I've made a demo following this article but it seems incorrect. The ImageView named id_meinv work normally.
However, there are several things happen to the ImageView named id_qiqiu.
First, when I click on that ImageView, it triggers requestLayout() that I understand will call onMeasure(), on onSizeChanged() then onDraw() but somehow just onMeasure() is called. Why this happen?
Second, onDraw() is called only I scroll. (Of course, it still occurs error cause mRoundRect isn't instantiated in onSizeChanged()). I also do not understand why.
Related
I'm learning about custom views and wanted to learn about invalidate() and requestLayout().
Please refer to this answer and its diagram:
https://stackoverflow.com/a/25846243/4243687
invalidate() tells Android that the state of the view has changed and needs to be re-drawn.
requestLayout() means the size of the view may have changed and needs to be remeasured, and then re-drawn.
invalidate() will invoke dispatchDraw(), draw(), and onDraw() hence it re-renders the view.
requestLayout() on the other hand does pretty much everything from measuring to re-rendering again.
Why do so many of the examples out there (even the TextView source code) call invalidate() and then requestLayout() right on the next line?
invalidate() is used specifically for redrawing the content of your view. The redraw does not happen synchronously. Instead, it flags the region of your view as invalid so that it will be redrawn during the next render cycle.
requestLayout() should be used when something within it has possibly changed its dimensions. In this case, the parent view and all other parents up the view hierarchy will need to readjust themselves via a layout pass.
If you are not doing anything to your view that would change its size, then you do not have to call requestLayout().
If you go back and look at the places in the code for TextView where requestLayout() is being called, it will be on methods where the view's bounds will be affected. For example, setPadding(), setTypeface(), setCompoundDrawables(), etc.
So, when requestLayout() is called, it should be paired with a call to invalidate to ensure that the entire view is redrawn.
After seeing the following diagram, I was under the impression that calling requestLayout() would eventually result in an onDraw.
Therefore, there would be no need to call these together because it would be redundant.
invalidate();
requestLayout();
However, it turns out that that diagram is misleading. Some views might in fact invalidate themselves when there is a layout change, but this is not a certainty. Calling requestLayout() is not guaranteed to result in onDraw being called.
My source (thanks to this comment) is the Romain Guy (who is an Android engineer at Google):
requestLayout() itself does not lead to a draw pass but some views
might react to a Layout change by calling invalidate.
Therefore, to be certain a relayout will result in a redraw, then you should pair an invalidate() with the requestLayout(). (The opposite is not true, though. If you only need a redraw, then there is no need to call requestLayout(). A single invalidate() will do.)
Relevant excerpt from the book Expert Android that answers the question:
Because the onClick event has caused the dimensions to change, our
view needs to become bigger and take more space. How do we express
that need to Android, Well, we request Layout(). This method goes up
the chain, marking every view parent that it needs to be remeasured.
When the final parent gets this request (the view root), the parent
schedules a layout traversal. A layout traversal may or may not result
in onDraw, although in this case it should. As a good programming
practice, we also call invalidate() to ensure the drawing phase as
well.
Android docs: Creating a View class
public boolean isShowText() {
return mShowText;
}
public void setShowText(boolean showText) {
mShowText = showText;
invalidate();
requestLayout();
}
Notice that setShowText calls invalidate() and requestLayout(). These
calls are crucial to ensure that the view behaves reliably. You have
to invalidate the view after any change to its properties that might
change its appearance, so that the system knows that it needs to be
redrawn. Likewise, you need to request a new layout if a property
changes that might affect the size or shape of the view. Forgetting
these method calls can cause hard-to-find bugs.
I have this bizarre behaviour when calling invalidate.
I have made a custom viewgroup containing a bunch of imageviews.
I set up a onTouch listener with the on touch method to scroll the view.
I know all the code is correct in terms of distances to scroll etc. by using logcat.
Now, for some reason the onLayout method is not being called after I call this.invalidate(). When I try to scroll, nothing changes on the screen. However, after I pause the activity and resume it, the screen will have shifted by the amount I scrolled.
I am not blocking the UI thread because there is nothing to block it with. In any case, I have tried postInvalidate() and nothing has worked.
Anybody have any bloody idea what's going on?
invalidate() does not relayout the view, it only causes the view to be redrawn. If you want to relayout it (which will invoke onLayout()) you also have to make a call to requestLayout().
I put a Log.d() call into the onDraw() of my extended View, so I could see how often and when it's getting called. It gets called upon instantiation of the view, which is not surprising. But then I notice, it gets called on every tap that is handled by onTouchEvent(), even though my code there isn't doing anything remotely related to graphics. However, in the documentation for Views, I can't seem to find anything about when onDraw() is actually called. I'm not really concerned about my particular project here (this doesn't cause a problem for me), I would just like to know if there is a list somewhere or something that shows the order of operations for a View, particularly what causes onDraw() to get called.
AFAIK, a View's onDraw() is called when:
The view is initially drawn
Whenever invalidate() is called on the view
Invalidate can be called by you or the system whenever needed. For example, a lot of Views change how they look onTouch, like an EditText getting an outline and cursor, or a button being in the pressed state. Due to this, Views are redrawn on touch.
I agree that it would be nice to have a document that detailed the working of Views, and if one exists and somebody knows where to find it, please let us know.
onDraw() is called when invalidate() is called.
But you should know for ViewGroups: onDraw() will not be called like you expect. Rather, onDispatchDraw().
However, in a ViewGroup you can call setWillNotDraw(false) in the constructor to make onDraw() to be called on invalidate().
Take a look at this answer
If you set a background drawable for a View, then the View will draw
it for you before calling back to its onDraw() method.
onAttachedToWindow () is called when the view is attached to a window.
At this point it has a Surface and will start drawing. Note that this
function is guaranteed to be called before
onDraw(android.graphics.Canvas), however it may be called any time
before the first onDraw -- including before or after onMeasure(int,
int).
invalidate() mark the area defined by dirty as needing to be drawn. If
the view is visible, onDraw(android.graphics.Canvas) will be called at
some point in the future.
One important thing to keep in mind is that try to minimize calling of invalidate() function with no arguments.
Instead try to maximize the invalidate() function with four arguments.As drawing whole view is very expensive.The second variant refreshes only the part of view.
Additional to the above: The soft keyboard causes a View.invalidate()-->View.onDraw() sequence after resizing the Window to sensibly accommodate the 'keyboard'. A custom View.onDraw() must leave itself in a state that anticipates this possibility.
Such phenomenum explains why the app you developed and tested on a tablet with a bluetooth keyboard went to the dogs once it reached the real world (-:
When is onDraw called (check this for more details)
The onDraw method is called whenever android thinks that your view
should be redrawn. This can be tha case when your view is animated, in
which case onDraw is called for every frame in the animation. It is
also called when the layout changes and your view is re-positioned on
the screen.
But what if some data inside your view has changed and you want to
make sure that the view is redrawn. You can’t call onDraw directly.
Instead you should call invalidate to tell the view that it needs to
redraw itself.
Now, I have a Framelayout, it includes two views. when I call the top view's invalidate() method, I found the another view's onDraw() also be called. I suppose the another view's onDraw() should not be called, Is there a way to stop the onDraw be called?
Is there someone tell the reason why onDraw() be called?
You could try adding willNotDraw="true" (see here) to your view, but I'm not sure it helps.
I have a custom view being dynamically inserted and the onDraw is not being called. I initially made the custom view without the dynamic insertion and it worked fine, however when moving it to my working code base, I cannot get onDraw to get called ever, even though the view constructor gets called and the onMeasure also gets called. I've tried putting invalidate() and postInvalidate() calls around the place, but they don't seem to force the view to draw. The view hierarchy looks the same for both version and I'm lost.
Can anyone help?
EDIT: A bit more testing has shown that onDraw is getting called on the emulator, but not the handset. Also onSizeChanged on the handset has the correct values coming through, but on the emulator the values are all 0.
EDIT: I've been playing about with it and still can't get anywhere, so have put a bounty on it. If you need more code / xml / info then please let me know.
This sounds a lot like a problem i had recently, with my first custom view. Did you notice if, when loading view hierarchy, your custom views show up? and anyway do they appear laid out in the wireframe preview or not?
If the latter is the case, it's requestLayout() that doesn't get called (loading view hierarchy calls that on every view - that's why it makes views show up). i've also found that a similar bug was reported already here.
I changed the View to a TextView and it seems to work now, although I'm a little confused as to why the View didn't work.