JavaScript
import android.animation.Animator;
import android.animation.AnimatorSet;
import android.animation.ObjectAnimator;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
public class AnimationDrawingPad extends View {
private Paint paint;
private List < Path > strokes;
private boolean isPlaying;
private AnimatorSet playbackAnimator;
public AnimationDrawingPad(Context context, AttributeSet attrs) {
super(context, attrs);
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
paint.setStrokeWidth(5 f);
strokes = new ArrayList < > ();
isPlaying = false;
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
for (Path stroke: strokes) {
canvas.drawPath(stroke, paint);
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if (!isPlaying) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
Path newStroke = new Path();
newStroke.moveTo(x, y);
strokes.add(newStroke);
break;
case MotionEvent.ACTION_MOVE:
strokes.get(strokes.size() - 1).lineTo(x, y);
invalidate();
break;
}
}
return true;
}
public void startPlayback(long durationMillis) {
if (!isPlaying) {
isPlaying = true;
// Create animation objects for each stroke
List < Animator > strokeAnimators = new ArrayList < > ();
for (Path stroke: strokes) {
ObjectAnimator animator = ObjectAnimator.ofFloat(new StrokeAnimatorHelper(stroke), "progress", 0 f, 1 f);
animator.setDuration(durationMillis);
strokeAnimators.add(animator);
}
// Combine animations into a set and start playback
playbackAnimator = new AnimatorSet();
playbackAnimator.playTogether(strokeAnimators);
playbackAnimator.addListener(new Animator.AnimatorListener() {
@Override
public void onAnimationStart(Animator animation) {}
@Override
public void onAnimationEnd(Animator animation) {
isPlaying = false;
}
@Override
public void onAnimationCancel(Animator animation) {}
@Override
public void onAnimationRepeat(Animator animation) {}
});
playbackAnimator.start();
}
}
public void stopPlayback() {
if (isPlaying) {
isPlaying = false;
playbackAnimator.cancel();
}
}
private static class StrokeAnimatorHelper {
private final Path stroke;
public StrokeAnimatorHelper(Path stroke) {
this.stroke = stroke;
}
public void setProgress(float progress) {
// Animate drawing of the stroke based on progress
// (Replace with your specific drawing logic)
Canvas canvas = new Canvas(); // Create a temporary canvas for animation
float pathLength = stroke.getLength();
float drawnLength = progress * pathLength;
Path.FloatSegment segment = new Path.FloatSegment();
stroke.getFillPath(0, drawnLength, segment);
canvas.drawPath(segment.getPath(), paint);
invalidate(); // Trigger redraw to update the view
}
}
}
Step 1: Create a new Android Project
Create a new Android project in Android Studio. You can choose an empty activity template or any other template based on your project requirements.
Step 2: Copy the AnimationDrawingPad
code
Copy the provided AnimationDrawingPad
code into a new Java file in your Android project. Ensure that the file name matches the class name (e.g., AnimationDrawingPad.java
).
Step 3: Include the custom view in your XML layout
Open the XML layout file of the activity where you want to use the AnimationDrawingPad
and include it in your layout. For example:
xmlCopy code<!-- activity_main.xml -->
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity">
<com.yourpackage.AnimationDrawingPad
android:id="@+id/animationDrawingPad"
android:layout_width="match_parent"
android:layout_height="match_parent" />
<!-- Add other UI elements or controls as needed -->
</RelativeLayout>
Make sure to replace "com.yourpackage"
with the actual package name of your app.
Step 4: Initialize and use the custom view in your activity
In your MainActivity.java
(or any other activity), initialize and use the AnimationDrawingPad
:
javaCopy codeimport android.os.Bundle;
import androidx.appcompat.app.AppCompatActivity;
public class MainActivity extends AppCompatActivity {
private AnimationDrawingPad animationDrawingPad;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
animationDrawingPad = findViewById(R.id.animationDrawingPad);
// Add other initialization or UI setup as needed
}
// Add methods for handling user interactions or other functionality
}
Step 5: Implement Playback
You can use the startPlayback
and stopPlayback
methods to start and stop the playback animation. For example, you can add buttons or other UI elements to trigger the playback:
javaCopy code// Inside your MainActivity.java
public void onStartPlayback(View view) {
// Start playback with a duration of 2000 milliseconds (2 seconds)
animationDrawingPad.startPlayback(2000);
}
public void onStopPlayback(View view) {
// Stop the playback
animationDrawingPad.stopPlayback();
}
Step 6: Run your application
Run your Android application on an emulator or a physical device. You should see the AnimationDrawingPad
in your layout, and you can draw on it. Additionally, you can trigger the playback animation using the implemented buttons.
Feel free to customize the code and UI according to your application's requirements. This example provides a basic setup for integrating the AnimationDrawingPad
into an Android project.
import android.animation.Animator;
import android.animation.AnimatorSet;
import android.animation.ObjectAnimator;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
public class AnimationDrawingPad extends View {
private Paint paint;
private List < Path > strokes;
private boolean isPlaying;
private AnimatorSet playbackAnimator;
public AnimationDrawingPad(Context context, AttributeSet attrs) {
super(context, attrs);
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
paint.setStrokeWidth(5 f);
strokes = new ArrayList < > ();
isPlaying = false;
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
for (Path stroke: strokes) {
canvas.drawPath(stroke, paint);
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if (!isPlaying) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
Path newStroke = new Path();
newStroke.moveTo(x, y);
strokes.add(newStroke);
break;
case MotionEvent.ACTION_MOVE:
strokes.get(strokes.size() - 1).lineTo(x, y);
invalidate();
break;
}
}
return true;
}
public void startPlayback(long durationMillis) {
if (!isPlaying) {
isPlaying = true;
// Create animation objects for each stroke
List < Animator > strokeAnimators = new ArrayList < > ();
for (Path stroke: strokes) {
ObjectAnimator animator = ObjectAnimator.ofFloat(new StrokeAnimatorHelper(stroke), "progress", 0 f, 1 f);
animator.setDuration(durationMillis);
strokeAnimators.add(animator);
}
// Combine animations into a set and start playback
playbackAnimator = new AnimatorSet();
playbackAnimator.playTogether(strokeAnimators);
playbackAnimator.addListener(new Animator.AnimatorListener() {
@Override
public void onAnimationStart(Animator animation) {}
@Override
public void onAnimationEnd(Animator animation) {
isPlaying = false;
}
@Override
public void onAnimationCancel(Animator animation) {}
@Override
public void onAnimationRepeat(Animator animation) {}
});
playbackAnimator.start();
}
}
public void stopPlayback() {
if (isPlaying) {
isPlaying = false;
playbackAnimator.cancel();
}
}
public void pausePlayback() {
if (isPlaying) {
isPlaying = false;
playbackAnimator.pause();
}
}
public void resumePlayback() {
if (!isPlaying && playbackAnimator != null) {
isPlaying = true;
playbackAnimator.resume();
}
}
public void rewindPlayback(long rewindInMillis) {
if (isPlaying) {
stopPlayback();
long newStartTime = Math.max(playbackAnimator.getStartDelay() + playbackAnimator.getTotalDuration() - rewindInMillis, 0);
startPlayback(playbackAnimator.getTotalDuration() - rewindInMillis);
}
}
public void fastForwardPlayback(long forwardInMillis) {
if (isPlaying) {
stopPlayback();
long newStartTime = Math.min(playbackAnimator.getStartDelay() + forwardInMillis, playbackAnimator.getTotalDuration());
startPlayback(playbackAnimator.getTotalDuration() - forwardInMillis);
}
}
public void setPlaybackSpeed(float speed) {
if (isPlaying && playbackAnimator != null) {
playbackAnimator.setDuration((long)(playbackAnimator.getTotalDuration() / speed));
}
}
private static class StrokeAnimatorHelper {
private final Path stroke;
public StrokeAnimatorHelper(Path stroke) {
this.stroke = stroke;
}
public void setProgress(float progress) {
// Animate drawing of the stroke based on progress
// (Replace with your specific drawing logic)
Canvas canvas = new Canvas(); // Create a temporary canvas for animation
float pathLength = stroke.getLength();
float drawnLength = progress * pathLength;
Path.FloatSegment segment = new Path.FloatSegment();
stroke.getFillPath(0, drawnLength, segment);
canvas.drawPath(segment.getPath(), paint);
invalidate(); // Trigger redraw to update the view
}
}
}
Step 1: Create a new Android Project
Start by creating a new Android Studio project. Make sure you have the necessary SDK and tools installed.
Step 2: Copy AnimationDrawingPad
Class
Copy the entire AnimationDrawingPad
class into your project. You can create a new Java file with the name AnimationDrawingPad.java
and paste the code into it.
Step 3: Add AnimationDrawingPad
to XML Layout
Open the XML layout file where you want to include the drawing pad. Add the following XML snippet to include the AnimationDrawingPad
:
<com.yourpackage.AnimationDrawingPad
android:id="@+id/animationDrawingPad"
android:layout_width="match_parent"
android:layout_height="match_parent" />
Replace com.yourpackage
with the actual package name of your project.
Step 4: Initialize AnimationDrawingPad
in Activity/Fragment
In your activity or fragment, find the AnimationDrawingPad
view and initialize it:
AnimationDrawingPad drawingPad = findViewById(R.id.animationDrawingPad);
Step 5: Handle Touch Events
By default, the drawing pad will capture touch events and allow users to draw strokes. You don't need to do anything for basic drawing functionality.
Step 6: Start Playback
To play back the drawing, call the startPlayback
method with the desired duration:
drawingPad.startPlayback(3000); // Play for 3 seconds
Step 7: Stop, Pause, and Resume Playback
You can stop, pause, and resume the playback using the following methods:
drawingPad.stopPlayback(); // Stop playback
drawingPad.pausePlayback(); // Pause playback
drawingPad.resumePlayback(); // Resume playback
Step 8: Rewind and Fast Forward Playback
You can rewind and fast forward the playback by specifying the time to rewind or fast forward in milliseconds:
drawingPad.rewindPlayback(1000); // Rewind by 1 second
drawingPad.fastForwardPlayback(2000); // Fast forward by 2 seconds
Step 9: Set Playback Speed
Adjust the playback speed using the setPlaybackSpeed
method. A speed of 1.0 is normal speed:
drawingPad.setPlaybackSpeed(2.0f); // Double the playback speed
Step 10: Customize Drawing Logic (Optional)
If you want to customize the drawing logic, you can modify the setProgress
method inside the StrokeAnimatorHelper
class.
Step 11: Run Your Application
Build and run your application on an emulator or a physical device. You should now be able to draw on the canvas and play back the drawing animation.