f5ec157b3717e3f#3f5ec157b3717e3f.
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Hmm. Im developing on 2.2 on a google nexus one. To be honest with you
I dont have the experience to know what is or isnt going to work on
different versions. If I get some time I can try compiling against an
older SDK. I also didnt set a version requirement in the manifest so
it might be crashing
Hi pskink. I initially used Animations by setting dynamically
configured animations on the views I wanted to move around and then
starting the animations. The problem I found was that in the case
where part of the view is outside the display area as it animates back
into the display area the part
Ok, looks like I might be being a noob. I might be able to do
something with getTransformation. Ill look into it.
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Thanks skink, works a treat. I extended Animation and applied my
animations in the applyTransformation method (without calling the
super). Basically the code I already had just slotted straight in.
Cheers!
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In my other topics about animation methods and problems with gallery
views I made mention of writing my own gallery view. I'm pretty new to
Android but I found some helpful posts and helpful people on this
group so I am posting up my code for the benefit of anyone who is
curious. Feel free to
Why I am calling this thing a gallery 'widget'? Thats kinda wrong.
Anyway, so I ended up writing my own gallery style view class based on
frame layout. Its pretty much exactly like gallery view but whoa and
behold the edittext's work just fine. Interestingly I noticed that the
default long click
In solving another problem I had I have written a gallery style view
based on framelayout which supports fling, animated transitions,
adapters, etc. Ill post it up as an example soon. But for now im not
really sure I have used the best approach for running the animation
threads.
I decided to use
I changed the logic of the asyncTask to be based on time rather than
point position, at least now I dont have a sleep but it would probably
hammer the UI thread. But I guess thats what I want to get smooth
animation. Should this be in the beginners thread? Anyway here is the
new pseudo-code:
Is anyone able to run the little applications I included above? I
would love to know if it is just me with this problem or if it is a
wider issue with the OS or my code.
I am considering a re-write to ditch the gallery widget, but I kinda
like the UI effect I am getting with the gallery widget; I
Hi,
I am developing an application in Eclipse build ID 20090920-1017 using
android SDK 2.2 and testing on a Google Nexus One. For the purposes of
the tests below I am using the IME Android keyboard on a non-rooted
phone.
I have an EditText widget which exhibits some very strange behavior. I
can
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