Question

I'm tinkering with CoverFlow from here to match my preferences and can't fix one problem. Here's the screenshot:

screenshot

Pictures on the right from center image are overlapping in bad way. Here's my code:

protected boolean getChildStaticTransformation(View child, Transformation t) {

  final int childCenter = getCenterOfView(child);
  int rotationAngle = 0;
  t.clear();
  t.setTransformationType(Transformation.TYPE_MATRIX);

    if (childCenter == mCoveflowCenter) {
        transformImageBitmap((ImageView) child, t, 0);
    } else {      
        rotationAngle = Math.abs(mCoveflowCenter - childCenter);
        transformImageBitmap((ImageView) child, t, rotationAngle);         
    }    

return true;
}

/**
* This is called during layout when the size of this view has changed. If
* you were just added to the view hierarchy, you're called with the old
* values of 0.
*
* @param w Current width of this view.
* @param h Current height of this view.
* @param oldw Old width of this view.
* @param oldh Old height of this view.
 */
  protected void onSizeChanged(int w, int h, int oldw, int oldh) {
  mCoveflowCenter = getCenterOfCoverflow();
  super.onSizeChanged(w, h, oldw, oldh);
 }

 /**
  * Transform the Image Bitmap by the Angle passed 
  * 
  * @param imageView ImageView the ImageView whose bitmap we want to rotate
  * @param t transformation 
  * @param rotationAngle the Angle by which to rotate the Bitmap
  */
 private void transformImageBitmap(ImageView child, Transformation t, int rotationAngle) {            
  mCamera.save();
  final Matrix imageMatrix = t.getMatrix();
  final int imageHeight = child.getLayoutParams().height;
  final int imageWidth = child.getLayoutParams().width;

  mCamera.translate(0.0f, 0.0f, 100.0f);

  float zoomAmount = 0;
  //skalowanie za pomocą translate nie rotational angle?
  zoomAmount = Math.abs((float) (rotationAngle));

  Log.v("zoom", Float.toString(zoomAmount));
  mCamera.translate(0.0f, 0.0f, zoomAmount - 300.0f);          

  mCamera.getMatrix(imageMatrix);               
  imageMatrix.preTranslate(-(imageWidth/2), -(imageHeight/2)); 
  imageMatrix.postTranslate((imageWidth/2), (imageHeight/2));
  mCamera.restore();
}

It's translatimg the camera for each picture, so smaller pictures are more into screen (in logcat values are perfect). What does it mean? Do I have to draw the smaller pics first, then larger, etc.? If so, how I can do that?

Was it helpful?

Solution

mCamera.translate(xTranslate, 0.0f, translateDepth);

In the Coverflow class use the above function to increase the depth (More positive = More smaller) or translate in X direction. Also you can use some scaling. Use the centerOffset value as well. Serves the purpose.

OTHER TIPS

You have specify the correct order by overriding getChildDrawingOrder function of Gallery class. Above behavior can be achieved by following piece of code:

int lastPosition;

@Override
protected int getChildDrawingOrder(int childCount, int i) {

    if (i == 0)
        lastPosition = 0;

    int centerPosition = getSelectedItemPosition()
            - getFirstVisiblePosition();

    if (i == childCount - 1) {
        return centerPosition;
    } else if (i >= centerPosition) {
        lastPosition++;
        return childCount - lastPosition;
    } else {
        return i;
    }
}
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