Partial redrawing bitmaps in Android - android

I am coding a snake game in Android, and I am blocked by the fact that i can't draw a wall using a loop inside onDraw method, the wall just don't show up.
Is there a way i can draw the wall so that the onDraw will keep it intact and keep on redrawing others things (snake and objects) ?
GameView:
public void surfaceCreated(SurfaceHolder holder) {
gameLoopThread.setRunning(true);
gameLoopThread.start();
}
#Override
protected void onDraw(final Canvas canvas) {
canvas.drawColor(Color.WHITE);
if(drawWall) {
int i = 0;
while(i < getWidth()) {
canvas.drawBitmap(wall.getImage(), i, 0, null);
i += 17;
}
drawWall = false;
}
x += dx;
y += dy;
}
GameLoop:
public class GameLoopThread extends Thread {
private GameView view;
private boolean running = false;
public GameLoopThread(GameView view) {
this.view = view;
}
public void setRunning(boolean run) {
running = run;
}
#Override
public void run() {
while (running) {
Canvas c = null;
try {
c = view.getHolder().lockCanvas();
synchronized (view.getHolder()) {
view.onDraw(c);
}
} finally {
if (c != null) {
view.getHolder().unlockCanvasAndPost(c);
}
}
}
}
}

I don't know what your view hierarchy is, however, why not make your life easier and just have an ImageView behind your SurfaceView with your walls on it? Or have a FrameLayout contain your SurfaceView and have the walls as a background image for the FrameLayout?The collision with the walls is going to be handled in the code and the graphical representation of the walls is really just for the users benefit.
Put the images of the walls in the background and let Android worry about it, in your SurfaceView just concentrate of redrawing the snake and the dots.
That being said, looks like you're drawing in a background thread. You can't actually do that on Android and you should be drawing in the main thread.

Related

Android SurfaceView with drawBitmap(Matrix) leaves blinking ghost image

To preface, I'm probably going to work with Views instead of SurfaceView given this weird interaction, but my curiosity is getting the better of me and I want to know what's going on.
So I have a matrix class variable. I run matrix.setTranslate() once, and every other frame I say matrix.setTranslate(). After this I call canvas.drawBitmap(, matrix, null). After 100 frames, I stop drawing the bitmap.
Here's the code:
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
// matrix = new Matrix(); //Doesn't matter if I add this.
// matrix.reset(); //This doesn't matter either.
if (!once) {
matrix.setTranslate(100, 100);
} else {
matrix.setTranslate(800,800);
}
once = true;
if (++timer < 100) {
canvas.drawBitmap(ball, matrix, null);
}
}
What I expect to happen: Three possibilities.
Only the bottom right bitmap is visible since the entire screen was invalidated
Both bitmaps are visible because SurfaceView was smart with the dirty rectangle
Nothing is shown because nothing was drawn.
What actually happens: The top left bitmap blinks, bottom right bitmap displays solidly.
I'm pretty sure I have all of my bases covered:
All class variables are properly set in the constructor.
SurfaceView.onDraw() is called every 33 millis in its own thread.
Thread calls lockCanvas, then onDraw, then unlockCanvasAndPost
So, what's going on here? And bonus question, do these ghost images consume any extra resources and how can I clear them?
Rest of the code, mostly boilerplate:
public class FullscreenActivity extends Activity {
GameSurface ball;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
ball = new GameSurface(this);
setContentView(ball);
}
}
class GameSurface extends SurfaceView implements SurfaceHolder.Callback {
GameThread thread;
boolean once = false;
Bitmap ball;
Matrix matrix;
int timer = 0;
public GameSurface(Context context) {
super(context);
ball = BitmapFactory.decodeResource(getResources(),R.drawable.football);
matrix = new Matrix();
getHolder().addCallback(this);
setFocusable(true);
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
// matrix = new Matrix(); //Doesn't matter if I add this.
// matrix.reset(); //This doesn't matter either.
if (!once) {
matrix.setTranslate(100, 100);
} else {
matrix.setTranslate(800,800);
}
//matrix.postRotate(timer); //For even more weirdness...
once = true;
if (++timer < 100) {
canvas.drawBitmap(ball, matrix, null);
}
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
thread = new GameThread(getHolder(), this);
thread.setRunning(true);
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
class GameThread extends Thread {
private SurfaceHolder surfaceHolder;
private GameSurface gameView;
private boolean run = false;
public GameThread(SurfaceHolder surfaceHolder, GameSurface gameView) {
this.surfaceHolder = surfaceHolder;
this.gameView = gameView;
}
public void setRunning(boolean run) {
this.run = run;
}
#Override
public void run() {
Canvas c;
while (run) {
c = null;
try {
Thread.sleep(33);
}
catch(InterruptedException e) {}
try {
c = surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
gameView.onDraw(c);
}
} finally {
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
}

Android LinkedList ConcurrentModificationException SurfaceView Thread

I have a SurfaceView that that the user can draw multiple bitmaps to and modify (stickers). The stickers are held in a LinkedList that is iterated on MotionEvent.ACTION_DOWN to find which sticker is being touched by the user:
private void setActiveSticker(float x, float y) {
Iterator<Sticker> stickersDesc = mStickers.descendingIterator();
while (stickersDesc.hasNext()) {
Sticker sticker = stickersDesc.next();
if (sticker.collider(x, y)) {
mActiveSticker = sticker;
mMode = MODE_DRAG;
break;
}
mStickers.remove(mActiveSticker);
mStickers.add(mActiveSticker);
}
}
This LinkedList is also iterated to draw each one to the Canvas of the SurfaceView as they are manipulated:
#Override
public void draw (Canvas canvas) {
super.draw(canvas);
canvas.drawBitmap(mBitmap, mMatrix, mPaint);
for (Sticker sticker : mStickers) {
sticker.draw(canvas);
}
}
And this is where I get a ConcurrentModificationException:
09-28 08:56:41.769 19832-24370/com.example.ex E/AndroidRuntime﹕ FATAL EXCEPTION: Thread-5279
Process: com.example.ex, PID: 19832
java.util.ConcurrentModificationException
at java.util.LinkedList$LinkIterator.next(LinkedList.java:124)
at com.example.ex.utilities.DrawingSurface.draw(DrawingSurface.java:133)
at com.example.ex.utilities.DrawingThread.onSurfaceUpdate(DrawingThread.java:95)
at com.example.ex.utilities.DrawingThread.run(DrawingThread.java:46)
The draw() method of the SurfaceView is called by a separate Thread:
public class DrawingThread extends Thread {
volatile boolean mRunning = false;
private long mRefreshRate;
private DrawingSurface mSurface;
public DrawingThread (DrawingSurface surface, long time) {
super();
mSurface = surface;
mRefreshRate = time;
}
public void setRunning (boolean run) {
mRunning = run;
}
#Override
public void run() {
while (mRunning) {
try {
sleep(mRefreshRate);
onSurfaceUpdate();
} catch (InterruptedException exception) {
exception.printStackTrace();
}
}
}
public void onSurfaceChanged(Configuration config, Point fit, float ratio) {
float width, height;
if (config.orientation == Configuration.ORIENTATION_LANDSCAPE) {
width = fit.y * ratio;
height = fit.y;
} else if (config.orientation == Configuration.ORIENTATION_PORTRAIT) {
width = fit.x;
height = fit.x / ratio;
} else {
width = fit.x;
height = fit.x / ratio;
} mSurface.getHolder().setFixedSize((int) width, (int) height);
}
private void onSurfaceUpdate() {
Canvas canvas = null;
try {
canvas = mSurface.getHolder().lockCanvas();
synchronized (mSurface.getHolder()) {
mSurface.draw(canvas);
}
} finally {
if (canvas != null) {
mSurface.getHolder().unlockCanvasAndPost(canvas);
}
}
}
}
I have tried pausing the thread before the LinkedList is iterated in setActiveSticker() and resuming after the loop is finished in an attempt to avoid the both modifications from happening at the same time. Even though that does not seem to be recommended. I would like to know how I can iterate the LinkedList without this error, or if there is a better way of achieving the same functionality.
It is normal. You can't change the underlying Collection while you are looping. You can use a ListIterator that has the add and remove items
private void setActiveSticker(float x, float y) {
ListIterator<Sticker> stickersDesc = mStickers.descendingIterator();
while (stickersDesc.hasNext()) {
Sticker sticker = stickersDesc.next();
if (sticker.collider(x, y)) {
stickersDesc.remove();
stickersDesc.add(sticker);
mMode = MODE_DRAG;
return;
}
}
}
I have found a solution. Instead of iterating the LinkedList, an Iterator, or a ListIterator in draw(), which can all produce a ConcurrentModificationException, I converted the LinkedList to a simple array, like so:
Sticker[] stickers = mStickers.toArray(new Sticker[mStickers.size()]);
for(Sticker sticker : stickers) {
canvas.drawBitmap(sticker.getBitmap(), sticker.getMatrix(), sticker.getPaint());
}
I also left setActiveSticker() method as I originally posted it, considering it was not producing any errors. I found the answer I was looking for in a small list of options titled "To Avoid ConcurrentModificationException In [A] Multi-Threaded Environment" in this article: How To Avoid ConcurrentModificationException When Using An Iterator.
EDIT:
My new draw method based on the tip from #fadden:
public void drawSurface(Canvas canvas) {
canvas.drawBitmap(mBitmap, mMatrix, mPaint);
Sticker[] stickers = mStickers.toArray(new Sticker[mStickers.size()]);
for (Sticker sticker : stickers) {
canvas.drawBitmap(sticker.getBitmap(), sticker.getMatrix(), sticker.getPaint());
}
}

Custom SurfaceView with thread crashes App when Activity is exited

I just made an Activity which uses at "setContentView" a view from a class which extends SurfaceView. The problem is:
It works fine, but when I exit it (BACK key) it crashes. Code:
package ro.etrandafir.mate.appCreator;
import android.app.Activity;
import android.os.Bundle;
import android.content.Context;
import android.view.View;
import android.view.SurfaceView;
import android.graphics.Canvas;
import android.view.MotionEvent;
import android.graphics.Color;
import android.graphics.Paint;
public class Sample2 extends Activity implements View.OnTouchListener {
float x = 0, y = 0;
SampleTwoView theView;
public boolean onTouch(View v, MotionEvent event) {
// TODO: Implement this method
x = event.getX();
y = event.getY();
return true;
}
#Override
protected void onPause() {
super.onPause();
finish();
}
#Override
protected void onCreate(Bundle b) {
super.onCreate(b);
theView = new SampleTwoView(this);
theView.setOnTouchListener(this);
setContentView(theView);
}
public class SampleTwoView extends SurfaceView implements Runnable {
Paint p = new Paint();
public SampleTwoView(Context context) {
super(context);
p.setColor(Color.RED);
Thread theThread = new Thread(this);
theThread.start();
}
public void run() {
while (true) {
if (!getHolder().getSurface().isValid()) continue;
Canvas canvas;
canvas = getHolder().lockCanvas();
canvas.drawColor(Color.BLUE);
if ((x != 0) && (y != 0)) canvas.drawCircle(x, y, 40, p);
getHolder().unlockCanvasAndPost(canvas);
}
}
}
}
What can I do? Should I add onDestroy or what?
Thanks in advance,
Matei
The issue you are getting is related to this code:
Canvas canvas;
canvas = getHolder().lockCanvas();
canvas.drawColor(Color.BLUE);
When your activity ends, your thread is still running, but your custom SurfaceView is no longer available, so you will get a null ptr exception. Your existing code can easily be patched by adding a boolean that gets set to false as soon as the onPause fn gets called:
public void run() {
while (booleanThatGetsSetToFalseWhenActivityPauses) {
if (!getHolder().getSurface().isValid()) continue;
Canvas canvas;
canvas = getHolder().lockCanvas();
canvas.drawColor(Color.BLUE);
if ((x != 0) && (y != 0)) canvas.drawCircle(x, y, 40, p);
getHolder().unlockCanvasAndPost(canvas);
}
}
However, I would suggest altering the structure of your application as a whole. This may just be for practice, but I think a more efficient and bug free way of accomplishing your goal would be to simply use a standard SurfaceView and to completely decouple your drawing logic from any custom view.
My redesigned activity is below, but it utilizes a Ball class that is used to maintain the ball's logic, which, in your current code is separately coupled with both the actvity (the coordinates) and the view (the Paint). In this new ball class, a ball has a location (specified by a PointF), a Paint, and a diameter. It also has methods to get most of these variables in addition to setting some.
public class Ball {
private Paint mPaint;
private PointF mCoordinates;
private int mDiameter;
public Ball (int color, int diameter) {
mPaint = new Paint();
mPaint.setColor(color);
mCoordinates = new PointF();
mCoordinates.x = 0;
mCoordinates.y = 0;
mDiameter = diameter;
}
public void setCoordinates (float x, float y) {
mCoordinates.x = x;
mCoordinates.y = y;
}
public PointF getCoordinates() {
return mCoordinates;
}
public Paint getPaint() {
return mPaint;
}
public int getDiameter() {
return mDiameter;
}
/* You did not want to draw the uninitialized ball, so this method checks that */
public boolean hasNonZeroLocation () {
return (mCoordinates.x != 0 && mCoordinates.y != 0);
}
}
I use the Ball class in the activity as shown below. Notice that the redrawing to the canvas now only occurs when a user touches the canvas as opposed to an infinite while loop. This is due to the utilization of the Handler class which posts actions to run to the UI thread. Additionally, now we do not need a custom view, and our ball's logic has been decoupled from the activity and the view.
public class RedBallActivity extends Activity {
Handler mDrawingHandler;
SurfaceView mDrawingSurfaceView;
Ball mBall;
private final Runnable drawRedBallOnBlueSurface = new Runnable() {
#Override
public void run() {
if (!mDrawingSurfaceView.getHolder().getSurface().isValid()) return;
Canvas canvas = mDrawingSurfaceView.getHolder().lockCanvas();
canvas.drawColor(Color.BLUE);
if (mBall.hasNonZeroLocation())
canvas.drawCircle(mBall.getCoordinates().x, mBall.getCoordinates().y, mBall.getDiameter(), mBall.getPaint());
mDrawingSurfaceView.getHolder().unlockCanvasAndPost(canvas);
}
};
private final OnTouchListener mCanvasTouchListener = new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
mBall.setCoordinates(event.getX(), event.getY());
mDrawingHandler.post(drawRedBallOnBlueSurface);
return true;
}
};
#Override
protected void onCreate(Bundle b) {
super.onCreate(b);
mDrawingSurfaceView = new SurfaceView(this);
mDrawingSurfaceView.setOnTouchListener(mCanvasTouchListener);
setContentView(mDrawingSurfaceView);
mBall = new Ball(Color.RED, 40);
mDrawingHandler = new Handler();
}
}
Now, if you actually run this code you will notice that initially the screen is not drawn with a blue background. You might be tempted to simply call mDrawingHandler.post(drawRedBallOnBlueSurface); at the end of the onCreate method, but it is not guaranteed that the SurfaceView will be ready to be drawn upon (see the documentation on this lockCanvas method). If you want the surface to initially be blue, you need to implement a [SurfaceHolder.Callback][2], which needs to be connected to the SurfaceView's SurfaceHolder, and on the surfaceCreated method being called, we know the surface is ready, so we can then call mDrawingHandler.post(drawRedBallOnBlueSurface);
Now, with this added, I change the Activity to implement [SurfaceHolder.Callback][2] as follows:
public class FriendManagerActivity extends Activity implements SurfaceHolder.Callback {
and add this line to the constructor:
mDrawingSurfaceView.getHolder().addCallback(this);
and implement the interface:
#Override
public void surfaceCreated(SurfaceHolder holder) {
mDrawingHandler.post(drawRedBallOnBlueSurface);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
Feel free to ask any questions on my little redesign! While your problem could be easily patched, I felt like the way you were coupling logic with Views was a little bit flawed, and thought a little more info on SurfaceView coding would be helpful.
As someone mentioned it in the above, when your activity ends, your thread is still running, but your custom SurfaceView is no longer available, so you will get a Null Point Exception. Your existing code can easily be patched by adding a boolean that gets set to false as soon as the onPause fn gets called:I had the same problem. To solve it I added the following onPause() to your SampleTwoView class:
// pause method will destroy the Thread
public void pause() {
isRunning = false;
while (true) {
try {
myThread.join();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
break;
}
myThread = null;
}
Then call this onPause() method in your onPause() method of your Sample2 class as follows:
#Override
protected void onPause() {
super.onPause();
SampleTwoView.onPause();
finish();
}
So everytime the onPause() method of your main Activity class is called the Thread will be destroyed.
I hope this will help you.
Cheers!

Android SurfaceView canvas drawing with a thread

I am experimenting with drawing on a canvas using a thread to create a simple game engine but I'm having some weird issues I cannot explain.
The purpose of this "game" is to draw a circle every second on the canvas.
This works, but not the way I want it to work, it seems the app is switching between two canvasses and adding a circle to each canvas so you get a switch between two canvasses every second with the same number of circles but in a different place on the canvas.
I don't know what I'm doing wrong, but I'm not that familiar with Treadding, has it something to do with how many cores my android device has or something like that?
My code is shown below, so I just use a launchthread which uses a layoutfile that links to the animationthread which starts a thread and draws a circle on the canvas every second.
(You can ignore the touchevent, it isn't uses yet).
The project exists out of a main launchthread:
public class MainActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}
}
which uses this layout file:
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<com.androidtesting.AnimationView
android:id="#+id/aview"
android:layout_width="fill_parent"
android:layout_height="fill_parent"/>
</FrameLayout>
And my Surfaceview class with an inner Thread class:
class AnimationView extends SurfaceView implements SurfaceHolder.Callback {
private boolean touched = false;
private float touched_x, touched_y = 0;
private Paint paint;
private Canvas c;
private Random random;
private AnimationThread thread;
public AnimationView(Context context, AttributeSet attrs) {
super(context, attrs);
SurfaceHolder holder = getHolder();
holder.addCallback(this);
thread = new AnimationThread(holder);
}
class AnimationThread extends Thread {
private boolean mRun;
private SurfaceHolder mSurfaceHolder;
public AnimationThread(SurfaceHolder surfaceHolder) {
mSurfaceHolder = surfaceHolder;
paint = new Paint();
paint.setARGB(255,255,255,255);
paint.setTextSize(32);
}
#Override
public void run() {
while (mRun) {
c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
doDraw(c);
sleep(1000);
}
} catch (Exception e) {
e.printStackTrace();
}finally {
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
private void doDraw(Canvas canvas) {
//clear the canvas
//canvas.drawColor(Color.BLACK);
random = new Random();
int w = canvas.getWidth();
int h = canvas.getHeight();
int x = random.nextInt(w-50);
int y = random.nextInt(h-50);
int r = random.nextInt(255);
int g = random.nextInt(255);
int b = random.nextInt(255);
int size = 20;
canvas.drawCircle(x,y,size,paint);
canvas.restore();
}
public void setRunning(boolean b) {
mRun = b;
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
#Override
public boolean onTouchEvent(MotionEvent event) {
touched_x = event.getX();
touched_y = event.getY();
int action = event.getAction();
switch(action){
case MotionEvent.ACTION_DOWN:
touched = true;
break;
case MotionEvent.ACTION_MOVE:
touched = true;
break;
default:
touched = false;
break;
}
return true;
}
public void surfaceCreated(SurfaceHolder holder) {
thread.setRunning(true);
thread.start();
}
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
thread.setRunning(false);
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
}
it seems the app is switching between two canvasses
Yes, this is how it works. It is called double buffering and you need to redraw all the frame each time:
The content of the Surface is never preserved between unlockCanvas() and lockCanvas(), for this reason, every pixel within the Surface area must be written.
So you need this line canvas.drawColor(Color.BLACK) to be uncommented in your code.
And you shouldn't call Thread.sleep(1000) while canvas is locked, it will cause starvation issue.
It sounds like you have this working, but I did just notice a small error that I should point out.
You called canvas.restore() without calling canvas.save() beforehand.
From the Android developer reference for Canvas: "It is an error to call restore() more times than save() was called."
I don't see any reason for you to call canvas.save() in your case, therefore you should remove the call to canvas.restore().

Android Multiple SurfaceViews

I'm trying to work with 3 SurfaceViews on one screen, one on top half (BoardView), one on bottom half (StatusView), and the last one as an extra layer above the top half (TileView) (see main.xml).
I created a class MySurfaceView, which is extended by BoardView, StatusView and TileView.
I've got multiple problems with this.
Let me first give the code.
main.xml:
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:background="#color/main_background">
<com.niek.test.BoardView
android:id="#+id/boardview"
android:layout_width="fill_parent"
android:layout_height="fill_parent" />
<FrameLayout
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:layout_below="#+id/boardview">
<com.niek.test.StatusView
android:id="#+id/statusview"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:background="#F0931E"
android:layout_below="#+id/boardview" />
<com.niek.test.TileView
android:id="#+id/tileview"
android:layout_width="180dip"
android:layout_height="60dip"
android:layout_gravity="bottom"/>
</FrameLayout>
</RelativeLayout>
MainActivity.java:
package com.niek.test;
public class MainActivity extends Activity {
private Board board;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
board = new Board();
BoardView boardView = (BoardView) findViewById(R.id.boardview);
boardView.setBoard(board);
StatusView statusView = (StatusView) findViewById(R.id.statusview);
statusView.setBoard(board);
}
}
MySurfaceView.java
package com.niek.test;
public class MySurfaceView extends SurfaceView implements SurfaceHolder.Callback {
protected DrawThread drawThread;
public MyView(Context context, AttributeSet attrs) {
super(context, attrs);
getHolder().addCallback(this);
setFocusable(true);
drawThread = new DrawThread(getHolder());
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
drawThread.setRunning(true);
drawThread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// we have to tell thread to shut down & wait for it to finish, or else
// it might touch the Surface after we return and explode
boolean retry = true;
drawThread.setRunning(false);
while (retry) {
try {
drawThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
protected class DrawThread extends Thread {
private SurfaceHolder surfaceHolder;
private boolean isRunning;
public DrawThread(SurfaceHolder surfaceHolder) {
this.surfaceHolder = surfaceHolder;
isRunning = false;
}
public void setRunning(boolean run) {
isRunning = run;
}
public void run() {
Canvas c;
while (isRunning) {
try {
Thread.sleep(100);
} catch (Exception e) {
// TODO: handle exception
}
c = null;
try {
c = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder) {
onDraw(c);
postInvalidate();
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
}
These three classes extend MySurfaceView:
BoardView.java
package com.niek.test;
public class BoardView extends MySurfaceView {
private int squareSize, marginX, marginY;
private Board board;
Paint boardBorder;
public BoardView(Context context, AttributeSet attrs) {
super(context, attrs);
board = null;
}
public void setBoard(Board board) {
this.board = board;
}
private void init(SurfaceHolder holder) {
Canvas canvas = null;
try {
canvas = holder.lockCanvas();
/* Initialize the board */
squareSize = canvas.getWidth() / Board.GRIDSIZE;
/* Size the view */
LayoutParams lp = getLayoutParams();
lp.height = (squareSize * Board.GRIDSIZE) + 4;
setLayoutParams(lp);
/* Place the board neatly in the center */
marginX = (canvas.getWidth() - (squareSize * Board.GRIDSIZE)) / 2;
marginY = 1;
} finally {
holder.unlockCanvasAndPost(canvas);
}
boardBorder = new Paint();
boardBorder.setColor(Color.RED);
boardBorder.setStyle(Style.STROKE);
}
#Override
public void onDraw(Canvas canvas) {
drawBoard(board, canvas);
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
init(holder);
super.surfaceCreated(holder);
}
private void drawBoard(Board board, Canvas canvas) {
synchronized (board) {
if (board != null) {
for (Square[] ys : board.getSquares()) {
for (Square xs : ys) {
xs.onDraw(canvas, squareSize, squareSize, marginX, marginY);
}
}
}
canvas.drawRect(marginX - 1, marginY - 1, marginX + squareSize * Board.GRIDSIZE + 1, marginY + squareSize * Board.GRIDSIZE + 1, boardBorder);
}
}
}
StatusView.java
package com.niek.test;
public class StatusView extends MySurfaceView {
private Board board;
private Paint textPaint;
public StatusView(Context context, AttributeSet attrs) {
super(context, attrs);
board = null;
textPaint = new Paint();
textPaint.setColor(Color.BLACK);
textPaint.setTextSize(20);
textPaint.setTypeface(Typeface.DEFAULT_BOLD);
}
public void setBoard(Board board) {
this.board = board;
}
int tmp=0;
#Override
public void onDraw(Canvas c) {
if (board != null) {
c.drawText(tmp+"", 10, 20, textPaint);
tmp++;
System.out.println(tmp);
}
}
}
TileView.java
package com.niek.test;
public class TileView extends MySurfaceView {
public TileView(Context context, AttributeSet attrs) {
super(context, attrs);
System.out.println(0);
}
int tmp =0;
#Override
public void onDraw(Canvas c) {
System.out.println(2);
Paint p= new Paint();
p.setColor(Color.RED);
c.drawColor(Color.RED);
c.drawText(tmp+"",10,10,p);
tmp++;
}
}
Now what are my problems?
First off, as you can see in MySurfaceView I've got this:
try {
c = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder) {
onDraw(c);
postInvalidate();
}
}
When I only use onDraw(c), only the BoardView gets drawn, the StatusView doesn't get drawn, but the tmp increments in the onDraw of StatusView are being executed.
When I only use postInvalidate(), same story, but only StatusView gets drawn, BoardView doesn't.
So that's why I use both methods, and both Views get drawn.
Then there's TileView, the System.out(2) is being shown in logcat, but the view doesn't get drawn. It is a black square instead of the red square I ask it to be in the onDraw method.
When I turn the screen off and then on again, the TileView does get drawn, and the tmp increments are shown.
Who can help me?
For clarity, I've created this based on this tutorial.
You can have multiple SurfaceViewsin one layout. The "Multi-surface test" activity in Grafika has three.
The first post cited in #nonsleepr's answer was followed up 9 months later with this post by the same author, which mentioned the existence of SurfaceView#setZOrderMediaOverlay().
The key thing to understand is that SurfaceView is not a regular view. When your app comes to the foreground it gets a surface to draw on. Everything in your app's UI is rendered onto the app's surface by the app, and then that surface is composited with other surfaces (like the status bar and navigation bar) by the system compositor. When you create a SurfaceView, it's actually creating an entirely new surface that is composited by the system, not by your app.
You can control the Z-ordering (i.e. "depth") of the SurfaceView surface very loosely. There are four positions, from top to bottom:
SurfaceView + ZOrderOnTop
(app UI goes here)
SurfaceView + ZOrderMediaOverlay
SurfaceView (default)
If you have two SurfaceViews at the same depth, and they overlap, the results are undefined -- one will "win", but you can't control which.
The system compositor on modern devices is very efficient when you have N surfaces. At N+1 surfaces you hit a performance cliff. So while you can have three SurfaceViews, you're generally better off keeping the number down. The value of N varies from device to device.
Update: if you really want to understand how SurfaceView works, see the Android System-Level Graphics doc.
It looks like you are not supposed to create multiple SurfaceViews on one Layout.
According to this two posts written by Android framework engineer:
The way surface view is implemented is that a separate surface is created and Z-ordered behind its containing window, and transparent pixels drawn into the rectangle where the SurfaceView is so you can see the surface behind. We never intended to allow for multiple surface view.
and
you should effectively think of SurfaceView as an overlay you embed inside your window,
giving you an area in which you can directly draw independently of the normal view update system.
So, what you can do, is use one SurfaceView to draw all the graphics you want.
It sounds like the SurfaceViews are being drawn, but transparency is not enabled for whichever one is on top. In your MySurfaceView class in the surfaceCreated() method, make sure you are calling holder.setFormat(PixelFormat.TRANSPARENT);

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