I want to create graph (with edges and vertices), to implement a problem called 3-color. I just need a little guidance on how to start, should i use a multiple views and draw each view as a circle, and then how can i connect lines (edges) between the views? should i work with pixels all the time or there is another way, more simple one because calculate pixels when dealing with big graphs (more than 10 vertices) is complicated.
thanks.
What you want is called drawing on Canvas.
As a basic example you can see this code, which will create 2 vertices and an edge connecting them:
public class MyView extends View {
private final Paint p;
private final Path path;
private final Point point1;
private final Point point2;
public MyView(Context context) {
super(context);
p = new Paint(Paint.ANTI_ALIAS_FLAG);
p.setStrokeWidth(10);
path = new Path();
point1 = new Point(200, 300);
point2 = new Point(700, 800);
}
#Override
protected void onDraw(Canvas canvas) {
// draw first vertex
p.setStyle(Paint.Style.FILL);
p.setColor(Color.GREEN);
canvas.drawCircle(point1.x, point1.y, 15, p);
// draw the edge
path.reset();
path.moveTo(point1.x, point1.y);
path.lineTo(point2.x, point2.y);
p.setStyle(Paint.Style.STROKE);
p.setColor(Color.CYAN);
canvas.drawPath(path, p);
// draw second vertex
p.setStyle(Paint.Style.FILL);
p.setColor(Color.BLUE);
canvas.drawCircle(point2.x, point2.y, 15, p);
}
}
Which will result in this:
I found this library which is a good source:
https://github.com/LordVulkan/Graphs
Related
I am new to Android and I am developing a sample project on drawing lines. I want to draw a curved or elevated line connecting two points (x1,y1 and x2,y2). I tried canvas.drawArc() method, but the RectF values inside the drawArc method is just the x,y center points of circle. It is giving me an arc between my two points. But I want a curved line exactly connecting my two points. Can somebody help me? Thanks in advance.
Declare this method inside onDraw method:
private void drawOvalAndArrow(Canvas canvas){
Paint circlePaint = new Paint();
circlePaint.setStyle(Paint.Style.FILL_AND_STROKE);
circlePaint.setAntiAlias(true);
circlePaint.setStrokeWidth(2);
circlePaint.setColor(Color.CYAN);
float centerWidth = canvas.getWidth()/2; //get center x of display
float centerHeight = canvas.getHeight()/2; //get center y of display
float circleRadius = 20; //set radius
float circleDistance = 200; //set distance between both circles
//draw circles
canvas.drawCircle(centerWidth, centerHeight, circleRadius, circlePaint);
canvas.drawCircle(centerWidth+circleDistance, centerHeight, circleRadius, circlePaint);
//to draw an arrow, just lines needed, so style is only STROKE
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setColor(Color.RED);
//create a path to draw on
Path arrowPath = new Path();
//create an invisible oval. the oval is for "behind the scenes" ,to set the path´
//area. Imagine this is an egg behind your circles. the circles are in the middle of this egg
final RectF arrowOval = new RectF();
arrowOval.set(centerWidth,
centerHeight-80,
centerWidth + circleDistance,
centerHeight+80);
//add the oval to path
arrowPath.addArc(arrowOval,-180,180);
//draw path on canvas
canvas.drawPath(arrowPath, circlePaint);
//draw arrowhead on path start
arrowPath.moveTo(centerWidth,centerHeight ); //move to the center of first circle
arrowPath.lineTo(centerWidth-circleRadius, centerHeight-circleRadius);//draw the first arrowhead line to the left
arrowPath.moveTo(centerWidth,centerHeight );//move back to the center
arrowPath.lineTo(centerWidth+circleRadius, centerHeight-circleRadius);//draw the next arrowhead line to the right
//same as above on path end
arrowPath.moveTo(centerWidth+circleDistance,centerHeight );
arrowPath.lineTo((centerWidth+circleDistance)-circleRadius, centerHeight-circleRadius);
arrowPath.moveTo(centerWidth+circleDistance,centerHeight );
arrowPath.lineTo((centerWidth+circleDistance)+circleRadius, centerHeight-circleRadius);
//draw the path
canvas.drawPath(arrowPath,circlePaint);
}
Also this will find the two sides of the screen (Landscape mode) and will draw a perfect curve across the screen
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
PointF mPoint1 = new PointF(w/1.2F, h/1.2F);
PointF mPoint2 = new PointF(w/24, h/1.2F);
Path myPath1 = new Path();
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setStyle(Style.STROKE);
paint.setStrokeWidth(2);
paint.setColor(Color.WHITE);
myPath1 = drawCurve(canvas, paint, mPoint1, mPoint2);
canvas.drawPath(myPath1, paint);
}
private Path drawCurve(Canvas canvas, Paint paint, PointF mPointa, PointF mPointb) {
Path myPath = new Path();
myPath.moveTo(63*w/64, h/10);
myPath.quadTo(mPointa.x, mPointa.y, mPointb.x, mPointb.y);
return myPath;
}
Useful references on painting in android:
How to draw Arcs in Android using canvas?
Basic Painting with Views
It might not be what u want, but take a look at http://developer.android.com/reference/android/graphics/Path.html more precisely at moveTo, lineTo, quadTo and cubicTo. (The last 2 methods will draw bezier curves, either quadratic or cubic. If u don't know what those are, take a look at http://en.wikipedia.org/wiki/B%C3%A9zier_curve You only need to understand the parameters of the funcion, not the math behind it). For your purpose you can do like this:
Path mPath;
Paint paint;
mPath = new Path();
mPath.moveTo(x1, y1);
mPath.cubicTo(anchor1_x, anchor1_y, anchor2_x, anchor2_y, x2, y2); /*the anchors you want, the curve will tend to reach these anchor points; look at the wikipedia article to understand more */
paint = new Paint();
paint.setColor(0xFFFFFFFF);
paint.setAntiAlias(true);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(width); //the width you want
canvas.drawPath(mPath, paint);
I want to move a bitmap image along consecutive coordinates in SurfaceView. I have a bitmap myBall drawn in the coordinate (x1, y1) on a SurfaceView as follows (partial code)(
public class MainSurfaceView extends SurfaceView implements Runnable {...
...
#Override
public void run() {
while (isRunning) {
if (!myHolder.getSurface().isValid())
continue;
Canvas canvas;// Define canvas to paint on it
canvas = myHolder.lockCanvas();
//Draw full screen rectangle to hold the floor map.
Rect dest = new Rect(0, 0, getWidth(), getHeight());
Paint paint = new Paint();
paint.setFilterBitmap(true);
canvas.drawBitmap(bgImage, null, dest, paint);
//This is the ball I want to move
canvas.drawBitmap(myBall, x1, y1, null);
myHolder.unlockCanvasAndPost(canvas);
}
}
Now I want to move it to (x2, y2) then (x3, y3) and ... as many as needed and one after the other. I have tried to use TranslateAnimation but couldn't do it.
I have figured out how to animate using a coordinates. I will explain what I did hopping that it will be helpful to others:
First I saved the coordinates as Point object
List<Point> point_list = new ArrayList<Point>();
point_list.add(new Point(x_value, y_value));//Add the x and y coordinates to the Point\
Leave implementing Runnable and use onDraw() method instead of run() method as follows:
public class MainSurfaceView extends SurfaceView {...
....
#Override
protected void onDraw(Canvas canvas) {
// Draw full screen rectangle to hold the floor map.
Rect fArea = new Rect(0, 0, getWidth(), getHeight());
Paint paint = new Paint();
paint.setFilterBitmap(true);
// draw the paint on the rectangle with the floor map
canvas.drawBitmap(bgImage, null, fArea, paint);
// Get the coordinates of x & y as Point object
List<Point> myPoints = point_list;
// Start printing myBall on the floor (view)
try {
if (index < myPoints.size()) {
// Increment the value of index and use it as index for the point_list
index++;
}
// Print myBall in each coordinates of x & y using the index
canvas.drawBitmap(myBall, myPoints.get(index).x, myPoints.get(index).y, null);
} catch (IndexOutOfBoundsException e) {
// TODO: handle exception
}
}
I use try and catch to avoid IndexOutOfBoundryExeption
Cheers!
I think this might be what you're after. What you're trying to do is tween the bitmap and there are a few ways you can do that. There is also the ViewPropertyAnimator, which can animate an entire view.
What steps are required to create a shape e.g. rectangle with a shadow from scratch using a Canvas?
Adding a shadow layer to the paint used to draw the rectangle yielded no success.
No need for a Bitmap, just needed to set the layer type to LAYER_TYPE_SOFTWARE the original approach worked.
public class TestShapeShadow extends View
{
Paint paint;
public TestShapeShadow(Context context)
{
super(context);
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setShadowLayer(12, 0, 0, Color.YELLOW);
// Important for certain APIs
setLayerType(LAYER_TYPE_SOFTWARE, paint);
}
#Override
protected void onDraw(Canvas canvas)
{
canvas.drawRect(20, 20, 100, 100, paint);
}
}
I followed the ideas in #pskink's answer and found a solution.
I put the code snippet here for anyone in need.
public class MyViewWithShadow extends View {
Paint paint;
int mainColor;
int shadowColor;
// shadow properties
int offsetX = -25;
int offsetY = 30;
int blurRadius = 5;
public MyViewWithShadow(Context context)
{
super(context);
mainColor = Color.RED;
shadowColor = Color.BLACK; // this color can also have alpha
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStyle(Paint.Style.FILL);
}
#Override
protected void onDraw(Canvas canvas)
{
// Create paint for shadow
paint.setColor(shadowColor);
paint.setMaskFilter(new BlurMaskFilter(
blurRadius /* shadowRadius */,
BlurMaskFilter.Blur.NORMAL));
// Draw shadow before drawing object
canvas.drawRect(20 + offsetX, 20 + offsetY, 100 + offsetX, 100 + offsetY, paint);
// Create paint for main object
paint.setColor(mainColor);
paint.setMaskFilter(null);
// Draw main object
canvas.drawRect(20, 20, 100, 100, paint);
}
}
[Link is now broken:]
If you wonder what shadow properties are, you can refer to this tester:
https://okawa-h.github.io/box-shadow_tester/~
create. a Path, add some elements to it
set BlurMaskFilter to a Paint
draw a path with dx, dy shadow offset
unset mask filter
draw a path again with no. offset
I have made a paint app in which i have used ImageView in layout to show image that can be taken from camera or gallery.I want to draw transparent line over image so that image can be seen after drawing.please help me.
Thanks for support
I have used the code to make draw line transparent is :
myPaint.setAlpha(50);
My code is:
protected void onDraw(Canvas canvas) {
Toast.makeText(PaintScreen.this, "onDraw is called", Toast.LENGTH_SHORT).show();
// myPaint.setAlpha(100);
canvas.drawBitmap(PaintScreen.this.localBitmap, 0,0,null);
// canvas.drawPath(myPath, paintBlur);
canvas.drawPath(myPath, myPaint); Log.i("OnDRAWING", "REACH ON DRAW"); }
public class CustomView extends ImageView {
private float mX, mY;
public CustomView(Context context) {
super(context);
localBitmap = Bitmap.createBitmap(myBitmap.getWidth(), myBitmap.getHeight(), Config.ARGB_8888);
myCanvas = new Canvas(localBitmap);
myPaint = new Paint(); setPaintForDraw(paintcolor, false, 30);
setFocusable(true);
setFocusableInTouchMode(true); myPath = new Path();
}
}
private void setPaintForDraw(int color, boolean eraseMode, int brushSize) {
//myPaint.setAlpha(100);
myPaint.setAntiAlias(true);
myPaint.setDither(true);
myPaint.setStyle(Paint.Style.STROKE);
myPaint.setColor(color);
myPaint.setStrokeCap(Paint.Cap.ROUND);
myPaint.setStrokeJoin(Paint.Join.ROUND);
myPaint.setStrokeWidth(brushSize);
myPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
if (eraseMode) {
myPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
}
else { myPaint.setXfermode(null); }
}
see this thread How to maintain multi layers of ImageViews and keep their aspect ratio based on the largest one?, here you can use multiple Draeable layers that are drawn over the image
First, you have to check that your Bitmap is mutable. If it is not, make a copy of it. And here is how you can draw a line on your image:
Bitmap copyBmp = yourBMP.copy(Bitmap.Config.ARGB_8888, true); //Copy if yourBMP is not mutable
Canvas canvas = new Canvas(copyBmp);
Paint paint = new Paint();
paint.setAlpha(50); //Put a value between 0 and 255
paint.setColor(Color.GRAY); //Put your line color
paint.setStrokeWidth(5); //Choose the width of your line
canvas.drawLine(startX, startY, stopX, stopY, paint); //Set the coordinates of the line
Now, if you display copyBmp, you should see a line drawn over it.
I've this custom class that extends the Overlay that is being added into my mapview. i have just one of this class that adds all my polygon and text into this overlay class. However this results in a very slow mapview. I added a draw integer and tested out that this class will draw 84 times each time the ondraw function is being called. Is there any solution that will help to reduce the loading speed of the mapview? Right now the mapview is very slow, each time i move left right or even zoom will be very slow. looking at the android catlog, it seems to me that overlay class ondraw is being called everysecond? should i be looking at another type of layer instead of using overlay?
#Override
public void draw(Canvas canvas, MapView mapView, boolean shadow)
{
shadow=false;
int numberofdraw= 0;
//outline
Paint paint = new Paint();
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStrokeWidth(2);
//paint.setColor(0x10000000);
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.STROKE);
paint.setAntiAlias(true);
Point point1_draw = new Point();
for (int i =0;i<data.getCustomPolygonList().size();i++)
{
CustomPolygon customPolygon= data.getCustomPolygonList().get(i);
Path path = new Path();
path.setFillType(Path.FillType.EVEN_ODD);
for(int n=0;n<customPolygon.getCorrdinateList().size();n++)
{
GeoPoint sector1 = new GeoPoint((int)(customPolygon.getCorrdinateList().get(n).getLatitude()*1e6), (int)((customPolygon.getCorrdinateList().get(n).getLongitude())*1e6));
if(n==0){
mapView.getProjection().toPixels(sector1, point1_draw);
path.moveTo(point1_draw.x,point1_draw.y);
}else
{
mapView.getProjection().toPixels(sector1, point1_draw);
path.lineTo(point1_draw.x,point1_draw.y);
}
}
path.close();
canvas.drawPath(path, paint);
numberofdraw++;
// canvas.clipPath(path, Op.DIFFERENCE);
}
//inside sector color
for (int i =0;i<data.getCustomPolygonList().size();i++)
{
CustomPolygon customPolygon= data.getCustomPolygonList().get(i);
paint = new Paint();
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStrokeWidth(2);
paint.setColor(0x186666ff);
//paint.setColor(customPolygon.getColor());
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setAntiAlias(true);
point1_draw = new Point();
Path path = new Path();
path.setFillType(Path.FillType.EVEN_ODD);
for(int n=0;n<customPolygon.getCorrdinateList().size();n++)
{
GeoPoint sector1 = new GeoPoint((int)(customPolygon.getCorrdinateList().get(n).getLatitude()*1e6), (int)((customPolygon.getCorrdinateList().get(n).getLongitude())*1e6));
if(n==0){
mapView.getProjection().toPixels(sector1, point1_draw);
path.moveTo(point1_draw.x,point1_draw.y);
}else
{
mapView.getProjection().toPixels(sector1, point1_draw);
path.lineTo(point1_draw.x,point1_draw.y);
}
}
path.close();
numberofdraw++;
canvas.drawPath(path, paint);
}
//inside sector text
for (int i =0;i<data.getCustomPolygonList().size();i++)
{
CustomPolygon customPolygon= data.getCustomPolygonList().get(i);
TextPaint paintText = new TextPaint();
Point point1 = new Point();
String text=customPolygon.getName();
for(int n=0;n<customPolygon.getCorrdinateList().size();n++)
{
if(customPolygon.getTextLocation()!=null)
{
paintText.setTextSize(24);
Rect rect = new Rect();
paintText.getTextBounds(text, 0, text.length(), rect);
paintText.setTextAlign(Paint.Align.CENTER);
paintText.setTypeface(Typeface.DEFAULT_BOLD);
paintText.setColor(Color.BLACK);
GeoPoint sector1 = new GeoPoint((int)(customPolygon.getTextLocation().getLatitude()*1e6), (int)((customPolygon.getTextLocation().getLongitude())*1e6));
mapView.getProjection().toPixels(sector1, point1);
}
}
numberofdraw++;
canvas.drawText(text, point1.x, point1.y, paintText);
}
Log.e(Config.log_id,"draw no. "+ numberofdraw+"");
}
there are many ways you can improve it, I will suggest you one.
Buffering:
For each polygon create a new canvas and a new bitmap
Canvas myBufferCanvas;
Bitmap myBufferBitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
myBufferCanvas = new Canvas(myBufferBitmap);
Then only call draw when the polygon is change, call the draw with myBufferCanvas and then call drawBitmap on the true canvas.
The advantage of this method is performance, it will be extremely fast! The disadvantage is memory, if you have to many polygons, you can kill the device. Just try reusing them some home and you will be fine.
Just remember that you can apply any transformation to your buffered image without redrawing it.
I think you should be using a custom ItemizedOverlay to manage drawing items on your MapView. That aside, there are some changes you can make to your existing code which I'm sure would speed it up. In your draw() method you are creating new Paint objects each time, setting their properties and then disposing of them. Worse still, inside the draw() method you loop through the polygon list twice, creating more Paint objects or TextPaint objects. Instead, you can create one of each Paint object once when the Overlay is initialised and then re-use them in the loop. You may also be able to do everything in one loop.
Process the data, then build the paths and finally paint the paths on the map, see the response from TWiStErRob in this post.