I have this custom view class which i found to make a rotate animation for the imageView i have in my project:
public class RotatedTitle extends ImageView
{
private float angleRotation;
public RotatedTitle(Context context)
{
super(context);
}
public RotatedTitle(Context context, AttributeSet attrs)
{
super(context, attrs);
}
public RotatedTitle(Context context, AttributeSet attrs, int defStyle)
{
super(context, attrs, defStyle);
}
public void setAngleRotation(float angleRotation)
{
this.angleRotation = angleRotation;
postInvalidate();
}
#Override
protected void onDraw(Canvas canvas)
{
Rect clipBounds = canvas.getClipBounds();
canvas.save();
canvas.rotate(angleRotation, clipBounds.exactCenterX(), clipBounds.exactCenterY());
super.onDraw(canvas);
canvas.restore();
postInvalidate();
}
}
Then am calling it like this in my main project:
RotatedTitle to = (RotatedTitle) findViewById(R.id.rotate);
to.setAngleRotation(10);
nothing is happening at all !! I do get the image to be drawn on the screen but no animation is happening. I tried to change invalidate() to postInvalidate() but nothing worked. Where is exactly to problem ? why I cant get any rotation animation!
Thank you
But you can use just RotateAnimation() class provided by SDK
ImageView image = (ImageView) findViewById(R.id.imageView);
Animation anim = new RotateAnimation(0.0f, 10.0f, pivotX, pivotY);
an.setDuration(5000);
an.setFillAfter(true);
image.setAnimation(anim);
If you're trying to rotate a view, use the RotateAnimation class. It was designed for this use. See the docs: http://developer.android.com/reference/android/view/animation/RotateAnimation.html
Related
I have 12 lines I've created using the following class
public class LineView extends View {
private Paint paint = new Paint();
private PointF pointA,pointB;
// private void init() {
// paint.setColor(Color.BLACK);
// }
public LineView(Context context) {
super(context);
// init();
}
public LineView(Context context, AttributeSet attrs) {
super(context, attrs);
// init();
}
public LineView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// init();
}
#SuppressLint("ResourceAsColor")
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
int color = R.color.GradientStart;
paint.setColor(color);
paint.setColor(Color.BLUE);
paint.setStrokeWidth(5);
//canvas.drawLine(x1, y1, x2, y2, paint);
canvas.drawLine(pointA.x, pointA.y, pointB.x, pointB.y, paint);
}
public void setPointA(PointF point){
pointA=point;
}
public void setPointB(PointF point){
pointB=point;
}
public void draw(){
invalidate();
requestLayout();
}
}
Instead of lines I what lines with arrows. The line with arrow will be drawn between buttons.
How can I add arrows to one end of my lines?
It would like like this when complete.
thanks
JN
I found two way for achieve your requirement.
1) To use nine patch image. I have tried to make nine patch image for you please use it
2) You can use vector image for it.
Tell me still you not getting solution.
I need to set white color to the region that the user touches on an ImageView. If I setOnTouchListener to the ImageView and get the x and y positions of the touch, how can I change the appropriate pixel values in the ImageView? or is there a better solution?
I think the easiest solution is to extend ImageView.
Here is a brief example that draws a black circle around touched area:
class TouchableImageView extends ImageView {
private float x, y;
private Paint paint;
public TouchableImageView(Context context) {
super(context);
init();
}
public TouchableImageView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public TouchableImageView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
#TargetApi(Build.VERSION_CODES.LOLLIPOP)
public TouchableImageView(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
super(context, attrs, defStyleAttr, defStyleRes);
init();
}
void init() {
paint = new Paint();
paint.setColor(Color.BLACK);
paint.setAntiAlias(true);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
x = event.getX();
y = event.getY();
invalidate();
}
return super.onTouchEvent(event);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//Just for example - draw a circle around touch area:
if(x!=0 || y!=0)
canvas.drawCircle(x, y, 25, paint);
}
}
Edit :
If you want to save the result as a bitmap - you need several more steps as described here and here.
In short you should follow these steps :
Create a new Bitmap of the required size
Create new canvas for the created Bitmap - new Canvas(bitmap)
Re-draw all you need upon this canvas
Save bitmap as a graphics file
I have a problem with my very simple custom view. Its intention is only to draw simple vertical dashed line. I would like to change the color of the line according to the pressed state of its parent container. I have this code:
public class DottedLine extends View {
float density ;
float size;
Paint paint;
public DottedLine(Context context) {
this(context, null, 0);
}
public DottedLine(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public DottedLine(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
DisplayMetrics metrics = getContext().getResources().getDisplayMetrics();
density = metrics.density;
size = 2 * density; //2dp
paint = new Paint();
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setStrokeWidth(size);
paint.setColor(getResources().getColor(R.color.main_kosapp));
paint.setPathEffect(new DashPathEffect(new float[] {size, size}, 0));
}
#Override
protected void onDraw(Canvas canvas) {
float diff = canvas.getHeight()%size;
Path path = new Path();
path.moveTo(canvas.getWidth()/2, diff/2);
path.lineTo(canvas.getWidth() / 2,canvas.getHeight()-diff/2);
if(this.isPressed() || this.isFocused()) {
paint.setColor(getResources().getColor(R.color.light_gray));
} else {
paint.setColor(getResources().getColor(R.color.main_kosapp));
}
canvas.drawPath(path, paint);
}
}
The problem is, that the onDraw method gets not called after I press the view. I tried to set duplicateParentState to true, but it did not help at all. FYI in my layout this view has two direct siblings - textviews - which both have its text color defined with selectors and it works for those textviews.
What is wrong with my view implementation? What do I need to add to the class to make selectors working?
you should invalidate your view for the pressed state by overriding the dispatchSetPressed
#Override
protected void dispatchSetPressed(boolean pressed) {
super.dispatchSetPressed(pressed);
invalidate();
}
at least that worked for me without using the motion events
I am trying to achieve the effect of creating a view with a custom shape(almost rectangular).
Here is what i tried to do:
public class CustomHeaderview extends View {
public CustomHeaderview(Context context) {
super(context);
}
public CustomHeaderview(Context context, AttributeSet attrs) {
super(context, attrs);
}
public CustomHeaderview(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
Paint paint = new Paint();
#Override
public void draw(Canvas canvas) {
paint.setColor(Color.GRAY);
paint.setStyle(Style.FILL);
Path wallpath = new Path();
wallpath.reset(); // only needed when reusing this path for a new build
wallpath.moveTo(100, 100); // used for first point
wallpath.lineTo(100, 200);
wallpath.lineTo(200, 200);
wallpath.lineTo(150, 100);
wallpath.lineTo(100, 100);// there is a setLastPoint action but i found it not to work as expected
canvas.drawPath(wallpath, paint);
super.draw(canvas);
}
}
and the XML:
<CustomHeaderview
android:layout_width="152dp"
android:layout_height="152dp" />
EDIT
Thanks Dmitry, it works perfectly now!
You providing fancy coordinates for you rectangle:
x1: 100
y1: 100
x2: 100
y2: 120
So, you're getting rectangle with 0 width, thats why it is invisible.
I want to rotate an ImageView toward specific pivot and with special degree. I searched in Google and found some solution about this, but I didn't find complete answer about this (like this answer).
I tried to use this code, but ImageView didn't rotate! Just the background of it rotates (without rotating view rectangle)
public class ImageViewCustom extends ImageView {
public Context M_context;
public ImageViewCustom(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
this.M_context = context;
}
public ImageViewCustom(Context context, AttributeSet attrs) {
super(context, attrs);
this.M_context = context;
}
public ImageViewCustom(Context context) {
super(context);
this.M_context = context;
}
public float xPivot;
public float yPivot;
public float degree;
public void draw(Canvas canvas) {
canvas.save();
canvas.rotate(degree, xPivot, yPivot);
super.draw(canvas);
canvas.restore();
}
}
So, how can I rotating ImageView without using Animation and just with overriding or adding rotate methods to ImageViewCustom ?
Thanks in advance :)
Bitmap bmp = arrow.copy(Bitmap.Config.ARGB_8888, true);
Matrix matrix = new Matrix();
matrix.postRotate(direction);
Bitmap bmpRotated = Bitmap.createBitmap(bmp, 0, 0, bmp.getWidth(),bmp.getHeight(), matrix, true);
iv.setImageBitmap(bmpRotated);
iv being the imageview and direction the degrees in whicht the bitmap needs to be rotated.