Reputation: 37721
I have a background image and what I want is for it to be moving slowly to the right and when the image has reach the right end of the screen with the end of the left starting side of the image, the image must start again showing the start of the right side, as an infinite horizontal scroll.
How can this be achieved without generating bitmap overflow memory exceptions?
I tried it drawing two times the bitmap with canvas... but it is not smooth, it is very creepy with jumps and not optimized:
universeBitmap = Bitmap.createScaledBitmap(universeBitmap, sw, sh, false);
universeView = new View(this){
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (paused==true){
canvas.drawBitmap(universeBitmap, universeX, 0, null);
return;
}
long currentTime=System.currentTimeMillis();
if ((currentTime-lastdrawTime)>100){
if (universeX>sw){
universeX=0;
}
lastdrawTime=currentTime;
universeX+=1;
}
canvas.drawBitmap(universeBitmap, universeX, 0, null);
canvas.drawBitmap(universeBitmap, universeX-sw, 0, null);
invalidate();
}
};
I also tried without invalidating the view each 100ms, but with a thread and a handler, and same result.... creepy non smooth movement:
universeBitmap = Bitmap.createScaledBitmap(universeBitmap, sw, sh, false);
universeView = new View(this){
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(universeBitmap, universeX, 0, null);
canvas.drawBitmap(universeBitmap, universeX-sw, 0, null);
}
};
.
.
.
Handler handler=new Handler(){
@Override
public void handleMessage(Message msg) {
if (universeX>sw){
universeX=0;
}
universeView.invalidate();
universeX+=1;
}
};
.
.
.
public void run() {
try {
while( !backgroundThread.interrupted() ) {
synchronized(this){
handler.sendEmptyMessage(0);
wait(100);
}
}
}
Upvotes: 0
Views: 1086
Reputation: 1
You can try this code, i think it is really well optimized:
public class ScrollingBackgroundView extends SurfaceView implements SurfaceHolder.Callback {
private Bitmap universeBitmap;
private int universeX = 0;
private int sw, sh; // Screen width and height
private SurfaceHolder holder;
private long lastDrawTime = 0;
public ScrollingBackgroundView(Context context) {
super(context);
holder = getHolder();
holder.addCallback(this);
universeBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.universe_image);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// Get screen width and height
sw = getWidth();
sh = getHeight();
// Scale bitmap only once
universeBitmap = Bitmap.createScaledBitmap(universeBitmap, sw * 2, sh, false); // Double width to ensure continuous scroll
startScrolling();
}
private void startScrolling() {
// Use a ValueAnimator for smooth scrolling
ValueAnimator animator = ValueAnimator.ofInt(0, sw);
animator.setDuration(3000); // Adjust duration for speed
animator.setRepeatCount(ValueAnimator.INFINITE); // Infinite scrolling
animator.setInterpolator(new LinearInterpolator()); // Smooth constant speed
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
universeX = (int) animation.getAnimatedValue();
invalidate();
}
});
animator.start();
}
@Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Draw the background image at the current position
canvas.drawBitmap(universeBitmap, universeX, 0, null);
canvas.drawBitmap(universeBitmap, universeX - sw, 0, null);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// Handle surface changes (e.g., orientation change)
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// Cleanup if needed
}
}
Upvotes: 0
Reputation: 19263
assuming you don't want for user to scroll this background by own you may use TranslateAnimation with INFINITE param for repeat mode, it will be smooth. create 2 ImageView
s horizontally (or even simple View
s and setting Bitmap
as background) and move their parent. when first get off the screen remove it and add another on other side. this is for background photo/image filling whole screen, if you have other size background just add more ImageView
s to create 2x or more summary length than width of the screen (which can be easly measured on in onCreate
or wherever. Just create something like Adapter
for background image or even you may tray existing projects/libs usually named smth like HorizontalScrollView
with Adapter
returning some large numer in getCount
, e.g. Integer.MAX_VALUE
about Bitmap
errors - note that Adapter
don't destroy lost/lefting View
s, but use them as next (recreates) - this is convertView
in getView(...)
method. use ViewHolder
pattern and you will use only two View
s with single Bitmap
setting (same refrence). you may create just once your static background Bitmap
in constructor and keep in LruCache preventing from recycle it. every device can handle bitmap with same size as screen
Upvotes: 0