Drawing on canvas using vector graphics android - android

I don't know alot about graphics and drawings but I am trying to do something on canvas, and that is using vector graphics instead of bitmap to draw path on canvas with finger , I cant find any documentation or tutorials to understand how to do that, but I know that this implementation is used by some drawing apps.
According to my searching I deduced that using vector graphics will never show pixels on the edges of the path even if you zoomed.
Please suggest any thing that might help me use vector graphics and attach it to canvas to draw, thanks.

If you just want to draw with the finger :
Assuming you have a custom View that covers the drawing area ...
On onTouch handler on ACTION_DOWN create a new Path object with origin at touch point, on ACTION_MOVE you add new segments to the Path and call invalidate().
On onDraw you draw the Path on the Canvas.

Related

Drawing on canvas help needed - Android

Hi I am new to Android Canvas. I want to know how can I draw on canvas using a bitmap.
Basically I want to be able to draw multiple figures in my canvas dynamically. After reading about canvas I figured out this much that for each figure I may have to create a new bitmap attach a canvas to it draw a figure in that bitmap and finally draw that bitmap in the canvas of onDraw() method using drawBitmap function in order to view it on screen. Hope I am right till this part ? If not please correct me. I am open for your opinions and suggestions :)
Also I would like to know if I can apply onTouch event separately to the bitmaps or canvas created dynamically or it can be only applied to canvas of onDraw cause I want the images which are being drawn in my canvas to be able to move at users will?
You are right about the first part. However in second part u cannot add onTouch listener as u have said. As far as I know listeners can only be added to Views. And also its not like you are adding onTouch Listener to the canvas of the onDraw() method u are basically applying to the whole view a view cannot have two same listeners.

Drawing to a new Bitmap and then using that in my onDraw

I would like to display several rings with different coloured sections (see below). The colour of the sections, however, cannot be know in advance, so I will need to draw these dynamically.
I know I could draw directly to the canvas but, once I have them, I would like to animate these rings, rotate them, have them overlap etc. It seemed, therefore, that the easiest and possibly least expensive approach would be to create them in advance, in memory, as transparent pngs and then just draw them in onDraw.
My problem is the only methods I can find to do this are setPixel. Is there not a way I could use drawing tools, like in Canvas, to draw to an empty bitmap, once, then use that bitmap with my canvas in onDraw?
I feel like I am missing a piece in the puzzle. Any help would be greatly appreciated.
You can create a Bitmap that is the size you want the ring to be and then create a Canvas the same size. Call setBitmap() on the Canvas and it will draw on to that for you. Then you can build your circle and have a bitmap to hold onto and use just like any other resource.

Android move canvas

I want to draw a big image on canvas, and after that I want to move that canvas so it shows me different part of this image. Without repainting it (or eventually repainting only the needed part). How is it done in android?
Check this method. All you need to do is to specify horizontal and vertical distance to move your canvas. You can also scale, rotate or even apply custom matrix on canvas. This tutorial also might be helpful.

Where does Android.Graphics.Camera set its X,Y, and Z axis when canvas is set to a bitmap?

I want to get a bitmap and manipulate it in the following way:
I have created an empty bitmap, on this bitmap, I drew what I needed. Now I need to distorted in a way similar to this because I will then be drawing the whole thing ontop of another bitmap. Think of it as applying a texture to a box. The box simply being a picture of a box. The way that I see myself doing this is creating bitmaps off the main bitmap and drawing them onto the final bitmap through a matrix modified by Graphics.Camera.getMatrix().
I already have this working, but my problem is understanding just exactly how to manipulate the camera. I don't know where the camera creates its X Y and Z axis within the matrix. Or where does the matrix get applied. Or just how it all comes together.
When drawing on canvas set to view, I know I can rotate the canvas and draw from there to create a straight diagonal line, for example in a game engine to draw a projectile acting on two vectors. And I know when working on OpenGL, there is a state machine approach and I can imagine where the matrix is in 3D space. But I just don't understand how Camera, Matrix, and bitmap all relate.
From what I've looked up, I managed to set up the basic solution to this but havent been able to understand just exactly how to tweak this in order to get the right rotations. I have read the documentation but it doesn't really explain the relationship between Camera, Matrix, and canvas beyond the fact that Camera modifies a matrix and then canvas can draw something based on that matrix.
Can anyone explain how I would go about doing what I have in the picture? I already know that I'll be creating a bitmap from region in original bitmap. Then combining the two, to create what is on the right column , and then rotating the canvas/bitmap and getting another bitmap from green section and repeat the whole thing again.
Thanks
Camera is just a utility class that generates a Matrix you can use on Canvas. The generated Matrix contains the appropriate transform. You said it yourself:
it doesn't really explain the relationship between Camera, Matrix, and
canvas beyond the fact that Camera modifies a matrix and then canvas
can draw something based on that matrix.
That's all there is to it really :)

Antialiasing and updating a path lead to thicker lines than expected

The problem is pretty complicated to explain but here goes:
I'm making a paint program that draws paths onto a canvas with textured background. Each stroke is stored as a path that updates as the user moves the stylus across the screen. When the path is updated I call drawpath on the canvas. The problem is that on each move event, the path is drawn over the existing line on the canvas, so the antialiasing on it darkens the existing line and make it appear thicker and jaggier than expected.
I had a solution where I store the older canvas (the one without the active path) and keep another transparent canvas on top of that. I would clear the top canvas and redraw the path on each move event, and then draw both canvases together. BUT that makes the program so slow that the paths look terrible - you can tell the drawing is lagging way behind the stylus movements.
Is there any way to make either A) drawing / clearing multiple canvases faster or B) make antialiasing not mess up on multiple redraws?
Figured out.
It was so simple I can't believe I got stuck on it.
The "canvas" used in onDraw() is automatically erased every time, so I just called canvas.drawPath() with the currently updating path in the onDraw() function, at no extra cost.

Categories

Resources