As the question is clearly stated, I want to slow down a TranslateAnimation while it is being executed when a user clicks on a certain button.
This is how I instantiate the TranslateAnim where -textViewHeight
and layoutHeight
are just some values I already instantiated in earlier time:
It goes from up to bottom.
TranslateAnim translateAnim = new TranslateAnim(0, 0, -textViewHeight, layoutHeight);
translateAnim.setDuration(20000);
translateAnim.setInterpolator(new LinearInterpolator());
textView.startAnimation(translateAnim);
This is the method where I want to slow the TranslateAnim down:
It didn't work as I expected though.
public void slowDown() {
translateAnim.setStartTime(translateAnim.getStartTime() - 20000);
translateAnim.setDuration((20000 - translateAnim.getElapsedTime()) * 2);
}
I also tried doing that but still no luck:
translateAnim.setInterpolator(new DecelerateInterpolator());
My custom TranslateAnim class extending TranslateAnimation:
public class TranslateAnim extends TranslateAnimation {
private long mElapsedAtPause, elapsedTime;
private boolean mPaused = false;
public TranslateAnim(float fromXDelta, float toXDelta, float fromYDelta, float toYDelta) {
super(fromXDelta, toXDelta, fromYDelta, toYDelta);
}
@Override
public boolean getTransformation(long currentTime, Transformation outTransformation) {
if (mPaused && mElapsedAtPause == 0) {
mElapsedAtPause = currentTime - getStartTime();
}
if (mPaused) {
setStartTime(currentTime - mElapsedAtPause);
}
elapsedTime = currentTime - getStartTime();
return super.getTransformation(currentTime, outTransformation);
}
public long getElapsedTime() {
return elapsedTime;
}
public void slowDown() {
translateAnim.setStartTime(translateAnim.getStartTime() - 20000);
translateAnim.setDuration((20000 - translateAnim.getElapsedTime()) * 2);
}
public void pause() {
mElapsedAtPause = 0;
mPaused = true;
}
public void resume() {
mPaused = false;
}
@Override
public void cancel() {
super.cancel();
elapsedTime = 0;
mElapsedAtPause = 0;
mPaused = false;
}
}
Is there any workaround for this?
Use a custom Interpolator instead of a linear one. A linear one causes it to have equal time slices. A custom one can have the time slices in the middle be longer.
For example:
public class CustomInterpolator implements Interpolator {
public boolean slowMode;
float lastInput;
float lastInputBeforeSlowed;
@Override
public float getInterpolation(float input) {
if (!slowMode) {
//Should be edited
lastInput = input;
return input;
} else {
return (input - lastInputBeforeSlowed) * .5f + lastInputBeforeSlowed;
}
}
public void enterSlowMode() {
slowMode = true;
lastInputBeforeSlowed = lastInput;
}
public void endSlowMode() {
slowMode = false;
//Should be edited
}
}