Screenshot
I tried triangleedge treatment but it makes 1 triangle only need many
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I have a barGraph similar to the one below.
I was wondering if the miniature ( maybe the word is not accurate, I'm talking about the little coloured squares under the x axis, on the left of the word "Company" on the picture ) can be set to scrollable when the graph contains a lot of datas.
If so, is there as well a way to set those squares touchable and on touch, to center the view on the corresponding element of a barGraph?
I add that the graph itself is and has to be scrollable.
Thanks in advance.
The little squares you are talking about represent the Legend which shows the different datasets used.
It is not possible to make this scrollable by default.
What you could do is create your own miniature BarChart below your actual barchart and use that one.
I have a collection of Greek letters in a gesture library and for some reason swiping straight left or right comes up with a pretty good score for mu and iota, neither of which represent horizontal lines. This breaks the idea of my app. I'm currently using a score of 25 or higher to test accuracy of drawing the letters.
Fixed by adding two gestures. One called "left" and one called "right" and they're shaped like horizontal lines. When predicting the closest gestures, it counts as a failure if left or right have the highest scores.
This prevents users from swiping left or right to draw a complex shape.
I want to apply the border to this custom view shape
which created by many canvas.draw...() in onDraw()
The border that i want to create and apply to my custom view should have equal range all the way with some distance from the custom view and it should also cover small circle in each slice.
Any idea how to make this?
Thanks.
This isn't so much an answer, but more of a recommendation. Take a look at the Porter-Duff modes available to you. Worst case you may need to do some per pixel image manipulation which should be fine as long as the view isn't animated.
On second thought, here's an idea: why not create two images: one large circle which will always draw behind everything and a second which will always draw behind the small circles. The large circle would just be the complete border you want displayed, whereas the small circles would actually only be a semi circle border, which would render on top of the large circle (covering the large circle border under it). The key would then be to rotate the small border circle depending on where it's located. I hippie that makes sense, but it should work and be very efficient too.
Another option would be to separate the rendering into white circles and slightly larger border color circles. If you render the slightly larger (border color) circles first, then render the normal circles (white) on top, then you won't have to worry about any rotations and it will render correctly if the small outer circles begin to overlap.
So the idea is similar to the first suggestion. You'll still need a large circle and small circle (both white), but in addition, you'll need slightly larger border colored large and small circles.
I hope this description is a little clearer, but I assume that you are comfortable enough with compound drawables to figure out the rest, given that you've gotten this far in making your view.
All the best implementing it, and feel free to ask for any clarification! :)
I have recently completed a simple drag and drop shapes game. It had the user drag a shape (ImageView) to another "empty place holder" ImageView.
I now want to make this a little more advanced, instead of dragging a simple shape, I want to make a puzzle of various non-orthogonal shapes, for example breaking a circle into 5 different pieces. What I'm having a problem with right now is how to design the layout. I do not know how to make a truly "custom" shaped ImageView, as far as I can find from my research it's not possible. So my idea for now is to overlap a number of square ImageViews, each of which will have only a subset of an image and the rest transparent. Thus the final output will look like it's a number of custom shaped ImageViews.
Example:
+ + +
Because only the internal sections are "visible" and the rest of the circle is transparent, when all of these pieces are placed in the same spot on the screen, the final image will look like:
I haven't tried this yet... but I foresee at least one problem. When I go to drag the pieces over to this puzzle, they will all "snap" into place when dragged to the same place. Because in reality all I really have here is a picture of a circle inside a ImageView which has some invisible rectangular boundary around it.
Hopefully this situation is clear. Now my questions:
Is it possible to have truly custom shaped ImageViews instead of my idea of overlapping images?
If what I'm thinking is the best way to handle this puzzle idea, then what property can be changed such that the "drop" action does not happen at the same place for all of these puzzle pieces? If I wanted to "drop" the pizza shaped piece, I'd like it to only snap into place when it go close to the top left of the circle.
Note: I am new to Android programming, and somewhat new to Java/XML as well, it’s very likely I’m overlooking something, so please feel free to suggest other approaches as you see fit.
Not really. Overlapping views is generally the way it's done. You could also use one View and override the drawing action yourself (multiple bitmaps drawn at relative locations within the View), but that would make the drag-drop aspect significantly harder.
If the Views are all the same size, with the visible portions in the correct relative placement in each, they should snap together correctly. This is because the snap is (I believe) based on the position of the upper-left corner of the View. If the pizza-shaped piece's visible portion is correct with regards to that, it should snap in at exactly the right spot.
So you have certain places you want to accept the drops, and I'm assuming you know their coordinates, say (d_x,d_y).
Then why not simply monitor the coordinate of the center (p_x,p_y) of image view of the piece you are dragging, say the "pizza" piece, and when the distance between the the piece and drop point is within an acceptable amount accept the drop.
But if you are asking if there is some way to make non-rectangular image views I don't believe that is possible.
However I don't think it is necessary in your case, because I believe even if you want them to drag the piece precisely into place you can calculate the coordinates where the draggable rectangle needs to go with knowledge of the shape of the piece and the assumption that the rectangle wraps the piece.
I'm having trouble trying to create a screen where I have two bitmaps (one on top of the other so it's totally obscuring the lower one) and "rub out" the top one so it reveals the bottom one under the path of the finger. I realise I may need 3 separate layers (bottom image, top image and then a custom view that handles the finger tracking) but I can't find a method of manipulating the middle layer from the custom view. Can anyone offer some advice on how I might do this?
You should do the whole thing in one View, see this SO question and its answer for more info and links.