Reputation: 962
I have a got an Android app with a tabbed activity. Now I want to change the icon of the floating action button if I switch the tab. It should look like in the Material Design Guidelines:
I'm not using the FAB from the support library but this one because I also need the FAB menu:
I reviewed the source code and found out that it basically uses an image button for the shape of the FAB and another image button for the icon. By using a scale animation I already managed to create the shrink and scale animation of the button itself:
ScaleAnimation shrink = new ScaleAnimation(1f, 0.2f, 1f, 0.2f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
shrink.setDuration(150);
shrink.setInterpolator(new DecelerateInterpolator());
shrink.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {}
@Override
public void onAnimationRepeat(Animation animation) {}
@Override
public void onAnimationEnd(Animation animation) {
ScaleAnimation expand = new ScaleAnimation(0.2f, 1f, 0.2f, 1f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
expand.setDuration(150);
expand.setInterpolator(new AccelerateInterpolator());
animBtn.startAnimation(expand);
}
});
animBtn.startAnimation(shrink);
Now I'm wondering how I can create an 'uncover' (I don't now how to call it) animation like in the guideline. I don't want to create multiple images of the icon for each frame. Here is what I thought of yet:
I couldn't find a solution for the first one. The second one might be possible but I think there has to be a better solution. The third one doesn't suffice.
Can someone help me, please?
EDIT: I have found a first approach. See my answer below.
EDIT 2: I have improved my approach. Now it looks quite similar to the animation from the guidelines. See my edited answer below, please. What do you think?
Upvotes: 0
Views: 1227
Reputation: 962
OK, I got pretty close now. After watching the video in slow motion, I think there is also a rotation besides the scaling. Thanks to cYrixmorten, I have got this, now:
ScaleAnimation btnAnim = new ScaleAnimation (1f, 0.1f, 1f, 0.1f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
btnAnim.setDuration(150);
btnAnim.setInterpolator(new DecelerateInterpolator());
btnAnim.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {}
@Override
public void onAnimationRepeat(Animation animation) {}
@Override
public void onAnimationEnd(Animation animation) {
ScaleAnimation expand = new ScaleAnimation(0.1f, 1f, 0.1f, 1f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
expand.setDuration(150);
expand.setInterpolator(new AccelerateInterpolator());
animBtn.startAnimation(expand);
}
});
ScaleAnimation iconAnim = new ScaleAnimation(1f, 0.1f, 1f, 0.1f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
iconAnim.setDuration(150);
iconAnim.setInterpolator(new DecelerateInterpolator());
iconAnim.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {}
@Override
public void onAnimationRepeat(Animation animation) {}
@Override
public void onAnimationEnd(Animation animation) {
animIcon.setImageResource(fabIconIntArray[position]);
Animation expand = new Animation() {
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
animIcon.setScaleX(0.1f + 0.9f * interpolatedTime);
animIcon.setScaleY(0.1f + 0.9f * interpolatedTime);
animIcon.setRotation(-20f + interpolatedTime * 20);
animIcon.setAlpha(0.5f + 0.5f * interpolatedTime);
}
};
expand.setDuration(150);
expand.setStartOffset(100);
expand.setInterpolator(new AccelerateInterpolator());
animIcon.startAnimation(expand);
}
});
animBtn.startAnimation(btnAnim);
animIcon.startAnimation(iconAnim);
It looks like this.
I've tried many variants but I think it looks smoother in the guidelines somehow. Does anyone have a suggestion on how I can improve it?
EDIT: After analyzing the video from the guidelines pretty thoroughly, I was able to improve my animation:
ScaleAnimation btnAnim = new ScaleAnimation(1f, 0f, 1f, 0f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
btnAnim.setDuration(250);
btnAnim.setInterpolator(new AccelerateInterpolator());
btnAnim.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {}
@Override
public void onAnimationRepeat(Animation animation) {}
@Override
public void onAnimationEnd(Animation animation) {
ScaleAnimation expand = new ScaleAnimation(0f, 1f, 0f, 1f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
expand.setDuration(195);
expand.setInterpolator(new DecelerateInterpolator());
animBtn.startAnimation(expand);
}
});
ScaleAnimation iconAnim = new ScaleAnimation(1f, 0f, 1f, 0f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
iconAnim.setDuration(250);
iconAnim.setInterpolator(new AccelerateInterpolator());
iconAnim.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {}
@Override
public void onAnimationRepeat(Animation animation) {}
@Override
public void onAnimationEnd(Animation animation) {
animIcon.setImageResource(fabIconIntArray[position]);
Animation expand = new Animation() {
@Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
animIcon.setScaleX(interpolatedTime);
animIcon.setScaleY(interpolatedTime);
animIcon.setRotation(-20f + interpolatedTime * 20);
}
};
expand.setStartOffset(135);
expand.setDuration(215);
expand.setInterpolator(new DecelerateInterpolator());
animIcon.startAnimation(expand);
}
});
animBtn.startAnimation(btnAnim);
animIcon.startAnimation(iconAnim);
Now it looks like this. What do you think?
Upvotes: 1