I am using a ProgressBar in my application which I update in onProgressUpdate of an AsyncTask
. So far so good.
What I want to do is to animate the prog
EDIT: While my answer works, Eli Konkys answer is better. Use it.
if your thread runs on the UI thread then it must surrender the UI thread to give the views a chance to update. Currently you tell the progress bar "update to 1, update to 2, update to 3" without ever releasing the UI-thread so it actually can update.
The best way to solve this problem is to use Asynctask, it has native methods that runs both on and off the UI thread:
public class MahClass extends AsyncTask<Void, Void, Void> {
@Override
protected Void doInBackground(Void... params) {
while (progressBar.getProgress() < progress) {
publishProgress();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
return null;
}
@Override
protected void onProgressUpdate(Void... values) {
progressBar.incrementProgressBy(1);
}
}
AsyncTask might seem complicated at first, but it is really efficient for many different tasks, or as specified in the Android API:
"AsyncTask enables proper and easy use of the UI thread. This class allows to perform background operations and publish results on the UI thread without having to manipulate threads and/or handlers."
Similar with Kotlin on the UI thread
activity?.runOnUiThread {
ObjectAnimator.ofInt(binding.progressAudio, "progress", currentPosition)
.setDuration(100)
.start();
}
ProgressBar().setProgress(int progress, boolean animate)
Android has taken care of that for you
You could try using a handler / runnable instead...
private Handler h = new Handler();
private Runnable myRunnable = new Runnable() {
public void run() {
if (progressBar.getProgress() < progress) {
progressBar.incrementProgressBy(1);
progressBar.invalidate();
h.postDelayed(myRunnable, 10); //run again after 10 ms
}
};
//trigger runnable in your code
h.postDelayed(myRunnable, 10);
//don't forget to cancel runnable when you reach 100%
h.removeCallbacks(myRunnable);
Here is an improved version of @Eli Konky solution:
public class ProgressBarAnimation extends Animation {
private ProgressBar mProgressBar;
private int mTo;
private int mFrom;
private long mStepDuration;
/**
* @param fullDuration - time required to fill progress from 0% to 100%
*/
public ProgressBarAnimation(ProgressBar progressBar, long fullDuration) {
super();
mProgressBar = progressBar;
mStepDuration = fullDuration / progressBar.getMax();
}
public void setProgress(int progress) {
if (progress < 0) {
progress = 0;
}
if (progress > mProgressBar.getMax()) {
progress = mProgressBar.getMax();
}
mTo = progress;
mFrom = mProgressBar.getProgress();
setDuration(Math.abs(mTo - mFrom) * mStepDuration);
mProgressBar.startAnimation(this);
}
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
float value = mFrom + (mTo - mFrom) * interpolatedTime;
mProgressBar.setProgress((int) value);
}
}
And usage:
ProgressBarAnimation mProgressAnimation = new ProgressBarAnimation(mProgressBar, 1000);
...
/* Update progress later anywhere in code: */
mProgressAnimation.setProgress(progress);
A Kotlin way of doing this
import kotlinx.android.synthetic.main.activity.*
progressBar.max = value * 100
progressBar.progress = 0
val progressAnimator = ObjectAnimator.ofInt(progressBar, "progress", progressBar.progress, progressBar.progress + 100)
progressAnimator.setDuration(7000)
progressAnimator.start()