For my activity i use 3 custom views stacked.
the lower one is a SurfaceView fullscreen, the middle one is derived from GridView and overrides onDraw to add custom graphic.
The top one is derived directly from View, sits in a corner of the screen and act as a knob to control the others two views (this is the problematic view).
to add a custom animation to this view, i used this pattern:
public class StubKnobView extends View{
private Drawable knob;
private Point knobPos;
private float rotation;
private boolean needsToMove;
public void moveKnob(){
/* ...various calculations... */
this.needsToMove=true;
invalidate(); //to notify the intention to start animation
}
private void updateAnimation(){
/* ........... */
this.needsToMove= !animationComplete;
invalidate();
}
@Override
protected void onDraw(Canvas canvas) {
int saveCount=canvas.getSaveCount();
canvas.save();
canvas.rotate(this.rotation, this.knobPos.x, this.knobPos.y );
this.knob.draw(canvas);
canvas.restoreToCount(saveCount);
if(this.needsToMove){
updateAnimation();
}
}
}
ideally, if there is an animation pending, after each drawing cycle the view should auto invalidate.
right now this doesn’t work, to force the animation i have to touch the screen to cause a onDraw cycle.
Using “show screen updates” of Dev tools I see that no screen invalidate/update cycle happen , apart when i click the screen.
specifying the dirty rect also ha no effect.
So, any idea where to look to know why this invalidate/draw cycle does not work the way is intended?
Try something like this with a private class in your View. The idea is not to call
invalidate()from withinonDraw(). Instead, post it on the running queue. Instantiate the private class in your View constructor and then just callanimateKnob.start()when you want the animation. TheonDraw()can then just focus on drawing.