Blurry image after canvas rotate, only in Android 6 - android
I've got a custom view with the following code:
private final Drawable outerGauge;
private final Drawable innerGauge;
private float rotateX;
private float rotateY;
private int rotation = 0;
{
outerGauge = getContext().getDrawable(R.drawable.gauge_outer);
innerGauge = getContext().getDrawable(R.drawable.gauge_inner);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
outerGauge.draw(canvas);
canvas.rotate(rotation, rotateX, rotateY);
innerGauge.draw(canvas);
canvas.rotate(-rotation, rotateX, rotateY);
}
Most of the time this produces perfectly clear images. However, sometimes the result looks like this:
This only seems to happen on one of my two test devices. The device is a Motorola moto G, with the Android 6 upgrade. The other test device, which always seems to produce perfectly clear images, is an Oneplus X, Android 5. It's also not consistent, it happens sometimes, and then doesn't again the next moment. From what I've been able to test, it does not even depend on the amount of rotation applied. I've never seen it happen on straight angles though, (0, 90, 180 degrees,) and it does seem to be worse at angles closer to 45 or 135 degrees.
The image in question is an imported SVG, placed directly in the res/drawable folder. Therefore it can't be the resolution. (Also, gauge_outer is placed in exactly the same folder and made exactly the same way, though this one does not become blurry.)
Any ideas on how to solve this?
Edit:
Okay, never mind what I said about the complete inconsistency. It appears to be fully consistent, and be worst when the rotation comes closer and closer to 90 degrees. Also, as soon as the rotation is exactly 90 degrees, the indicator completely disappears.
Edit:
Behold: two emulators, one running Android 5 and one running Android 6:
The full source code is as follows:
package nl.dvandenberg.gauge;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.view.View;
public class GaugeView extends View {
private static final int ORIGINAL_ROTATE_Y = 510;
private static final int ORIGINAL_IMAGE_HEIGHT = 613;
private static final int ORIGINAL_IMAGE_WIDTH = 1046;
private final Drawable outerGauge;
private final Drawable innerGauge;
private float rotateX;
private float rotateY;
private int rotation = 0;
{
outerGauge = getContext().getDrawable(R.drawable.gauge_outer);
innerGauge = getContext().getDrawable(R.drawable.gauge_inner);
}
public GaugeView(Context context) {
super(context);
setProgress(48);
}
public GaugeView(Context context, AttributeSet attrs) {
super(context, attrs);
setProgress(48);
}
public GaugeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
setProgress(48);
}
public void setProgress(double percentage) {
this.rotation = (int) (180 * Math.min(100, Math.max(0, percentage)) / 100);
invalidate();
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
double width = MeasureSpec.getSize(widthMeasureSpec);
double idealHeight = ORIGINAL_IMAGE_HEIGHT * width / ORIGINAL_IMAGE_WIDTH;
double height = Math.min(idealHeight, MeasureSpec.getSize(heightMeasureSpec));
width = width * height / idealHeight;
heightMeasureSpec = MeasureSpec.makeMeasureSpec((int) height, MeasureSpec.getMode(heightMeasureSpec));
rotateX = (float) (width / 2f);
rotateY = (float) (height / ORIGINAL_IMAGE_HEIGHT * ORIGINAL_ROTATE_Y);
outerGauge.setBounds(0, 0, (int) width, (int) height);
innerGauge.setBounds(0, 0, (int) width, (int) height);
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
outerGauge.draw(canvas);
canvas.rotate(rotation, rotateX, rotateY);
innerGauge.draw(canvas);
}
}
with drawable/gauge_inner.xml
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="1046dp"
android:height="613dp"
android:viewportWidth="1046"
android:viewportHeight="613">
<path
android:fillColor="#aa3939"
android:pathData="M142.541,516.071 C145.053,517.623,156.088,519.334,183.255,522.586
C203.832,525.024,251.438,530.676,289.03,535.184
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C365.292,544.268,388.127,547.018,413.445,550.067 L459.289,555.468
L462.946,560.401 C468.075,567.485,479.691,577.405,489.255,582.968
C499.701,589.062,520.069,594.737,531.817,594.883
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C134.433,505.626,136.72,512.388,142.541,516.07 Z" />
</vector>
and drawable/gauge_outer.xml
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="1046dp"
android:height="613dp"
android:viewportWidth="1046"
android:viewportHeight="613">
<path
android:fillColor="#aa3939"
android:pathData="M488.981,0.56719 C465.882,2.06727,430.783,6.96753,412.984,11.0677
C392.285,15.768,387.285,17.0681,375.285,20.6683
C231.691,63.4706,113.696,164.376,49.898,299.183
C16.6993,369.187,0,444.491,0,523.495
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</vector>
Though not an answer, I have managed to find a workaround. This workaround relies on drawing the image onto a canvas, which is linked to a bitmap, which is then drawn onto the final, rotated canvas in the onDraw method.
It seems like this problem really only arises with nodpi-drawables, in other words, imported svg's. It is however, very consistent. Whether the shape is a multi-path vector or a simple square does not matter, the problem will always take exactly the same shape, with images disappearing entirely when the canvas is rotated 90°.
The full code I used to bypass this problem is as follows:
package nl.dvandenberg.energymonitor.customViews;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.view.View;
import nl.dvandenberg.energymonitor.R;
public class GaugeView extends View {
private static final int ORIGINAL_ROTATE_Y = 510;
private static final int ORIGINAL_IMAGE_HEIGHT = 613;
private static final int ORIGINAL_IMAGE_WIDTH = 1046;
private final Drawable outerGauge, innerGauge;
private float rotateX;
private float rotateY;
private int rotation = 0;
private Bitmap innerGaugeBitmap;
private final Canvas innerGaugeCanvas;
{
outerGauge = getContext().getDrawable(R.drawable.gauge_outer);
innerGauge = getContext().getDrawable(R.drawable.gauge_inner);
innerGaugeCanvas = new Canvas();
}
public GaugeView(Context context) {
super(context);
}
public GaugeView(Context context, AttributeSet attrs) {
super(context, attrs);
}
public GaugeView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public void setProgress(double percentage) {
this.rotation = (int) (180 * Math.min(100, Math.max(0, percentage)) / 100);
invalidate();
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
double width = MeasureSpec.getSize(widthMeasureSpec);
double idealHeight = ORIGINAL_IMAGE_HEIGHT * width / ORIGINAL_IMAGE_WIDTH;
double height = Math.min(idealHeight, MeasureSpec.getSize(heightMeasureSpec));
width = width * height / idealHeight;
heightMeasureSpec = MeasureSpec.makeMeasureSpec((int) height, MeasureSpec.getMode(heightMeasureSpec));
rotateX = (float) (width / 2f);
rotateY = (float) (height / ORIGINAL_IMAGE_HEIGHT * ORIGINAL_ROTATE_Y);
outerGauge.setBounds(0, 0, (int) width, (int) height);
innerGauge.setBounds(0, 0, (int) width, (int) height);
if (innerGaugeBitmap != null){
innerGaugeBitmap.recycle();
}
innerGaugeBitmap = Bitmap.createBitmap((int) width, (int) height, Bitmap.Config.ARGB_8888); // Gives LINT-warning draw-allocation, but no other way to upscale bitmaps exists.
innerGaugeCanvas.setBitmap(innerGaugeBitmap);
innerGaugeBitmap.eraseColor(Color.TRANSPARENT);
innerGauge.draw(innerGaugeCanvas);
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
#Override
protected void onDraw(Canvas canvas) {
outerGauge.draw(canvas);
canvas.rotate(rotation, rotateX, rotateY);
canvas.drawBitmap(innerGaugeBitmap,0,0,null);
}
}
with the important part occuring in the onMeasure method:
if (innerGaugeBitmap != null){
innerGaugeBitmap.recycle();
}
innerGaugeBitmap = Bitmap.createBitmap((int) width, (int) height, Bitmap.Config.ARGB_8888); // Gives LINT-warning draw-allocation, but no other way to upscale bitmaps exists.
innerGaugeCanvas.setBitmap(innerGaugeBitmap);
innerGaugeBitmap.eraseColor(Color.TRANSPARENT);
innerGauge.draw(innerGaugeCanvas);
I have filed a bugreport at https://code.google.com/p/android/issues/detail?id=208453
Related
Why don't set CircleImageView of android support v4 library public?
I have noticed android.support.v4.widget.CircleImageView for long. Every time I want to use an ImageView in a round shape, CircleImageView would appear in my mind. I have tried to use it for many times, but every time, I failed. Because the access permission of android.support.v4.widget.CircleImageView is default which means only classes in the same package with CircleImageView, namely, android.support.v4.widget, are able to access it. I can't understand now that round ImageView is used in common, why don't set CircleImageView to public so that developers don't have to override an ImageView into a Round ImageView? Isn't it that Google Android team force us to reinvent wheels? Or, don't I know this CircleImageView well? Any tips will be appreciated. Thanks in advance.
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As per the documentation this class is private class used for work around and we cannot instantiate it. May be that class will be removed sooner I suspect. There are ways to create the circular background for a view. file : drawable/contact_badge_round.xml <?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="oval"> <size android:width="32dp" android:height="32dp"/> <gradient android:centerColor="#123456" <!--Put your custom color for bg --> android:startColor="#123456" android:endColor="#123456" /> </shape> then in your layout create a Button and set the background as contact_badge_round <ImageView android:id="#+id/roundContact" android:layout_width="32dp" android:layout_height="32dp" android:src="#drawalbe/your_image" android:gravity="center" android:background="#drawable/background_new_entity_symbol" />
Android Text Centering
I'm trying to draw a number inside of a circle and having issues with the centering on the text. The following is the xml I'm using to display the TextView <RelativeLayout android:id="#+id/label" android:layout_width="72dip" android:layout_height="72dip" android:layout_centerVertical="true" android:layout_alignParentLeft="true" android:layout_margin="8dip" > <View android:layout_width="match_parent" android:layout_height="match_parent" android:background="#drawable/hole_background" android:layout_centerInParent="true"/> <TextView android:id="#+id/hole" android:layout_width="match_parent" android:layout_height="match_parent" android:textColor="#android:color/white" android:textSize="56sp" android:textStyle="bold" android:gravity="center"/> </RelativeLayout> The problem is it is just slightly more towards the bottom (by about 10 pixels on the device I tested). This is a screenshot from the view hierarchy viewer that shows what I'm talking about... I've tried combining the views and using the background such as here, or the removing the font padding like suggested here but neither worked, the font padding ending up as seen below... I am currently am using a negative margin to adjust it to look right but that doesn't seem like the correct way to do it. Does anyone have any ideas on how to make text centered without using negative margins that I have to manually check based upon the text size? Thanks in advance
So based upon the comments of LairdPleng and 323go I ended up just creating a custom view. The following view will do the centering exactly based upon the height of the number being drawn... public class Label extends View { private static final int TEXT_SIZE = 56; private String mText; private float mCenterX; private float mCenterY; private float mRadius; private Paint mCirclePaint; private Paint mTextPaint; private Rect mTextBounds; public HoleLabel(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); setupCanvasComponents(context); } public HoleLabel(Context context, AttributeSet attrs) { super(context, attrs); setupCanvasComponents(context); } public HoleLabel(Context context) { super(context); setupCanvasComponents(context); } public void setText(String text) { if (!StringUtils.equals(mText, text)) { mText = text; invalidate(); } } private void setupCanvasComponents(Context context) { mCirclePaint = new Paint(Paint.ANTI_ALIAS_FLAG); mCirclePaint.setColor(Color.BLACK); mCirclePaint.setStyle(Paint.Style.FILL); Typeface font = Typeface.createFromAsset(context.getAssets(), "fonts/CustomFont.otf"); DisplayMetrics displayMetrics = new DisplayMetrics(); ((WindowManager) getContext().getSystemService(Context.WINDOW_SERVICE)) .getDefaultDisplay().getMetrics(displayMetrics); float scaledDensity = displayMetrics.scaledDensity; mTextPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.LINEAR_TEXT_FLAG); mTextPaint.setColor(Color.WHITE); mTextPaint.setStyle(Paint.Style.FILL); mTextPaint.setTextSize(TEXT_SIZE * scaledDensity); mTextPaint.setTypeface(font); mTextPaint.setTextAlign(Align.CENTER); mTextBounds = new Rect(); } #Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); mCenterX = w / 2.0f; mCenterY = h / 2.0f; mRadius = w / 2.0f; } #Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); // Draw the background canvas.drawCircle(mCenterX, mCenterY, mRadius, mCirclePaint); // Draw the text if (mText != null) { mTextPaint.getTextBounds(mText, 0, mText.length(), mTextBounds); canvas.drawText(mText, mCenterX, (mCenterY + mTextBounds.height() / 2), mTextPaint); } } } And in xml... <com.example.widget.Label android:id="#+id/label" android:layout_width="72dip" android:layout_height="72dip" android:layout_centerVertical="true" android:layout_alignParentLeft="true" android:layout_margin="8dip" /> The result being... I had a very specific use case so I don't know if it'll work well if with less rigid size specifications but it was the way to go for me.
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Android : Semi Circle Progress Bar
I want semi circle progress bar in background of image. just like below image. i have tried to draw using canvas but can't get success. i have also tired some custom progress bar library but result is same. any suggestions. looking for one time development and used in every screen size.
This can be implemented by clipping a canvas containing an image at an angle (By drawing an arc). You can use an image something like this And clip that image by drawing an arc. Here is how you can do it. //Convert the progress in range of 0 to 100 to angle in range of 0 180. Easy math. float angle = (progress * 180) / 100; mClippingPath.reset(); //Define a rectangle containing the image RectF oval = new RectF(mPivotX, mPivotY, mPivotX + mBitmap.getWidth(), mPivotY + mBitmap.getHeight()); //Move the current position to center of rect mClippingPath.moveTo(oval.centerX(), oval.centerY()); //Draw an arc from center to given angle mClippingPath.addArc(oval, 180, angle); //Draw a line from end of arc to center mClippingPath.lineTo(oval.centerX(), oval.centerY()); And once you get the path, you can use clipPath function to clip the canvas in that path. canvas.clipPath(mClippingPath); Here is the Complete code SemiCircleProgressBarView.java import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Path; import android.graphics.RectF; import android.util.AttributeSet; import android.util.DisplayMetrics; import android.view.View; public class SemiCircleProgressBarView extends View { private Path mClippingPath; private Context mContext; private Bitmap mBitmap; private float mPivotX; private float mPivotY; public SemiCircleProgressBarView(Context context) { super(context); mContext = context; initilizeImage(); } public SemiCircleProgressBarView(Context context, AttributeSet attrs) { super(context, attrs); mContext = context; initilizeImage(); } private void initilizeImage() { mClippingPath = new Path(); //Top left coordinates of image. Give appropriate values depending on the position you wnat image to be placed mPivotX = getScreenGridUnit(); mPivotY = 0; //Adjust the image size to support different screen sizes Bitmap bitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.circle); int imageWidth = (int) (getScreenGridUnit() * 30); int imageHeight = (int) (getScreenGridUnit() * 30); mBitmap = Bitmap.createScaledBitmap(bitmap, imageWidth, imageHeight, false); } public void setClipping(float progress) { //Convert the progress in range of 0 to 100 to angle in range of 0 180. Easy math. float angle = (progress * 180) / 100; mClippingPath.reset(); //Define a rectangle containing the image RectF oval = new RectF(mPivotX, mPivotY, mPivotX + mBitmap.getWidth(), mPivotY + mBitmap.getHeight()); //Move the current position to center of rect mClippingPath.moveTo(oval.centerX(), oval.centerY()); //Draw an arc from center to given angle mClippingPath.addArc(oval, 180, angle); //Draw a line from end of arc to center mClippingPath.lineTo(oval.centerX(), oval.centerY()); //Redraw the canvas invalidate(); } #Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); //Clip the canvas canvas.clipPath(mClippingPath); canvas.drawBitmap(mBitmap, mPivotX, mPivotY, null); } private float getScreenGridUnit() { DisplayMetrics metrics = new DisplayMetrics(); ((Activity)mContext).getWindowManager().getDefaultDisplay().getMetrics(metrics); return metrics.widthPixels / 32; } } And using it in any activity is very easy. activity_main.xml <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" tools:context=".MainActivity" > <com.example.progressbardemo.SemiCircleProgressBarView android:id="#+id/progress" android:layout_width="match_parent" android:layout_height="match_parent" /> </RelativeLayout> Note that clipPath function doesn't work if the hardware acceleration is turned on. You can turn off the hardware acceleration only for that view. //Turn off hardware accleration semiCircleProgressBarView.setLayerType(View.LAYER_TYPE_SOFTWARE, null); MainActivity.java public class MainActivity extends Activity { #Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); SemiCircleProgressBarView semiCircleProgressBarView = (SemiCircleProgressBarView) findViewById(R.id.progress); semiCircleProgressBarView.setLayerType(View.LAYER_TYPE_SOFTWARE, null); semiCircleProgressBarView.setClipping(70); } } As and when the progress changes you can set the progressbar by calling function, semiCircleProgressBarView.setClipping(progress); Ex: semiCircleProgressBarView.setClipping(50); //50% progress semiCircleProgressBarView.setClipping(70); //70% progress You can use your own Image to match the requirements. Hope it helps!! Edit : To move the semi circle to bottom of the screen, change mPivotY value. Something like this //In `SemiCircleProgressBarView.java` //We don't get the canvas width and height initially, set `mPivoyY` inside `onWindowFocusChanged` since `getHeight` returns proper results by that time public void onWindowFocusChanged(boolean hasWindowFocus) { super.onWindowFocusChanged(hasWindowFocus); mPivotX = getScreenGridUnit(); mPivotY = getHeight() - (mBitmap.getHeight() / 2); }
You can try SeekArc Library. I know its a different kind of seekbar, but with some minor customization, you can use it for your app as a progressbar. I've done the same. You just need to change some properties like seekarc:touchInside="false". Its fairly simple. Now the custom implementation on my app looks somewhat like this: img src: CleanMaster at Google Play
You can also use native ProgressBar to achieve semi circle. Define ProgressBar like this: <ProgressBar android:id="#+id/progressBar" style="?android:attr/progressBarStyleHorizontal" android:layout_width="100dp" android:layout_height="100dp" android:layout_alignParentBottom="true" android:layout_centerHorizontal="true" android:max="200" android:progress="0" android:progressDrawable="#drawable/circular" /> Create drawable: circular (API Level < 21): <shape android:innerRadiusRatio="2.3" android:shape="ring" android:thickness="5sp" > <solid android:color="#color/someColor" /> </shape> circular (API Level >= 21): <shape android:useLevel="true" android:innerRadiusRatio="2.3" android:shape="ring" android:thickness="5sp" > <solid android:color="#color/someColor" /> </shape> useLevel is false by default in API Level 21. Now since we have set max = 200, to achieve semi circle, range of the progress should be 0 to 100. You can play around with these values to achieve desired shape. Thus use it like this: ProgressBar progressBar = (Progressbar) view.findViewById(R.id.progressBar); progressBar.setProgress(value); // 0 <= value <= 100
This is a view which has height equal to half its width. Use the setters to adjust the behaviour as desired. By default the progress is 0 and the width of the arc is 20. Calling setProgress() will invalidate the view with the progress given. Adding a background drawable is possible and the progress bar will be draw on top. public class SemicircularProgressBar extends View { private int mProgress; private RectF mOval; private RectF mOvalInner; private Paint mPaintProgress; private Paint mPaintClip; private float ovalsDiff; private Path clipPath; public SemicircularProgressBar(Context context) { super(context); init(); } public SemicircularProgressBar(Context context, AttributeSet attrs) { super(context, attrs); init(); } public SemicircularProgressBar(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); init(); } private void init() { mProgress = 0; ovalsDiff = 20; mOval = new RectF(); mOvalInner = new RectF(); clipPath = new Path(); mPaintProgress = new Paint(); mPaintProgress.setColor(Color.GREEN); mPaintProgress.setAntiAlias(true); mPaintClip = new Paint(); mPaintClip.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR)); mPaintClip.setAlpha(0); mPaintClip.setAntiAlias(true); } // call this from the code to change the progress displayed public void setProgress(int progress) { this.mProgress = progress; invalidate(); } // sets the width of the progress arc public void setProgressBarWidth(float width) { this.ovalsDiff = width; invalidate(); } // sets the color of the bar (#FF00FF00 - Green by default) public void setProgressBarColor(int color){ this.mPaintProgress.setColor(color); } #Override public void onDraw(Canvas c) { super.onDraw(c); mOval.set(0, 0, this.getWidth(), this.getHeight()*2); mOvalInner.set(0+ovalsDiff, 0+ovalsDiff, this.getWidth()-ovalsDiff, this.getHeight()*2); clipPath.addArc(mOvalInner, 180, 180); c.clipPath(clipPath, Op.DIFFERENCE); c.drawArc(mOval, 180, 180f * ((float) mProgress / 100), true, mPaintProgress); } // Setting the view to be always a rectangle with height equal to half of its width #Override public void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { int parentWidth = MeasureSpec.getSize(widthMeasureSpec); int parentHeight = MeasureSpec.getSize(heightMeasureSpec); this.setMeasuredDimension(parentWidth/2, parentHeight); ViewGroup.LayoutParams params = this.getLayoutParams(); params.width = parentWidth; params.height = parentWidth/2; this.setLayoutParams(params); super.onMeasure(widthMeasureSpec, heightMeasureSpec); } }
You can use this library : compile 'com.github.lzyzsd:circleprogress:1.1.1' for example : <com.github.lzyzsd.circleprogress.DonutProgress android:layout_marginLeft="50dp" android:id="#+id/donut_progress" android:layout_width="wrap_content" android:layout_height="wrap_content" custom:donut_progress="30"/> <com.github.lzyzsd.circleprogress.ArcProgress android:id="#+id/arc_progress" android:background="#214193" android:layout_marginLeft="50dp" android:layout_width="100dp" android:layout_height="100dp" custom:arc_progress="55" custom:arc_bottom_text="MEMORY"/> For more information see the following website : https://github.com/lzyzsd/CircleProgress
You may be able to use this github library - circularseekbar. To achieve the half circle, you will need to manipulate the following attributes: "app:start_angle" & "app:end_angle" More Options: The Holo Seekbar library Tutorial showing semi-circular seekbar link to tutorial
Getting square images like gmail app
I want to show images with alphabets like gmail app as shown in the below figure. Are all those images are images to be kept in drawable folder or they are drawn as square shapes and then letters are drawn to them? Below is what I tried so far to do dynamically. I got just a square shape. Can someone suggest the way to achieve like in gmail app? GradientDrawable gd = new GradientDrawable(); gd.mutate(); gd.setColor(getResources().getColor(gColors[i])); button.setBackgroundDrawable(gd);
Update 2: I have fixed some of the bugs and released the code as an open source library at: https://github.com/amulyakhare/TextDrawable. It also include some other features that you might want to check out. Old Answer: I recommend you to use the following class CharacterDrawable (just copy-paste this): public class CharacterDrawable extends ColorDrawable { private final char character; private final Paint textPaint; private final Paint borderPaint; private static final int STROKE_WIDTH = 10; private static final float SHADE_FACTOR = 0.9f; public CharacterDrawable(char character, int color) { super(color); this.character = character; this.textPaint = new Paint(); this.borderPaint = new Paint(); // text paint settings textPaint.setColor(Color.WHITE); textPaint.setAntiAlias(true); textPaint.setFakeBoldText(true); textPaint.setStyle(Paint.Style.FILL); textPaint.setTextAlign(Paint.Align.CENTER); // border paint settings borderPaint.setColor(getDarkerShade(color)); borderPaint.setStyle(Paint.Style.STROKE); borderPaint.setStrokeWidth(STROKE_WIDTH); } private int getDarkerShade(int color) { return Color.rgb((int)(SHADE_FACTOR * Color.red(color)), (int)(SHADE_FACTOR * Color.green(color)), (int)(SHADE_FACTOR * Color.blue(color))); } #Override public void draw(Canvas canvas) { super.draw(canvas); // draw border canvas.drawRect(getBounds(), borderPaint); // draw text int width = canvas.getWidth(); int height = canvas.getHeight(); textPaint.setTextSize(height / 2); canvas.drawText(String.valueOf(character), width/2, height/2 - ((textPaint.descent() + textPaint.ascent()) / 2) , textPaint); } #Override public void setAlpha(int alpha) { textPaint.setAlpha(alpha); } #Override public void setColorFilter(ColorFilter cf) { textPaint.setColorFilter(cf); } #Override public int getOpacity() { return PixelFormat.TRANSLUCENT; } } Then using this is simple: new CharacterDrawable('A', 0xFF805781); by passing the character and the color value (example Color.RED or some other color in hex 0xFF805781): ImageView imageView = (ImageView) findViewById(R.id.imageView); CharacterDrawable drawable = new CharacterDrawable('A', 0xFF805781); imageView.setImageDrawable(drawable); or based on your question: CharacterDrawable drawable = new CharacterDrawable('A', 0xFF805781); button.setBackgroundDrawable(drawable); The drawable will scale to fit the size of the ImageView. Result will be: Update: Updated code for adding a border which is of darker shade (automatically picks a dark shade based on the fill color). 1) Change the value of STROKE_WIDTH based on your needs for the border thikness. 2) Change the value of SHADE_FACTOR for border darkness. If SHADE_FACTOR is small (eg. 0.2f), the border will be darker and vice versa. Note: You can easily vary the size and font of the character
Simple thing is that you have use Linear Layout and set that background color and set TectView inside that root layout. Its Over. You should use ColorCode Intesed of images that will good thing compare to use images in terms of loading on UI thread. <LinearLayout android:id="#+id/get_more" android:layout_width="70dp" // this root layout will set your square android:layout_height="70dp" android:background="#654321" // set background color of square android:orientation="horizontal" > <TextView android:id="#+id/textView1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" android:textSize="24sp" android:text="C" android:background="#ffffff" // Text Color , set as White android:textAppearance="?android:attr/textAppearanceLarge" /> </LinearLayout>
I tweak the code a little bit..., and it works everytime even with different screen sizes. The trick is to obtain the ImageView canvas size in pixels (which sometimes is density dependent on various devices) package net.mypapit.android.ui; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.ColorFilter; import android.graphics.Paint; import android.graphics.PixelFormat; import android.graphics.drawable.ColorDrawable; public class CharacterDrawable extends ColorDrawable { private final char character; private final Paint textPaint; private final Paint borderPaint; private static final int STROKE_WIDTH = 10; private static final float SHADE_FACTOR = 0.9f; private int mwidth, mheight; public CharacterDrawable(char character, int color, int width, int height) { super(color); this.character = character; this.textPaint = new Paint(); this.borderPaint = new Paint(); this.mwidth = width; this.mheight = height; // text paint settings textPaint.setColor(Color.WHITE); textPaint.setAntiAlias(true); textPaint.setFakeBoldText(true); textPaint.setStyle(Paint.Style.FILL); textPaint.setTextAlign(Paint.Align.CENTER); // border paint settings borderPaint.setColor(getDarkerShade(color)); borderPaint.setStyle(Paint.Style.STROKE); borderPaint.setStrokeWidth(STROKE_WIDTH); } private int getDarkerShade(int color) { return Color.rgb((int)(SHADE_FACTOR * Color.red(color)), (int)(SHADE_FACTOR * Color.green(color)), (int)(SHADE_FACTOR * Color.blue(color))); } public void draw(Canvas canvas) { super.draw(canvas); // draw border canvas.drawRect(getBounds(), borderPaint); // draw text int width = this.mwidth; int height = this.mheight; textPaint.setTextSize(height / 2); canvas.drawText(String.valueOf(character), width/2, height/2 - ((textPaint.descent() + textPaint.ascent()) / 2) , textPaint); } public void setAlpha(int alpha) { textPaint.setAlpha(alpha); } public void setColorFilter(ColorFilter cf) { textPaint.setColorFilter(cf); } public int getOpacity() { return PixelFormat.TRANSLUCENT; } } Then, refer back to the original Amulya Khare answer: ImageView imageView = (ImageView) findViewById(R.id.imageView); CharacterDrawable drawable = new CharacterDrawable('A', 0xFF805781,imageView.getWidth(),imageView.getHeight()); imageView.setImageDrawable(drawable); It should work on different screen density by now =)
OutOfMemoryError Java Error when using a custom view in Android and the device goes into sleep mode
I'm getting the standard java.lang.OutOfMemoryError in Android when using a custom view I created in a layout. I am using a bitmap but what I don't understand is this only occurs when the device goes into sleep mode. I debugged the code and found for some reason when the device goes into sleep mode it runs the constructor on the custom view again which I've no idea why it would, the code for custom view is below, can anybody explain why the constructor is being run again when the device sleeps? And also, if there are some obvious errors in my handling of the Bitmaps would be nice as I know I'm going wrong somewhere. Thanks a lot... public class LogoView extends View { private static final int[] FRAMES_FILE_NAMES = { R.drawable.logo0000, R.drawable.logo0001, R.drawable.logo0002, R.drawable.logo0003, R.drawable.logo0004, R.drawable.logo0005, R.drawable.logo0006, R.drawable.logo0007, R.drawable.logo0008, R.drawable.logo0009, R.drawable.logo0010, R.drawable.logo0011 }; private Bitmap[] mBitmapFrames; private Context mContext; private int mHeight; private int mWidth; private int mLeftPadding; private float mScale; private boolean mResourcesLoaded = false; public LogoView(Context context, AttributeSet attrs) { super(context, attrs); mContext = context; mBitmapFrames = new Bitmap[FRAMES_FILE_NAMES.length]; } #Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); if (!mResourcesLoaded || mBitmapFrames[0].isRecycled()) { mHeight = this.getHeight(); Bitmap preProc = ((BitmapDrawable) mContext.getResources().getDrawable(FRAMES_FILE_NAMES[0])).getBitmap(); int preProcHeight = preProc.getHeight(); int preProcWidth = preProc.getWidth(); mWidth = (int) (((double) preProcWidth / (double) preProcHeight) * (double) mHeight); mScale = (float) mHeight / (float) preProcHeight; mLeftPadding = (int)(((double)(((WindowManager) mContext.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay().getWidth()-(double)mWidth))/2d); Matrix matrix; for (int x = 0;x<FRAMES_FILE_NAMES.length;x++) { preProc = ((BitmapDrawable)mContext.getResources().getDrawable(FRAMES_FILE_NAMES[x])).getBitmap(); matrix = new Matrix(); matrix.reset(); matrix.postScale((float)mScale,(float)mScale); mBitmapFrames[x] = Bitmap.createBitmap(preProc, 0, 0, preProc.getWidth(), preProc.getHeight(), matrix, false); } preProc.recycle(); mResourcesLoaded = true; } canvas.drawBitmap(mBitmapFrames[0], mLeftPadding, 0, null); } }
Are you running activity in landscape mode? I guess you setup in manifest android:screenOrientation="landscape" no? What I found out is that in that case when activity is going to stand by she is recreated once more as portrait.. To prevent it, notify Android that you will handle screen orientation by adding following line in Activity section in manifest file: android:configChanges="keyboardHidden|orientation" hope that will solve your problem. Cheers ;)