I would like to develop a simple Live Wallpaper with a sequence of images. The only animation required is for each image to fade in and fade out.
All the tutorials I have found online for LWP demonstrate how to use the Draw canvas for fancy animations and drawing. This is not necessary for my app, I only want to iterate through a collection of images.
Being a novice programmer, I need some help learning how to loop through an array of images and how to display them as a wallpaper.
Can anyone share some code or point me towards a good tutorial for this?
UPDATE
The LWP loads on my device but the wallpaper does not change. It is stuck on image3, ironman
Here is the code I have so far. I assume I am doing something wrong in draw()
public class Wallpaper extends WallpaperService {
public void onCreate() {
super.onCreate();
}
public void onDestroy() {
super.onDestroy();
}
public Engine onCreateEngine() {
return new CercleEngine();
}
class CercleEngine extends Engine {
private final Handler handler = new Handler();
private final Runnable drawRunner = new Runnable() {
@Override
public void run() {
draw();
}
};
private boolean visible = true;
public Bitmap image1, image2, image3;
CercleEngine() {
image1 = BitmapFactory.decodeResource(getResources(),
R.drawable.batman);
image2 = BitmapFactory.decodeResource(getResources(),
R.drawable.captainamerica);
image3 = BitmapFactory.decodeResource(getResources(),
R.drawable.ironman);
}
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);
}
@Override
public void onVisibilityChanged(boolean visible) {
this.visible = visible;
if (visible) {
handler.post(drawRunner);
} else {
handler.removeCallbacks(drawRunner);
}
}
@Override
public void onSurfaceDestroyed(SurfaceHolder holder) {
super.onSurfaceDestroyed(holder);
this.visible = false;
handler.removeCallbacks(drawRunner);
}
public void onOffsetsChanged(float xOffset, float yOffset, float xStep,
float yStep, int xPixels, int yPixels) {
draw();
}
void draw() {
final SurfaceHolder holder = getSurfaceHolder();
Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
c.drawBitmap(image1, 0, 0, null);
c.drawBitmap(image2, 0, 0, null);
c.drawBitmap(image3, 0, 0, null);
}
} finally {
if (c != null)
holder.unlockCanvasAndPost(c);
}
handler.removeCallbacks(drawRunner);
if (visible)
{
handler.postDelayed(drawRunner, 1000); // delay 1 sec
}
}
}