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      1 page.title=2D Graphics
      2 parent.title=2D and 3D Graphics
      3 parent.link=index.html
      4 @jd:body
      5 
      6 
      7 <div id="qv-wrapper">
      8   <div id="qv">
      9     <h2>In this document</h2>
     10     <ol>
     11       <li><a href="#drawables">Drawables</a>
     12         <ol>
     13           <li><a href="#drawables-from-images">Creating from resource images</a></li>
     14           <li><a href="#drawables-from-xml">Creating from resource XML</a></li>
     15         </ol>
     16       </li>
     17       <li><a href="#shape-drawable">ShapeDrawable</a></li>
     18    <!--   <li><a href="#state-list">StateListDrawable</a></li> -->
     19       <li><a href="#nine-patch">NinePatchDrawable</a></li>
     20       <li><a href="#tween-animation">Tween Animation</a></li>
     21       <li><a href="#frame-animation">Frame Animation</a></li>
     22     </ol>
     23   </div>
     24 </div>
     25 
     26 <p>Android offers a custom 2D graphics library for drawing and animating shapes and images.
     27 The {@link android.graphics.drawable} and {@link android.view.animation}
     28 packages are where you'll find the common classes used for drawing and animating in two-dimensions.
     29 </p>
     30 
     31 <p>This document offers an introduction to drawing graphics in your Android application.
     32 We'll discuss the basics of using Drawable objects to draw
     33 graphics, how to use a couple subclasses of the Drawable class, and how to
     34 create animations that either tween (move, stretch, rotate) a single graphic
     35 or animate a series of graphics (like a roll of film).</p>
     36 
     37 
     38 <h2 id="drawables">Drawables</h2>
     39 
     40 <p>A {@link android.graphics.drawable.Drawable} is a general abstraction for "something that can be drawn."
     41 You'll discover that the Drawable class extends to define a variety of specific kinds of drawable graphics,
     42 including {@link android.graphics.drawable.BitmapDrawable}, {@link android.graphics.drawable.ShapeDrawable},
     43 {@link android.graphics.drawable.PictureDrawable}, {@link android.graphics.drawable.LayerDrawable}, and several more.
     44 Of course, you can also extend these to define your own custom Drawable objects that behave in unique ways.</p>
     45 
     46 <p>There are three ways to define and instantiate a Drawable: using an image saved in your project resources;
     47 using an XML file that defines the Drawable properties; or using the normal class constructors. Below, we'll discuss
     48 each the first two techniques (using constructors is nothing new for an experienced developer).</p>
     49 
     50 
     51 <h3 id="drawables-from-images">Creating from resource images</h3>
     52 
     53 <p>A simple way to add graphics to your application is by referencing an image file from your project resources. 
     54 Supported file types are PNG (preferred), JPG (acceptable) and GIF (discouraged). This technique would 
     55 obviously be preferred for application icons, logos, or other graphics such as those used in a game.</p>
     56 
     57 <p>To use an image resource, just add your file to the <code>res/drawable/</code> directory of your project.
     58 From there, you can reference it from your code or your XML layout. 
     59 Either way, it is referred using a resource ID, which is the file name without the file type
     60 extension (E.g., <code>my_image.png</code> is referenced as <var>my_image</var>).</p>
     61 
     62 <p class="note"><strong>Note:</strong> Image resources placed in <code>res/drawable/</code> may be 
     63 automatically optimized with lossless image compression by the 
     64 <a href="{@docRoot}guide/developing/tools/aapt.html">aapt</a> tool. For example, a true-color PNG that does
     65 not require more than 256 colors may be converted to an 8-bit PNG with a color palette. This 
     66 will result in an image of equal quality but which requires less memory. So be aware that the
     67 image binaries placed in this directory can change during the build. If you plan on reading
     68 an image as a bit stream in order to convert it to a bitmap, put your images in the <code>res/raw/</code>
     69 folder instead, where they will not be optimized.</p>
     70 
     71 <h4>Example code</h4>
     72 <p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that uses an image
     73 from drawable resources and add it to the layout.</p>
     74 <pre>
     75 LinearLayout mLinearLayout;
     76 
     77 protected void onCreate(Bundle savedInstanceState) {
     78     super.onCreate(savedInstanceState);
     79 
     80     // Create a LinearLayout in which to add the ImageView
     81     mLinearLayout = new LinearLayout(this);
     82 
     83     // Instantiate an ImageView and define its properties
     84     ImageView i = new ImageView(this);
     85     i.setImageResource(R.drawable.my_image);
     86     i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
     87     i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
     88 
     89     // Add the ImageView to the layout and set the layout as the content view
     90     mLinearLayout.addView(i);
     91     setContentView(mLinearLayout);
     92 }
     93 </pre>
     94 <p>In other cases, you may want to handle your image resource as a 
     95 {@link android.graphics.drawable.Drawable} object.
     96 To do so, create a Drawable from the resource like so:
     97 <pre>
     98 Resources res = mContext.getResources();
     99 Drawable myImage = res.getDrawable(R.drawable.my_image);
    100 </pre>
    101 
    102 <p class="warning"><strong>Note:</strong> Each unique resource in your project can maintain only one
    103 state, no matter how many different objects you may instantiate for it. For example, if you instantiate two
    104 Drawable objects from the same image resource, then change a property (such as the alpha) for one of the 
    105 Drawables, then it will also affect the other. So when dealing with multiple instances of an image resource, 
    106 instead of directly transforming the Drawable, you should perform a <a href="#tween-animation">tween animation</a>.</p>
    107 
    108 
    109 <h4>Example XML</h4>
    110 <p>The XML snippet below shows how to add a resource Drawable to an 
    111 {@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
    112 <pre>
    113 &lt;ImageView   
    114   android:layout_width="wrap_content"
    115   android:layout_height="wrap_content"
    116   android:tint="#55ff0000"
    117   android:src="@drawable/my_image"/>
    118 </pre>
    119 <p>For more information on using project resources, read about
    120   <a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
    121 
    122 
    123 <h3 id="drawables-from-xml">Creating from resource XML</h3>
    124 
    125 <p>By now, you should be familiar with Android's principles of developing a
    126 <a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the power
    127 and flexibility inherent in defining objects in XML. This philosophy caries over from Views to Drawables.
    128 If there is a Drawable object that you'd like to create, which is not initially dependent on variables defined by
    129 your application code or user interaction, then defining the Drawable in XML is a good option.
    130 Even if you expect your Drawable to change its properties during the user's experience with your application, 
    131 you should consider defining the object in XML, as you can always modify properties once it is instantiated.</p>
    132 
    133 <p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code> directory of
    134 your project. Then, retrieve and instantiate the object by calling
    135 {@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the resource ID 
    136 of your XML file. (See the <a href="#drawable-xml-example">example below</a>.)</p>
    137 
    138 <p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in 
    139 XML and instantiated by your application. 
    140 Each Drawable that supports XML inflation utilizes specific XML attributes that help define the object
    141 properties (see the class reference to see what these are). See the class documentation for each
    142 Drawable subclass for information on how to define it in XML.
    143 
    144 <h4 id="drawable-xml-example">Example</h4>
    145 <p>Here's some XML that defines a TransitionDrawable:</p>
    146 <pre>
    147 &lt;transition xmlns:android="http://schemas.android.com/apk/res/android">
    148   &lt;item android:drawable="&#64;drawable/image_expand">
    149   &lt;item android:drawable="&#64;drawable/image_collapse">
    150 &lt;/transition>
    151 </pre>
    152 
    153 <p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>, 
    154 the following code will instantiate the TransitionDrawable and set it as the content of an ImageView:</p>
    155 <pre>
    156 Resources res = mContext.getResources();
    157 TransitionDrawable transition = (TransitionDrawable) res.getDrawable(R.drawable.expand_collapse);
    158 ImageView image = (ImageView) findViewById(R.id.toggle_image);
    159 image.setImageDrawable(transition);
    160 </pre>
    161 <p>Then this transition can be run forward (for 1 second) with:</p>
    162 <pre>transition.startTransition(1000);</pre>
    163 
    164 <p>Refer to the Drawable classes listed above for more information on the XML attributes supported by each.</p>
    165 
    166 
    167 
    168 <h2 id="shape-drawable">ShapeDrawable</h2>
    169 
    170 <p>When you want to dynamically draw some two-dimensional graphics, a {@link android.graphics.drawable.ShapeDrawable}
    171 object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
    172 primitive shapes and style them in any way imaginable.</p>
    173 
    174 <p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use one where ever
    175 a Drawable is expected &mdash; perhaps for the background of a View, set with 
    176 {@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable) setBackgroundDrawable()}. 
    177 Of course, you can also draw your shape as its own custom {@link android.view.View}, 
    178 to be added to your layout however you please.
    179 Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of View that 
    180 draws the ShapeDrawable during the <code>View.onDraw()</code> method.
    181 Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a View:</p>
    182 <pre>
    183 public class CustomDrawableView extends View {
    184     private ShapeDrawable mDrawable;
    185 
    186     public CustomDrawableView(Context context) {
    187         super(context);
    188 
    189         int x = 10;
    190         int y = 10;
    191         int width = 300;
    192         int height = 50;
    193 
    194         mDrawable = new ShapeDrawable(new OvalShape());
    195         mDrawable.getPaint().setColor(0xff74AC23);
    196         mDrawable.setBounds(x, y, x + width, y + height);
    197     }
    198 
    199     protected void onDraw(Canvas canvas) {
    200         mDrawable.draw(canvas);
    201     }
    202 }
    203 </pre>
    204 
    205 <p>In the constructor, a ShapeDrawable is defines as an {@link android.graphics.drawable.shapes.OvalShape}.
    206 It's then given a color and the bounds of the shape are set. If you do not set the bounds, then the
    207 shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
    208 <p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
    209 draw the shape programmatically in an Activity:</p>
    210 <pre>
    211 CustomDrawableView mCustomDrawableView;
    212 
    213 protected void onCreate(Bundle savedInstanceState) {
    214     super.onCreate(savedInstanceState);
    215     mCustomDrawableView = new CustomDrawableView(this);
    216     
    217     setContentView(mCustomDrawableView);
    218 }
    219 </pre>
    220 
    221 <p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity, 
    222 then the CustomDrawable class must override the {@link android.view.View#View(android.content.Context, android.util.AttributeSet) View(Context, AttributeSet)} constructor, which is called when 
    223 instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML, 
    224 like so:</p>
    225 <pre>
    226 &lt;com.example.shapedrawable.CustomDrawableView
    227     android:layout_width="fill_parent" 
    228     android:layout_height="wrap_content" 
    229     />
    230 </pre>
    231 
    232 <p>The ShapeDrawable class (like many other Drawable types in the {@link android.graphics.drawable} package)
    233 allows you to define various properties of the drawable with public methods. 
    234 Some properties you might want to adjust include
    235 alpha transparency, color filter, dither, opacity and color.</p>
    236 
    237 <!-- TODO
    238 <h2 id="state-list">StateListDrawable</h2>
    239 
    240 <p>A StateListDrawable is an extension of the DrawableContainer class, making it  little different. 
    241 The primary distinction is that the 
    242 StateListDrawable manages a collection of images for the Drawable, instead of just one. 
    243 This means that it can switch the image when you want, without switching objects. However, the 
    244 intention of the StateListDrawable is to automatically change the image used based on the state
    245 of the object it's attached to.
    246 -->
    247 
    248 <h2 id="nine-patch">NinePatchDrawable</h2>
    249 
    250 <p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap image, which Android
    251 will automatically resize to accommodate the contents of the View in which you have placed it as the background. 
    252 An example use of a NinePatch is the backgrounds used by standard Android buttons &mdash;
    253 buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a standard PNG 
    254 image that includes an extra 1-pixel-wide border. It must be saved with the extension <code>.9.png</code>,
    255 and saved into the <code>res/drawable/</code> directory of your project.
    256 </p>
    257 <p>
    258     The border is used to define the stretchable and static areas of 
    259     the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide 
    260     black line(s) in the left and top part of the border. (You can have as 
    261     many stretchable sections as you want.) The relative size of the stretchable 
    262     sections stays the same, so the largest sections always remain the largest.
    263 </p>
    264 <p>
    265     You can also define an optional drawable section of the image (effectively, 
    266     the padding lines) by drawing a line on the right and bottom lines. 
    267     If a View object sets the NinePatch as its background and then specifies the 
    268     View's text, it will stretch itself so that all the text fits inside only
    269     the area designated by the right and bottom lines (if included). If the 
    270     padding lines are not included, Android uses the left and top lines to 
    271     define this drawable area.
    272 </p>
    273 <p>To clarify the difference between the different lines, the left and top lines define 
    274 which pixels of the image are allowed to be replicated in order to stretch the image.
    275 The bottom and right lines define the relative area within the image that the contents
    276 of the View are allowed to lie within.</p>
    277 <p>
    278     Here is a sample NinePatch file used to define a button:
    279 </p>
    280     <img src="{@docRoot}images/ninepatch_raw.png" alt="" />
    281 
    282 <p>This NinePatch defines one stretchable area with the left and top lines
    283 and the drawable area with the bottom and right lines. In the top image, the dotted grey
    284 lines identify the regions of the image that will be replicated in order to stretch the image. The pink
    285 rectangle in the bottom image identifies the region in which the contents of the View are allowed.
    286 If the contents don't fit in this region, then the image will be stretched so that they do.
    287 </p>
    288 
    289 <p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers 
    290    an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It 
    291 even raises warnings if the region you've defined for the stretchable area is at risk of
    292 producing drawing artifacts as a result of the pixel replication.
    293 </p>
    294 
    295 <h3>Example XML</h3>
    296 
    297 <p>Here's some sample layout XML that demonstrates how to add a NinePatch image to a
    298 couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button_background.9.png</code>
    299 <pre>
    300 &lt;Button id="@+id/tiny"
    301         android:layout_width="wrap_content"
    302         android:layout_height="wrap_content"
    303         android:layout_alignParentTop="true"
    304         android:layout_centerInParent="true"
    305         android:text="Tiny"
    306         android:textSize="8sp"
    307         android:background="@drawable/my_button_background"/&gt;
    308 
    309 &lt;Button id="@+id/big"
    310         android:layout_width="wrap_content"
    311         android:layout_height="wrap_content"
    312         android:layout_alignParentBottom="true"
    313         android:layout_centerInParent="true"
    314         android:text="Biiiiiiig text!"
    315         android:textSize="30sp"
    316         android:background="@drawable/my_button_background"/&gt;
    317 </pre>
    318 <p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the text.
    319 </p>
    320 
    321 <p>Below are the two buttons rendered from the XML and NinePatch image shown above. 
    322 Notice how the width and height of the button varies with the text, and the background image 
    323 stretches to accommodate it.
    324 </p>
    325 
    326 <img src="{@docRoot}images/ninepatch_examples.png" alt=""/>
    327 
    328 
    329 <h2 id="tween-animation">Tween Animation</h2>
    330 
    331 <p>A tween animation can perform a series of simple transformations (position, size, rotation, and transparency) on
    332 the contents of a View object. So, if you have a TextView object, you can move, rotate, grow, or shrink the text. 
    333 If it has a background image, the background image will be transformed along with the text.
    334 The {@link android.view.animation animation package} provides all the classes used in a tween animation.</p>
    335 
    336 <p>A sequence of animation instructions defines the tween animation, defined by either XML or Android code.
    337 Like defining a layout, an XML file is recommended because it's more readable, reusable, and swappable 
    338 than hard-coding the animation. In the example below, we use XML. (To learn more about defining an animation 
    339 in your application code, instead of XML, refer to the 
    340 {@link android.view.animation.AnimationSet} class and other {@link android.view.animation.Animation} subclasses.)</p>
    341 
    342 <p>The animation instructions define the transformations that you want to occur, when they will occur, 
    343 and how long they should take to apply. Transformations can be sequential or simultaneous &mdash;
    344 for example, you can have the contents of a TextView move from left to right, and then 
    345 rotate 180 degrees, or you can have the text move and rotate simultaneously. Each transformation 
    346 takes a set of parameters specific for that transformation (starting size and ending size
    347 for size change, starting angle and ending angle for rotation, and so on), and
    348 also a set of common parameters (for instance, start time and duration). To make
    349 several transformations happen simultaneously, give them the same start time;
    350 to make them sequential, calculate the start time plus the duration of the preceding transformation.
    351 </p>
    352 
    353 <p>The animation XML file belongs in the <code>res/anim/</code> directory of your Android project.
    354 The file must have a single root element: this will be either a single <code>&lt;alpha&gt;</code>,
    355 <code>&lt;scale&gt;</code>, <code>&lt;translate&gt;</code>, <code>&lt;rotate&gt;</code>, interpolator element, 
    356 or <code>&lt;set&gt;</code> element that holds groups of these elements (which may include another
    357 <code>&lt;set&gt;</code>). By default, all animation instructions are applied simultaneously. 
    358 To make them occur sequentially, you must specify the <code>startOffset</code> attribute, as shown in the example below.
    359 </p>
    360 
    361 <p>The following XML from one of the ApiDemos is used to stretch, 
    362 then simultaneously spin and rotate a View object.
    363 </p>
    364 <pre>
    365 &lt;set android:shareInterpolator="false"&gt;
    366    &lt;scale
    367           android:interpolator="&#64;android:anim/accelerate_decelerate_interpolator"
    368           android:fromXScale="1.0"
    369           android:toXScale="1.4"
    370           android:fromYScale="1.0"
    371           android:toYScale="0.6"
    372           android:pivotX="50%"
    373           android:pivotY="50%"
    374           android:fillAfter="false"
    375           android:duration="700" /&gt;
    376    &lt;set android:interpolator="&#64;android:anim/decelerate_interpolator"&gt;
    377       &lt;scale
    378              android:fromXScale="1.4" 
    379              android:toXScale="0.0"
    380              android:fromYScale="0.6"
    381              android:toYScale="0.0" 
    382              android:pivotX="50%" 
    383              android:pivotY="50%" 
    384              android:startOffset="700"
    385              android:duration="400" 
    386              android:fillBefore="false" /&gt;
    387       &lt;rotate 
    388              android:fromDegrees="0" 
    389              android:toDegrees="-45"
    390              android:toYScale="0.0" 
    391              android:pivotX="50%" 
    392              android:pivotY="50%"
    393              android:startOffset="700"
    394              android:duration="400" /&gt;
    395    &lt;/set&gt;
    396 &lt;/set&gt;
    397 </pre>
    398 <p>Screen coordinates (not used in this example) are (0,0) at the upper left hand corner, 
    399 and increase as you go down and to the right.</p>
    400 
    401 <p>Some values, such as pivotX, can be specified relative to the object itself or relative to the parent. 
    402 Be sure to use the proper format for what you want ("50" for 50% relative to the parent, or "50%" for 50% 
    403 relative to itself).</p>
    404 
    405 <p>You can determine how a transformation is applied over time by assigning an 
    406 {@link android.view.animation.Interpolator}. Android includes 
    407 several Interpolator subclasses that specify various speed curves: for instance, 
    408 {@link android.view.animation.AccelerateInterpolator} tells 
    409 a transformation to start slow and speed up. Each one has an attribute value that can be applied in the XML.</p>
    410 
    411 <p>With this XML saved as <code>hyperspace_jump.xml</code> in the <code>res/anim/</code> directory of the
    412 project, the following Java code will reference it and apply it to an {@link android.widget.ImageView} object
    413 from the layout.
    414 </p>
    415 <pre>
    416 ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage);
    417 Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump);
    418 spaceshipImage.startAnimation(hyperspaceJumpAnimation);
    419 </pre>
    420 
    421 <p>As an alternative to <code>startAnimation()</code>, you can define a starting time for the animation with
    422 <code>{@link android.view.animation.Animation#setStartTime(long) Animation.setStartTime()}</code>, 
    423 then assign the animation to the View with
    424 <code>{@link android.view.View#setAnimation(android.view.animation.Animation) View.setAnimation()}</code>.
    425 </p>
    426 
    427 <p>For more information on the XML syntax, available tags and attributes, see the discussion on animation 
    428 in the <a href="{@docRoot}guide/topics/resources/available-resources.html#animation">Available Resources</a>.</p>
    429 
    430 <p class="note"><strong>Note:</strong> Regardless of how your animation may move or resize, the bounds of the 
    431 View that holds your animation will not automatically adjust to accommodate it. Even so, the animation will still
    432 be drawn beyond the bounds of its View and will not be clipped. However, clipping <em>will occur</em>
    433 if the animation exceeds the bounds of the parent View.</p>
    434 
    435 
    436 <h2 id="frame-animation">Frame Animation</h2>
    437 
    438 <p>This is a traditional animation in the sense that it is created with a sequence of different
    439 images, played in order, like a roll of film. The {@link android.graphics.drawable.AnimationDrawable}
    440 class is the basis for frame animations.</p>
    441 
    442 <p>While you can define the frames of an animation in your code, using the 
    443 {@link android.graphics.drawable.AnimationDrawable} class API, it's more simply accomplished with a single XML 
    444 file that lists the frames that compose the animation. Like the tween animation above, the XML file for this kind 
    445 of animation belongs in the <code>res/drawable/</code> directory of your Android project. In this case,
    446 the instructions are the order and duration for each frame of the animation.</p>
    447 
    448 <p>The XML file consists of an <code>&lt;animation-list></code> element as the root node and a series
    449 of child <code>&lt;item></code> nodes that each define a frame: a drawable resource for the frame and the frame duration.
    450 Here's an example XML file for a frame-by-frame animation:</p>
    451 <pre>
    452 &lt;animation-list xmlns:android="http://schemas.android.com/apk/res/android"
    453     android:oneshot="true">
    454     &lt;item android:drawable="&#64;drawable/rocket_thrust1" android:duration="200" />
    455     &lt;item android:drawable="&#64;drawable/rocket_thrust2" android:duration="200" />
    456     &lt;item android:drawable="&#64;drawable/rocket_thrust3" android:duration="200" />
    457 &lt;/animation-list>
    458 </pre>
    459 
    460 <p>This animation runs for just three frames. By setting the <code>android:oneshot</code> attribute of the 
    461 list to <var>true</var>, it will cycle just once then stop and hold on the last frame. If it is set <var>false</var> then
    462 the animation will loop. With this XML saved as <code>rocket_thrust.xml</code> in the <code>res/drawable/</code> directory
    463 of the project, it can be added as the background image to a View and then called to play. Here's an example Activity,
    464 in which the animation is added to an {@link android.widget.ImageView} and then animated when the screen is touched:</p>
    465 <pre>
    466 AnimationDrawable rocketAnimation;
    467 
    468 public void onCreate(Bundle savedInstanceState) {
    469   super.onCreate(savedInstanceState);
    470   setContentView(R.layout.main);
    471 
    472   ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image);
    473   rocketImage.setBackgroundResource(R.drawable.rocket_thrust);
    474   rocketAnimation = (AnimationDrawable) rocketImage.getBackground();
    475 }
    476 
    477 public boolean onTouchEvent(MotionEvent event) {
    478   if (event.getAction() == MotionEvent.ACTION_DOWN) {
    479     rocketAnimation.start();
    480     return true;
    481   }
    482   return super.onTouchEvent(event);
    483 }
    484 </pre>
    485 <p>It's important to note that the <code>start()</code> method called on the AnimationDrawable cannot be
    486 called during the <code>onCreate()</code> method of your Activity, because the AnimationDrawable is not yet fully attached
    487 to the window. If you want to play the animation immediately, without
    488 requiring interaction, then you might want to call it from the 
    489 <code>{@link android.app.Activity#onWindowFocusChanged(boolean) onWindowFocusChanged()}</code> method in 
    490 your Activity, which will get called when Android brings your window into focus.</p> 
    491 
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