I made a rotating knob ,but I want to stop the knob at specific angles for 2 seconds. I want to stop it on 260f and -20f.
Can anyone suggest how to do it ?
This is the code from a blog. I made many changes according to my requirements.
public class RotatoryKnobView extends ImageView {
private float angle = -20f;
private float theta_old=0f;
private RotaryKnobListener listener;
public interface RotaryKnobListener {
public void onKnobChanged(float arg);
}
public void setKnobListener(RotaryKnobListener l )
{
listener = l;
}
public RotatoryKnobView(Context context) {
super(context);
initialize();
}
public RotatoryKnobView(Context context, AttributeSet attrs)
{
super(context, attrs);
initialize();
}
public RotatoryKnobView(Context context, AttributeSet attrs, int defStyle)
{
super(context, attrs, defStyle);
initialize();
}
private float getTheta(float x, float y)
{
float sx = x - (getWidth() / 2.0f);
float sy = y - (getHeight() / 2.0f);
float length = (float)Math.sqrt( sx*sx + sy*sy);
float nx = sx / length;
float ny = sy / length;
float theta = (float)Math.atan2( ny, nx );
final float rad2deg = (float)(180.0/Math.PI);
float thetaDeg = theta*rad2deg;
return (thetaDeg < 0) ? thetaDeg + 360.0f : thetaDeg;
}
public void initialize()
{
this.setImageResource(R.drawable.rotoron);
setOnTouchListener(new OnTouchListener()
{
@Override
public boolean onTouch(View v, MotionEvent event) {
float x = event.getX(0);
float y = event.getY(0);
float theta = getTheta(x,y);
switch(event.getAction() & MotionEvent.ACTION_MASK)
{
case MotionEvent.ACTION_POINTER_DOWN:
theta_old = theta;
break;
case MotionEvent.ACTION_MOVE:
invalidate();
float delta_theta = theta - theta_old;
theta_old = theta;
int direction = (delta_theta > 0) ? 1 : -1;
angle += 5*direction;
notifyListener(angle+20);
break;
}
return true;
}
});
}
private void notifyListener(float arg)
{
if (null!=listener)
listener.onKnobChanged(arg);
}
protected void onDraw(Canvas c)
{if(angle==257f){
try {
synchronized (c) {
c.wait(5000);
angle=260f;
}
} catch (InterruptedException e) {
}
}
else if(angle==-16f)
{
try {
synchronized (c) {
c.wait(5000);
angle=-20f;
}
} catch (InterruptedException e) {
}
}
else
if(angle>260f)
{
angle=-20f;
}
else if(angle<-20f)
{
angle=260f;
}
else{
c.rotate(angle,getWidth()/2,getHeight()/2);
}
super.onDraw(c);
}
}
You may set a fixed angle and use postDelayed to clear it after 2 seconds.
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I think the ultimate answer here is to implement your own class by extending
SurfaceView
and then overridingonDraw
( Canvas canvas )You can then use the Canvas routines to render your control.
There are a lot of good examples out there if you google.
To get started initialize the surface view:
Override onDraw and add your rendering routines. You can layer them as you go.
An example of a Callback and an update thread:
If you decide to go this route you can customize your control from XML using custom values.
When you create a custom control you reference it by its package name. You create custom variable in a resource file under /values and then reference them in your class.
More details here:
http://developer.android.com/training/custom-views/create-view.html
This may be more work then you want to do, but I think you will end up with a more professional looking control and the animations will be smoother.
At any rate, looks like a fun project. Good Luck.