1 page.title=Animation and Graphics Overview 2 @jd:body 3 4 <p>Android provides a variety of powerful APIs for applying animation to UI elements and drawing custom 5 2D and 3D graphics. The sections below provide an overview of the APIs and system capabilities available 6 and help you decide with approach is best for your needs.</p> 7 8 <h3 id="animation">Animation</h3> 9 10 <p>The Android framework provides two animation systems: property animation 11 (introduced in Android 3.0) and view animation. Both animation systems are viable options, 12 but the property animation system, in general, is the preferred method to use, because it 13 is more flexible and offers more features. In addition to these two systems, you can utilize Drawable 14 animation, which allows you to load drawable resources and display them one frame after 15 another.</p> 16 17 <dl> 18 <dt><strong><a href="{@docRoot}guide/topics/graphics/prop-animation.html">Property 19 Animation</a></strong></dt> 20 <dd>Introduced in Android 3.0 (API level 11), the property animation system lets you 21 animate properties of any object, including ones that are not rendered to the screen. The system is 22 extensible and lets you animate properties of custom types as well.</dd> 23 24 <dt><strong><a href="{@docRoot}guide/topics/graphics/view-animation.html">View 25 Animation</a></strong></dt> 26 <dd>View Animation is the older system and can only be used for Views. It is relatively easy to 27 setup and offers enough capabilities to meet many application's needs.</dd> 28 </dl> 29 30 <dt><strong><a href="{@docRoot}guide/topics/graphics/drawable-animation.html">Drawable 31 Animation</a></strong></dt> 32 <dd>Drawable animation involves displaying {@link android.graphics.drawable.Drawable} resources one 33 after another, like a roll of film. This method of animation is useful if you want to animate 34 things that are easier to represent with Drawable resources, such as a progression of bitmaps.</dd> 35 36 <h3 id="graphics">2D and 3D Graphics</h3> 37 38 <p>When writing an application, it's important to consider exactly what your graphical demands will be. 39 Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations 40 for a rather static application should be implemented much differently than graphics and animations 41 for an interactive game. Here, we'll discuss a few of the options you have for drawing graphics 42 on Android and which tasks they're best suited for. 43 </p> 44 45 <dl> 46 <dt><strong><a href="{@docRoot}guide/topics/graphics/2d-graphics.html">Canvas and 47 Drawables</a></strong></dt> 48 <dd>Android provides a set of {@link android.view.View} widgets that provide general functionality 49 for a wide array of user interfaces. You can also extend these widgets to modify the way they 50 look or behave. In addition, you can do your own custom 2D rendering using the various drawing 51 methods contained in the {@link android.graphics.Canvas} class or create {@link 52 android.graphics.drawable.Drawable} objects for things such as textured buttons or frame-by-frame 53 animations.</dd> 54 55 <dt><strong><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware 56 Acceleration</a></strong></dt> 57 <dd>Beginning in Android 3.0, you can hardware accelerate the majority of 58 the drawing done by the Canvas APIs to further increase their performance.</dd> 59 60 <dt><strong><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></strong></dt> 61 <dd>Android supports OpenGL ES 1.0 and 2.0, with Android framework APIs as well as natively 62 with the Native Development Kit (NDK). Using the framework APIs is desireable when you want to add a 63 few graphical enhancements to your application that are not supported with the Canvas APIs, or if 64 you desire platform independence and don't demand high performance. There is a performance hit in 65 using the framework APIs compared to the NDK, so for many graphic intensive applications such as 66 games, using the NDK is beneficial (It is important to note though that you can still get adequate 67 performance using the framework APIs. For example, the Google Body app is developed entirely 68 using the framework APIs). OpenGL with the NDK is also useful if you have a lot of native 69 code that you want to port over to Android. For more information about using the NDK, read the 70 docs in the <code>docs/</code> directory of the <a href="{@docRoot}tools/sdk/ndk/index.html">NDK 71 download.</a></dd> 72 </dl> 73 74