My goal is to have a video, of a crank, when the user drags his fingers across the screen the crank turns. When the drag is slow the crank should turn slow, when drag is fast the crank turns fast. The crank does not turn with no touch events.
If I had a video and I could single step through the frames (or pause and control frame rate) , all I would need to do is is manually advance the video as the touch screen events dictate. When looking at android video documentation I could not find anything play a few frames of video and pause. Also when looking at the documentation for the android animation, I did not see this either. So my first question is did I miss something that would let me control the video playback rate at runtime? Or animation playback rate at runtime? Assuming I did not miss something in the animation or media player docs. I would need to handle the image drawing myself. It seems like the documentation says the appropriate thing to do is to create a custom view class that flips through a series of still images to make the video/animation. While I was experimenting I found that I could do this without creating a subclass of View, but instead simply using an ImageView in my activity and calling setImageResource for each frame. I want to know the most appropriate way of doing this. It seems like multiple calls to setImageResource must be bad since I see no mention of doing animation this way in the docs, or maybe it is a reasonable way of doing it? --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---