Android drawing to bitmap canvas slow - android

Scenario is I have an ImageView that fills the phone screen. Every so often based on touch events I draw an offscreen bitmap and display it on the ImageView.
Code to do the display is
Bitmap b = Bitmap.createBitmap(Globals.screenWidth,Globals.screenHeight, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(b);
Then a bunch of paint settings, drawrects, and font outputs.
Once the bitmap/canvas is updated I show it onscreen by calling
ImageView iv = (ImageView)findViewById(R.id.mainView);
iv.setImageBitmap(b);
This works but is slow. There are not a lot of drawrects and font updates (maybe at most 100 drawrects and 5 or 6 lines of text), but it can take up to 400 ms for it to draw. When it should seem instant to the user when they touch the screen.
Any other ways of getting an offscreen bitmap and/or canvas to display FAST onscreen?

Related

Android: drawing on large bitmap, 2 layers, best way?

im working on an app, that displays large(around 2000x2000px) bitmap in imageview. This image has to be that large since user can pinch to zoom it in order to see some details. App has to be able to draw circles on that image, and also to display image alone, without circles on it. I was using 2 layers but the problem is memory since 2k x 2k px is around 16mb of memory, and creating another bitmap(another 16mb), just to draw a few circles, is pointless in my opinion. Is there any way, that you can draw simple primitives on image, and also be able to display it without primitives(circles in my case)?
Maybe somehow to store only modified pixels or sth?
Thanks!
You don't need to make another 2000x2000 Bitmap to draw those circles on. Just 'prerender' a circle, and then choose where you draw it.
I'm working under the assumption that you're drawing your 'big' image on a Canvas, since you have zooming features etc.
If you're not, you'll need to override your SurfaceView's onDraw(Canvas canvas) method so that you can access the SurfaceView Canvas. I won't go into depth about that part since again I'm assuming you have it, but if not the implementation of that function would look like this:
//Overriding SurfaceView onDraw(Canvas canvas)
#Override
protected void onDraw(Canvas surfaceCanvas) {
if(canvas == null) return; //No Canvas? No point in drawing then.
surfaceCanvas.drawColor(Color.BLACK);
//Draw your 'big' image on the SurfaceView Canvas
insertYourBigImageDrawingFunctionHere(surfaceCanvas);
//Now draw your circles at their correct positions...
insertCircleDrawingFunctionHere(surfaceCanvas);
}
Now that you have access to the SurfaceView Canvas, you can choose precisely how things are drawn on it. Like circles for example...
I want to draw your attention to the multiple Canvas' being used below (surfaceCanvas vs. circleCanvas). I once thought that Canvas was a kind-of 'one Canvas for the whole app/activity' implementation, but it isn't. You are free to create Canvas' as you please. It is merely an instance of a tool to draw onto Bitmaps. This was a HUGE revelation for me, and gave me much more robust control over how Bitmaps are composed.
public void myCircleDrawingFunction(Canvas surfaceCanvas){
//Make a new Bitmap for your circle
Bitmap.Config conf = Bitmap.Config.ARGB_4444;
tinyCircleBMP = Bitmap.createBitmap(10,10, conf);
//Make a new canvas using that Bitmap as the source...
Canvas circleCanvas = new Canvas(cacheBmp);
//Now, perform your drawing on the `Canvas`...
Paint p = new Paint();
circleCanvas.drawCircle(5, 5, 5, p);
//Now the `Bitmap` has a circle on it, draw the `Bitmap` on the `SufaceView Canvas`
surfaceCanvas.drawBitmap(tinyCircleBMP, 10, 10, p);
//Replace the '10's in the above function with relevant coordinates.
}
Now obviously, your circles will zoom/pan differently to your 'big' image, since they are no longer being drawn at the same size/position of the 'big' image. You will need to consider how to translate the positions of each circle taking into account the current scale and position of the 'big' image.
For example, if your image is zoomed in to 200%, and a circle is supposed to appear 100px from the left of the big image, then you should multiply the pixel values to take into account the zoom, like this
(PsuedoCode):
drawCircleAtX = Bitmap.left * BitmapZoomFactor
If you are using the canvas API (if not I would suggest to)? if so you are just draw your image on the canvas and then the primitive shapes on top of the same canvas before display. This way you just keep a reference of the circles position in some basic data types and scale them as the user moves around and zooms, so you know where to draw them each frame.

Loading images to specific coordinates in SCanvasView

I am creating an android application and am working with canvas bitmaps (specifically the Samsung SPen SDK). I currently have the functionality I want working working, but the way the loading is implemented makes the run-time too long.
What I have:
Saving: I am saving the canvas as a bitmap and splitting this bitmap into X smaller bitmaps of a specific size (saving only the sections with writing in them). There is no problem with the efficiency of this section.
Loading::
I then take the X number of smaller bitmaps and combine them to reform the original bitmap using canvas.drawBitmap(imgs[x][y], xCoordinate, yCoordinate, null) for all of the images that have writing in them(imgs[][] = array of bitmaps).
I then display this in the foreground of the canvas using the setclearImageBitmap(BitmapName) function in the SCanvasView class. This works fine besides the fact that loading the one large image into the foreground is taking ~90% of the run time.
private void loadCanvasImage(){
Bitmap bmOverlay = Bitmap.createBitmap(mSCanvas.getWidth(), mSCanvas.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bmOverlay);
int yCo = 0;
for(int yCount=0; yCount
}
Question:
I am wondering if there is a more efficient way to do this. Potentially by implementing this idea:
By adding multiple bitmaps to the canvas view (preferably foreground) at specific x,y coordinates (This may make it faster since the smaller bitmaps without writing on them will not have to be displayed).
Another method I failed to implement was to set the SCanvasView to the canvas containing the one large bitmap that I recreated. I did this by trying to override the onDraw(Canvas) method, and passing the canvas result of canvas.drawBitmap(imgs[x][y], xCoordinate, yCoordinate, null)

Fastest way to rotate big size bitmap

I am working with large size images and when I try to rotate them (applying matrix on the bitmap) a lot of seconds occurs.
I've seen that android system gallery can accomplish this task in a very fast manner instead. How is it possible?
I thought to perform the rotation on an asyncTask, applying only the ImageView rotation (which doesn't take long time) on the main thread, but if the app is killed before the asyncTask get to the end, the app fall in an inconsistent state.
This is my bitmap rotation code, which takes long time execution for large bitmaps:
Matrix mat = new Matrix();
mat.setRotate(90);
bMap = Bitmap.createBitmap(bMap, 0, 0, bMap.getWidth(), bMap.getHeight(), mat, true);
When doing modifications to a large image, create a low quality bitmap copy of it and use it for showing instant rotation or other editing effects. Once user is stopped motion (or left slider control) replace the low quality bitmap with the original image with same effects applied to it. This will significantly improve user experience. Try and let me know.
This might sound like a deviation from the original requirement- you can draw a rectangle instead of rotating the whole image in real time. In the end, what user needs is an indication of how much his image has rotated. This will be faster and can easily be done on UI thread without lag.
This is the simplest rotation on canvas code
canvas.save(); //save the position of the canvas
canvas.rotate(angle, X + (imageW / 2), Y + (imageH / 2)); //rotate the canvas
canvas.drawBitmap(imageBmp, X, Y, null); //draw the image on the rotated canvas
canvas.restore(); // restore the canvas position.

Save canvas drawings on bitmap?

I'm using a SurfaceView and canvas. Over time The canvas draws the same bitmap image but at different position. So every time the position of the bitmap moves, any drawings on the bitmap has to be be moved as well. So is there a way to just have the drawings on the bitmap image stay so that when the image moves(when canvas redraws the bitmap at a different location on screen), any drawings on the image moves with it as well?
You can setup a Bitmap to be the backing buffer for your canvas so that drawing to the canvas is, effective, drawing to that Bitmap. This way you can keep it around and do whatever you want with it.

How to blit() in android?

I'm used to handle graphics with old-school libraries (allegro, GD, pygame), where if I want to copy a part of a bitmap into another... I just use blit.
I'm trying to figure out how to do that in android, and I got very confused.
So... we have these Canvas that are write-only, and Bitmaps that are read-only? It seems too stupid to be real, there must be something I'm missing, but I really can't figure it out.
edit: to be more precise... if bitmaps are read only, and canvas are write only, I can't blit A into B, and then B into C?
The code to copy one bitmap into another is like this:
Rect src = new Rect(0, 0, 50, 50);
Rect dst = new Rect(50, 50, 200, 200);
canvas.drawBitmap(originalBitmap, src, dst, null);
That specifies that you want to copy the top left corner (50x50) of a bitmap, and then stretch that into a 150x150 Bitmap and write it 50px offset from the top left corner of your canvas.
You can trigger drawing via invalidate() but I recommend using a SurfaceView if you're doing animation. The problem with invalidate is that it only draws once the thread goes idle, so you can't use it in a loop - it would only draw the last frame. Here are some links to other questions I've answered about graphics, they might be of use to explain what I mean.
How to draw a rectangle (empty or filled, and a few other options)
How to create a custom SurfaceView for animation
Links to the code for an app with randomly bouncing balls on the screen, also including touch control
Some more info about SurfaceView versus Invalidate()
Some difficulties with manually rotating things
In response to the comments, here is more information:
If you get the Canvas from a SurfaceHolder.lockCanvas() then I don't think you can copy the residual data that was in it into a Bitmap. But that's not what that control is for - you only use than when you've sorted everything out and you're ready to draw.
What you want to do is create a canvas that draws into a bitmap using
Canvas canvas = new Canvas(yourBitmap)
You can then do whatever transformations and drawing ops you want. yourBitmap will contain all the newest information. Then you use the surface holder like so:
Canvas someOtherCanvas = surfaceHolder.lockCanvas()
someOtherCanvas.drawBitmap(yourBitmap, ....)
That way you've always got yourBitmap which has whatever information in it you're trying to preserve.
In android you draw to the canvas, and when you want it to update you call invalidate which will the redraw this canvas to the screen. So I'm guessing you have overridden the onDraw method of your view so just add invalidate();
#Override
public void onDraw(Canvas canvas) {
// Draw a bitmap to the canvas at 0,0
canvas.drawBitmap(mBitmap, 0, 0, null);
// Add in your drawing functions here
super.onDraw(canvas);
// Call invalidate to draw to screen
invalidate();
}
The above code simply redraws the bitmap constantly, of course you want to add in extra thing to draw and consider using a timing function that calls invalidate so that it is not constantly running. I'd advice having a look at the lunarlander sources.

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