Updating ListView after animation - android-listview

My app has a sliding drawer for notifications. I've managed to get it to function like the android notifications including the "clear all" button.
When the clear all button is clicked my database is cleared, my list adapter is refreshed, and my list adapter gets set to the list. The view updates and the list is cleared.
When I added slide-out animation (just like jelly bean) I got a NullPointerException. The issue crops up when my adapter is set. If I comment out setting the adapter the animation runs without a problem.
// Animation
int count = drawer_list.getCount();
for (int i = 0; i < count; i++) {
View view = drawer_list.getChildAt(i);
if (view != null) {
// create an Animation for each item
Animation animation = AnimationUtils.loadAnimation(this, android.R.anim.slide_out_right);
animation.setDuration(300);
// ensure animation final state is "persistent"
animation.setFillAfter(true);
// calculate offset (bottom ones first, like in notification panel)
animation.setStartOffset(300 * (count - 1 - i));
// animation listener to execute action code
if (i == 0) {
animation.setAnimationListener(new AnimationListener() {
public void onAnimationStart(Animation animation) {
// NOT USED
}
public void onAnimationRepeat(Animation animation) {
// NOT USED
}
public void onAnimationEnd(Animation animation) {
// Clear table
notifications.flushNotificationTempTable_ActiveOnly();
// Update list adapter
refreshNotifications();
// Close drawer
notification_drawer.close();
}
});
}
view.startAnimation(animation);
}
}
The trouble spot is in the refreshNotifications() method when the line drawer_list.setAdapter(notificationAdapter); executes. I use this method and adapter all throughout my app and, as I said above, it works flawlessly without the animations.

I was able to solve this by eliminating the animation listener and adding a delayed runnable after it that ran my post animation code.
I was unable to find a way to set a new adapter (required because i used a custom adapter) inside the animation listener. If anyone knows how to do this I would like to know.

Related

Loader during Unity IAP Callback

I want to put loader in between dialog boxes come up for the purchase. What is the way for this?
Because when game player press Buy button, he should require to wait for 5 to 10 second depends on internet speed and server response and this process happed 2 to 3 times because multiple dialogs come up within screen.
So in this case, may be player can leave the screen. I want to put the loader so that game player realise that some processing is running in background, he required to wait for some time.
At present I was following completely this code for Unity IAP setup.
Integrating Unity IAP In Your Game
I assume this is for mobile platform but even if its not still the following can be considered:
Simple solution is to create a full screen Image (UI/Panel) object in your UI to block clicks. I would use Animator component (with triggers) to display this panel in front of other UI when there is a background process running.
public class Loader : MonoBehaviour
{
public static Loader Instance;
Animator m_Animator;
public bool Loading {get; private set;}
void Awake()
{
Instance = this; // However make sure there is only one object containing this script in the scene all time.
}
void Start()
{
//This gets the Animator, which should be attached to the GameObject you are intending to animate.
m_Animator = gameObject.GetComponent<Animator>();
Loading = false;
}
public void Show()
{
Loading = true;
m_Animator.SetBool("Loading", Loading); // this will show the panel.
}
public void Hide()
{
Loading = false;
m_Animator.SetBool("Loading", Loading); // this will hide the panel.
}
}
Then in any script which manipulates UI:
public void BuyButtonClicked()
{
Loader.Instance.Show();
// process time taking stuff
Loader.Instance.Hide();
}
You can also create any kind of loading animation as child of panel object using simple images and animation tool inside Unity (for example rotating animation (use fidget spinner, its cool)).
And in case of Android where user have option to leave screen by pressing OS back button you can prevent going back by checking if any loading is in progress by following example:
// code for back button
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
BackButtonPressed();
}
}
void BackButtonPressed()
{
if(Loader.Instance.Loading)
return;
// use back button event. (For example to leave screen)
}
Hope this helps ;)

JavaFx set volume on MediaPlayer not working

This question has been asked before but to date there is no answer. I have just struck the same problem. I traced into the mediaplayer source and all is well until I get to gstSetVolume in GSTMediaPlayer for which I don't have the source.
At that point the volume value is still correct.
After setting the volume System.out.println(player.getVolume()); reports the correct value (0.0 - 1.0) BUT the volume has not changed. If the slider is set to 0, the audio is muted. Any other value is full volume.
Platform is Netbeans 8.1 on Windows 7 with JavaFX-8 and JDK-8 and the media source is a standard mp4 which works on all tested players (Windows, VLC etc).
Here is the code attached to a MediaView (which works well):
Runnable videoLoop;
PlayListViewController playListViewController;
// Videos are looped here
public void startVideoLoop() {
playerIndex = 0;
videoLoop = () -> {
// Previous player MUST be stopped otherwise it is left
// in the PLAYING state and the next video will not PLAY
if (player != null) {
player.stop();
}
// Point to the next player
if (++playerIndex == videoPlayersList.size()) {
playerIndex = 0;
}
playVideoSequence();
};
playVideoSequence();
}
public void playVideoSequence() {
// If the video options are shown we can update the listview
if (playListViewController != null) {
playListViewController.setListViewItem(playerIndex);
}
player = videoPlayersList.get(playerIndex);
mediaView.setMediaPlayer(player);
player.setOnEndOfMedia(videoLoop);
player.play();
}
A right mouse button press then invokes a 'settings' option. This is a View Controller which is attached to an FXML view. The controller receives a reference to the videoField when it is invoked. Here is the relevant snippet:
private void setHandlers() {
idVolumeSlider.valueProperty().addListener(new ChangeListener() {
#Override
public void changed(ObservableValue arg0, Object arg1, Object arg2) {
// videoField is a separate class
videoField.setVolume(idVolumeSlider.getValue());
}
});
I'm sorry I cannot supply a 'cut and paste' example, because that would mean a lot of pruning and simplifying of classes to achieve that with the risk of introducing additional problems.

Determine camera change event was programatic

I want to determine whether the camera changed event was initiated from the user or not. (i have to make different actions based on that). So if the user pans a camera with the finger, i have to close sg, but if i moved the camera with the API, i do not.
Currently i cannot decide it was a user event or not, in my OnCameraChangeListener, because the onCameraChange(CameraPosition var1) method does not provide any kind of information about that.
I also tried to save the last marker position which i animated onto programmatically, and check that in the listener method:
map.setOnCameraChangeListener(new GoogelMap.onCameraChangeListener {
public void onCameraChange(CameraPosition position) {
if (!cameraPosition.target.equals(lastClickedMarker)) {
// this is a user event
}
}
I set the lastClickedMarker with the OnMarkerClickListener. I found out i cannot rely on this, because the cameraPosition and lastClickedMarker coordinates will always differ a little, even if really animate to that marker programmatically with animateCamera().
Is there any way to solve this?
You can set a boolean before you change the camera programatically, and check if it is set (and unset) in the onCameraChange method.
Something like this:
// Moving programmatically
cameraMovedProgrammatically = true;
map.animateCamera(cameraUpdate);
And checking it:
public void onCameraChange(CameraPosition position) {
if (cameraMovedProgrammatically) {
// this is not a user event
cameraMovedProgrammatically = false;
} else {
// this is a user event
}
}

function after andengine EntityModifier completed

In the game menu i want the menu items slide away from the screen and then scene changes.
I can't seem to make it work one by one, they seems to execute the same time so there is no time for the menu items to move.
#Override
public void onBackKeyPressed()
{
// SceneManager.getInstance().loadMenuScene(engine);
if(hasChildScene()) {
/* Remove the menu and reset it. */
menuOut();
this.gameMenuChildScene.back();
} else {
/* Attach the menu. */
createGameMenuChildScene();
}
}
The AndEngine Cookbook designed an animated game menu by making it an Entity and attaching it to the HUD, no Scene changes at all.
Otherwise, why don't you make a Callback once the animation is complete to change the scene?
-Sorry i can't comment yet and i wanted to help
U can do it like this: where 2f is time in seconds. It's not nice but it should work.
this.registerUpdateHandler(new TimerHandler(2f, new ITimerCallback() {
public void onTimePassed(final TimerHandler pTimerHandler) {
resourcesManager.engine.unregisterUpdateHandler(pTimerHandler);
//change scene here
}
}));
You also have isFinished() method in your EntityModifier. You can initialize onUpdate and check isFinished() method. When it returns true you will change the scene. It more elastic and nicer way to do it. I can't verify it right now so you have to check the soultion yourself.

GWT Animation final value is not respected

I have a FlowPanel that I'm trying to animate back and forth like an iphone nav. (See this post for my original question on how to do this)
So I have it "working" with the code shown below. I say working in quotes because I'm finding that my final position of my scroller is not precise and always changes when scrolling.
The GWT.log always says the actual values I'm looking for, so for instance with the call below to scrollTo, my GWT.log says:
ScrollStart: 0 scrollStop: -246
But when I actually analyze the element in fireBug, its css, left position is never exactly -246px. Sometimes it's off by as much as 10px so my panel has just stopped scrolling before being finished.
The worst part is that this nav animates back and forth, so subsequent clicks can really throw it off, and I need pixel perfect positioning otherwise the whole things looks off.
I don't even know where to start with debugging this other than what I've already done. Any tips are appreciated.
EDIT: Additional logging information:
Logging inside the onUpdate shows this:
Updating: progress: 0.09319577524960648 position: -22.926160711403195
Updating: progress: 0.1328387452821571 position: -32.67833133941065
Updating: progress: 0.609071620698271 position: -149.83161869177468
Updating: progress: 0.7269952498697734 position: -178.84083146796425
Updating: progress: 0.9852532367342712 position: -242.37229623663072
AnimationComplete: final scrollStart/scrollStop: 0/-246
Why does it end at 0.98 % ???
Code to call animation
scroller = new Scroller();
scroller.scrollTo(-246,400);
Animation Code
public class Scroller extends Animation {
private FlowPanel scroller;
private final Element e;
public Scroller(){
scroller = new FlowPanel();
e = scroller.getElement();
}
public void scrollTo(int position, int milliseconds) {
scrollStart = e.getOffsetLeft();
scrollStop = position;
GWT.log("ScrollStart: " + scrollStart + " scrollStop: " + scrollStop);
run(milliseconds);
}
#Override
protected void onUpdate(double progress) {
double position = scrollStart + (progress * (scrollStop - scrollStart));
e.getStyle().setLeft(position, Style.Unit.PX);
}
}
onComplete gets called when the animation is finished (and onStart gets called before it starts), so override that if you want to take an action when the animation is 100% done:
public class Scroller extends Animation {
...
#Override
protected void onComplete() {
e.getStyle().setLeft(scrollStop, Style.Unit.PX);
}
}
Edit As brad notes, the docs aren't very clear that onComplete is what's called when the animation is finished. The Javadoc says Animation.onUpdate is:
Called when the animation should be
updated. The value of progress is
between 0.0 and 1.0 inclusively
(unless you override the
interpolate(double) method to provide
a wider range of values). You can
override onStart() and onComplete() to
perform setup and tear down
procedures.
The code that calls these methods is the only thing that makes clear that onUpdate is only called when the animation has started but not yet finished - that is, when the progress value is > 0 but < 1.