Android Draw SVG Path on canvas with animation - android

I have a SVG path and Paint to draw path on canvas and I used
canvas.drawPath(path.getSvgPath(), path.getSvgFillPaint()); it is work properly and now I want to add animation when fill path with given Paint. loke Happy Color App Happy Color
if you have a any idea please reply this.
thank you

Use a timer or thread or Animate class to change what path.getSvgFillPaint's fillOpacity gradually down to 0.
Every time when the fillOpacity changes, call View's postInvalidate to redraw the canvas, you will see it fade out gradually.

Related

Set Background Image for a Shape drawn by Canvas

The goal is to draw some hexagons on the screen and set different background images for those hexagons (I'm making a broad game). I have read about the Shape in XML file, but i want to draw it programmatically. I have drawn a shape with the help of canvas like this:
Path hexPath = hex.getPath();
canvas.clipPath(hexPath);
canvas.drawColor(Color.RED);
how can i set up the background image for this shape ?
I also have read about cropping a Bitmap, but is not practical for me.
Thanks.

change canvas size for TextView

I need use TextView with outline text. I try use it: https://stackoverflow.com/a/10294290/4181010 , but it doesn't work correctly with android:layout_width="wrap_content", because it doesn't increase canvas when add outlines.
I need to increase the canvas to include the value of strokeWidth.
I suggest I have to override onMeasure somehow, but TextView call final method setMeasuredDimension at the end of onMeasure to apply view size and I can not intervene at this point so as not to have to rewrite the whole method.
Scaling the canvas in OnDraw does not work either, because TextView scales draw text with canvas.
My solution is increase canvas and use canvas.translate() to move in right position before draw text.
And my question: How can I increase the size of the canvas with minimal intervention? Or someone know another solution for this problem?
I'm guessing you are drawing the text twice, once with the orange (manually on the canvas) and once with the white (what the TextView is drawing with super.onDraw).
Instead of drawing the larger orange manually, you could instead draw the smaller white text and leave the orange text to TextView's super.onDraw. That way everything should fit within the canvas.

Transparecy in canvas android

I want to add canvas (somewhat transparent in color) on background which has some image on its Ontouch event. I want to remove that transparent color of canvas which makes my background image clear.
I'm using:
paint.setColor(Color.TRANSPARENT);
but nothing is happening on canvas. Any help would be greatly appreciated.
i have added transparent canvas on background...which makes my image above:
and ontouch resultant should be like this:

Animating Draw Programmatically

My app teaches how to write letters and I want to draw for example letter "A" programmatically.
I do not want to draw it pixel by pixel(it is so hard!)
What other ways to do that?
UPDATE:
I want to show how to write "A" not just showing A in the screen
Romain Guy recently wrote a blog post on how to do path tracing using paths. If you can construct paths yourself (or finding a method for creating correct paths for letters) you could use the information from his blog to do something.
http://www.curious-creature.org/2013/12/21/android-recipe-4-path-tracing/#more-1904
Good luck
if you are using Canvas, you can draw text on canvas using this:
canvas.drawText("A",marginFromLeft,MarginFromRight, paint);
also you can draw bitmap of A on canvas using this:
canvas.drawBitmap(bmp,marginLeft,marginTop, paint);
after drawing this,you can animate an other image like circle using animationSet:
anim One: animate circle moving from bottom left to top center of A
anim Two: animate circle moving from top center of A to bottom left Right
anim Three: animate circle moving from left-verticaly-center to right-verticaly-center.

Custom Image View

I have this image that comes back from an API, which represents the users avatar:
However, my graphics department has designed the app to mask the image to make it look like this at runtime (to match our existing design of sharp edges, etc):
Notice the small edge cutout on the bottom left?
I'd love to be able to create a custom ImageView that handled this for me. Unfortunately I'm not sure how to go about doing that. How can I create the bottom image in a custom ImageView. Is this possible? Do I mask it? If so, how?
Thanks!
Using Path and xfer modes to draw on canvas can do the trick. Check this answer how to draw pic to Closed curve area
I think the easiest way to do is to use 2 ImageViews, one with the photo and other above it with a mask for the photo, in your case it would be all transparent except the bottom left to create the cutout with the background color.
You may be able to use android.graphics.Path to draw the complex shape you want. I found this very helpful for a simple custom View, but it seems like you can do a lot with it:
http://developer.android.com/reference/android/graphics/Path.html
Simple code sample for a shaded rectangle:
private Path mRectanglePath;
...
// draw the path
mRectanglePath = new Path();
mRectanglePath.addRect(mLeft, mTop, mRight, mBottom, Path.Direction.CW);
// draw the fill
Paint paint = new Paint();
paint.setColor(Color.RED);
paint.setAlpha(64);
canvas.drawPath(mRectanglePath, paint);

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