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1page.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
19Animation</a></strong></dt>
20<dd>Introduced in Android 3.0 (API level 11), the property animation system lets you
21animate properties of any object, including ones that are not rendered to the screen. The system is
22extensible 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
25Animation</a></strong></dt>
26<dd>View Animation is the older system and can only be used for Views. It is relatively easy to
27setup 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
31Animation</a></strong></dt>
32<dd>Drawable animation involves displaying {@link android.graphics.drawable.Drawable} resources one
33after another, like a roll of film. This method of animation is useful if you want to animate
34things 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.
39Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations
40for a rather static application should be implemented much differently than graphics and animations
41for an interactive game. Here, we'll discuss a few of the options you have for drawing graphics
42on 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
47Drawables</a></strong></dt>
48<dd>Android provides a set of {@link android.view.View} widgets that provide general functionality
49for a wide array of user interfaces. You can also extend these widgets to modify the way they
50look or behave. In addition, you can do your own custom 2D rendering using the various drawing
51methods contained in the {@link android.graphics.Canvas} class or create {@link
52android.graphics.drawable.Drawable} objects for things such as textured buttons or frame-by-frame
53animations.</dd>
54
55<dt><strong><a href="{@docRoot}guide/topics/graphics/hardware-accel.html">Hardware
56Acceleration</a></strong></dt>
57<dd>Beginning in Android 3.0, you can hardware accelerate the majority of
58the 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
62with the Native Development Kit (NDK). Using the framework APIs is desireable when you want to add a
63few graphical enhancements to your application that are not supported with the Canvas APIs, or if
64you desire platform independence and don't demand high performance. There is a performance hit in
65using the framework APIs compared to the NDK, so for many graphic intensive applications such as
66games, using the NDK is beneficial (It is important to note though that you can still get adequate
67performance using the framework APIs. For example, the Google Body app is developed entirely
68using the framework APIs). OpenGL with the NDK is also useful if you have a lot of native
69code that you want to port over to Android. For more information about using the NDK, read the
70docs in the <code>docs/</code> directory of the <a href="{@docRoot}tools/sdk/ndk/index.html">NDK
71download.</a></dd>
72</dl>
73
74