Android, Use a Wrapper to execute a function or not - android

I have the following situation I want to solve. I wrote my own small drawing engine based on a Canvas. I created for every renderable a base class, for example, line, text, point, etc. From these base classes, I created a few derived entity classes. I also implemented a layer management system which is based on an observer-pattern to toggle the visibility of the derived entity classes. So far so good.
Every derived entity class has its own onDraw function where something is drawn on the canvas e.g
#Override
public void onDraw(Canvas canvas) {
if(isVisible) {
if (p1X != 0 && p1Y != 0 && p2X != 0 && p2Y != 0) {
canvas.drawLine(
p1X,
p1Y,
p2X,
p2Y,
paint
);
}
}
}
The crucial part I want to improve is
if(isVisible){
...
}
I really want to do something like this
#isVisible
#Override
public void onDraw(Canvas canvas) {
...
}
If I would do this in Python, I would write a Decorator to wrap the onDraw function.
But well, I want to write in Java and I'm a little bit clueless about how to do it. Maybe with an annotation (as I have shown it above as an idea), or are there other ways to do it?

Related

How to get hardware accelerated Canvas in onDraw() of CanvasWatchFaceService?

I am developing a Watch Face for android wear. I want to make the Canvas hardware accelerated.
In manifest I declared it like bellow
<application
android:hardwareAccelerated="true"
..>
<service
android:name=".WatchFaceMain"
android:hardwareAccelerated="true"
..>
</application>
But when I checked it from inside of My onDraw(Canvas canvas, Rect bounds) method canvas.isHardwareAccelerated() returns false. which clearly means my canvas is not hardware accelerated.
#Override
public void onDraw(Canvas canvas, Rect bounds) {
...
boolean isAccelarated = canvas.isHardwareAccelerated();
.......
}
How do I make this canvas Hardware Accelerated?
Finally found a solution for this issue. Though it wasn't a straight forward or easy solution.
First I got to copy the whole android.support.wearable.watchface.CanvasWatchFaceService class from librar, which my WatchFaceMain class extended.
Then I had to edit the draw() Method inside Engine Class like bellow
public abstract class CanvasWatchFaceService extends WatchFaceService {
.....
public class Engine extends android.support.wearable.watchface.WatchFaceService.Engine {
...
private void draw(SurfaceHolder holder) {
this.mDrawRequested = false;
Canvas canvas = holder.getSurface().lockHardwareCanvas();
if(canvas != null) {
try {
this.onDraw(canvas, holder.getSurfaceFrame());
} finally {
holder.getSurface().unlockCanvasAndPost(canvas);
}
}
}
}
}
I edited two lines inside onDraw like bellow.
from
Canvas canvas = holder.lockCanvas();
To
Canvas canvas = holder.getSurface().lockHardwareCanvas();
And From
holder.unlockCanvasAndPost(canvas);
To
holder.getSurface().unlockCanvasAndPost(canvas);
I still wonder why did CanvasWatchFaceService didn't offer any easier way to request for a hardware accelerated canvas!
More detail solution is available here in this Article.
Hopefully this answer helps someone else too.
With newer versions of the SDK, it's much easier. The CanvasWatchFaceService.Engine class has a boolean useHardwareCanvas constructor parameter. In your subclass, call the constructor as needed:
public Engine() {
super(true);
}
With the new APIs https://developer.android.com/reference/kotlin/androidx/wear/watchface/WatchFaceService, use CanvasType.HARDWARE
override suspend fun createWatchFace(
surfaceHolder: SurfaceHolder,
watchState: WatchState,
complicationSlotsManager: ComplicationSlotsManager,
currentUserStyleRepository: CurrentUserStyleRepository
) = WatchFace(
WatchFaceType.ANALOG,
object : Renderer.CanvasRenderer2<MySharedAssets>(
surfaceHolder,
currentUserStyleRepository,
watchState,
CanvasType.HARDWARE,
interactiveDrawModeUpdateDelayMillis = 16,
clearWithBackgroundTintBeforeRenderingHighlightLayer = true
) {

aChartEngine; determining when a GraphicalView is fully rendered/drawn

I've got a fragment, which I construct and insert a GraphicalView, and I need to know when the GraphicalView (chart) is done being drawn. the api isChartDrawn always returns false, including within onResume of the containing fragment.
public void onResume()
{
Log.d(TAG, "onResume, the mChart isDrawn: " + mChart.isChartDrawn());
super.onResume();
mListener.didNotificyChartDrawn();
}
Is there a notification I'm not seeing, or strategy for knowing when the chart is done being rendered? I'm asking because I need to access the series points from within one of the series of the XYChart used to construct the graphical view, like this:
mChart = new GraphicalView(getActivity(), mXYChart);
where mXYChart is an instance of the LineChart.
The graph renders fine, and I'm able to access the points I need later on via touch handling, just need to get to them a little earlier now and am hitting this issue. Any work arounds, etc, appreciated.
you're getting that because during onResume still was not draw yet. That's whole Android, not just aChartEngine. I'm not sure it's the best design decision, but that's how it is.
But good news is: there's a nice trick.
getView().getViewTreeObserver().addOnDrawListener(new OnDrawListener(){
void onDraw(){
getView().getViewTreeObserver().removeOnDrawListener(this);
// do your stuff here
}
});
this trick is used A LOT for animation, so you can measure stuff on screen and do the proper animations.
If you look at the onDraw method in GraphicalView, it sets the boolean mDrawn to true at the very end. So what must be happening is you are calling
public boolean isChartDrawn() {
return mDrawn;
}
Before it has completed the onDraw method. I would either create a interval handler to keep checking if mDrawn has been changed to true, or modify the library file GraphicalView so that it has an optional listener that you can attach to be fired off when the thing is drawn:
DrawnInterface mCallback;
public interface DrawnInterface{
public void onDrawn();
}
.....
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.getClipBounds(mRect);
......
canvas.drawBitmap(fitZoomImage, left + width - zoomSize * 0.75f, buttonY, null);
}
mDrawn = true;
mCallback.onDrawn();
}
Then make your calling activity implement the DrawnInterface you defined, and initialize the interface inside the constructor of GraphicalView

How to draw a bitmapfont on a stage in libgdx?

This is my current render method on my level in my Libgdx game. I am trying to draw a BitmapFont on my level's top right corner but all I'm getting is a bunch of white boxes.
#Override
public void render(
float delta ) {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
this.getBatch().begin();
//myScore.getCurrent() returns a String with the current Score
font.draw(this.getBatch(), "Score: 0" + myScore.getCurrent(), 600, 500);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
this.getBatch().end();
}
I would like to add the score font into some kind of an actor and then do a scene.addActor(myScore) but I don't know how to do that.
I followed Steigert's tutorial to create the main game class that instantiates the scene, font, in the AbstractLevel class that is then extended by this level.
So far, I'm not using any custom font, just the empty new BitmapFont(); to use to default Arial font. Later I would like to use my own more fancy font.
Try moving the font.draw to after the stage.draw. Adding it to an actor would be very simple, just create a new class and Extend Actor Like such
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.Actor;
public class Text extends Actor {
BitmapFont font;
Score myScore; //I assumed you have some object
//that you use to access score.
//Remember to pass this in!
public Text(Score myScore){
font = new BitmapFont();
font.setColor(0.5f,0.4f,0,1); //Brown is an underated Colour
}
#Override
public void draw(SpriteBatch batch, float parentAlpha) {
font.draw(batch, "Score: 0" + myScore.getCurrent(), 0, 0);
//Also remember that an actor uses local coordinates for drawing within
//itself!
}
#Override
public Actor hit(float x, float y) {
// TODO Auto-generated method stub
return null;
}
}
Hope this helps!
Edit 1:
Also try System.out.println(myScore.getCurrentScore()); Just to make sure that that isn't the issue. You can just get it to return a float or an int and when you do the "Score:"+ bit it will turn it into a string itself
Well, in this case, you may need to call this.getBatch().end first. Like this:
mSpriteBatch.begin();
mStage.draw();
mSpriteBatch.end();
//Here to draw a BitmapFont
mSpriteBatch.begin();
mBitmapFont.draw(mSpriteBatch,"FPS",10,30);
mSpriteBatch.end();
I don't know why, but it works for me.
I have solved similar problem with white boxes by closing batch before starting drawing stage. That is because the stage.draw() starts another batch and invalidates the previous batch not ended with end().
So in current example I would move this.getBatch().end() before drawing stage:
...
font.draw(this.getBatch(), "Score: 0" + myScore.getCurrent(), 600, 500);
this.getBatch().end();
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
If you are using Scene2D try using stage and actors. There is no need to write long codes, check for the MTX plugin that is very easy to use. You can create an awesome user experience
http://moribitotechx.blogspot.co.uk/

error sending linkedarray in function

I want make undo/redo on pbitmap/canvas, but i have got problems with sending a linkedarray between drawhandler.java to panel.java ..
errors:
Can only iterate over an array or an instance of java.lang.Iterable
LinkedArray cannot be resolved to a type
public void onDrawAll(LinkedArray paths, Paint paint); <-----the error is on this line
All my code can be seen here
Maybe you wanted to write LinkedList instead of LinkedArray?
I don't know in the standard java api a such class LinkedArray, or I am missing something, or that class is from a third party library you use.
public interface OnDrawListener
{
public void onDrawShape(Shape shape, Paint paint); // narišeš shape dokončno
public void onDrawShapeTemp(Shape shape, Paint paint); // narišeš shape, in ga potem ko je narisan, izbrišeš, če shape ni freehand
public void onDrawAll(LinkedArray<Path> paths, Paint paint); <-----there is errror
}

How can I pass an int to my onDraw(Canvas canvas) in Android?

I use a surfaceview to draw a pie chart in Android. In order to know how big the pie slice should be I need to pass a parameter to the onDraw() method. How can I do this? Inside the onDraw() I make a query to a datahelper-class that fetches the right data.
I tried to call a static function in one Activity from the onDraw, and which function returned an integer. But I want something more dynamic, so I can send the integers I need to from the Activity to the onDraw and just get the result in form of a pie chart.
Any suggestions?
One of solutions can be like this:
public class MySurfaceView extends SurfaceView
{
private MyParameter parameter;
public void setParameter(MyParameter parameter)
{
this.parameter=parameter;
}
#Override
public void onDraw(Canvas canvas)
{
if(this.parameter==null)
return; //nothing to draw...
//draw here...
}
}
//somewhere in code
MySurfaceView sView=(SurfaceView )findViewById(R.id.pie_chart);
//
sView.setParameter(new MyParameter(100,2000, false));
}

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