custom view - rounding rectangle's corners drawn by lines - android

I'm playing with custom views and I want to build a rounded rectangle using path.lineTo() and path.arcTo() methods.
So, the rectangle I want to get:
Normally I draw this with this block of code:
RectF backReftf = new RectF();
Path path = new Path();
int width = getWidth();
int height = getHeight();
float curve = (float) (0.1 * height);
RectF backReftf = new RectF();
backReftf.left = 0;
backReftf.top = 0;
backReftf.right = width;
backReftf.bottom = height;
path.addRoundRect(backReftf, curve, curve, Path.Direction.CW);
canvas.drawPath(path, paint);
But I want to draw this with path.lineTo() and path.arcTo().
According to Docs about arcTo():
Append the specified arc to the path as a new contour. If the start of the path is different from the path's current last point, then an automatic lineTo() is added to connect the current contour to the start of the arc. However, if the path is empty, then we call moveTo() with the first point of the arc.
So theoretically my arc should start there, where line ends, so if I drew a line (left side of rectangle):
float curve = (float) (0.1 * height);
path.moveTo(0,0);
path.lineTo(0, height - curve);
then my arc should start from this point (0, height - curve), but where do I pass those arguments when arcTo() has following parameters: arcTo (float left,
float top,
float right,
float bottom,
float startAngle,
float sweepAngle,
boolean forceMoveTo)
?
Plus how do I calculate in this case startAngle and sweepAngle?
Thanks in advance!

When drawing an arc, you need to specify the full bounding box for that arc, and the start and sweep angle. I try to see them visually, like so:
E.g. when going clock wise, the start angle is positioned 180degrees from the origin. And from the startAngle, if you sweep 90 degrees clock wise, you'll end up at the desired end position.
Take note where the origin, startAngle and sweepAngle are in this graphic.
In kotlin, it can look something like this:
// Given some radius, viewWidth and viewHeight
override fun onDraw(canvas: Canvas?) {
super.onDraw(canvas)
path.apply {
moveTo(radius, 0F)
lineTo(viewWidth - radius, 0F)
arcTo(viewWidth - 2 * radius, 0F, viewWidth, 2 * radius, -90F, 90F, false)
lineTo(viewWidth, radius)
arcTo(viewWidth - 2 * radius, viewHeight - 2 * radius, viewWidth, viewHeight, 0F, 90F, false)
lineTo(radius, viewHeight)
arcTo(0F, viewHeight - 2 * radius, 2 * radius, viewHeight, 90F, 90F, false)
lineTo(0F, radius)
arcTo(0F, 0F, 2 * radius, 2 * radius, 180F, 90F, false)
}
canvas?.drawPath(path, linePaint)
}
And the result will be something like this:

Related

Android - draw line vertically

I have a custom view where I override the onDraw method and drawn a circle. Now I want to draw a line from the center of the circle to the top of the circle.
Here is my code..
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawRect(0, 0, getWidth(), getHeight(), backgroundPaint);
canvas.drawCircle(centerX, centerY, outerRadius, outerCirclePaint);
double angleRadians = Math.toRadians(0);
double x = (outerRadius * Math.cos(angleRadians)) + centerX;
double y = (outerRadius * Math.sin(angleRadians)) + centerY;
canvas.drawLine((float)x, (float)y, centerX, centerY, innerCirclePaint);
}
centerX and centerY are the center of the circle
outerRadius is the radius for the circle
When i run this the line is drawn from the center to the right at 90 degrees instead of the top of the circle 0 degrees, even though I have told it the angle is 0
This is confusing me and can't seem what I am doing wrong.
If anyone has any ideas on this I would be very grateful
In mathematics, 0 degrees (also 0 radians) for the unit circle start at the right of the circle.
Unit circle
Add 90 degrees or pi/2 radians to start at the top.

Android: canvas.drawText on a circle sides

I want to draw texts on the sides of a circle and another one below it. I edited the code in this answer but the problem is that the circle and arc are taking the whole space of the rect, which makes no space for the text to be drawn.
Here is my code
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// getHeight() is not reliable, use getMeasuredHeight() on first run:
// Note: mRect will also be null after a configuration change,
// so in this case the new measured height and width values will be used:
if (mRect == null) {
// take the minimum of width and height here to be on he safe side:
centerX = getMeasuredWidth() / 2;
centerY = getMeasuredHeight() / 2;
radius = Math.min(centerX, centerY);
// mRect will define the drawing space for drawArc()
// We have to take into account the STROKE_WIDTH with drawArc() as well as drawCircle():
// circles as well as arcs are drawn 50% outside of the bounds defined by the radius (radius for arcs is calculated from the rectangle mRect).
// So if mRect is too large, the lines will not fit into the View
int startTop = STROKE_WIDTH / 2;
int startLeft = startTop;
int endBottom = 2 * radius - startTop;
int endRight = endBottom;
mRect = new RectF(startTop, startLeft, endRight, endBottom);
}
// subtract half the stroke width from radius so the blue circle fits inside the View
canvas.drawCircle(centerX, centerY, radius - STROKE_WIDTH / 2, mBasePaint);
// Or draw arc from degree 192 to degree 90 like this ( 258 = (360 - 192) + 90:
// canvas.drawArc(mRect, 192, 258, false, mBasePaint);
// draw an arc from 90 degrees to 192 degrees (102 = 192 - 90)
// Note that these degrees are not like mathematical degrees:
// they are mirrored along the y-axis and so incremented clockwise (zero degrees is always on the right hand side of the x-axis)
canvas.drawArc(mRect, 270, mTemp * 6, false, mDegreesPaint); // Each degree in the temp scale = 6 degrees on circle
canvas.drawArc(mRect, 270 + mSeparator * 6, 3, false, mSeparatorPaint); // The separator size = 3 degrees
// subtract stroke width from radius so the white circle does not cover the blue circle/ arc
canvas.drawCircle(centerX, centerY, radius - STROKE_WIDTH, mCenterPaint);
drawCenter(canvas, mTextPaint, mTemp + "°");
canvas.drawText("Temp 1", mRect.centerX(), radius * 2, mTextPaint);
}
This code produces what I need as an arc and circles, but I'm not able to draw degrees on the circle sides and a text below it
Any help??

Draw circle on start and end point of an Arc

Hi im having difficulties on drawing dots on arc's both ends (start and end)
Although I can draw arc on canvas. Heres my sample code for drawing arc.
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
float width = (float) getWidth();
float height = (float) getHeight();
float radius;
if (width > height) {
radius = height / 4;
} else {
radius = width / 4;
}
float center_x, center_y;
final RectF oval = new RectF();
center_x = width / 2;
center_y = height / 2;
oval.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
float percent = 25;
float arcRadius = 360;
float angle = arcRadius * (percent/100);
canvas.drawArc(oval, 270, 360, false, trackpaint);
canvas.drawArc(oval, 270, angle, false, arcPaint);
}
the only missing is putting circles on start and end points of the arc. I've tried this link but it doest work Calculate Arc Center Point, Knowing It's Start and End Degrees. Any help will be much appreciated. Thank you
the coordinate of the start point is:
double startX = Math.cos(Math.toRadians(270)) * radius + center_x;
double startY = Math.sin(Math.toRadians(270)) * radius + center_y;
the coordinate of the end point is:
double endX = Math.cos(Math.toRadians(270 + angle)) * radius + center_x;
double endY = Math.sin(Math.toRadians(270 + angle)) * radius + center_y;
and then you can draw circle using the start point and end point:
canvas.drawCircle(startX, startY, 10, paint);
canvas.drawCircle(endX, endY, 10, paint);
Get path from the ARC
Use PathMeasure class to retrieve Path length and path TAN, using starting or Ending X and Y coordinates of the ARC
Use this X and Y coordinates to draw circle.
Example for circle at the start of the ARC:
final Path mPath = new Path();
mPath.addArc(oval, startAngle, sweepAngle);
PathMeasure pm = new PathMeasure(mPath, false);
float[] xyCoordinate = { arcStarting.x , arcStarting.y };
float pathLength = pm.getLength();
pm.getPosTan(0, xyCoordinate, null);//"0 for starting point"
PointF point = new PointF(xyCoordinate[0], xyCoordinate[1]);
canvas.drawCircle(point.x, point.y, 10, YourPaintHere)

Can a perfect circle encompassing face be formed using euler angle in face detector

I have following code:
protected void onDraw(Canvas canvas)
{
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.RED);
xRatio = getWidth()*1.0f / picWidth;
yRatio = getHeight()*1.0f / picHeight;
canvas.drawBitmap( sourceImage, null , new Rect(0,0,getWidth(),getHeight()),paint);
for (int i = 0; i < eyesMidPts.length; i++)
{
if (eyesMidPts[i] != null)
{
// where x and y are eyes mid point coordinates
float x = eyesMidPts[i].x*xRatio;
float y = eyesMidPts[i].y*yRatio;
float radius = (float) (eyesDistance[i]);
float left = x - radius;
float right = x + radius;
float top = y - radius;
// we want to increase the bottom radius by double to get other half of the face.
float bottom = (float) (y + radius * 2);
paint.setStrokeWidth(eyesDistance[i] /20);
RectF ovalBounds = new RectF();
ovalBounds.set(left, top, right, bottom);
canvas.drawOval(ovalBounds, paint);
}
}
}
Code encompass full face if face is straight. But does not get complete circle around if face is tilted. I am not sure how euler angels work but am hoping it is to get tilt on the face detection. Can someone please help me with this show me some example code so that circle encompasses whole face.
Why do you use RectF to draw a circle? Is it a 'true' circle, or is it really oval / ellipse?
If it's just a circle, why don't you use this.
canvas.drawCircle(x, y, radius, paint);
So you won't need to transform Rectf's points if it's tilted :)
update:
I believe this should work, I don't have an android workflow setup with me to really test it; sorry if it's a miss.
Matrix m = new Matrix(); //creates identity matrix
m.setRotate(tilt_angle); //rotate it by the tilt angle
m.mapRect(ovalBounds); //transform the rect
// RectF face: face position and dimentions
// Create Bitmap where to draw an oval
Bitmap ovalBmp = Bitmap.createBitmap( face.width(), face.height(), config );
canvasBmp = new Canvas(ovalBmp); // Get a canvas to draw an oval on the Bitmap
canvasBmp.drawOval( new RectF( 0, 0, face.width(), face.height ), paint );
// Create transformation matrix
transforMatrix = new Matrix();
// Rotate around center of oval
transforMatrix.postRotate( tilt_angle, face.width() / 2, face.height() / 2 );
transforMatrix.postTranslate( face.left, face.top );
canvas.drawBitmap( ovalBmp, transforMatrix, null );
ps: I assume by tilt angle you mean roll, where pitch is rotation around X axis, yaw is rotation around Y axis and roll is rotation around Z axis.

How to use android canvas to draw a Rectangle with only topleft and topright corners round?

I found a function for rectangles with all 4 corners being round, but I want to have just the top 2 corners round. What can I do?
canvas.drawRoundRect(new RectF(0, 100, 100, 300), 6, 6, paint);
For API 21 and above the Path class added a new method addRoundRect() which you can use it like this.
corners = new float[]{
80, 80, // Top left radius in px
80, 80, // Top right radius in px
0, 0, // Bottom right radius in px
0, 0 // Bottom left radius in px
};
final Path path = new Path();
path.addRoundRect(rect, corners, Path.Direction.CW);
canvas.drawPath(path, mPaint);
in Kotlin
val corners = floatArrayOf(
80f, 80f, // Top left radius in px
80f, 80f, // Top right radius in px
0f, 0f, // Bottom right radius in px
0f, 0f // Bottom left radius in px
)
val path = Path()
path.addRoundRect(rect, corners, Path.Direction.CW)
canvas.drawPath(path, mPaint)
Use a path. It has the advantage of working for APIs less than 21 (Arc is also limited thusly, which is why I quad). Which is a problem because not everybody has Lollipop yet. You can however specify a RectF and set the values with that and use arc back to API 1, but then you wouldn't get to use a static (without declaring a new object to build the object).
Drawing a rounded rect:
path.moveTo(right, top + ry);
path.rQuadTo(0, -ry, -rx, -ry);
path.rLineTo(-(width - (2 * rx)), 0);
path.rQuadTo(-rx, 0, -rx, ry);
path.rLineTo(0, (height - (2 * ry)));
path.rQuadTo(0, ry, rx, ry);
path.rLineTo((width - (2 * rx)), 0);
path.rQuadTo(rx, 0, rx, -ry);
path.rLineTo(0, -(height - (2 * ry)));
path.close();
As a full function:
static public Path RoundedRect(float left, float top, float right, float bottom, float rx, float ry, boolean conformToOriginalPost) {
Path path = new Path();
if (rx < 0) rx = 0;
if (ry < 0) ry = 0;
float width = right - left;
float height = bottom - top;
if (rx > width/2) rx = width/2;
if (ry > height/2) ry = height/2;
float widthMinusCorners = (width - (2 * rx));
float heightMinusCorners = (height - (2 * ry));
path.moveTo(right, top + ry);
path.rQuadTo(0, -ry, -rx, -ry);//top-right corner
path.rLineTo(-widthMinusCorners, 0);
path.rQuadTo(-rx, 0, -rx, ry); //top-left corner
path.rLineTo(0, heightMinusCorners);
if (conformToOriginalPost) {
path.rLineTo(0, ry);
path.rLineTo(width, 0);
path.rLineTo(0, -ry);
}
else {
path.rQuadTo(0, ry, rx, ry);//bottom-left corner
path.rLineTo(widthMinusCorners, 0);
path.rQuadTo(rx, 0, rx, -ry); //bottom-right corner
}
path.rLineTo(0, -heightMinusCorners);
path.close();//Given close, last lineto can be removed.
return path;
}
You'd want to line all the way to those corner bits, rather than quad across them. This is what setting true to conformToOriginalPost does. Just line to the control point there.
If you want to do that all but don't care about pre-Lollipop stuff, and urgently insist that if your rx and ry are high enough, it should draw a circle.
#TargetApi(Build.VERSION_CODES.LOLLIPOP)
static public Path RoundedRect(float left, float top, float right, float bottom, float rx, float ry, boolean conformToOriginalPost) {
Path path = new Path();
if (rx < 0) rx = 0;
if (ry < 0) ry = 0;
float width = right - left;
float height = bottom - top;
if (rx > width/2) rx = width/2;
if (ry > height/2) ry = height/2;
float widthMinusCorners = (width - (2 * rx));
float heightMinusCorners = (height - (2 * ry));
path.moveTo(right, top + ry);
path.arcTo(right - 2*rx, top, right, top + 2*ry, 0, -90, false); //top-right-corner
path.rLineTo(-widthMinusCorners, 0);
path.arcTo(left, top, left + 2*rx, top + 2*ry, 270, -90, false);//top-left corner.
path.rLineTo(0, heightMinusCorners);
if (conformToOriginalPost) {
path.rLineTo(0, ry);
path.rLineTo(width, 0);
path.rLineTo(0, -ry);
}
else {
path.arcTo(left, bottom - 2 * ry, left + 2 * rx, bottom, 180, -90, false); //bottom-left corner
path.rLineTo(widthMinusCorners, 0);
path.arcTo(right - 2 * rx, bottom - 2 * ry, right, bottom, 90, -90, false); //bottom-right corner
}
path.rLineTo(0, -heightMinusCorners);
path.close();//Given close, last lineto can be removed.
return path;
}
So,
conformToOriginalPost actually draws a rounded rect without the bottom two bits rounded.
I would draw two rectangles:
canvas.drawRect(new RectF(0, 110, 100, 290), paint);
canvas.drawRoundRect(new RectF(0, 100, 100, 200), 6, 6, paint);
Or something like that, you just overlap them so that the upper corners will be round. Preferably you should write a method for this
I changed this answer so you can set which corner you want to be round and which one you want to be sharp. also works on pre-lolipop
Usage Example:
only top-right and botton-right corners are rounded
Path path = RoundedRect(0, 0, fwidth , fheight , 5,5,
false, true, true, false);
canvas.drawPath(path,myPaint);
RoundRect:
public static Path RoundedRect(
float left, float top, float right, float bottom, float rx, float ry,
boolean tl, boolean tr, boolean br, boolean bl
){
Path path = new Path();
if (rx < 0) rx = 0;
if (ry < 0) ry = 0;
float width = right - left;
float height = bottom - top;
if (rx > width / 2) rx = width / 2;
if (ry > height / 2) ry = height / 2;
float widthMinusCorners = (width - (2 * rx));
float heightMinusCorners = (height - (2 * ry));
path.moveTo(right, top + ry);
if (tr)
path.rQuadTo(0, -ry, -rx, -ry);//top-right corner
else{
path.rLineTo(0, -ry);
path.rLineTo(-rx,0);
}
path.rLineTo(-widthMinusCorners, 0);
if (tl)
path.rQuadTo(-rx, 0, -rx, ry); //top-left corner
else{
path.rLineTo(-rx, 0);
path.rLineTo(0,ry);
}
path.rLineTo(0, heightMinusCorners);
if (bl)
path.rQuadTo(0, ry, rx, ry);//bottom-left corner
else{
path.rLineTo(0, ry);
path.rLineTo(rx,0);
}
path.rLineTo(widthMinusCorners, 0);
if (br)
path.rQuadTo(rx, 0, rx, -ry); //bottom-right corner
else{
path.rLineTo(rx,0);
path.rLineTo(0, -ry);
}
path.rLineTo(0, -heightMinusCorners);
path.close();//Given close, last lineto can be removed.
return path;
}
you can easily achieve this by using Path:
val radiusArr = floatArrayOf(
15f, 15f,
15f, 15f,
0f, 0f,
0f, 0f
)
val myPath = Path()
myPath.addRoundRect(
RectF(0f, 0f, 400f, 400f),
radiusArr,
Path.Direction.CW
)
canvas.drawPath(myPath, paint)
Simple helper function written in Kotlin.
private fun Canvas.drawTopRoundRect(rect: RectF, paint: Paint, radius: Float) {
// Step 1. Draw rect with rounded corners.
drawRoundRect(rect, radius, radius, paint)
// Step 2. Draw simple rect with reduced height,
// so it wont cover top rounded corners.
drawRect(
rect.left,
rect.top + radius,
rect.right,
rect.bottom,
paint
)
}
Usage:
canvas.drawTopRoundRect(rect, paint, radius)
public static Path composeRoundedRectPath(RectF rect, float topLeftDiameter, float topRightDiameter,float bottomRightDiameter, float bottomLeftDiameter){
Path path = new Path();
topLeftDiameter = topLeftDiameter < 0 ? 0 : topLeftDiameter;
topRightDiameter = topRightDiameter < 0 ? 0 : topRightDiameter;
bottomLeftDiameter = bottomLeftDiameter < 0 ? 0 : bottomLeftDiameter;
bottomRightDiameter = bottomRightDiameter < 0 ? 0 : bottomRightDiameter;
path.moveTo(rect.left + topLeftDiameter/2 ,rect.top);
path.lineTo(rect.right - topRightDiameter/2,rect.top);
path.quadTo(rect.right, rect.top, rect.right, rect.top + topRightDiameter/2);
path.lineTo(rect.right ,rect.bottom - bottomRightDiameter/2);
path.quadTo(rect.right ,rect.bottom, rect.right - bottomRightDiameter/2, rect.bottom);
path.lineTo(rect.left + bottomLeftDiameter/2,rect.bottom);
path.quadTo(rect.left,rect.bottom,rect.left, rect.bottom - bottomLeftDiameter/2);
path.lineTo(rect.left,rect.top + topLeftDiameter/2);
path.quadTo(rect.left,rect.top, rect.left + topLeftDiameter/2, rect.top);
path.close();
return path;
}
I achieved this by following the below steps.
These are the pre-requisites for the rounded rectangle to look neat
The radius of the edges have to be equal to the (height of the rectangle / 2). This is because if its any different value then the place where the curve meets straight line of the rectangle will not be
Next is the steps to draw the rounded rectangle.
First we draw 2 circles on the left and right side, with the radius = height of rectange / 2
Then we draw a rectangle between these circles to get the desired rounded rectangle.
I am posting the code below
private void drawRoundedRect(Canvas canvas, float left, float top, float right, float bottom) {
float radius = getHeight() / 2;
canvas.drawCircle(radius, radius, radius, mainPaint);
canvas.drawCircle(right - radius, radius, radius, mainPaint);
canvas.drawRect(left + radius, top, right - radius, bottom, mainPaint);
}
Now this results in a really nice rounded rectangle like the one shown below
This is an old question, however I wanted to add my solution because it uses the native SDK without lots of custom code or hacky drawing. This solution is supported back to API 1.
The way to do this properly is to create a path (as mentioned in other answers) however the previous answers seem to overlook the addRoundedRect function call that takes radii for each corner.
Variables
private val path = Path()
private val paint = Paint()
Setup Paint
paint.color = Color.RED
paint.style = Paint.Style.FILL
Update Path with Size Changes
Call this somewhere that isn't onDraw, such as onMeasure for a view or onBoundChange for a drawable. If it doesn't change (like this example) you could put this code where you set up your paint.
val radii = floatArrayOf(
25f, 25f, //Top left corner
25f, 25f, //Top right corner
0f, 0f, //Bottom right corner
0f, 0f, //Bottom left corner
)
path.reset() //Clears the previously set path
path.addRoundedRect(0f, 0f, 100f, 100f, radii, Path.Direction.CW)
This code creates a 100x100 rounded rect with the top corners rounded with a 25 radius.
Draw Path
Call this in onDraw for a view or draw for a drawable.
canvas.drawPath(path, paint)
A Path#arcTo() version to draw the rounded side if the radius is half of the height.
fun getPathOfRoundedRectF(
rect: RectF,
topLeftRadius: Float = 0f,
topRightRadius: Float = 0f,
bottomRightRadius: Float = 0f,
bottomLeftRadius: Float = 0f
): Path {
val tlRadius = topLeftRadius.coerceAtLeast(0f)
val trRadius = topRightRadius.coerceAtLeast(0f)
val brRadius = bottomRightRadius.coerceAtLeast(0f)
val blRadius = bottomLeftRadius.coerceAtLeast(0f)
with(Path()) {
moveTo(rect.left + tlRadius, rect.top)
//setup top border
lineTo(rect.right - trRadius, rect.top)
//setup top-right corner
arcTo(
RectF(
rect.right - trRadius * 2f,
rect.top,
rect.right,
rect.top + trRadius * 2f
), -90f, 90f
)
//setup right border
lineTo(rect.right, rect.bottom - trRadius)
//setup bottom-right corner
arcTo(
RectF(
rect.right - brRadius * 2f,
rect.bottom - brRadius * 2f,
rect.right,
rect.bottom
), 0f, 90f
)
//setup bottom border
lineTo(rect.left + blRadius, rect.bottom)
//setup bottom-left corner
arcTo(
RectF(
rect.left,
rect.bottom - blRadius * 2f,
rect.left + blRadius * 2f,
rect.bottom
), 90f, 90f
)
//setup left border
lineTo(rect.left, rect.top + tlRadius)
//setup top-left corner
arcTo(
RectF(
rect.left,
rect.top,
rect.left + tlRadius * 2f,
rect.top + tlRadius * 2f
),
180f,
90f
)
close()
return this
}
}
One simple and efficient way to draw a solid side is to use clipping - rect clipping is essentially free, and a lot less code to write than a custom Path.
If I want a 300x300 rect, with the top left and right rounded by 50 pixels, you can do:
canvas.save();
canvas.clipRect(0, 0, 300, 300);
canvas.drawRoundRect(new RectF(0, 0, 300, 350), 50, 50, paint);
canvas.restore();
This approach will only work for rounding on 2 or 3 adjacent corners, so it's a little less configurable than a Path based approach, but using round rects is more efficient, since drawRoundRect() is fully hardware accelerated (that is, tessellated into triangles) while drawPath() always falls back to software rendering (software-draw a path bitmap, and upload that to be cached on the GPU).
Not a huge performance issue for small infrequent drawing, but if you're animating paths, the cost of software draw can make your frame times longer, and increase your chance to drop frames. The path mask also costs memory.
If you do want to go with a Path-based approach, I'd recommend using GradientDrawable to simplify the lines of code (assuming you don't need to set a custom shader, e.g. to draw a Bitmap).
mGradient.setBounds(0, 0, 300, 300);
mGradient.setCornerRadii(new int[] {50,50, 50,50, 0,0, 0,0});
With GradientDrawable#setCornerRadii(), you can set any corner to be any roundedness, and reasonably animate between states.
Here is my answer to the above question. Here, I have created Kotlin extension function which uses Path along with the quadTo function which can be used in lower-level APIs also.
fun Canvas.drawRoundRectPath(
rectF: RectF,
radius: Float,
roundTopLeft: Boolean,
roundTopRight: Boolean,
roundBottomLeft: Boolean,
roundBottomRight: Boolean,
paint: Paint) {
val path = Path()
//Move path cursor to start point
if (roundBottomLeft) {
path.moveTo(rectF.left, rectF.bottom - radius)
} else {
path.moveTo(rectF.left, rectF.bottom)
}
// drawing line and rounding top left curve
if (roundTopLeft) {
path.lineTo(rectF.left, rectF.top + radius)
path.quadTo(rectF.left, rectF.top, rectF.left + radius, rectF.top)
} else {
path.lineTo(rectF.left, rectF.top)
}
// drawing line an rounding top right curve
if (roundTopRight) {
path.lineTo(rectF.right - radius, rectF.top)
path.quadTo(rectF.right, rectF.top, rectF.right, rectF.top + radius)
} else {
path.lineTo(rectF.right, rectF.top)
}
// drawing line an rounding bottom right curve
if (roundBottomRight) {
path.lineTo(rectF.right, rectF.bottom - radius)
path.quadTo(rectF.right, rectF.bottom, rectF.right - radius, rectF.bottom)
} else {
path.lineTo(rectF.right, rectF.bottom)
}
// drawing line an rounding bottom left curve
if (roundBottomLeft) {
path.lineTo(rectF.left + radius, rectF.bottom)
path.quadTo(rectF.left, rectF.bottom, rectF.left, rectF.bottom - radius)
} else {
path.lineTo(rectF.left, rectF.bottom)
}
path.close()
drawPath(path, paint)
}
We can call the function with canvas object and pass the RectF with the dimension on which we want to apply the curve.
Also, we can pass the boolean for the corners which we want to round.
This answer can further be customized to accept radius for individual corners.
You can draw that piece by piece using drawLine() and drawArc() functions from the Canvas.
Maybe the following code can help you
Paint p = new Paint();
p.setColor(color);
float[] corners = new float[]{
15, 15, // Top, left in px
15, 15, // Top, right in px
15, 15, // Bottom, right in px
15, 15 // Bottom,left in px
};
final Path path = new Path();
path.addRoundRect(rect, corners, Path.Direction.CW);
// Draw
canvas.drawPath(path, p);
Use PaintDrawable could be better:
val topLeftRadius = 10
val topRightRadius = 10
val bottomLeftRadius = 0
val bottomRightRadius = 0
val rect = Rect(0, 0, 100, 100)
val paintDrawable = PaintDrawable(Color.RED)
val outter = floatArrayOf(topLeftRadius, topLeftRadius, topRightRadius, topRightRadius,
bottomLeftRadius, bottomLeftRadius, bottomRightRadius, bottomRightRadius)
paintDrawable.setCornerRadii(outter)
paintDrawable.bounds = rect
paintDrawable.draw(canvas)
draw round rect with left rounded corners
private void drawRoundRect(float left, float top, float right, float bottom, Paint paint, Canvas canvas) {
Path path = new Path();
path.moveTo(left, top);
path.lineTo(right, top);
path.lineTo(right, bottom);
path.lineTo(left + radius, bottom);
path.quadTo(left, bottom, left, bottom - radius);
path.lineTo(left, top + radius);
path.quadTo(left, top, left + radius, top);
canvas.drawPath(path, onlinePaint);
}

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