How to draw cleverly a complex shape in Android - android

I'm working on a university project in which I need to visualize on a smartphone datas from pressure sensors built in an insole.
I need to draw on a View, as a background, a footprint, something like the image below but just for one foot.
I don't want to use a static image because with different screens resolution it could lose too much quality, so I'm trying to do it by code.
The main problem is that I'm not very skilled in graphic programming so I have not a smart approach to this problem.
The first and only idea that I had was to take the insole's CAD representation, with its real dimensions, scale it in function of screen's ones and put it together using simple shapes (arc, circle, ecc...) available in Android.
In this way I'm creating a Path which will compose the whole footprint, once I will draw it with a Canvas.
This method will let me to do the work but is awful and needs an exceptional amount of work and time to set every part.
I have searched for some similar questions but I haven't found anything to solve my problem.
Is there (of course there is) a smarter way to do this stuff, saving time and energies?
Thank you

of course, you can always use open gl es
this method might not save your time and energy but will give you a better graphic and scope to improve it for later purpose
the concept is to create a float buffer with all the points of your footwear and then draw is with connected lines on a surfaceView
to get started with open gl es you can use this tutorial : https://developer.android.com/guide/topics/graphics/opengl.html
and here is an example : https://developer.android.com/training/graphics/opengl/index.html

Related

LibGdx Dynamic (Runtime) Textures

I am drawing some dots to represent players of two teams on a map.
Each team has its own colour.
Important to note that the dot contains two circles, outer border and a inner fill so there will be two colours, with the border always being the same.
It makes sense for me to generate this at runtime rather than packing a texture for each combination.
Upon research, there seems to many ways to achieve this but each has a associated problem
ShapeRenderer
ShapeRenderer is for debugging purposes and should not be used for usual drawing as stated by a LibGdx developer here
http://badlogicgames.com/forum/viewtopic.php?t=8573&p=38930
For this reason I avoided using this
Pixmap
This was very promising, I liked the idea that I could just generate two textures and re-use them for each sprite. The biggest problem with this is that Textures made via Pixmap are un-managed so if the OpenGL context is lost and regained (This can be easily reproduced in an Android application, if the user backgrounds the app and restores it from foreground). I am primarily targetting Android so this an issue for me
Texture Re-Colour
Was thinking I could create a grey scale dot and re-colour it but since my asset has two parts to it, I am not sure how I could selectively choose the inner circle and fill it.
Question 1 How Do I Restore Pixmap Texture On Context Loss?
I have not found an example which details how to do this? I assume it is going to be done in the resume lifecycle callback but what do I need to do?
Question 2 Alternative Way?
Is there an alternative way for my issue perhaps?
Thanks for reading!
Load just one texture with white circle. Use SpriteBatch to draw players: first call batch.setColor(borderColor) and draw the circle Texture with outer radius, then call batch.setColor(fillColor) and draw it with inner radius. Sure there is a some performance impact because of drawing fill part twice, but if circles are small enough the impact is going to be negligible.

Motion to draw numbers on android

im new to this android things. And i have to develop an application that can help an autism to learn numbers. I have a few ideas and I've been trying to learn and implement the code. But it's failed. The question is how can i apply the motion code or sprite to draw a numbers or letter? For example like this, i wanna make the penguin move through the line and draw a number nine.
There is example from mybringback.com which is the image move to draw a rectangle. How can i implement it to draw a number? Im sorry if i asking too much, i just trying to get some ideas.
I think that you should first build an utility program, in order to create the "path vector".
What I mean by path vector is simply a vector of Points (where a point has x value, and y value). And your utility should let you draw whatever you want, with a simple pen. You should draw on surface and store points when mouse is down, and ignore points when mouse is up.
Then, in the main program, you will just have to read at the path of your number/letter.
I've tried to implement something like this for the Sugar OLPC platform, without serializing path into files : I was able to draw, and to view the animation. And I used the process I've just described you.
Hope it can help you.
P.S : I used the word mouse, but you guessed that I talk about finger ...
There are various ways to achieve animation effects. One approach that is quite versatile involves creating a custom View or SurfaceView in which you Override the onDraw method. Various tutorials can be found on this; the official Android discussion of it is here:
http://developer.android.com/guide/topics/graphics/2d-graphics.html#on-view
Your implementation will look something like this:
// Find elapsed time since previous draw
// Compute new position of drawable/bitmap along figure
// Draw bitmap in appropriate location
// Add line to buffer containing segments of curve drawn so far
// Render all segments in curve buffer
// Take some action to call for the rendering of the next frame (this may be done in another thread)
Obviously a simplification. For a very simplistic tutorial, see here:
http://www.techrepublic.com/blog/software-engineer/bouncing-a-ball-on-androids-canvas/1733/
Note that different implementations of this technique will require different levels of involvement by you; for example, if you use a SurfaceView, you are in charge of calling the onDraw method, whereas subclassing the normal View lets you leave Android in charge of redrawing (at the expense of limiting your ability to draw on a different thread). In this respect, Google remains your friend =]

Using View objects to make simple Android-game

I'm making a board for Android. I use .png images for the board (background) and checker pieces. Basically, it's a game where the graphics are updated upon touch events. It's a school-assignment so I have to use View implementations. For the graphics I've considered two options:
Making a whole "BoardView" class (that extends View) and draw all the graphic components directly on the canvas using onDraw(canvas).
Using ImageView objects to represent each checker piece and the board and putting them on a Layout.
My intuition tells me to use the first method. But my thoughts are that I want to use the pre-implemented TranslateAnimation when a checker is moved. From my understandings; this forces me to use the second method, since I can't animate a Drawable.
Now, to the question: what method is best for me? And if the second; which Layout is preferred to use? I want to be able to overlap the checkers over the board image and compare the ImageView objects' positions to each other to determine where to put the checkers on the board.
Regarding to your simple requirement, I think you can adopt method 2.
Trust me, I have done this kind of stuff years ago, on a legacy linux platform. For these kind of simple game applications, you really do not need to bother with all the frame drawing stuff. Just stick with the existing UI widgets.
This is because the visible elements are all very simple, like cards, static images, blocks etc. You don't need to perform pixel drawing. I have tried to make tetris, mine sweep, and card match games. I even create simple visual effects for it using existing animation facility. That is very easy to do so.
And, of cause, as a software programmer, to write a game using the typical frame by frame approach is much more professional. But it depends on the requirements. Why not using less code to create more value?

Android Canvas Off Screen Drawing Performance

I'm developing an Android game using Canvas element. I have many graphic elements (sprites) drawn on a large game map. These elements are drawn by standard graphics functions like drawLine, drawPath, drawArc etc.
It's not hard to test if they are in screen or not. So, if they are out of the screen, i may skip their drawing routines completely. But even this has a CPU cost. I wonder if Android Graphics Library can do this faster than I can?
In short, should I try to draw everything even if they are completely out of the screen coordinates believing Android Graphics Library would take care of them and not spend much CPU trying to draw them or should I check their drawing area rectangle myself and if they are completely out of screen, skip the drawing routines? Which is the proper way? Which one is supposed to be faster?
p.s: I'm targeting Android v2.1 and above.
From a not-entirely-scientific test I did drawing Bitmaps tiled across a greater area than the screen, I found that checking beforehand if the Bitmap was onscreen doesn't seem to make a considerable different.
In one test I set a Rect to the screen size and set another Rect to the position of the Bitmap and checked Rect.intersects() before drawing. In the other test I just drew the Bitmap. After 300-ish draws there wasn't a visible trend - some went one way, others went another. I tried the 300-draw test every frame, and the variation from frame to frame was much greater than difference between checked and unchecked drawing.
From that I think it's safe to say Android checks bounds in its native code, or you'd expect a considerable difference. I'd share the code of my test, but I think it makes sense for you to do your own test in the context of your situation. It's possible points behave differently than Bitmaps, or some other feature of your paint or canvas changes things.
Hope that help you (or another to stumble across this thread as I did with the same question).

How to use SurfaceView to draw a single complex image

I am creating an Android App that produces random images based on complex mathematical expressions. The color of a pixel depends on its location and the expression chosen. (I have seen many iPhone apps that produce "random art" but relatively few Android apps.)
It takes 5 to 15 seconds for the image to be drawn on a Nexus S dev phone.
To keep the UI thread responsive this seems like the purpose of the SurfaceView class. Almost all the examples of SurfaceView deal with animation, not a single complex image. Once the image is done being drawn / rendered I won't change it until the user
So, is SurfaceView the right component to use? If so, can I get a callback from the SurfaceView or its internal thread when it is done drawing when it is done rendering the image? The callback is so I know it is okay to switch the low resolution and blocky version of the image art with the high resolution one?
Is there an alternative to SurfaceView that is better for complex rendering of single images. (Not animation.)
Cheers!
If all you want to do is render a single complex image on another thread to keep the UI responsive, then after it's done rendering actually draw it, you might consider just doing this in the standard keep-work-off-the-UI-thread way by using something like an AsyncTask. It's not like you're doing compositing or anything that really is GPU-specific (unless as others have suggested you can offload the actual rendering calculations to the GPU).
I would at least experiment with simply building an array representing your pixels in an AsyncTask then when you're done, create a bitmap with it using setPixels and set the source of an ImageView to that bitmap.
If on the other hand you want your image to appear pixel by pixel, then maybe SurfaceView might be a reasonable choice, in which case it'll basically be an animation so you can follow other tutorials. There's some other setup, but the main thing would be to override onDraw and then you'll probably have to use Canvas.drawPoint to draw each pixel.

Categories

Resources