So I\'m animating a view using animation:
Please consider setFillAfter(boolean); setting it to true will make the view stay at the animated position.
Animation anim = new TranslateAnimation(0, 0, 0, 100);
// or like this
Animation anim = AnimationUtils.loadAnimation(this, R.anim.animation_name);
anim.setFillAfter(true);
anim.setDuration(1000);
This can be done even easier using the ViewPropertyAnimator, available from API 14 and onwards:
int animationpos = 500;
View.animate().y(animationpos).setDuration(1000); // this will also keep the view at the animated position
Or consider an AnimationListener to get the LayoutParams exactly after the animation:
anim.setAnimationListener(new AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {}
@Override
public void onAnimationRepeat(Animation animation) {}
@Override
public void onAnimationEnd(Animation animation) {
// get layoutparams here and set it in this example your views
// parent is a relative layout, please change that to your desires
RelativeLayout.LayoutParams lp = (RelativeLayout.LayoutParams) View.getLayoutParams();
lp.topMargin = yournewtopmargin // use topmargin for the y-property, left margin for the x-property of your view
View.setLayoutParams(lp);
}
});
View.startAnimation(anim);
UPDATE:
How to know how many pixels the view moved, depending on the percentage values of the animation?
The percentage value in your .xml animation is relative to the animated View's dimensions (such as width and height). Therefore, you just need to use your View's width and height properties (depending on weather u use x or y animation to get the actual animation distance in pixels).
For example:
Your View has a width of 400 pixels. Your animation animates the x-property from 0% to 75%, meaning that your view will move 300 pixels (400 * 0.75) to the right side. So onAnimationEnd(), set the LayoutParams.leftMargin to 300 and your View will have the desired position.
You can use NineOldAndroid proxy library for using ObjectAnimator as you wish. it supports lower api levels and uses the native library for newer api levels.
Just simply import as LibraryProject and it will be all good.
I find that simply setting fillEnabled and fillAfter to TRUE does not solve the issue when things like click/touch listeners are involved. Setting fill enabled and fill after to be true just ensures that the pixels of the view are DRAWN in the correct final place. However, suppose the view being animated has a onclick listener associated with it. Clicking the view in its new visible position will do nothing, however clicking the screen in the position the view was originally will trigger the onClick.
The following is an example of how to get around this:
Suppose we have a view with an onClickListener set to it. Suppose also that the views bounds are 0, 0, 0, 0 (left, top, right, bottom). Suppose now we wish to move the view to the right by 200. The following code will demonstrate how to do this in a manner that will move both the pixels to be drawn and the underlying view object to the correct position, hence adjusting the onClick to be called from the correct position.
private Animation generateMoveRightAnimation() {
final Animation animation = new TranslateAnimation(Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 200,
Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 0);
animation.setDuration(300);
animation.setFillAfter(true);
animation.setFillEnabled(true);
animation.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {
}
@Override
public void onAnimationEnd(Animation animation) {
RelativeLayout.LayoutParams lp = (RelativeLayout.LayoutParams) view.getLayoutParams();
// change the coordinates of the view object itself so that on click listener reacts to new position
view.layout(view.getLeft()+200, view.getTop(), view.getRight()+200, view.getBottom());
repeatLevelSwitch.clearAnimation();
}
@Override
public void onAnimationRepeat(Animation animation) {
}
});
return animation;
}