I have code that I need to improve.
Here's what's wrong: it's a little slow and choppy, meaning the lines aren't smooth and the drawing is a bit delayed.
public void touchStarted(Point point) {
if (null == drawingModePath) {
drawingModePath = new Path();
}
drawingModePath.moveTo(point.x, point.y);
}
public void touchMoved(Point point) {
drawingModePath.lineTo(point.x, point.y);
Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
mainDrawingView.setImageBitmap(bitmap);
// Path
paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.WHITE);
canvas.drawPath(drawingModePath, paint);
}
public void touchEnded(Point point) {
touchMoved(point);
}
In essence what this code does is drawing a path based on touchStarted, touchMoved, and touchEnded. If someone can help me optimize this, I'd be grateful. Perhaps if I don't recreate the bitmap each time touchMoved occurs? Not sure here... not sure... I use a UIBezierPath to perform this code on iOS and it's a bit faster (and smoother). Anyway, I come to you for help. Input appreciated.
you are recreating everything every move. that will affect the performance of drawing a lot. the event triggers every 8ms (or 16ms im not sure), imagine you are reinstantiating everything every 8ms? thats tough.
so this must be in the instantiation part
Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
mainDrawingView.setImageBitmap(bitmap);
paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.WHITE);
The touchMoved() should only record the new path and call the invalidate() to make the View redraw itself resulting in calling the draw method (onDraw()).
public void touchMoved(Point point) {
drawingModePath.lineTo(point.x, point.y);
invalidate();
}
and then implement onDraw() method to do the drawing
Heres how i do the drawing interface in one of my projects:
public class SignatureView extends View {
public SignatureView(Context context, #Nullable AttributeSet attrs) {
super(context, attrs);
// instantiating my paint object
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(5);
path = new Path();
}
#Override
protected void onSizeChanged(int xNew, int yNew, int xOld, int yOld)
{
// this is where i initialize my canvas, because in constructor, the view is not completely instantiated yet, so getting the height and width there will result in null exception.
bitmap = Bitmap.createBitmap(xNew, yNew, Bitmap.Config.ARGB_8888);
background_canvas = new Canvas(bitmap);
}
#Override
protected void onDraw(Canvas canvas)
{
// draw the new path to a buffer canvas
background_canvas.drawPath(path, paint);
// put the buffer in the real canvas
canvas.drawBitmap(bitmap, 0, 0, paint);
}
#Override
public boolean onTouchEvent(MotionEvent ev)
{
//this is like your move event, it just records the new path every move.
int action = ev.getActionMasked();
if ( action == MotionEvent.ACTION_DOWN )
{
path.moveTo(ev.getX(), ev.getY());
}
else if ( action == MotionEvent.ACTION_MOVE )
{
path.lineTo(ev.getX(), ev.getY());
// call invalidate() to make the view redraw itself, resulting in calling the onDraw() method.
invalidate();
}
else if ( action == MotionEvent.ACTION_UP )
{
onDone.method();
}
return true;
}
public void clear()
{
background_canvas.drawColor(Color.WHITE);
path.reset();
invalidate();
}
interface OnDone{
void method();
}
public void setOnDone(OnDone new_onDone)
{
onDone = new_onDone;
}
OnDone onDone;
private Paint paint;
private Bitmap bitmap;
private Canvas background_canvas;
private Path path;
public Bitmap getBitmap()
{
return bitmap;
}
}
Related
I have a custom surfaceView which will paint the surface based on Touch event. When i draw something on this view it is working fine. But when i tried to erase the paint, nothing got erased. Please find the sample code snippet below:
public class MySurfaceView extends SurfaceView {
private static final String TAG = "FreeHandDrawing";
public static Canvas mCanvas;
SurfaceHolder holder;
private static Path path;
private Paint paint;
private ArrayList<Path> pathArrayList = new ArrayList<>();
private boolean freeHandMode;
public MySurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
freeHandMode = false;
path = new Path();
holder = getHolder();
holder.setFormat(PixelFormat.TRANSPARENT);
setDrawingCacheEnabled(true);
this.setZOrderOnTop(true);
paint = new Paint();
paint.setAntiAlias(true);
paint.setColor(0xFF22FF11);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setStrokeWidth(8);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if(freeHandMode) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
Log.d("Action", "Placed");
path.moveTo(event.getX(), event.getY());
} else if (event.getAction() == MotionEvent.ACTION_MOVE) {
Log.d("Action", "Moved");
path.lineTo(event.getX(), event.getY());
pathArrayList.add(path);
}
mCanvas = holder.lockCanvas();
if (mCanvas != null) {
if (pathArrayList.size() > 0) {
mCanvas.drawPath(pathArrayList.get(pathArrayList.size() - 1), paint);
}
holder.unlockCanvasAndPost(mCanvas);
} else {
Log.d(TAG, "Canvas is NULL");
}
}
invalidate();
return true;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Log.d(TAG, "On draw called");
}
public void eraseDrawing() {
pathArrayList.clear();
invalidate();
}
public void drawEnableDisable(boolean mode) {
freeHandMode = mode;
}
}
What is the problem with the code above ?
You should keep your drawing code in the onDraw method
#Override
protected void onDraw(Canvas canvas) {
// In case you want to delete/erase when path array/list is cleared.
if (pathArrayList.size() == 0) {
canvas.drawColor(0, Mode.CLEAR);
}
// In case, you want to draw all paths also in onDraw
for(Path path : pathArrayList) {
canvas.drawPath(path, paint);
}
}
When you clear the Path Array(list) and then upon calling invalidate(), onDraw gets triggered.
Note: You're supposed to call invalidate() at the end of onTouchEvent() to tell the system to update the screen. Calling invalidate() will get the framework to eventually call onDraw().
Also you should NOT use canvas obtained by lockCanvas as it will not be hardware accelerated. Instead you should use the canvas passed as an argument to onDraw() itself.
You can choose to make the system a bit smart by not having to draw the pull list of paths every frame and instead handle erases/redraws etc by using special flags. And otherwise just render the latest path generated by the most recent call to onTouchEvent().
I have extended View to use canvas. I have draw basic drawings in onDraw() method, when user touches in the canvas I have to draw an image there, for that I have used canvas inside onTouchEvent() method,it is not drawing anything there, the code is given below, what is the problem and how can i resolve this
public class ScreenView extends View(){
static Canvas canvas;
Bitmap bm;
protected void onDraw(final Canvas canvas) {
super.onDraw(canvas);
this.canvas = canvas;
bm = BitmapFactory.decodeResource(getResources(),
R.drawable.ic_launcher);
canvas.draw.......
......
...........
}
public boolean onTouchEvent(final MotionEvent event) {
handleTouches(event.getX(), event.getY());
return false;
}
public void handleTouches(float x, float y) {
xLocTouch = (int) x;
yLocTouched = (int) y;
Paint paint = new Paint();
paint.setColor(Color.BLACK);
canvas.drawBitmap(bm, xLocTouch ,yLocTouched , paint);
}
}
You should call invalidate() method inside onTouchEvent, then your onDraw() method will be called, and you just should store your x and y coordinates, and then draw bitmap to this coordinates, like this:
public class ScreenView extends View {
int xLocTouched;
int yLocTouched;
Bitmap bm;
protected void onDraw(final Canvas canvas) {
super.onDraw(canvas);
bm = BitmapFactory.decodeResource(getResources(),
R.drawable.ic_launcher);
//your basic drawings also should depends on xLocTouched and yLocTouched.
Paint paint = new Paint();
paint.setColor(Color.BLACK);
canvas.drawBitmap(bm, xLocTouched ,yLocTouched , paint);
}
public boolean onTouchEvent(final MotionEvent event) {
xLocTouched = (int) event.getX();
yLocTouched = (int) event.getY();
invalidate();
return false;
}
}
I have a canvas on which I draw lines:
//see code upd
I need to make the pipette tool which will take color from my canvas. How may I make it?
Code upd:
private static class DrawView extends View
{
...
public DrawView(Context context) {
super(context);
setFocusable(true);
mBitmap = Bitmap.createBitmap(640, 860, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
this.setDrawingCacheEnabled(true);
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(0xFFAAAAAA);
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath(mPath, mPaint);
}
private void touch_up()
{
if(!drBool) //is true when I click pipette button
{
...
mCanvas.drawPath(mPath, mPaint); // lines draw
mPath.reset();
}else{
this.buildDrawingCache();
cBitmap = this.getDrawingCache(true);
if(cBitmap != null)
{
int clr = cBitmap.getPixel((int)x, (int)y);
Log.v("pixel", Integer.toHexString(clr));
mPaint.setColor(clr);
}else{
Log.v("pixel", "null");
}
}
drBool = false;
}
}
I see only "pixel"-"ffaaaaaa", or if I use mCanvas.drawColor(Color.GRAY) "pixel"-"ff888888"
A canvas is nothing more than a container which holds drawing calls to manipulate a bitmap. So there is no concept of "taking colour from a canvas".
Instead, you should examine the pixels of the bitmap of the view, which you can get with getDrawingCache.
In your views' constructor:
this.setDrawingCacheEnabled(true);
When you want the colour of a pixel:
this.buildDrawingCache();
this.getDrawingCache(true).getPixel(x,y);
This is very inefficient if you are calling it many times in which case, you might want to add a bitmap field and use getDrawingCache() to set it in ondraw().
private Bitmap bitmap;
...
onDraw()
...
bitmap = this.getDrawingCache(true);
Then use bitmap.getPixel(x,y);
Above answer returns me blank bitmap. This is my solution
#Override
protected void onDraw(Canvas canvas) {
...
bitmapUpdated = true;
}
And then for getting bitmap
public Bitmap getBitmapImage() {
if (bitmapUpdated) {
this.buildDrawingCache();
bitmapImage = Bitmap.createBitmap(this.getDrawingCache());
this.destroyDrawingCache();
}
return bitmapImage;
}
This works fine for me, without excessive overhead.
Perhaps better solution would be to override invalidate() and onDraw() so it uses your canvas, that is linked with your bitmap
Bitmap b = Bitmap.createBitmap(v.getWidth(), v.getHeight(), Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
v.draw(c);
return b;
Can anyone help me on how to redraw the canvas. I tried many examples and source code from the internet, but it still didn't work on my PC like the invalidate func, canvas.save, canvas.restore, etc. I want to do some translation and scaling for the canvas, but when I follow the step on the internet it shows nothing. This is my source code. (I'm still new to Java/Android programming.)
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
drawMaps.j=1;
resources = this.getResources();
try {
GetAttributes("path");
} catch (XmlPullParserException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
SeekBar seekBar = (SeekBar)findViewById(R.id.seekBar1);
panel = new Panel(this);
setContentView(R.layout.main);
panel.onDraw(canvas2);
ImageView image = (ImageView) findViewById(R.id.mapImage);
image.setImageBitmap(bufMaps);
}
class Panel extends View{
Paint paint = new Paint();
public Panel(Context context) {
super(context);
setFocusable(true);
}
public Bitmap quicky_XY(Bitmap bitmap,int pos_x,int pos_y){
Bitmap bufMap = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bufMap);
canvas.save();
final Paint paint = new Paint();
width = canvas.getWidth();//start
height = canvas.getHeight();//end
drawMaps.xpos = width / 30;
drawMaps.ypos = height/ 20;
paint.setStrokeWidth(0);
for (int i = 0; i < 30; i++) {
paint.setColor(Color.DKGRAY);
canvas.drawLine(drawMaps.xpos +(drawMaps.xpos*i), 0,
drawMaps.xpos +(drawMaps.xpos*i), height, paint);
//canvas.drawLine(startX, startY, stopX, stopY, paint)
}
for (int i = 0; i < 20; i++) {
paint.setColor(Color.DKGRAY);
canvas.drawLine(0, drawMaps.ypos+(drawMaps.ypos*i),
width, drawMaps.ypos+(drawMaps.ypos*i), paint);
}
canvas.translate(pos_x,pos_y);
drawMaps.addPath(canvas);
canvas.restore();
invalidate();
return bufMap;
}
#Override
public void onDraw(Canvas canvas) {
canvas.save();
bufMaps = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
bufMaps = quicky_XY(emptyBmap,positionX,positionY);
}
}
#Override
public boolean onTouchEvent(MotionEvent event)
{
positionX = (int)event.getRawX();
positionY = (int)event.getRawY();
switch(event.getAction())
{
case MotionEvent.ACTION_DOWN: {
prevX = positionX;
prevY = positionY;
}
break;
case MotionEvent.ACTION_MOVE: {
final int distY = Math.abs(positionY - prevY);
final int distX = Math.abs(positionX - prevX);
if (distX > mTouchSlop || distY > mTouchSlop){
panel.getDrawingCache();
panel.invalidate();
}
Log.e("LSDEBUG", "touch X, " + positionX);
}
break;
}
return true;
}
You do not call onDraw() yourself. Instead, you call to invalidate() and it will make sure onDraw() is called as soon as the it can.
Also, if you are trying to draw on the canvas from outside the onDraw() method, you need to get a reference to the canvas.
Inside your onDraw() the canvas is not being changed. only saved (again, called on invalidate() or whenever the system needs to redraw this View):
#Override
public void onDraw(Canvas canvas) {
canvas.save();
bufMaps = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
bufMaps = quicky_XY(emptyBmap,positionX,positionY);
}
Accessing the canvas from outside the onDraw() is done using a Holder().lockCanvas() to get reference to the canvas. After drawing, you unlock it again, using unlockAndPost() and that's it.
You will also need to implement the Callback.surfaceCreated interface to find out when the Surface is available to use.
Take a look at the android reference for SurfaceHolder.
This post explains it pretty well.
I try to erase parts of a bitmap in my Android application by using Porter-Duff Xfermodes.
I have a green background which is overlayed by a blue bitmap. When I touch the screen a "hole" in the overlaying bitmap is supposed to be created making the green background visible. Instead of a hole my current code produces a black dot.
Below is my code. Any ideas, what I am doing wrong here?
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(new DrawView(this));
}
public class DrawView extends View implements OnTouchListener {
private int x = 0;
private int y = 0;
Bitmap bitmap;
Canvas bitmapCanvas;
private final Paint paint = new Paint();
private final Paint eraserPaint = new Paint();
public DrawView(Context context) {
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
// Set background
this.setBackgroundColor(Color.GREEN);
// Set bitmap
bitmap = Bitmap.createBitmap(320, 480, Bitmap.Config.RGB_565);
bitmapCanvas = new Canvas();
bitmapCanvas.setBitmap(bitmap);
bitmapCanvas.drawColor(Color.BLUE);
// Set eraser paint properties
eraserPaint.setAlpha(0);
eraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
eraserPaint.setAntiAlias(true);
}
#Override
public void onDraw(Canvas canvas) {
bitmapCanvas.drawColor(Color.BLUE);
bitmapCanvas.drawCircle(x, y, 10, eraserPaint);
canvas.drawBitmap(bitmap, 0, 0, paint);
}
public boolean onTouch(View view, MotionEvent event) {
x = (int) event.getX();
y = (int) event.getY();
invalidate();
return true;
}
}
Here is working code... may help somebody
public class ImageDemo extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new Panel(this));
}
class Panel extends View {
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mPaint;
Bitmap bitmap;
Canvas pcanvas;
int x = 0;
int y =0;
int r =0;
public Panel(Context context) {
super(context);
Log.v("Panel", ">>>>>>");
setFocusable(true);
setBackgroundColor(Color.GREEN);
// setting paint
mPaint = new Paint();
mPaint.setAlpha(0);
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
mPaint.setAntiAlias(true);
// getting image from resources
Resources r = this.getContext().getResources();
Bitmap bm = BitmapFactory.decodeResource(getResources(), R.drawable.mickey);
// converting image bitmap into mutable bitmap
bitmap = bm.createBitmap(295, 260, Config.ARGB_8888);
pcanvas = new Canvas();
pcanvas.setBitmap(bitmap); // drawXY will result on that Bitmap
pcanvas.drawBitmap(bm, 0, 0, null);
}
#Override
protected void onDraw(Canvas canvas) {
// draw a circle that is erasing bitmap
pcanvas.drawCircle(x, y, r, mPaint);
canvas.drawBitmap(bitmap, 0, 0,null);
super.onDraw(canvas);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
// set parameter to draw circle on touch event
x = (int) event.getX();
y = (int) event.getY();
r =20;
// At last invalidate canvas
invalidate();
return true;
}
}
}
First thought, I'm not sure if setting alpha to 0 on your erase paint object is a good idea. That might make the whole thing ineffective.
Also, you should always use Bitmap.Config.ARGB_8888 if you're dealing with alphas.
If you're having trouble with the PorterDuff stuff, though, I would suggest simplifying your approach to ONLY do that (temporarily). That will help you narrow down the part which isn't working. Comment out everything to do with touch and view updates.
Then you can single out what part of the drawing isn't working right. Set up your constructor like this:
DrawView()
{
/* Create the background green bitmap */
...
/* Create foreground transparent bitmap */
...
/* Draw a blue circle on the foreground bitmap */
...
/* Apply the foreground to the background bitmap
using a PorterDuff method */
...
}
onDraw()
{
/* Simply draw the background bitmap */
...
}
If you set things up like that, you should be able to tell how your PD method is affecting the green bitmap, and change things accordingly.
Here is another advancement for your solution ... See Demo example
public class MainActivity extends Activity {
Bitmap bp;
Canvas bitmapCanvas;
DrawView drawImg;
LinearLayout ln1;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
ln1 = (LinearLayout) findViewById(R.id.ln1);
drawImg = new DrawView(this);
ln1.addView(drawImg);
}
public class DrawView extends View implements View.OnTouchListener {
private int x = 0;
private int y = 0;
Bitmap bitmap;
Path circlePath;
Paint circlePaint;
private final Paint paint = new Paint();
private final Paint eraserPaint = new Paint();
public DrawView(Context context){
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
// Set background
this.setBackgroundColor(Color.CYAN);
bp = BitmapFactory.decodeResource(getResources(), R.drawable.bg);
// Set bitmap
bitmap = Bitmap.createBitmap(320, 480, Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas();
bitmapCanvas.setBitmap(bitmap);
bitmapCanvas.drawColor(Color.TRANSPARENT);
bitmapCanvas.drawBitmap(bp, 0, 0, null);
circlePath = new Path();
circlePaint = new Paint();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);
// Set eraser paint properties
eraserPaint.setAlpha(0);
eraserPaint.setStrokeJoin(Paint.Join.ROUND);
eraserPaint.setStrokeCap(Paint.Cap.ROUND);
eraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
eraserPaint.setAntiAlias(true);
}
#Override
public void onDraw(Canvas canvas) {
canvas.drawBitmap(bitmap, 0, 0, paint);
bitmapCanvas.drawCircle(x, y, 30, eraserPaint);
canvas.drawPath(circlePath, circlePaint);
}
public boolean onTouch(View view, MotionEvent event) {
x = (int) event.getX();
y = (int) event.getY();
bitmapCanvas.drawCircle(x, y, 30, eraserPaint);
circlePath.reset();
circlePath.addCircle(x, y, 30, Path.Direction.CW);
int ac=event.getAction();
switch(ac){
case MotionEvent.ACTION_UP:
Toast.makeText(MainActivity.this, String.valueOf(x), Toast.LENGTH_SHORT).show();
circlePath.reset();
break;
}
invalidate();
return true;
}
}
}
read more