Maybe... I've never needed to do this so I'm not sure.  I just remembered
seeing the fillAfter attribute when I was working on some animations in my
apps.

Thanks,
Justin Anderson
MagouyaWare Developer
http://sites.google.com/site/magouyaware


On Mon, Mar 14, 2011 at 4:58 PM, lbendlin <[email protected]> wrote:

> Don't you also have to use the appropriate matrix for the touch event
> translation?
>
> On Mar 14, 6:11 pm, Justin Anderson <[email protected]> wrote:
> > You have to set the fillAfter attribute of the animation to true...
> http://developer.android.com/reference/android/view/animation/Animati...
> >
> > Thanks,
> > Justin Anderson
> > MagouyaWare Developerhttp://sites.google.com/site/magouyaware
> >
> > On Mon, Mar 14, 2011 at 4:10 PM, Justin Anderson <[email protected]
> >wrote:
> >
> > > The animation does not do anything with the actual location of the
> view...
> > > even though it looks like it is moving it really isn't...
> >
> > > Thanks,
> > > Justin Anderson
> > > MagouyaWare Developer
> > >http://sites.google.com/site/magouyaware
> >
> > > On Sat, Mar 12, 2011 at 1:40 PM, brookisme <
> [email protected]>wrote:
> >
> > >> Hello All - Here is my problem.  I have an ImageView that listens for
> > >> an onTouch Event so that when the ImageView is touched, it moves
> > >> across the screen.   This works, but afterward the onTouch Event is
> > >> fired when you touch the original location of the ImageView, rather
> > >> than the new translated location.
> >
> > >> ie - I touch an image and it moves.   i touch it again and nothing
> > >> happens, BUT if i go and touch the part of the screen where the image
> > >> was originally the image will move again.
> >
> > >> the simplified code is below.
> > >> thanks alot!
> >
> > >> **CODE**
> >
> > >> @Override
> > >> public void onCreate(Bundle savedInstanceState) {
> > >>        super.onCreate(savedInstanceState);
> > >>        setContentView(R.layout.main);
> > >>        rl =  (RelativeLayout) findViewById(R.id.inner);
> >
> > >>        ImageView iv = new ImageView(this);
> > >>        View.OnTouchListener otl = new View.OnTouchListener() {
> > >>                public boolean onTouch(View v, MotionEvent e) {
> > >>                        transAnimate((ImageView)v);
> > >>                        return true;
> > >>                }
> > >>        };
> > >>        iv.setImageResource(R.drawable.icon);
> > >>        iv.setOnTouchListener(otl);
> > >>        rl.addView(iv);
> > >> }
> >
> > >> public void transAnimate(ImageView iv) {
> > >>        TranslateAnimation trans = new TranslateAnimation((float)0,
> (float)
> > >> Math.random() * 200,(float)0, (float) Math.random() * 360);
> > >>        trans.setFillAfter(true);
> > >>        trans.setDuration(3750);
> > >>        iv.startAnimation(trans);
> > >> }
> >
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