Related
I have a imported an SVG into my project as Vector Drawable.
I have my custom view
I know how to display a vector drawable using an ImageView by code (http://www.androidhive.info/2017/02/android-working-svg-vector-drawables/)
, which is described in several articles, but:
How can I draw my vectors using my custom view and by code with canvas ?
Is this possible to do. And if so, can someone give me a hint.
To do this you need to convert the vector to a bitmap as follows:
private fun getVectorBitmap(context: Context, drawableId: Int): Bitmap? {
var bitmap: Bitmap? = null
when (val drawable = ContextCompat.getDrawable(context, drawableId)) {
is BitmapDrawable -> {
bitmap = drawable.bitmap
}
is VectorDrawable -> {
bitmap = Bitmap.createBitmap(
drawable.intrinsicWidth,
drawable.intrinsicHeight, Bitmap.Config.ARGB_8888
)
val canvas = Canvas(bitmap)
drawable.setBounds(0, 0, canvas.width, canvas.height)
drawable.draw(canvas)
}
}
return bitmap
}
Then you can use the vector as a bitmap normally with your canvas:
canvas?.drawBitmap(getVectorBitmap(context, R.drawable.ic_icon), 500f, 500f, canvasPaint)
I'm going to turn #pskink's comment into an answer as I'm not so advanced in android as to quickly realize what he meant. I had to read #Krishna's answer to understand. So credits to both of them.
Here it goes:
A vector drawable inherits Drawable that can be drawn directly into a canvas. First, get the drawable from the resources using an android context:
val drawable = yourContext.getDrawable(drawableId)
Then simply draw into the canvas with it. The next line tells the drawable to draw on the top left corner, with a size of 32x32 pixels:
drawable.setBounds(0, 0, 32, 32)
Finally draw it into the canvas:
drawable.draw(canvas)
I am attempting to Take a Screenshot of my Game through code and Share it through an Intent. I able to do of those things, however the screenshot always appears black. Here is the Code Related to Sharing the Screenshot:
View view = MainActivity.getView();
view.setDrawingCacheEnabled(true);
Bitmap screen = Bitmap.createBitmap(view.getDrawingCache(true));
.. save Bitmap
This is in the MainActivity:
view = new GameView(this);
view.setLayoutParams(new RelativeLayout.LayoutParams(
RelativeLayout.LayoutParams.FILL_PARENT,
RelativeLayout.LayoutParams.FILL_PARENT));
public static SurfaceView getView() {
return view;
}
And the View itself:
public class GameView extends SurfaceView implements SurfaceHolder.Callback {
private static SurfaceHolder surfaceHolder;
...etc
And this is how I am Drawing everything:
Canvas canvas = surfaceHolder.lockCanvas(null);
if (canvas != null) {
Game.draw(canvas);
...
Ok, based on some answers, i have constructed this:
public static void share() {
Bitmap screen = GameView.SavePixels(0, 0, Screen.width, Screen.height);
Calendar c = Calendar.getInstance();
Date d = c.getTime();
String path = Images.Media.insertImage(
Game.context.getContentResolver(), screen, "screenShotBJ" + d
+ ".png", null);
System.out.println(path + " PATH");
Uri screenshotUri = Uri.parse(path);
final Intent emailIntent = new Intent(
android.content.Intent.ACTION_SEND);
emailIntent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
emailIntent.putExtra(Intent.EXTRA_STREAM, screenshotUri);
emailIntent.setType("image/png");
Game.context.startActivity(Intent.createChooser(emailIntent,
"Share High Score:"));
}
The Gameview contains the Following Method:
public static Bitmap SavePixels(int x, int y, int w, int h) {
EGL10 egl = (EGL10) EGLContext.getEGL();
GL10 gl = (GL10) egl.eglGetCurrentContext().getGL();
int b[] = new int[w * (y + h)];
int bt[] = new int[w * h];
IntBuffer ib = IntBuffer.wrap(b);
ib.position(0);
gl.glReadPixels(x, 0, w, y + h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib);
for (int i = 0, k = 0; i < h; i++, k++) {
for (int j = 0; j < w; j++) {
int pix = b[i * w + j];
int pb = (pix >> 16) & 0xff;
int pr = (pix << 16) & 0x00ff0000;
int pix1 = (pix & 0xff00ff00) | pr | pb;
bt[(h - k - 1) * w + j] = pix1;
}
}
Bitmap sb = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888);
return sb;
}
The Screenshot is still Black. Is there something wrong with the way I am saving it perhaps?
I have attempted several different methods to take the Screenshot, but none of them worked:
The one shown in the code above was the most commonly suggested one. But it does not seem to work.
Is this an Issue with using SurfaceView? And if so, why does view.getDrawingCache(true) even exist if I cant use it and how do I fix this?
My code:
public static void share() {
// GIVES BLACK SCREENSHOT:
Calendar c = Calendar.getInstance();
Date d = c.getTime();
Game.update();
Bitmap.Config conf = Bitmap.Config.RGB_565;
Bitmap image = Bitmap.createBitmap(Screen.width, Screen.height, conf);
Canvas canvas = GameThread.surfaceHolder.lockCanvas(null);
canvas.setBitmap(image);
Paint backgroundPaint = new Paint();
backgroundPaint.setARGB(255, 40, 40, 40);
canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(),
backgroundPaint);
Game.draw(canvas);
Bitmap screen = Bitmap.createBitmap(image, 0, 0, Screen.width,
Screen.height);
canvas.setBitmap(null);
GameThread.surfaceHolder.unlockCanvasAndPost(canvas);
String path = Images.Media.insertImage(
Game.context.getContentResolver(), screen, "screenShotBJ" + d
+ ".png", null);
System.out.println(path + " PATH");
Uri screenshotUri = Uri.parse(path);
final Intent emailIntent = new Intent(
android.content.Intent.ACTION_SEND);
emailIntent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
emailIntent.putExtra(Intent.EXTRA_STREAM, screenshotUri);
emailIntent.setType("image/png");
Game.context.startActivity(Intent.createChooser(emailIntent,
"Share High Score:"));
}
Thank you.
There is a great deal of confusion about this, and a few correct answers.
Here's the deal:
A SurfaceView has two parts, the Surface and the View. The Surface is on a completely separate layer from all of the View UI elements. The getDrawingCache() approach works on the View layer only, so it doesn't capture anything on the Surface.
The buffer queue has a producer-consumer API, and it can have only one producer. Canvas is one producer, GLES is another. You can't draw with Canvas and read pixels with GLES. (Technically, you could if the Canvas were using GLES and the correct EGL context was current when you went to read the pixels, but that's not guaranteed. Canvas rendering to a Surface is not accelerated in any released version of Android, so right now there's no hope of it working.)
(Not relevant for your case, but I'll mention it for completeness:) A Surface is not a frame buffer, it is a queue of buffers. When you submit a buffer with GLES, it is gone, and you can no longer read from it. So if you were rendering with GLES and capturing with GLES, you would need to read the pixels back before calling eglSwapBuffers().
With Canvas rendering, the easiest way to "capture" the Surface contents is to simply draw it twice. Create a screen-sized Bitmap, create a Canvas from the Bitmap, and pass it to your draw() function.
With GLES rendering, you can use glReadPixels() before the buffer swap to grab the pixels. There's a (less-expensive than the code in the question) implementation of the grab code in Grafika; see saveFrame() in EglSurfaceBase.
If you were sending video directly to a Surface (via MediaPlayer) there would be no way to capture the frames, because your app never has access to them -- they go directly from mediaserver to the compositor (SurfaceFlinger). You can, however, route the incoming frames through a SurfaceTexture, and render them twice from your app, once for display and once for capture. See this question for more info.
One alternative is to replace the SurfaceView with a TextureView, which can be drawn on like any other Surface. You can then use one of the getBitmap() calls to capture a frame. TextureView is less efficient than SurfaceView, so this is not recommended for all situations, but it's straightforward to do.
If you were hoping to get a composite screen shot containing both the Surface contents and the View UI contents, you will need to capture the Canvas as above, capture the View with the usual drawing cache trick, and then composite the two manually. Note this won't pick up the system parts (status bar, nav bar).
Update: on Lollipop and later (API 21+) you can use the MediaProjection class to capture the entire screen with a virtual display. There are some trade-offs with this approach, e.g. you're capturing the rendered screen, not the frame that was sent to the Surface, so what you get may have been up- or down-scaled to fit the window. In addition, this approach involves an Activity switch since you have to create an intent (by calling createScreenCaptureIntent on the ProjectionManager object) and wait for its result.
If you want to learn more about how all this stuff works, see the Android System-Level Graphics Architecture doc.
I know its a late reply but for those who face the same problem,
we can use PixelCopy for fetching the snapshot. It's available in API level 24 and above
PixelCopy.request(surfaceViewObject,BitmapDest,listener,new Handler());
where,
surfaceViewObject is the object of surface view
BitmapDest is the bitmap object where the image will be saved and it cant be null
listener is OnPixelCopyFinishedListener
for more info refer - https://developer.android.com/reference/android/view/PixelCopy
Update 2020 view.setDrawingCacheEnabled(true) is deprecated in API 28
If you are using normal View then you can create a canvas with the specified bitmap to draw into. Then ask the view to draw over that canvas and return bitmap filled by Canvas
/**
* Copy View to Canvas and return bitMap
*/
fun getBitmapFromView(view: View): Bitmap? {
var bitmap =
Bitmap.createBitmap(view.width, view.height, Bitmap.Config.ARGB_8888)
val canvas = Canvas(bitmap)
view.draw(canvas)
return bitmap
}
Or you can fill the canvas with a default color before drawing it with the view:
/**
* Copy View to Canvas and return bitMap and fill it with default color
*/
fun getBitmapFromView(view: View, defaultColor: Int): Bitmap? {
var bitmap =
Bitmap.createBitmap(view.width, view.height, Bitmap.Config.ARGB_8888)
var canvas = Canvas(bitmap)
canvas.drawColor(defaultColor)
view.draw(canvas)
return bitmap
}
The above approach will not work for the surface view they will drawn as a hole in the screenshot.
For surface view since Android 24, you need to use Pixel Copy.
/**
* Pixel copy to copy SurfaceView/VideoView into BitMap
*/
fun usePixelCopy(videoView: SurfaceView, callback: (Bitmap?) -> Unit) {
val bitmap: Bitmap = Bitmap.createBitmap(
videoView.width,
videoView.height,
Bitmap.Config.ARGB_8888
);
try {
// Create a handler thread to offload the processing of the image.
val handlerThread = HandlerThread("PixelCopier");
handlerThread.start();
PixelCopy.request(
videoView, bitmap,
PixelCopy.OnPixelCopyFinishedListener { copyResult ->
if (copyResult == PixelCopy.SUCCESS) {
callback(bitmap)
}
handlerThread.quitSafely();
},
Handler(handlerThread.looper)
)
} catch (e: IllegalArgumentException) {
callback(null)
// PixelCopy may throw IllegalArgumentException, make sure to handle it
e.printStackTrace()
}
}
This approach can take a screenshot of any subclass of Surface Vie eg VideoView
Screenshot.usePixelCopy(videoView) { bitmap: Bitmap? ->
processBitMap(bitmap)
}
Here is the complete method to take screen shot of a surface view using PixelCopy. It requires API 24(Android N).
#RequiresApi(api = Build.VERSION_CODES.N)
private void capturePicture() {
Bitmap bmp = Bitmap.createBitmap(surfaceView.getWidth(), surfaceView.getHeight(), Bitmap.Config.ARGB_8888);
PixelCopy.request(surfaceView, bmp, i -> {
imageView.setImageBitmap(bmp); //"iv_Result" is the image view
}, new Handler(Looper.getMainLooper()));
}
This is because SurfaceView uses OpenGL thread for drawing and draws directly to a hardware buffer. You have to use glReadPixels (and probably a GLWrapper).
See the thread: Android OpenGL Screenshot
I am attempting to Take a Screenshot of my Game through code and Share it through an Intent. I able to do of those things, however the screenshot always appears black. Here is the Code Related to Sharing the Screenshot:
View view = MainActivity.getView();
view.setDrawingCacheEnabled(true);
Bitmap screen = Bitmap.createBitmap(view.getDrawingCache(true));
.. save Bitmap
This is in the MainActivity:
view = new GameView(this);
view.setLayoutParams(new RelativeLayout.LayoutParams(
RelativeLayout.LayoutParams.FILL_PARENT,
RelativeLayout.LayoutParams.FILL_PARENT));
public static SurfaceView getView() {
return view;
}
And the View itself:
public class GameView extends SurfaceView implements SurfaceHolder.Callback {
private static SurfaceHolder surfaceHolder;
...etc
And this is how I am Drawing everything:
Canvas canvas = surfaceHolder.lockCanvas(null);
if (canvas != null) {
Game.draw(canvas);
...
Ok, based on some answers, i have constructed this:
public static void share() {
Bitmap screen = GameView.SavePixels(0, 0, Screen.width, Screen.height);
Calendar c = Calendar.getInstance();
Date d = c.getTime();
String path = Images.Media.insertImage(
Game.context.getContentResolver(), screen, "screenShotBJ" + d
+ ".png", null);
System.out.println(path + " PATH");
Uri screenshotUri = Uri.parse(path);
final Intent emailIntent = new Intent(
android.content.Intent.ACTION_SEND);
emailIntent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
emailIntent.putExtra(Intent.EXTRA_STREAM, screenshotUri);
emailIntent.setType("image/png");
Game.context.startActivity(Intent.createChooser(emailIntent,
"Share High Score:"));
}
The Gameview contains the Following Method:
public static Bitmap SavePixels(int x, int y, int w, int h) {
EGL10 egl = (EGL10) EGLContext.getEGL();
GL10 gl = (GL10) egl.eglGetCurrentContext().getGL();
int b[] = new int[w * (y + h)];
int bt[] = new int[w * h];
IntBuffer ib = IntBuffer.wrap(b);
ib.position(0);
gl.glReadPixels(x, 0, w, y + h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib);
for (int i = 0, k = 0; i < h; i++, k++) {
for (int j = 0; j < w; j++) {
int pix = b[i * w + j];
int pb = (pix >> 16) & 0xff;
int pr = (pix << 16) & 0x00ff0000;
int pix1 = (pix & 0xff00ff00) | pr | pb;
bt[(h - k - 1) * w + j] = pix1;
}
}
Bitmap sb = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888);
return sb;
}
The Screenshot is still Black. Is there something wrong with the way I am saving it perhaps?
I have attempted several different methods to take the Screenshot, but none of them worked:
The one shown in the code above was the most commonly suggested one. But it does not seem to work.
Is this an Issue with using SurfaceView? And if so, why does view.getDrawingCache(true) even exist if I cant use it and how do I fix this?
My code:
public static void share() {
// GIVES BLACK SCREENSHOT:
Calendar c = Calendar.getInstance();
Date d = c.getTime();
Game.update();
Bitmap.Config conf = Bitmap.Config.RGB_565;
Bitmap image = Bitmap.createBitmap(Screen.width, Screen.height, conf);
Canvas canvas = GameThread.surfaceHolder.lockCanvas(null);
canvas.setBitmap(image);
Paint backgroundPaint = new Paint();
backgroundPaint.setARGB(255, 40, 40, 40);
canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(),
backgroundPaint);
Game.draw(canvas);
Bitmap screen = Bitmap.createBitmap(image, 0, 0, Screen.width,
Screen.height);
canvas.setBitmap(null);
GameThread.surfaceHolder.unlockCanvasAndPost(canvas);
String path = Images.Media.insertImage(
Game.context.getContentResolver(), screen, "screenShotBJ" + d
+ ".png", null);
System.out.println(path + " PATH");
Uri screenshotUri = Uri.parse(path);
final Intent emailIntent = new Intent(
android.content.Intent.ACTION_SEND);
emailIntent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
emailIntent.putExtra(Intent.EXTRA_STREAM, screenshotUri);
emailIntent.setType("image/png");
Game.context.startActivity(Intent.createChooser(emailIntent,
"Share High Score:"));
}
Thank you.
There is a great deal of confusion about this, and a few correct answers.
Here's the deal:
A SurfaceView has two parts, the Surface and the View. The Surface is on a completely separate layer from all of the View UI elements. The getDrawingCache() approach works on the View layer only, so it doesn't capture anything on the Surface.
The buffer queue has a producer-consumer API, and it can have only one producer. Canvas is one producer, GLES is another. You can't draw with Canvas and read pixels with GLES. (Technically, you could if the Canvas were using GLES and the correct EGL context was current when you went to read the pixels, but that's not guaranteed. Canvas rendering to a Surface is not accelerated in any released version of Android, so right now there's no hope of it working.)
(Not relevant for your case, but I'll mention it for completeness:) A Surface is not a frame buffer, it is a queue of buffers. When you submit a buffer with GLES, it is gone, and you can no longer read from it. So if you were rendering with GLES and capturing with GLES, you would need to read the pixels back before calling eglSwapBuffers().
With Canvas rendering, the easiest way to "capture" the Surface contents is to simply draw it twice. Create a screen-sized Bitmap, create a Canvas from the Bitmap, and pass it to your draw() function.
With GLES rendering, you can use glReadPixels() before the buffer swap to grab the pixels. There's a (less-expensive than the code in the question) implementation of the grab code in Grafika; see saveFrame() in EglSurfaceBase.
If you were sending video directly to a Surface (via MediaPlayer) there would be no way to capture the frames, because your app never has access to them -- they go directly from mediaserver to the compositor (SurfaceFlinger). You can, however, route the incoming frames through a SurfaceTexture, and render them twice from your app, once for display and once for capture. See this question for more info.
One alternative is to replace the SurfaceView with a TextureView, which can be drawn on like any other Surface. You can then use one of the getBitmap() calls to capture a frame. TextureView is less efficient than SurfaceView, so this is not recommended for all situations, but it's straightforward to do.
If you were hoping to get a composite screen shot containing both the Surface contents and the View UI contents, you will need to capture the Canvas as above, capture the View with the usual drawing cache trick, and then composite the two manually. Note this won't pick up the system parts (status bar, nav bar).
Update: on Lollipop and later (API 21+) you can use the MediaProjection class to capture the entire screen with a virtual display. There are some trade-offs with this approach, e.g. you're capturing the rendered screen, not the frame that was sent to the Surface, so what you get may have been up- or down-scaled to fit the window. In addition, this approach involves an Activity switch since you have to create an intent (by calling createScreenCaptureIntent on the ProjectionManager object) and wait for its result.
If you want to learn more about how all this stuff works, see the Android System-Level Graphics Architecture doc.
I know its a late reply but for those who face the same problem,
we can use PixelCopy for fetching the snapshot. It's available in API level 24 and above
PixelCopy.request(surfaceViewObject,BitmapDest,listener,new Handler());
where,
surfaceViewObject is the object of surface view
BitmapDest is the bitmap object where the image will be saved and it cant be null
listener is OnPixelCopyFinishedListener
for more info refer - https://developer.android.com/reference/android/view/PixelCopy
Update 2020 view.setDrawingCacheEnabled(true) is deprecated in API 28
If you are using normal View then you can create a canvas with the specified bitmap to draw into. Then ask the view to draw over that canvas and return bitmap filled by Canvas
/**
* Copy View to Canvas and return bitMap
*/
fun getBitmapFromView(view: View): Bitmap? {
var bitmap =
Bitmap.createBitmap(view.width, view.height, Bitmap.Config.ARGB_8888)
val canvas = Canvas(bitmap)
view.draw(canvas)
return bitmap
}
Or you can fill the canvas with a default color before drawing it with the view:
/**
* Copy View to Canvas and return bitMap and fill it with default color
*/
fun getBitmapFromView(view: View, defaultColor: Int): Bitmap? {
var bitmap =
Bitmap.createBitmap(view.width, view.height, Bitmap.Config.ARGB_8888)
var canvas = Canvas(bitmap)
canvas.drawColor(defaultColor)
view.draw(canvas)
return bitmap
}
The above approach will not work for the surface view they will drawn as a hole in the screenshot.
For surface view since Android 24, you need to use Pixel Copy.
/**
* Pixel copy to copy SurfaceView/VideoView into BitMap
*/
fun usePixelCopy(videoView: SurfaceView, callback: (Bitmap?) -> Unit) {
val bitmap: Bitmap = Bitmap.createBitmap(
videoView.width,
videoView.height,
Bitmap.Config.ARGB_8888
);
try {
// Create a handler thread to offload the processing of the image.
val handlerThread = HandlerThread("PixelCopier");
handlerThread.start();
PixelCopy.request(
videoView, bitmap,
PixelCopy.OnPixelCopyFinishedListener { copyResult ->
if (copyResult == PixelCopy.SUCCESS) {
callback(bitmap)
}
handlerThread.quitSafely();
},
Handler(handlerThread.looper)
)
} catch (e: IllegalArgumentException) {
callback(null)
// PixelCopy may throw IllegalArgumentException, make sure to handle it
e.printStackTrace()
}
}
This approach can take a screenshot of any subclass of Surface Vie eg VideoView
Screenshot.usePixelCopy(videoView) { bitmap: Bitmap? ->
processBitMap(bitmap)
}
Here is the complete method to take screen shot of a surface view using PixelCopy. It requires API 24(Android N).
#RequiresApi(api = Build.VERSION_CODES.N)
private void capturePicture() {
Bitmap bmp = Bitmap.createBitmap(surfaceView.getWidth(), surfaceView.getHeight(), Bitmap.Config.ARGB_8888);
PixelCopy.request(surfaceView, bmp, i -> {
imageView.setImageBitmap(bmp); //"iv_Result" is the image view
}, new Handler(Looper.getMainLooper()));
}
This is because SurfaceView uses OpenGL thread for drawing and draws directly to a hardware buffer. You have to use glReadPixels (and probably a GLWrapper).
See the thread: Android OpenGL Screenshot
Let me start by saying that I have seen this thread: How can I replace the Compass image of MyLocationOverlay?
According to that thread, it tells me that I can't override the icon.
Not a big deal. That said, I'm trying to figure out a way to implement this.
Would I be correct in saying that I would need to create my own custom canvas that would simply draw the icon and rotate it and override the drawcompass method in another custom class that extends MyLocationOverlay?
If that is correct, how do I create this custom canvas of the icon/rotate it? (I have no experience with drawing in the android os).
Didn't need to make my own custom canvas, only had to override the drawCompass method, so it appears that the information in the initial question I linked was incorrect:
#Override
protected void drawCompass(Canvas canvas, float bearing) {
Bitmap arrowBitmap = BitmapFactory.decodeResource( mContext.getResources(), R.drawable.compass);
Matrix matrix = new Matrix();
matrix.postRotate(bearing);
Bitmap rotatedBmp = Bitmap.createBitmap(
arrowBitmap,
0, 0,
arrowBitmap.getWidth(),
arrowBitmap.getHeight(),
matrix,
true
);
canvas.drawBitmap(rotatedBmp, 20, 20, null );
}
I am creating a Live Wallpaper and I'm painting to the canvas on every
Runnable.run() call with a changing colour and i'm hoping to put a
gradient over the top but the gradient i'm creating is banding
horribly. After Googling around for a few days I came up with 2 solutions:
set the dither to true
set the canvas bitmap to ARGB_8888
i've tried doing the first one (set dither to true) on the
getWallpaper() accessor and the Paint object but it's not helped (I can't see
any dithering at all) so I've tried changing the canvas bitmap but i'm
not sure how to actually display it
// _canvasBmp = Bitmap.createBitmap(metrics.widthPixels, metrics.heightPixels, Bitmap.Config.ARGB_8888);
_shadowPaint.setStyle(Paint.Style.FILL);
_shadowPaint.setShader(new RadialGradient(metrics.widthPixels / 2,
metrics.heightPixels / 2, metrics.heightPixels / 2, 0x00000000,0x33000000, Shader.TileMode.CLAMP));
_shadowPaint.setDither(true); // this hasn't seemed to have done anything to fix the banding
// my main rendering method is this (based on the Google live wallpaper example)
void drawFrame()
{
final SurfaceHolder holder = getSurfaceHolder();
Canvas c = null;
try
{
c = holder.lockCanvas();
// c.setBitmap(_canvasBmp);// this was my attempt to update the bitmap to one that was ARGB_8888 but it didn't render at all
if (c != null)
{
// draw something
drawBackground(c);
drawTouchPoint(c);
drawShading(c);
drawBorder(c);
getWallpaper().setDither(true); // yet another attempt to get some kind of dithering going to no avail
}
}
finally
{
if (c != null)
holder.unlockCanvasAndPost(c);
}
_handler.removeCallbacks(_drawClock); // _drawClock is the Runnable object
if (_isVisible)
{
_handler.postDelayed(_drawClock, 1000 / 25);
}
}
private void drawShading(Canvas c)
{
c.drawRect(_screenBounds, _shadowPaint); // _screenBounds is a Rect set to the _metrics width and height
}
Thanks in advance for your time
In your PinupEngine class...
#Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);
surfaceHolder.setFormat(android.graphics.PixelFormat.RGBA_8888);
}
I have found that the LiveWallpaper drawing is slower with the larger bitmap pixel type. I expect it will also use a lot more memory (More than Double). If you can it might pay to try and limit the use of RGBA_8888 if possible. Default is RGB_565 I think, not sure about that.