Use x/y coordinates to set bounds of a moving particle - android

I have two bitmaps that I draw onto the center of a canvas:
One is only a background, it's a spirit level in top view which doesnt move. The second one is a bitmap looking like a "air bubble". When the user tilts the phone, the sensors read the tilt and the air bubble moves according to the sensor values along the x-axis. However, I need to make sure that the air bubble doesnt move too far, e.g out of the background-bitmap.
So I tried to which x coordinate the bubble can travel to,
before I have to set xPos = xPos -1 using trial and error
This works fine on my device.
To clarify: On my phone, the air bubble could move to the coordinate x = 50 from the middle of the screen. This would be the point, where the bitmap is at the very left of the background spirit level.
On a larger phone, the position x = 50 is too far left, and therefore looking like the air bubble travelled out of the water level.
Now I've tried following:
I calculated the area in % in which the air bubble can move. Let's say that
is 70% of the entire width of the bitmap. So I tried to calculate the two x boundary values:
leftBoundary = XmiddlePoint - (backgroundBitmap.getWidth() * 0.35);
rightBoundary = XmiddlePoint + (backgroundBitmap.getWidth() * 0.35);
...which doesnt work when testing with different screen sizes :(
Is it possible to compensate for different screen sizes and densities using absolute coordinates or do I have to rethink my idea?
If you need any information that I forgot about, please let me know. If this question has already been answered, I would appreciate a link :) Thanks in advance!
Edit:
I load my bitmaps like this:
private Bitmap backgroundBitmap;
private static final int BITMAP_WIDTH = 1898;
private static final int BITMAP_HEIGHT = 438;
public class SimulationView extends View implements SensorEventListener{
public SimulationView(Context context){
Bitmap map = BitmapFactory.decodeResource(getResources, R.mipmap.backgroundImage);
backgroundBitmap = Bitmap.createScaledBitmap(map, BITMAP_WIDTH, BITMAP_HEIGHT, true;
}
and draw it like this:
protected void onDraw(Canvas canvas){
canvas.drawBitmap(backgroundBitmap, XmiddlePoint - BITMAP_WIDTH / 2, YmiddlePont - BITMAP_HEIGHT / 2, null);
}
backgroundBitmap.getWidth() and getHeight() prints out the correct sizes.
Calculating like mentioned above would return following boundaries:
DisplayMetrics displayMetrics = new DisplayMetrics();
((Activity) getContext()).getWindowManager().getDefaultDisplay().getMetrics(displayMetrics);
int width = displayMetrics.widthPixels;
//which prints out width = 2392
xMiddlePoint = width / 2;
// = 1196
leftBoundary = xMiddlePoint - (BITMAP.getWidth()* 0.35);
// = 531,7
However, when I use trial and error, the right x coordinate seems to be at around 700.

I've come across a great explanation on how to fix my issue here.
As user AgentKnopf explained, you have to scale coordinates or bitmaps like this:
X = (targetScreenWidth / defaultScreenWidth) * defaultXCoordinate
Y = (targetScreenHeight / defaultScreenHeight) * defaultYCoordinate
which, in my case, translates to:
int defaultScreenWidth = 1920;
int defaultXCoordinate = 333;
DisplayMetrics displayMetrics = new DisplayMetrics();
((Activity) getContext()).getWindowManager().getDefaultDisplay().getMetrics(displayMetrics);
displayWidth = displayMetrics.widthPixels;
leftBoundary = (displayWidth / defaultScreenWidth) * defaultXCoordinates

Related

Libgdx - box2d polygonshape doesn't fit its sprite

I have a body with a polygonshape created using .setasbox but when I run my game the box is a bit bigger than my sprite.
I know setasbox uses half height and half width, I used my scaling constant to convert meters to pixels and I know the sprite has the origin of the axis on the bottom left as well. Despite of that I still have a box with a width a bit larger than the sprite and this gap is the same however I change the size of the box...
This is the code I use to create my box (160 is the constant to scale meters to pixels):
public Block(World w, float halfWidth, float halfHeight, Vector2 position, Texture tex){
world = w;
bodyd = new BodyDef();
bodyd.type = BodyDef.BodyType.KinematicBody;
bodyd.gravityScale = 0;
shape = new PolygonShape();
shape.setAsBox(halfWidth, halfHeight);
fixtured = new FixtureDef();
fixtured.shape = shape;
fixtured.density = DENS;
fixtured.friction = FRIC;
fixtured.restitution = REST;
bodyd.position.set(new Vector2(position.x, position.y));
body = world.createBody(bodyd);
fixture = body.createFixture(fixtured);
body.setUserData(this);
texture = tex;
sprite = new Sprite(texture);
sprite.setSize(halfWidth * 2 * 160, halfHeight*2*160);
sprite.setPosition((body.getPosition().x - halfWidth) * 160, (body.getPosition().y - halfHeight) * 160);
}
can you try using Box2DSprite? its very easy..
https://bitbucket.org/dermetfan/libgdx-utils/wiki/net.dermetfan.gdx.graphics.g2d.Box2DSprite
http://www.java-gaming.org/index.php?topic=29843.0
I don't see anything wrong with your code
did you consider that the size that you put for your sprite is the size of the full sprite not the size of the block inside your sprite
I think this is why your brick sprite is smaller than your brick physic :
unless the your brick has the full size of the sprite then may be the problem is related to something else
hope that was helpful !

Draw a segmented circle in Android: OpenGL vs Cavans?

I need to draw something like this:
I was hoping that this guy posted some code of how he drew his segmented circle to begin with, but alas he didn't.
I also need to know which segment is where after interaction with the wheel - for instance if the wheel is rotated, I need to know where the original segments are after the rotation action.
Two questions:
Do I draw this segmented circle (with varying colours and content placed on the segment) with OpenGL or using Android Canvas?
Using either of the options, how do I register which segment is where?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDIT:
Ok, so I've figured out how to draw the segmented circle using Canvas (I'll post the code as an answer). And I'm sure I'll figure out how to rotate the circle soon. But I'm still unsure how I'll recognize a separate segment of the drawn wheel after the rotation action.
Because, what I'm thinking of doing is drawing the segmented circle with these wedges, and the sort of handling the entire Canvas as an ImageView when I want to rotate it as if it's spinning. But when the spinning stops, how do I differentiate between the original segments drawn on the Canvas?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I've read about how to draw a segment on its own (here also), OpenGL, Canvas and even drawing shapes and layering them, but I've yet to see someone explaining how to recognize the separate segments.
Can drawBitmap() or createBitmap() perhaps be used?
If I go with OpenGL, I'll probably be able to rotate the segmented wheel using OpenGL's rotation, right?
I've also read that OpenGL might be too powerful for what I'd like to do, so should I rather consider "the graphic components of a game library built on top of OpenGL"?
This kind of answers my first question above - how to draw the segmented circle using Android Canvas:
Using the code found here, I do this in the onDraw function:
// Starting values
private int startAngle = 0;
private int numberOfSegments = 11;
private int sweepAngle = 360 / numberOfSegments;
#Override
protected void onDraw(Canvas canvas) {
setUpPaint();
setUpDrawingArea();
colours = getColours();
Log.d(TAG, "Draw the segmented circle");
for (int i = 0; i < numberOfSegments; i++) {
// pick a colour that is not the previous colour
paint.setColor(colours.get(pickRandomColour()));
// Draw arc
canvas.drawArc(rectF, startAngle, sweepAngle, true, paint);
// Set variable values
startAngle -= sweepAngle;
}
}
This is how I set up the drawing area based on the device's screen size:
private void setUpDrawingArea() {
Log.d(TAG, "Set up drawing area.");
// First get the screen dimensions
Point size = new Point();
Display display = DrawArcActivity.this.getWindowManager().getDefaultDisplay();
display.getSize(size);
int width = size.x;
int height = size.y;
Log.d(TAG, "Screen size = "+width+" x "+height);
// Set up the padding
int paddingLeft = (int) DrawArcActivity.this.getResources().getDimension(R.dimen.padding_large);
int paddingTop = (int) DrawArcActivity.this.getResources().getDimension(R.dimen.padding_large);
int paddingRight = (int) DrawArcActivity.this.getResources().getDimension(R.dimen.padding_large);
int paddingBottom = (int) DrawArcActivity.this.getResources().getDimension(R.dimen.padding_large);
// Then get the left, top, right and bottom Xs and Ys for the rectangle we're going to draw in
int left = 0 + paddingLeft;
int top = 0 + paddingTop;
int right = width - paddingRight;
int bottom = width - paddingBottom;
Log.d(TAG, "Rectangle placement -> left = "+left+", top = "+top+", right = "+right+", bottom = "+bottom);
rectF = new RectF(left, top, right, bottom);
}
That (and the other functions which are pretty straight forward, so I'm not going to paste the code here) draws this:
The segments are different colours with every run.

Converting Camera Coordinates to Custom View Coordinates

I am trying to make a simple face detection app consisting of a SurfaceView (essentially a camera preview) and a custom View (for drawing purposes) stacked on top. The two views are essentially the same size, stacked on one another in a RelativeLayout. When a person's face is detected, I want to draw a white rectangle on the custom View around their face.
The Camera.Face.rect object returns the face bound coordinates using the coordinate system explained here and the custom View uses the coordinate system described in the answer to this question. Some sort of conversion is needed before I can use it to draw on the canvas.
Therefore, I wrote an additional method ScaleFacetoView() in my custom view class (below) I redraw the custom view every time a face is detected by overriding the OnFaceDetection() method. The result is the white box appears correctly when a face is in the center. The problem I noticed is that it does not correct track my face when it moves to other parts of the screen.
Namely, if I move my face:
Up - the box goes left
Down - the box goes right
Right - the box goes upwards
Left - the box goes down
I seem to have incorrectly mapped the values when scaling the coordinates. Android docs provide this method of converting using a matrix, but it is rather confusing and I have no idea what it is doing. Can anyone provide some code on the correct way of converting Camera.Face coordinates to View coordinates?
Here's the code for my ScaleFacetoView() method.
public void ScaleFacetoView(Face[] data, int width, int height, TextView a){
//Extract data from the face object and accounts for the 1000 value offset
mLeft = data[0].rect.left + 1000;
mRight = data[0].rect.right + 1000;
mTop = data[0].rect.top + 1000;
mBottom = data[0].rect.bottom + 1000;
//Compute the scale factors
float xScaleFactor = 1;
float yScaleFactor = 1;
if (height > width){
xScaleFactor = (float) width/2000.0f;
yScaleFactor = (float) height/2000.0f;
}
else if (height < width){
xScaleFactor = (float) height/2000.0f;
yScaleFactor = (float) width/2000.0f;
}
//Scale the face parameters
mLeft = mLeft * xScaleFactor; //X-coordinate
mRight = mRight * xScaleFactor; //X-coordinate
mTop = mTop * yScaleFactor; //Y-coordinate
mBottom = mBottom * yScaleFactor; //Y-coordinate
}
As mentioned above, I call the custom view like so:
#Override
public void onFaceDetection(Face[] arg0, Camera arg1) {
if(arg0.length == 1){
//Get aspect ratio of the screen
View parent = (View) mRectangleView.getParent();
int width = parent.getWidth();
int height = parent.getHeight();
//Modify xy values in the view object
mRectangleView.ScaleFacetoView(arg0, width, height);
mRectangleView.setInvalidate();
//Toast.makeText( cc ,"Redrew the face.", Toast.LENGTH_SHORT).show();
mRectangleView.setVisibility(View.VISIBLE);
//rest of code
Using the explanation Kenny gave I manage to do the following.
This example works using the front facing camera.
RectF rectF = new RectF(face.rect);
Matrix matrix = new Matrix();
matrix.setScale(1, 1);
matrix.postScale(view.getWidth() / 2000f, view.getHeight() / 2000f);
matrix.postTranslate(view.getWidth() / 2f, view.getHeight() / 2f);
matrix.mapRect(rectF);
The returned Rectangle by the matrix has all the right coordinates to draw into the canvas.
If you are using the back camera I think is just a matter of changing the scale to:
matrix.setScale(-1, 1);
But I haven't tried that.
The Camera.Face class returns the face bound coordinates using the image frame that the phone would save into its internal storage, rather than using the image displayed in the Camera Preview. In my case, the images were saved in a different manner from the camera, resulting in a incorrect mapping. I had to manually account for the discrepancy by taking the coordinates, rotating it counter clockwise 90 degrees and flipping it on the y-axis prior to scaling it to the canvas used for the custom view.
EDIT:
It would also appear that you can't change the way the face bound coordinates are returned by modifying the camera capture orientation using the Camera.Parameters.setRotation(int) method either.

RelativeLayout for Android?

So I have been experimenting today with making an Android Application, but I have tried the LineairLayout to make a welcom screen for my application, but I cannot get it right..
So I tried RelativeLayout and I saw I can move my ImageViews and buttons to everywhere. So my question is if I will move the items to places like center, bottom left and bottom right. Would this be a problem or all phones since not all phones have the same dimensions?
public class WelcomeActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.welcome_screen_relative);
final ImageView logo = (ImageView) findViewById(R.id.myImageView);
DisplayMetrics metrics = Resources.getSystem().getDisplayMetrics();
int displayHeight = metrics.heightPixels;
int displayWidth = metrics.widthPixels;
float scaledDensity = metrics.scaledDensity;
BitmapFactory.Options dimensions = new BitmapFactory.Options();
dimensions.inJustDecodeBounds = true;
Bitmap mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.log, dimensions);
int imageHeight = dimensions.outHeight;
int imageWidth = dimensions.outWidth;
float percentageToMoveViewDown = (float) 20.0;
float viewY_float = (float) ((displayHeight / 100.0) * percentageToMoveViewDown);
int viewY_int = Math.round(viewY_float);
RelativeLayout.LayoutParams view_Layout_params = new RelativeLayout.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT);
view_Layout_params.topMargin = viewY_int;
logo.setLayoutParams(view_Layout_params);
logo.getLayoutParams().height = imageHeight;
logo.getLayoutParams().width = imageWidth;
}
Thats depends. If you give objects a fixed size of course it will. for dp/dpi make sure to test it in Emu or real devices. You can also create density and orientation specific layout to support many screens. Consider that there are not only changes in size but also aspect ration and resolution and DPI.
For most apps RelativeLayout is might be the right approach.
You can read an excelent article about it here: http://developer.android.com/guide/practices/screens_support.html
If the items have fixed sizes you always will have trouble with some phones. For the big ones it may be too small, for the small ones too big...
In my experience Androids small/normal/large screens won't help you much for configuring, since the differences are just too big.
If you want to make sure everything sits where it belongs to, you could get the device metrics. That way you don't even need to rely on center, but you can work with percentages to place everything where you want it to be. Plus you can set the sizes in percentage, which is great. Like you could say I want a button thats width is 50% of the screen, no matter how large the screen is. Its more work (maybe even overkill), but I really like that approach. Once you figured it out its basically just a bit copy paste at the start of your classes.
Example:
DisplayMetrics metrics = Resources.getSystem().getDisplayMetrics();
int displayHeight = metrics.heightPixels;
int displayWidth = metrics.widthPixels;
float scaledDensity = metrics.scaledDensity;
//move some View 20% down:
float percentageToMoveViewDown = (float) 20.0;
float viewY_float = (float) ((displayHeight / 100.0) * percentageToMoveViewDown);
int viewY_int = Math.round(viewY_float);
RelativeLayout.LayoutParams view_Layout_params = new RelativeLayout.LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
view_Layout_params.topMargin = viewY_int;
view.setLayoutParams(view_Layout_params);
//even works with text size for a TextView:
float percentageToResizeTextViewTextSize = (float) 3.1;
float textViewTextSize_float = (float) ((displayHeight / 100.0) * percentageToResizeTextViewTextSize);
int textViewTextSize_int = Math.round(textViewTextSize_float / scaledDensity);
textView.setTextSize(textViewTextSize_int);
Just a side note for the overkill thing: This should be only necessary if you want to support small devices (they mostly run something like android 2.3, but still are sold as budget phones) and big devices as well, but the trouble with the big ones is not as big as the trouble with the small ones. I personally rather put more effort in it than less, you never know.
Edit: ImageView by code
The easiest way is to do it hybridly, using xml and code. Note that you will have to change width and height if you set it to 0 in xml like in the following example.
Just place it in the xml where you would anyways, somewhere in your RelativeLayout.
In your xml:
<ImageView
android:id="#+id/myImageView"
android:layout_width="0dp"
android:layout_height="0dp" />
In your Code:
ImageView myImageView = (ImageView)findViewById(R.id.myImageView);
You now can work with that myImageView as I did it with view and textView. You can even set the image right here in code.
This imageView with the size of 0,0 is now placed where it would have been before. Now you could set the width to like 50% of the screenwidth and the height to...lets say 40% of the screen height. Then You would need to place it. If you want to center it you know that there must be 25% of the screen on each side, so you can add 25% as left and right margin.
Edit 2: maintain original imagesize
If you want to keep the original size of a image in your drawables, you can get its width and height like this:
BitmapFactory.Options dimensions = new BitmapFactory.Options();
dimensions.inJustDecodeBounds = true;
Bitmap mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.yourImageName, dimensions);
int imageHeight = dimensions.outHeight;
int imageWidth = dimensions.outWidth;
Now that you have that, you could use it to calculate the aspect ratio to keep it.
Now since you know the devices width and height, you can easily calculate how much of the screen this image will need.(imageheight/screenheight*100 = your percentage of the screen you want the imageviews height to be). So the Height you set to the imageview would be displayHeight / 100 * (imageHeight / displayHeight * 100).
How to place that?
Now if you take a Screenheight of 100 and a imageheight of 80 you get 80%. You would now take this percentage and divide it from 100. Divide that /2 and you know how much space you would have as top and bottom margins if you wanted it to be placed in the middle of the screen (you would have to do the same for width).
Caution: If you don't want it to be relative to the screensize but the original size, that percentage approach is kind of pointless. If you do to your image what I just described, it may still be too big for small devices and too small for big ones. Instead you could think about what percentage would look good in proportion to the rest of the stuff on the screen and resize it to that, since it would have that relative size on all devices.
Edit 3:
Since you load the image in original size, it will be small on big devices if it is a small image.
//first you need to know your aspect ratio.
float ratio = imageWidth / imageHeight;
//lets say you wanted the image to be 50% of the screen:
float percentageToResizeImageTo = (float) 50.0;
float imageX_float = (float) ((displayHeight / 100.0) * percentageToResizeImageTo);
int imageX_int = Math.round(imageX_float);
//now you know how much 50% of the screen is
imageWidth = imageX_int;
imageHeight = imageWidth * ratio;
RelativeLayout.LayoutParams view_Layout_params = new RelativeLayout.LayoutParams(imageHeight, imageWidth);
view_Layout_params.topMargin = viewY_int;
logo.setLayoutParams(view_Layout_params);
logo.setScaleType(ImageView.ScaleType.Fit_XY);

Scale a view and its layered subviews relatively

(This is somewhat a follow-up on Android: How do you scale multiple views together?)
My task is to port an iPhone / iPad app on Android that consists of a simple image view on which animations are layered on top in absolute positions. While this sounds rather easy on iOS where you only have to target a few possible screen sizes, it gets rather messy with Android.
My current setup is this: A RelativeLayout in which I place my main (background) image on left = 0, top = 0 and multiple ViewFlipper instances used as "animation containers" that are positioned relatively to the upper left corner of the parent layout instance.
This approach has two basic problems:
The positioned "animations" are mis-positioned as soon as the actual size of the layout does not match the size of the main background image.
The positioned "animations" are also mis-sized, because since they usually have "enough space" around themselves, Android doesn't scale them to fit into the RelativeLayout (nor would it scale them relatively to the original background.
Since the animations itself must be interactive, its not a solution to place and position all of the animations on a transparent layer that has the same size as the main (background) image, as they'd overlap each other and only the upper-most would be interactive at all.
I thought of different solutions:
To get the the scale factor of the main image, I could retrieve its measuredWidth and measuredHeight and set this into relation of the original width and height of the view. Then I'd use this scale factor for custom positioning and eventually custom scaling. But, apparently the measuredWidth/-Height properties are only set during the onMeasure() call and this is called after the component tree was built, so I don't know if this solution is feasible at all.
Implement my own layout manager and scale / position the views accordingly. I had a look at the implementation of RelativeLayout, but have to admit that the onMeasure() method scares me a bit.
What would you do in my case? Is there anything I haven't yet taken into account?
Thanks in advance.
Well, answering my own question - here is the way I resolved the issue:
I placed the background image on the top of my ImageView with ImageView.setScaleType(ScaleType.FIT_START)
I calculated the scale factor of my background image like so:
WindowManager mgr = (WindowManager) context
.getSystemService(Context.WINDOW_SERVICE);
DisplayMetrics metrics = new DisplayMetrics();
mgr.getDefaultDisplay().getMetrics(metrics);
Drawable image = context.getResources().getDrawable(R.drawables.someImage);
float scale = metrics.widthPixels / (float) image.getIntrinsicWidth();
Finally, I used this scale in a custom ImageView class that loads the overlays to position and scale the view properly:
public class OverlayImage extends ImageView
{
private int imgWidth, imgHeight;
private final float scale;
public OverlayImage(Context context, int xPos, int yPos, float scale)
{
super(context);
this.scale = scale;
LayoutParams animParams = new LayoutParams(LayoutParams.WRAP_CONTENT,
LayoutParams.WRAP_CONTENT);
animParams.addRule(RelativeLayout.ALIGN_PARENT_LEFT);
animParams.addRule(RelativeLayout.ALIGN_PARENT_TOP);
animParams.leftMargin = (int) (scale * xPos);
animParams.topMargin = (int) (scale * yPos);
setLayoutParams(animParams);
Drawable dr = context.getResources().getDrawable(R.id.someImage);
setBackgroundDrawable(dr);
imgWidth = dr.getIntrinsicWidth();
imgHeight = dr.getIntrinsicHeight();
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec)
{
setMeasuredDimension((int) (scale * imgWidth),
(int) (scale * imgHeight));
}
}
I lately needed to do something similar, i also had to port a IPad app to android, the screen had many images that had to be in specific locations.
I solved this slightly differently, absolute layout, and run through all the views and set the coordinated and size of each.
//This gets the scale of the screen change:
DisplayMetrics displaymetrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(displaymetrics);
Drawable image = getResources().getDrawable(R.drawable.background_image);
float scaleW = displaymetrics.widthPixels / (float)image.getIntrinsicWidth();
float scaleH = displaymetrics.heightPixels / (float)image.getIntrinsicHeight();
//And this scales each view accordingly:
for(int i = 0; i < mainLayout.getChildCount(); i++)
{
View v = mainLayout.getChildAt(i);
v.setLayoutParams(new AbsoluteLayout.LayoutParams(
Math.round(scaleW * v.getMeasuredWidth()),
Math.round(scaleH * v.getMeasuredHeight()),
Math.round(scaleW * ((AbsoluteLayout.LayoutParams)v.getLayoutParams()).x),
Math.round(scaleH * ((AbsoluteLayout.LayoutParams)v.getLayoutParams()).y)));
}

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