Actionbar custom drawable menuIcon not centered - android

I'm trying to add a custom Drawable which extends Drawable to my actionBar. This needs to be a custom drawable, since I want to draw on top of a supplied icon (but that's not the issue).
I've added the icon to the menu in my activity like so:
BadgedIconDrawable drawable = new BadgedIconDrawable(getContext())
.setIcon(icon);
mMenu.add(0, menuItemId, 0, "")
.setIcon(drawable)
.setShowAsAction(MenuItem.SHOW_AS_ACTION_ALWAYS);
In the BadgedIconDrawable I take a bitmap for the Icon which I then draw on the canvas:
#Override
public void draw(#NonNull Canvas canvas) {
canvas.drawBitmap(mIcon.getBitmap(), null, new Rect(0, 0, mWidth, mHeight), mIconPaint);
}
Where the width and height are 24dp, which seems to be the right size for the icon.
The problem is that unlike a regular drawable that's passed to the setIcon for the mMenu, it doesn't seem to align correctly. I can't find how to get it aligned to the center. Image below illustrates the issue. The middle Icon is set through the BadgedIconDrawable.

EDIT
While the below snippet worked, I soon figured this would only work for the toolbar. Not anymore when used in a regular ImageView. So the trick is to use a Rect as to where the bitmap should be drawn. This would have the regular bounds, but when it should be translated, tell the custom Drawable to do so, by modifying the Rect like so:
// On the fragment/activity create the Drawable, translate it and add to the menu.
public void addBadgedActionBarButton(Drawable icon, int color, String badgeLabel, int menuItemId) {
if (mMenu == null) {
throw new IllegalStateException("mMenu = null, Are you sure you are calling addActionBarButton from initMenu()?");
} else {
BadgedIconDrawable drawable = new BadgedIconDrawable(getContext());
drawable.translate(-drawable.getWidth() / 2, -drawable.getHeight() / 2, drawable.getWidth() / 2, drawable.getHeight() / 2)
.setIcon(icon);
mMenu.add(Menu.NONE, menuItemId, Menu.NONE, "")
.setIcon(drawable)
.setShowAsAction(MenuItem.SHOW_AS_ACTION_ALWAYS);
}
}
// In the BadgedIconDrawable have a function that sets the mDstRect to the translated Rect.
public BadgedIconDrawable translate(int left, int top, int right, int bottom) {
mDstRect = new Rect(left, top, right, bottom);
return this;
}
// In the BadgedIconDrawable draw function use the mDstRect to draw on the correct position.
#Override
public void draw(#NonNull Canvas canvas) {
canvas.drawBitmap(mIcon.getBitmap(), null, mDstRect, mIconPaint);
}
With some wild guessing I managed to try to add a negative top and left, which seems to place it in the correct spot. This seems to do the trick.
#Override
public void draw(#NonNull Canvas canvas) {
int halfWidth = mWidth / 2;
int halfHeight = mHeight / 2;
canvas.drawBitmap(mIcon.getBitmap(), null, new Rect(-halfWidth, -halfHeight, halfWidth, halfHeight), mIconPaint);
}

Related

ImageView not showing bitmap after reappearing on screen API < 23

I came across a weird issue of the android framework again:
I have an activity which displays detailed information on an object. It is designed to look like a "floating" activity, meaning it overlays the MainActivity and can be dismissed by a simple swipe down from the user.
Screenshot
How it's done (wrong?)
Because setting the window background to #android:color/transparent lead to ugly side effects, I'm using a custom ImageView as the background (I modified this one by Chris Banes https://github.com/chrisbanes/philm/blob/master/app/src/main/java/app/philm/in/view/BackdropImageView.java):
public class BackdropImageView extends ImageView {
private static final int MIN_SCRIM_ALPHA = 0x00;
private static final int MAX_SCRIM_ALPHA = 0xFF;
private static final int SCRIM_ALPHA_DIFF = MAX_SCRIM_ALPHA - MIN_SCRIM_ALPHA;
private float mScrimDarkness;
private float factor;
private int mScrimColor = Color.BLACK;
private int mScrollOffset;
private int mImageOffset;
private final Paint mScrimPaint;
public BackdropImageView(Context context) {
super(context);
mScrimPaint = new Paint();
factor = 2;
}
public BackdropImageView(Context context, AttributeSet attrs) {
super(context, attrs);
mScrimPaint = new Paint();
factor = 2;
}
private void setScrollOffset(int offset) {
if (offset != mScrollOffset) {
mScrollOffset = offset;
mImageOffset = (int) (-offset / factor);
offsetTopAndBottom(offset - getTop());
ViewCompat.postInvalidateOnAnimation(this);
}
}
public void setFactor(float factor) {
this.factor = factor;
}
#Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
if (mScrollOffset != 0) {
offsetTopAndBottom(mScrollOffset - getTop());
}
}
public void setScrimColor(int scrimColor) {
if (mScrimColor != scrimColor) {
mScrimColor = scrimColor;
ViewCompat.postInvalidateOnAnimation(this);
}
}
public void setProgress(int offset, float scrim) {
mScrimDarkness = ScrollUtils.getFloat(scrim, 0, 1);
setScrollOffset(offset);
}
#Override
protected void onDraw(#NonNull Canvas canvas) {
// Update the scrim paint
mScrimPaint.setColor(ColorUtils.setAlphaComponent(mScrimColor,
MIN_SCRIM_ALPHA + (int) (SCRIM_ALPHA_DIFF * mScrimDarkness)));
if (mImageOffset != 0) {
canvas.save();
canvas.translate(0f, mImageOffset);
canvas.clipRect(0f, 0f, canvas.getWidth(), canvas.getHeight() + mImageOffset + 1);
super.onDraw(canvas);
canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), mScrimPaint);
canvas.restore();
} else {
super.onDraw(canvas);
canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), mScrimPaint);
}
}
}
When I start the activity, I create a snapshot of the current activity and then save it to cache, passing it's path through Intent.putExtra(String key, String value); :
public static Intent createOverlayActivity(Activity activity) {
Intent startIntent = new Intent(activity, OverlayActivity.class);
View root = activity.findViewById(android.R.id.content);
Rect clipRect = new Rect();
activity.getWindow().getDecorView()
.getWindowVisibleDisplayFrame(clipRect);
Bitmap bitmap = Bitmap.createBitmap(
root.getWidth(),
root.getHeight(),
Bitmap.Config.ARGB_8888
);
Canvas canvas = new Canvas(bitmap);
canvas.drawRGB(0xEE, 0xEE, 0xEE);
// Quick fix for status bar appearing in Lollipop and above
if(Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.translate(0, -clipRect.top / 2);
canvas.clipRect(clipRect);
}
root.draw(canvas);
try {
File file = new File(activity.getCacheDir(), "background.jpg");
FileOutputStream stream = new FileOutputStream(file);
bitmap.compress(Bitmap.CompressFormat.JPEG, 50, stream);
stream.flush();
stream.close();
bitmap.recycle();
startIntent.putExtra("bgBitmap", file.getPath());
Log.d(TAG, "Rendered background image.");
} catch (IOException e) {
e.printStackTrace();
}
return startIntent;
}
And in the OverlayActivity's onCreate() I receive the path to the cached file and load the Bitmap into the ImageView:
Bitmap screenshot = BitmapFactory.decodeFile(getIntent().getStringExtra("bgBitmap"));
if (screenshot == null) {
throw new IllegalArgumentException("You have to provide a valid bitmap!");
}
/* BackdropImageView is an ImageView subclass allowing
* me to darken the image with a scrim using the slide offset value */
backdropImageView = new BackdropImageView(this);
backdropImageView.setId(android.R.id.background);
backdropImageView.setFactor(1.125f);
backdropImageView.setScrimColor(Color.BLACK);
backdropImageView.setImageBitmap(screenshot);
backdropImageView.setScaleType(ImageView.ScaleType.CENTER_CROP);
The issue
As you can see in the screenshot above, it works pretty decent on devices running API 23, but not on devices below.
Here the image is shown when the activity slides in, until completely covered, but when I the slide down again, the image is gone and the ImageView just shows a solid grey:
Update
I've figured out that the issue has to hide somewhere in the BackdropImageView class, since a simple ImageView works.
Any ideas on what could cause this weird issue?
Thanks in advance!
Ok, seems like I focused too much on the actual image loading than on the view itself.
I found out that the problem was related to the use of offsetTopAndBottom(offset - getTop()); in the subclass. Somehow this makes the ImageView disappear sometimes (still not sure when exactly) on Android Versions previous to Marshmallow, although it was still in the right position in the view hierarchy.
So here's my work-around:
When I removed those lines of code, it worked. Because I needed to offset the view to create a parallax scrolling effect, I moved this functionality out of the view subclass. What I'm doing now is simply calling View.setTranslationY(float) everytime before BackdropImageView.setProgress(int, float) in any scrolling related callback I'm using.
Somehow this works perfectly fine.

Android TransitionDrawable not fading

I have an ImageView and I am trying to fade from one image to the next using this code:
Drawable bgs[] = new Drawable[2];
public void redraw(int[][] grid) {
bgs[0] = bgs[1];
bgs[1] = new GameDrawable(grid, prefs.colors);
if (bgs[0] == null) {
gameField.setImageDrawable(bgs[1]);
} else {
TransitionDrawable crossfader = new TransitionDrawable(bgs);
crossfader.setCrossFadeEnabled(true);
gameField.setImageDrawable(crossfader);
crossfader.startTransition(500);
}
}
gameField is correctly referenced as an ImageView.
gameDrawable simply extends Drawable and draws the grid.
On each move and action the new GameDrawable is being rendered correctly but there is no fading whatsoever. The new image is simply displayed instantaneously. I have tried lengthening the transition time and swapping the order of the drawables with no effect.
Any help on is appreciated.
Update: I have now set my transition to something ridiculously long like 500000. The first drawable shows for a few seconds and then suddenly the second drawable appears. So still no transition.
Update 2:
I think my Drawable might be implemented incorrectly, so I have attached the code.
public class GameDrawable extends Drawable {
private Paint paint = new Paint();
private float blockWidth = 1;
private int[][] myGrid;
private int myColor;
private List<Point> myPoints;
public GameDrawable(int[][] grid) {
super();
this.myGrid = grid;
this.myColor = colors[yourColor];
paint.setStrokeWidth(1);
paint.setStyle(Paint.Style.FILL);
paint.setAlpha(0);
this.myPoints = yourPoints;
}
#Override
public void draw(Canvas canvas) {
float height = getBounds().height();
float width = getBounds().width();
blockWidth = width / myGrid.length;
if (height / myGrid.length < blockWidth) {
blockWidth = height / myGrid.length;
}
for (int x = 0; x < myGrid.length; x++) {
for (int y = 0; y < myGrid[x].length; y++) {
paint.setColor(colors[myGrid[x][y]]);
canvas.drawRect(x * blockWidth, y * blockWidth, (x+1)*blockWidth, (y+1)*blockWidth, paint);
}
}
}
#Override
public void setAlpha(int alpha) {
paint.setAlpha(alpha);
invalidateSelf();
}
#Override
public void setColorFilter(ColorFilter cf) {
paint.setColorFilter(cf);
invalidateSelf();
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
}
Looking at your code, I see a problem at the line
bgs[0] = bgs[1];
bgs[1] has not yet been defined before this line and so bgs[0] is null for the first method call. Because of this, (bgs[0] == null) is true, and so the later defined bgs[1] is directly set to the gameField ImageView.
Use corrected code below.
Drawable bgs[] = new Drawable[2];
Drawable firstDrawable = getResources().getDrawable(R.drawable.transparent);
public void redraw(int[][] grid) {
bgs[0] = firstDrawable;
bgs[1] = new GameDrawable(grid, prefs.colors);
firstDrawable = bgs[1];
TransitionDrawable crossfader = new TransitionDrawable(bgs);
crossfader.setCrossFadeEnabled(true);
gameField.setImageDrawable(crossfader);
crossfader.startTransition(500);
}
Note that TransitionDrawable does not work properly when the Drawable sizes are different. So you may need to resize firstDrawable beforehand.
EXTRA: I would avoid setCrossFadeEnabled(true) since the whole TransitionDrawable becomes translucent during the transition, revealing the background. Sometimes, this creates a "blinking" effect and destroys the smoothness of the transition.
EDIT: Looking at your custom Drawable implementation, I think the problem lies in the line
canvas.drawColor(Color.WHITE);
in the draw() method.
I looked at TransitionDrawable.java source and found that setAlpha is called on the drawables to get the cross fade effect. However, your canvas has a solid white color and setAlpha() only affects the paint. Hope this is your answer.
EDIT 2: The actual problem, as pointed out by Michael, was that TransitionDrawable's setAlpha() calls on the Drawables were rendered ineffective due to paint.setColor() in the GameDrawable's draw() method overriding the paint's alpha value set by the TransitionDrawable.

Android drawing a custom view onDraw(). only draw a half of the image

Im extending the View class in order to have a "drawable" view witch contains the desired background.
The problem is when this class works fine in other activity (same app).
Here is the class that extends View:
public class BackgroundMap extends View {
private String strmap;
private int totalWidth;
public BackgroundMap(Context context, String map, int w, int h) {
super(context);
super.setLayoutParams(new LayoutParams(w, h));
totalWidth = w;
strmap = map;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Resources res = getResources();
int eachBoxSize = totalWidth/10;
float left = 0;
float top = 0;
Paint paint = new Paint();
for(char c : strmap.toCharArray()){
Bitmap bm = Bitmap.createScaledBitmap(BitmapFactory.decodeResource(res, Terrain.getResource(c)), eachBoxSize, eachBoxSize, false);
canvas.drawBitmap(bm, left, top, paint);
if(left == totalWidth - eachBoxSize){
left = 0;
top += eachBoxSize;
}else{
left += eachBoxSize;
}
}
}
}
This view works like this: somelayout.addView(new BackgroundMap(arg..));
the String map argument means an array of terrains (char) ids that point to several little png images.
and this is how i use it in my Activity:
ly_rbtn_image = (FrameLayout) findViewById(R.id.ly_rbtn_image);
ly_rbtn_image.post(new Runnable() {
#Override
public void run() {
imagewidth = ly_rbtn_image.getWidth();
ly_rbtn_image.addView(new BackgroundMap(getApplicationContext(), str, imagewidth, imagewidth));
}
});
i check with logcat the width of parent layout and it has 225px. As you can see the image below only build the first row of bitmaps... but this IS NOT a loop problem
I check inside the custom view loop at onDraw method if there was a problem here but it iterate the whole string (100 chars, 10x10 bitmaps)
hope u can help me :S
http://deviantsart.com/1afcam8.png
solved. please delete me.
the bitmaps were pushed at right till the end of the loop. So in fact, i didnt know why this happened.
UNTIL I CHECKED THE BOUNDS OF THE RESULT VIEW IN LOGCAT x))) the view had 2000 pixels width and 20 height... there we go:
When i get the total width of the device, casually was a number divisible by 10 (10x10 grid) so in fact was lucky not having this problem before (building the same map in other view).
Then, the problem was the need to print the same map (or grid) in an other view, not big as the device width, so the total width (parent width) was not divisible by the number of columns of the grid (im ashamed x)).

Animate (Zoom and Translate) a part of image on android canvas view

I have an image e.g. the image shown below:
This image has two parts part 1 of size width W and height L and part 2 (smaller part) of width w and height h (call part one as source and part 2 as destination). Let the coordinates of the 1st rectangle be (measured from top left corner): top:100 left: 10 right: 200 bottom: 300 and the coordinates of the 2nd rectangle be (as measured from top left corner): top 50 left: 500 bottom: 100 right: 700
I want to animate from source to destination such that the image translates and zooms in from source to destination.
So my first screen would look like:
and my second image would look like:
How do I tween between these two ?
My code (without animation) looks like as follows:
public class SuperGame extends View implements OnGestureListener
{
int sreenHeight, screenWidth;
int drawCount = 0;
Bitmap bg;
public SuperGame(Context context, Bitmap bmp)
{
this.screenWidth = getContext().getResources().getDisplayMetrics().widthPixels;
this.screenHeight = getContext().getResources().getDisplayMetrics().heightPixels;
bg = BitmapFactory.decodeResource(getResources(),R.drawable.bg_img);
}
#Override
/* this function triggers the image change
*/
public boolean onDown(MotionEvent e) {
invalidate(0,0,screenWidth, screenHeight);
return true;
}
#Override
public void onDraw(Canvas canvas)
{
Rect dest = new Rect(0,0,screenWidth, screenHeight);
if (count==0) //draw the first image part
{
count=1;
Rect src = new Rect(100,10,200,300);//coordinates of rectangle 1
canvas.drawBitmap(bg, src, dest, new Paint());
}
else //draw the second image part - (I'd like to show movement/ transition between these)
{
Rect src = new Rect(50,500,100,700);//coordinates of rectangle 2
count=0;
canvas.drawBitmap(bg, src, dest, new Paint());
}
}
}
How to I animate the transition (which involves zoomin as well as translation)?
You might need to create a custom valueAnimator of type Rect/RectF.
Code example given below:
public class RectFEvaluator
implements TypeEvaluator<RectF>
{
#Override
public RectF evaluate(float fraction, RectF srcRect, RectF destRect) {
RectF betweenRect = new RectF();
betweenRect.bottom = srcRect.bottom + fraction*(destRect.bottom-srcRect.bottom);
betweenRect.top = srcRect.top + fraction*(destRect.top-srcRect.top);
betweenRect.left = srcRect.left + fraction*(destRect.left-srcRect.left);
betweenRect.right = srcRect.right + fraction*(destRect.right-srcRect.right);
return betweenRect;
}
}
The value animator will give you the intermediate values between src Rect and dest Rect.
Once you have these values, updated them using an animation

How to implement the simple Rect.insersects(Rect one, Rect two) method?

I have read the android spill on this method tons of times and it isn't ringing any bells. Bellow is a part of my code:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
boolean CollisionTest;
Rect jSquare = new Rect();
Rect mSquare = new Rect();
jSquare.set(0,500,600,400);
mSquare.set(0, 500,700, 100);
canvas.drawRect(mSquare, Some Color..);
canvas.drawRect(jSquare, Some Color...);
CollisionTest = Rect.intersects(jSquare, mSquare);
if (ColisionTest==true){
canvas.drawColor(Color.RED);
}
From the documentation for set
public void set (int left, int top, int right, int bottom)
Set the rectangle's coordinates to the specified values. Note: no range checking is performed, so it is up to the caller to ensure that left <= right and top <= bottom.
500 > 100

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