Suppose I have the URL for large animated gif and I wanted to make a youtube like activity that displays the animation in a streaming way. How do I
- stream in the image?
- get it do display with actual animation?
I know ImageView
is not the answer as it only shows the first frame.
A bonus would be having access to its buffering status so I can synchronize streaming sound as well -- this is part of a YTMND viewer application. While I could create a service that transcodes the public gif files into a nicer format, I'd like the app to function without additional dependencies.
-
Did you try
BitmapDecode
?There's an example in the API Demos here.
rndmcnlly : I used BitmapDecode when I was experimenting with the `ImageView` previously, but the use of a `Movie` and drawing directly to the `Canvas` I had not considered. I will look into this.rndmcnlly : Ok, I got it to work now, but `BitmapDecode` isn't involed at all. -
The general sketch of the solution is to use employ custom
View
which draws asks aMovie
to draw itself to theCanvas
periodically.The first step is building the
Movie
instance. There is factory calleddecodeStream
that can make a movie given anInputStream
but it isn't enough to use the stream from aUrlConnection
. If you try this you will get anIOException
when the movie loader tries to callreset
on the stream. The hack, unfortunate as it is, is to use a separatedBufferedInputStream
with a manually-setmark
to tell it to save enough data thatreset
won't fail. Luckily, theURLConnection
can tell us how much data to expect. I say this hack is unfortunate because it effectively requires the entire image to be buffered in memory (which is no problem for desktop apps, but it is a serious issue on a memory-constrained mobile device).Here is a snip of the
Movie
setup code:URL url = new URL(gifSource); URLConnection conn = url.openConnection(); InputStream is = conn.getInputStream(); BufferedInputStream bis = new BufferedInputStream(is); bis.mark(conn.getContentLength()); Movie movie = Movie.decodeStream(bis); bis.close();
Next, you need to create a view that will display this
Movie
. A subclass ofView
with a customonDraw
will do the trick (assuming it has access to theMovie
you created with the previous code).@Override protected void onDraw(Canvas canvas) { if(movie != null) { long now = android.os.SystemClock.uptimeMillis(); int dur = Math.max(movie.duration(), 1); // is it really animated? int pos = (int)(now % dur); movie.setTime(pos); movie.draw(canvas, x, y); } }
The view won't trigger itself to be redrawn without help, and blindly calling
invalidate()
at the end ofonDraw
is just an energy waste. In another thread (probably the one you used to download the image data), you can post messages to the main thread, asking for the view to be invalidated at a steady (but not insane) pace.Handler handler = new Handler(); new Thread() { @Override public void run() { // ... setup the movie (using the code from above) // ... create and display the custom view, passing the movie while(!Thread.currentThread().isInterrupted()) { handler.post(new Runnable() { public void run(){ view.invalidate(); } }); try { Thread.sleep(50); // yields 20 fps } catch (InterruptedException e) { Thread.currentThread().interrupt(); } } } }.start();
A really nice solution would have all sorts of sweet progress bars and error checking, but the core is here.
Janusz : Is this still working in android versions bigger 1.5? See http://stackoverflow.com/questions/1383246/android-animated-gif-cupcake for more info... -
Is this still working for you in Android 1.5? I can't get it to work this way. Movie.decodeStream() always returns null.
Janusz : this should be a commentBactos : @Janusz I agree
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