Image no longer drawing on CustomRadioImageButton with Android 7 - android

I have been using this segmented controller library for a long long time, but under Android 7, the images are no longer drawing on the radio buttons... Does anyone have any ideas what changed in this version of Android that caused this to stop working?
The segmentedcontrollerradiobutton draws, but the image that should be on the buttons no longer is drawn.
Library in use:
https://github.com/vinc3m1/android-segmentedradiobutton
package com.makeramen.segmented;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.widget.RadioButton;
public class CenteredRadioImageButton extends RadioButton {
Drawable image;
public CenteredRadioImageButton(Context context, AttributeSet attrs) {
super(context, attrs);
TypedArray a = context.obtainStyledAttributes(attrs, com.makeramen.segmented.R.styleable.CompoundButton, 0, 0);
image = a.getDrawable(1);
setButtonDrawable(android.R.color.transparent);
a.recycle();
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (image != null) {
image.setState(getDrawableState());
// scale image to fit inside button
int imgHeight = image.getIntrinsicHeight();
int imgWidth = image.getIntrinsicWidth();
int btnWidth = getWidth();
int btnHeight = getHeight();
float scale;
if (imgWidth <= btnWidth && imgHeight <= btnHeight) {
scale = 1.0f;
} else {
scale = Math.min((float) btnWidth / (float) imgWidth,
(float) btnHeight / (float) imgHeight);
}
int dx = (int) ((btnWidth - imgWidth * scale) * 0.5f + 0.5f);
int dy = (int) ((btnHeight - imgHeight * scale) * 0.5f + 0.5f);
image.setBounds(dx, dy, (int)(dx + imgWidth * scale), (int)(dy + imgHeight * scale));
image.draw(canvas);
}
}
}
Effectively the IMAGE value is always NULL in Android 7 at runtime.
<com.makeramen.segmented.CenteredRadioImageButton
android:id="#+id/myButton"
android:layout_width="40dip"
android:layout_height="50dip"
android:button="#drawable/myImage"
android:clickable="true"
android:minWidth="40dip"
android:minHeight="33dip"
android:focusable="true">
</com.makeramen.segmented.CenteredRadioImageButton>

Figured it out, something changed in 7... the index in the TypedArray changed from being 1 to 0... modifying that solved the issue.

Related

How to create custom UI components like responsive seekbar?

I want to create custom sliders or seekbars in android (just as in the gif, slider on the bottom and right), could you provide me with any relevant process how to achieve this.
After searching for several days I have finally got enough resources to address the problem statement.
For staters go through the following resources:
1) https://guides.codepath.com/android/Basic-Painting-with-Views
2) https://guides.codepath.com/android/Progress-Bar-Custom-View
3) https://developer.android.com/guide/topics/ui/custom-components
Basics Steps -
Extend an existing View class or subclass with your own class.
Override some of the methods from the superclass. The superclass methods to override start with 'on', for example, onDraw(), onMeasure(), and onKeyDown(). This is similar to the on... events in Activity or ListActivity that you override for lifecycle and other functionality hooks.
Use your new extension class. Once completed, your new extension class can be used in place of the view upon which it was based.
Below is the code that demonstrate a working Clock in canvas -
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.support.annotation.Nullable;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.Calendar;
/**
* Created by moonis
* on 23/06/18.
*/
public class CustomClock extends View {
private int height, width = 0;
private int padding = 0;
private int fontSize = 0;
int numeralSpacing = 0;
private int handTruncation, hourHandTruncation = 0;
private int radius = 0;
private Paint paint;
private boolean isInit;
private int[] numbers = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12};
private Rect rect = new Rect();
public CustomClock(Context context, #Nullable AttributeSet attrs) {
super(context, attrs);
setFocusable(true);
setFocusableInTouchMode(true);
}
private void initClock() {
height = getHeight();
width = getWidth();
padding = numeralSpacing + 50;
fontSize = (int) DeviceDimensionHelper.convertDpToPixel(13, getContext());
int min = Math.min(height, width);
radius = min / 2 - padding;
handTruncation = min / 20;
hourHandTruncation = min / 7;
paint = new Paint();
isInit = false;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (!isInit) {
initClock();
}
canvas.drawColor(Color.BLACK);
drawCircle(canvas);
drawCentre(canvas);
drawNumeral(canvas);
drawHands(canvas);
postInvalidateDelayed(500);
}
private void drawCircle(Canvas canvas) {
paint.reset();
paint.setColor(Color.WHITE);
paint.setAntiAlias(true);
paint.setStrokeWidth(5);
paint.setStyle(Paint.Style.STROKE);
canvas.drawCircle(width / 2, height / 2, radius + padding - 10, paint);
}
private void drawCentre(Canvas canvas) {
paint.setStyle(Paint.Style.FILL);
canvas.drawCircle(width / 2, height / 2, 12, paint);
}
private void drawNumeral(Canvas canvas) {
paint.setTextSize(fontSize);
for (int number : numbers) {
String tmp = String.valueOf(number);
paint.getTextBounds(tmp, 0, tmp.length(), rect);
double angle = Math.PI / 6 * (number - 3);
int x = (int) (width / 2 + Math.cos(angle) * radius - rect.width() / 2);
int y = (int) (height / 2 + Math.sin(angle) * radius - rect.height() / 2);
canvas.drawText(tmp, x, y, paint);
}
}
private void drawHands(Canvas canvas) {
Calendar c = Calendar.getInstance();
float hour = c.get(Calendar.HOUR_OF_DAY);
hour = hour > 12 ? hour - 12 : hour;
drawHand(canvas, (hour + c.get(Calendar.MINUTE) / 60) * 5f, true);
drawHand(canvas, c.get(Calendar.MINUTE), false);
drawHand(canvas, c.get(Calendar.SECOND), false);
}
private void drawHand(Canvas canvas, double loc, boolean isHour) {
double angle = Math.PI * loc / 30 - Math.PI / 2;
int handRadius = isHour ? radius - handTruncation - hourHandTruncation : radius - handTruncation;
canvas.drawLine(width / 2, height / 2, (float) (width / 2 + Math.cos(angle) * handRadius), (float) (height / 2 + Math.sin(angle) * handRadius), paint);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
switch (event.getAction()){
case MotionEvent.ACTION_DOWN:
//code to move clock hands on screen gestures
break;
case MotionEvent.ACTION_MOVE:
//code to move clock hands on screen gestures
break;
default:
return false;
}
//redraw view
postInvalidate();
return true;
}
}
Finally this library can be used to achieve the desired output -
https://github.com/moldedbits/android-dial-picker
have a look at this Wheelview Library to achieve the bottom wheel
and this for your vertical ruler
to scale your image horizontally and vertically, probably you might have to go with some sort of custom solution, Vector images would be a suitable fit.
Also refer this
Hope this helps you.

Overlay TextureView with circle border View

Android newbie here but I'm trying to overlay a transparent circle view over a TextureView stream from the device camera, however no matter what I do I cannot get the overlay view to appear on top of the TextureView. I have the TextureView implemented as such:
package org.tensorflow.demo;
import android.content.Context;
import android.util.AttributeSet;
import android.view.TextureView;
/**
* A {#link TextureView} that can be adjusted to a specified aspect ratio.
*/
public class AutoFitTextureView extends TextureView {
private int ratioWidth = 0;
private int ratioHeight = 0;
public AutoFitTextureView(final Context context) {
this(context, null);
}
public AutoFitTextureView(final Context context, final AttributeSet attrs) {
this(context, attrs, 0);
}
public AutoFitTextureView(final Context context, final AttributeSet attrs, final int defStyle) {
super(context, attrs, defStyle);
}
/**
* Sets the aspect ratio for this view. The size of the view will be measured based on the ratio
* calculated from the parameters. Note that the actual sizes of parameters don't matter, that
* is, calling setAspectRatio(2, 3) and setAspectRatio(4, 6) make the same result.
*
* #param width Relative horizontal size
* #param height Relative vertical size
*/
public void setAspectRatio(final int width, final int height) {
if (width < 0 || height < 0) {
throw new IllegalArgumentException("Size cannot be negative.");
}
ratioWidth = width;
ratioHeight = height;
requestLayout();
}
#Override
protected void onMeasure(final int widthMeasureSpec, final int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
final int width = MeasureSpec.getSize(widthMeasureSpec);
final int height = MeasureSpec.getSize(heightMeasureSpec);
if (0 == ratioWidth || 0 == ratioHeight) {
setMeasuredDimension(width, height);
} else {
if (width < height * ratioWidth / ratioHeight) {
setMeasuredDimension(width, width * ratioHeight / ratioWidth);
} else {
setMeasuredDimension(height * ratioWidth / ratioHeight, height);
}
}
}
}
And my overlay currently looks like this (circle colour current set to black for debugging:
package org.tensorflow.demo;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.util.AttributeSet;
import android.view.View;
public class OverlayView extends View {
private final Paint transparentPaint;
public OverlayView(final Context context, final AttributeSet attrs) {
super(context, attrs);
transparentPaint = new Paint();
transparentPaint.setColor(getResources().getColor(android.R.color.black));
}
#Override
public void onDraw(final Canvas canvas) {
int w = getWidth();
int h = getHeight();
int pl = getPaddingLeft();
int pr = getPaddingRight();
int pt = getPaddingTop();
int pb = getPaddingBottom();
int usableWidth = w - (pl + pr);
int usableHeight = h - (pt + pb);
int radius = Math.min(usableWidth, usableHeight) / 2;
int cx = pl + (usableWidth / 2);
int cy = pt + (usableHeight / 2);
canvas.drawCircle(cx, cy, radius, transparentPaint);
}
}
Lastly I've got my layout xml as such:
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<org.tensorflow.demo.AutoFitTextureView
android:id="#+id/texture"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<org.tensorflow.demo.OverlayView
android:id="#+id/overlay"
android:layout_width="match_parent"
android:layout_height="match_parent" />
<org.tensorflow.demo.RecognitionScoreView
android:id="#+id/results"
android:layout_width="match_parent"
android:layout_height="112dp" />
</FrameLayout>
Ended up solving this using a PorterDuff.Mode.SRC_OUT to cut out a circle from a full screen rectangle:
protected void createWindowFrame() {
int w = getWidth();
int h = getHeight();
windowFrame = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
Canvas osCanvas = new Canvas(windowFrame);
RectF outerRectangle = new RectF(0, 0, getWidth(), getHeight());
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.parseColor("#4885ed"));
osCanvas.drawRect(outerRectangle, paint);
paint.setColor(Color.TRANSPARENT);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_OUT));
int pl = getPaddingLeft();
int pr = getPaddingRight();
int pt = getPaddingTop();
int pb = getPaddingBottom();
int usableWidth = w - (pl + pr);
int usableHeight = h - (pt + pb);
int radius = Math.min(usableWidth, usableHeight) / 2;
int cx = pl + (usableWidth / 2);
int cy = pt + (usableHeight / 2);
osCanvas.drawCircle(cx, cy, radius, paint);
}

Issue on TextView width when creating my own TextView

I created my own TextView by extending the TextView class in order to improve its display. I created various Paint and stuff to add a kind of margin. Then text has to be displayed right after the margin. If I set
android:layout_width="fill_parent"
the display is ok and my line is fully filled with a white background (as defined in my layout).
BUT if I set
android:layout_width="wrap_content"
the display goes wrong and the end of the text of my TextView is cropped. I guess this is due to the fact that I made a Translate in the onDraw method of my TextView but I don't know how to fix it.
Please note that I need the set wrap_content because I want to add another TextBox right after, and a LinearLayout around both, but for the moment the other TextBox erase a part of the content of the first one.
The code of my new TextBox is the following one :
package com.flo.ui;
import android.content.Context;
import android.content.res.Configuration;
import android.content.res.Resources;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.util.AttributeSet;
import android.util.DisplayMetrics;
import android.widget.TextView;
import com.flo.musicalnotes.R;
public class NoteItemTextView extends TextView {
// Properties
private Paint marginPaint;
private Paint linePaint;
private Paint circlePaint;
private int paperColor;
private float margin;
private float marginEnd;
private float textStart;
// Initialization
public NoteItemTextView(Context context) {
super(context);
this.Init(context);
}
public NoteItemTextView(Context context, AttributeSet attrs)
{
super(context, attrs);
this.Init(context);
}
private void Init(Context context)
{
// Resources retrieval
Resources myResources = getResources();
// Brush definition
this.marginPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
this.marginPaint.setColor(myResources.getColor(R.color.marginColor));
this.marginPaint.setStrokeWidth((float) 1.8);
this.linePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
this.linePaint.setColor(myResources.getColor(R.color.underlineColor));
this.circlePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
this.circlePaint.setColor(myResources.getColor(R.color.marginColor));
this.circlePaint.setStyle(Paint.Style.FILL_AND_STROKE);
// various resources
this.paperColor = myResources.getColor(R.color.bgColor);
this.margin = myResources.getDimension(R.dimen.marginSize);
DisplayMetrics metrics = context.getResources().getDisplayMetrics();
int ot = getResources().getConfiguration().orientation;
switch(ot)
{
case Configuration.ORIENTATION_LANDSCAPE:
this.marginEnd = this.margin + metrics.widthPixels / 100;
this.textStart = this.marginEnd + metrics.widthPixels / 100;
case Configuration.ORIENTATION_PORTRAIT:
this.marginEnd = this.margin + metrics.heightPixels / 100;
this.textStart = this.marginEnd + metrics.heightPixels / 100;
default:
this.marginEnd = this.margin + 5;
this.textStart = this.marginEnd + 10;
}
}
//#Override
protected void onDraw(Canvas canvas) {
// paper color
canvas.drawColor(this.paperColor);
// lines drawing
canvas.drawLine(0, getMeasuredHeight(), getMeasuredWidth(), getMeasuredHeight(), this.linePaint);
// marge drawing
canvas.drawLine(this.margin, 0, this.margin, getMeasuredHeight(), this.marginPaint);
canvas.drawLine(this.marginEnd, 0, this.marginEnd, getMeasuredHeight(), this.marginPaint);
double x = (this.textStart + this.marginEnd) / 1.8;
float y1 = getMeasuredHeight() / 3;
float y2 = getMeasuredHeight() * 2 / 3;
float radius = (float) 2.5;
canvas.drawCircle((float) x, y1, radius, this.circlePaint);
canvas.drawCircle((float) x, y2, radius, this.circlePaint);
canvas.save();
canvas.translate(this.textStart, 0);
super.onDraw(canvas);
canvas.restore();
}
}
Thanks for your help !
Try to add this code to your custom textview class
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int height = getMeasuredHeight();
int width = getMeasuredWidth();
Log.e(getClass().getSimpleName() , String.format("height x %s ::: width x %s ",height , width));
float density = getResources().getDisplayMetrics().density;
//Extra space after last letter.
float px = 2 * density;
int adjustedWidth = (int) (width + textStart + px);
setMeasuredDimension(adjustedWidth, height);
}
add this to your textview
android:paddingRight="25dp"

How to paint with alpha?

I want to paint graphics onto a Canvas such that the colors are additive. For example, I want to produce this:
But instead, I get this:
Note that the half white, half black background is intentional, just to see how alpha interacts with both backgrounds. I will be happy to have this work with either background. Here is my code:
public class VennColorsActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
class VennView extends View {
public VennView(Context context) {
super(context);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
int alpha = 60, val = 255;
int ar = Color.argb(alpha, val, 0, 0);
int ag = Color.argb(alpha, 0, val, 0);
int ab = Color.argb(alpha, 0, 0, val);
float w = canvas.getWidth();
float h = canvas.getHeight();
float cx = w / 2f;
float cy = h / 2;
float r = w / 5;
float tx = (float) (r * Math.cos(30 * Math.PI / 180));
float ty = (float) (r * Math.sin(30 * Math.PI / 180));
float expand = 1.5f;
Paint paint = new Paint();
paint.setColor(Color.WHITE);
canvas.drawRect(new Rect(0, 0, (int) w, (int) (h / 2)), paint);
PorterDuff.Mode mode = android.graphics.PorterDuff.Mode.ADD;
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColorFilter(new PorterDuffColorFilter(ar, mode));
paint.setColor(ar);
canvas.drawCircle(cx, cy - r, expand * r, paint);
paint.setColorFilter(new PorterDuffColorFilter(ag, mode));
paint.setColor(ag);
canvas.drawCircle(cx - tx, cy + ty, expand * r, paint);
paint.setColorFilter(new PorterDuffColorFilter(ab, mode));
paint.setColor(ab);
canvas.drawCircle(cx + tx, cy + ty, expand * r, paint);
}
}
this.setContentView(new VennView(this));
}
}
Can someone please help me understand how to paint with additive colors in Android graphics?
You are on the right track. There are 3 major issues in your code:
You need to set xfer mode iso color filter
Use temp bitmap for rendering your image
Alpha should be 0xFF in order to get results you are looking for
Here is what I've got by using xfer mode. What I'm doing - is drawing everything into temporary bitmap and then rendering entire bitmap to main canvas.
You ask why do you need temp bitmap? Good question! If you are drawing everything on a main canvas, your colors will be blended with main canvas background color, so all colors will get messed up. Transparent temp bitmap helps to keep your colors away of other parts of UI
Please make sure you are not allocating anything in onDraw() - you will run out memory very soon in this way.. Also make sure you have recycled your temp bitmap when you no longer need it.
package com.example.stack2;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuff.Mode;
import android.graphics.PorterDuffXfermode;
import android.os.Bundle;
import android.view.View;
public class YouAreWelcome extends Activity {
Bitmap tempBmp = Bitmap.createBitmap(1, 1, Config.ARGB_8888);
Canvas c = new Canvas();
Paint paint = new Paint();
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
class VennView extends View {
public VennView(Context context) {
super(context);
}
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if(tempBmp.isRecycled() || tempBmp.getWidth()!=canvas.getWidth() || tempBmp.getHeight()!=canvas.getHeight())
{
tempBmp.recycle();
tempBmp = Bitmap.createBitmap(canvas.getWidth(), canvas.getHeight(), Config.ARGB_8888);
c.setBitmap(tempBmp);
}
//clear previous drawings
c.drawColor(Color.TRANSPARENT, Mode.CLEAR);
int alpha = 255, val = 255;
int ar = Color.argb(alpha, val, 0, 0);
int ag = Color.argb(alpha, 0, val, 0);
int ab = Color.argb(alpha, 0, 0, val);
float w = canvas.getWidth();
float h = canvas.getHeight();
float cx = w / 2f;
float cy = h / 2;
float r = w / 5;
float tx = (float) (r * Math.cos(30 * Math.PI / 180));
float ty = (float) (r * Math.sin(30 * Math.PI / 180));
float expand = 1.5f;
paint.setAntiAlias(true);
paint.setXfermode(new PorterDuffXfermode(Mode.ADD));
paint.setColor(ar);
c.drawCircle(cx, cy - r, expand * r, paint);
paint.setColor(ag);
c.drawCircle(cx - tx, cy + ty, expand * r, paint);
paint.setColor(ab);
c.drawCircle(cx + tx, cy + ty, expand * r, paint);
canvas.drawBitmap(tempBmp, 0, 0, null);
}
}
this.setContentView(new VennView(this));
}
}
Thanks again Pavel. That would have been very difficult for me to have figured out on my own. I am answering my own question to better drill into details, but I've accepted yours as the best answer.
You are right that I prefer not to have to create and manage an off-screen Bitmap (and Canvas). That is essentially why I mentioned that a black or white background would be fine to make this work.
I'm never concerned with performance before I see something working but I share your caution after that point. Editing your version to fix that and remove those members gives the implementation below.
Is this robust? Note the two calls to Canvas.drawColor() which I suspect could also be combined into one.
package com.superliminal.android.test.venn;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuff.Mode;
import android.graphics.PorterDuffXfermode;
import android.os.Bundle;
import android.view.View;
public class VennColorsActivity extends Activity {
private Paint paint = new Paint();
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
class VennView extends View {
public VennView(Context context) {
super(context);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawColor(Color.BLACK);
canvas.drawColor(Color.TRANSPARENT, Mode.CLEAR);
int alpha = 255, val = 255;
int ar = Color.argb(alpha, val, 0, 0);
int ag = Color.argb(alpha, 0, val, 0);
int ab = Color.argb(alpha, 0, 0, val);
float w = canvas.getWidth();
float h = canvas.getHeight();
float cx = w / 2f;
float cy = h / 2;
float r = w / 5;
float tx = (float) (r * Math.cos(30 * Math.PI / 180));
float ty = (float) (r * Math.sin(30 * Math.PI / 180));
float expand = 1.5f;
paint.setAntiAlias(true);
paint.setXfermode(new PorterDuffXfermode(Mode.ADD));
paint.setColor(ar);
canvas.drawCircle(cx, cy - r, expand * r, paint);
paint.setColor(ag);
canvas.drawCircle(cx - tx, cy + ty, expand * r, paint);
paint.setColor(ab);
canvas.drawCircle(cx + tx, cy + ty, expand * r, paint);
}
}
setContentView(new VennView(this));
}
}

Rotated OpenStreetMap view - how to Swipe map in direction of finger move after rotation in Android?

I am using the OSM for a mapping application where I
rotate the map in direction of travel as explained here Android Rotating MapView . This works well.
However, I haven't yet managed to adjust the dispatchTouchEvent code
to counter the map rotation effect for the user touches (right now
when the map is rotated 90 degrees a user's horizontal sweep will move
the map vertically etc). The sample code only offers the teaser:
public boolean dispatchTouchEvent(MotionEvent ev) {
// TODO: rotate events too
return super.dispatchTouchEvent(ev);
}
Any guidance would be appreciated.
And while I am at it - Is it still possible to position the zoom
controls separately, so that they do NOT rotate when the map rotates?
I read that the getZoomControls() is deprecated. (Why ?)
I know it's too late but it may help someone...
import org.osmdroid.views.overlay.MyLocationOverlay;
import android.content.BroadcastReceiver;
import android.content.Context;
import android.content.Intent;
import android.content.IntentFilter;
import android.graphics.Canvas;
import android.graphics.Matrix ;
import android.hardware.Sensor;
import android.os.BatteryManager;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import android.widget.RelativeLayout;
/**
* Rotate the Map in accordance to the movement of user and always point to North
*
*/
public class RotatingRelativeLayout extends RelativeLayout
{
private Matrix mMatrix = new Matrix();
private float[] mTemp = new float[2];
private Context context;
private static final float SQ2 = 1.414213562373095f;
public RotatingRelativeLayout(final Context pContext,
final AttributeSet pAttrs)
{
super(pContext, pAttrs);
this.context=pContext;
}
#Override
protected void dispatchDraw(Canvas canvas) {
long rotateTime = MyLocationOverlay.getTimeOfMovement();
float overlayBearing = MyLocationOverlay.getBearing();//this method returns current bearing from OSM
long currentTime = System.currentTimeMillis();
long diffTime = currentTime-rotateTime;
/*
* Here we rotate map in accordance with Compass to point always North
*
*/
if(diffTime >= (40*1000 )){
//isBearing=false;
overlayBearing=0;
canvas.rotate(overlayBearing, getWidth() * 0.5f, getHeight() * 0.5f);
}
else
/*
* Rotate Map According to the user movement
*/
canvas.rotate(-overlayBearing, getWidth() * 0.5f, getHeight() * 0.5f);
canvas.getMatrix().invert(mMatrix);
final float w = this.getWidth();
final float h = this.getHeight();
final float scaleFactor = (float)(Math.sqrt(h * h + w * w) / Math.min(w, h));
canvas.scale(scaleFactor, scaleFactor, getWidth() * 0.5f, getHeight() * 0.5f);
super.dispatchDraw(canvas);
canvas.save(Canvas.MATRIX_SAVE_FLAG);
canvas.restore();
}
#Override
protected void onLayout(boolean changed, int l, int t, int r, int b) {
final int width = getWidth();
final int height = getHeight();
final int count = getChildCount();
for (int i = 0; i < count; i++) {
final View view = getChildAt(i);
final int childWidth = view.getMeasuredWidth();
final int childHeight = view.getMeasuredHeight();
final int childLeft = (width - childWidth) / 2;
final int childTop = (height - childHeight) / 2;
view.layout(childLeft, childTop, childLeft + childWidth, childTop + childHeight);
}
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int w = getDefaultSize(getSuggestedMinimumWidth(), widthMeasureSpec);
int h = getDefaultSize(getSuggestedMinimumHeight(), heightMeasureSpec);
int sizeSpec;
if (w > h) {
sizeSpec = MeasureSpec.makeMeasureSpec((int) (w*SQ2), MeasureSpec.EXACTLY);
}
else {
sizeSpec = MeasureSpec.makeMeasureSpec((int) (h*SQ2), MeasureSpec.EXACTLY);
}
final int count = getChildCount();
for (int i = 0; i < count; i++) {
getChildAt(i).measure(sizeSpec, sizeSpec);
}
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
#Override
public boolean dispatchTouchEvent(MotionEvent event) {
final float[] temp = mTemp;
temp[0] = event.getX();
temp[1] = event.getY();
mMatrix.mapPoints(temp);
event.setLocation(temp[0], temp[1]);
return super.dispatchTouchEvent(event);
}
}
now just use this Relative Layout in your xml like this:-
<YourPackageName.RotatingRelativeLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:id="#+id/rotating_layout" android:layout_marginBottom="40dip"/>
And add Map View Programatially like this:-
// Find target container
final RelativeLayout rl=(RelativeLayout)mParent.findViewById(R.id.rotating_layout);
// Create rotator
mRotator=new RotatingRelativeLayout(mParent, null);
// Add map to the rotating layout
// Add rotator to the screen
rl.addView(mMap,new RelativeLayout.LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
here mParent is Context. And one more thing if you encounter Image Pixelation prob you just have to use it
//Paint distortion handling..
p.setFilterBitmap(true);
Hope i explained it as good as i could.... feel free to ask if you find problem understanding it.
Thanks.

Categories

Resources