I found some code to draw line and now i wand drawing line progressively so that i cloud see it being drawn.
This is the code
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.View;
public class DrawView extends View {
Paint paint = new Paint();
public DrawView(Context context) {
super(context);
paint.setColor(Color.BLACK);
}
#Override
public void onDraw(Canvas canvas) {
canvas.drawLine(0, 0, 20, 20, paint);
canvas.drawLine(20, 0, 0, 20, paint);
}
}
How can i do that?
Tnx
Did you see that?
Look at source code ;)
http://www.curious-creature.com/2013/12/21/android-recipe-4-path-tracing/
You will want to break up your drawing into multiple steps. Inside your onDraw call, you will want to draw a part of your line, and update a variable so that the next line segment is drawn. Then you will want to make multiple onDraw() calls in an animation loop. You will need to be careful where you make your calls to the animation loop from. Read about the View class for more information, particular event handling and threading. http://developer.android.com/reference/android/view/View.html
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.View;
public class DrawView extends View {
Paint paint = new Paint();
float x1 = 0;
float x2 = 20;
float y1 = 0;
float y2 = 20;
public DrawView(Context context) {
super(context);
paint.setColor(Color.BLACK);
}
#Override
public void onDraw(Canvas canvas) {
if(doClear) {
//clear canvas to begin new animation
}
canvas.drawLine(x1, y1, x2, y2, paint);
}
public void animateLoop() {
while(x1 < 500) {
x1 += 20;
y1 += 20;
x2 += 20;
y2 += 20;
//tell android this view needs to be redrawn
invalidate();
}
//when done set doClear to true so
}
If you really want to learn about animation, you should start with something like this example: http://developer.android.com/guide/topics/graphics/drawable-animation.html.
Related
I need to draw a Bitmap on a canvas but I need to remove the black pixels to transparent. Is there an easy way to do this in Android? Bitmap.clearColor seems to behave differently.
Check to make sure the overlay bitmap you've created is actually transparent. Create it with config ARGB_8888 explicitly. http://developer.android.com/reference/android/graphics/Bitmap.Config.html
And you might want to move the creation of the bitmap out of the reDraw method and only create it once instead.
it will works on on touch
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.BlurMaskFilter.Blur;
import android.graphics.BitmapFactory;
import android.graphics.BlurMaskFilter;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuff.Mode;
import android.graphics.PorterDuffXfermode;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.View;
public class StartActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new TouchView(this));
}
class TouchView extends View{
Bitmap bgr;
Bitmap overlayDefault;
Bitmap overlay;
Paint pTouch;
int X = -100;
int Y = -100;
Canvas c2;
public TouchView(Context context) {
super(context);
bgr = BitmapFactory.decodeResource(getResources(),R.drawable.bgr);
overlayDefault = BitmapFactory.decodeResource(getResources(),R.drawable.over);
overlay = BitmapFactory.decodeResource(getResources(),R.drawable.over).copy(Config.ARGB_8888, true);
c2 = new Canvas(overlay);
pTouch = new Paint(Paint.ANTI_ALIAS_FLAG);
pTouch.setXfermode(new PorterDuffXfermode(Mode.SRC_OUT));
pTouch.setColor(Color.TRANSPARENT);
pTouch.setMaskFilter(new BlurMaskFilter(15, Blur.NORMAL));
}
#Override
public boolean onTouchEvent(MotionEvent ev) {
switch (ev.getAction()) {
case MotionEvent.ACTION_DOWN: {
X = (int) ev.getX();
Y = (int) ev.getY();
invalidate();
break;
}
case MotionEvent.ACTION_MOVE: {
X = (int) ev.getX();
Y = (int) ev.getY();
invalidate();
break;
}
case MotionEvent.ACTION_UP:
break;
}
return true;
}
#Override
public void onDraw(Canvas canvas){
super.onDraw(canvas);
//draw background
canvas.drawBitmap(bgr, 0, 0, null);
//copy the default overlay into temporary overlay and punch a hole in it
c2.drawBitmap(overlayDefault, 0, 0, null); //exclude this line to show all as you draw
c2.drawCircle(X, Y, 80, pTouch);
//draw the overlay over the background
canvas.drawBitmap(overlay, 0, 0, null);
}
}
}`
Check this answer. It's not accepted but should work. Dont forget to turn of hardware acceleration for view where you use this bitmap.
I want to draw a stack which should raise from the bottom. For example the stack height is 400, from the height 10 it should grow till it reaches 400.
I want to do this using paint and canvas.
I don't want to do it with image view/bitmap and scale animation.
Is it possible to do this with canvas and paint? if so how to achieve it?
Thanks in advance.
You could try using something like this (have not tested myself):
Paint paint = new Paint();
paint.setColor(Color.BLACK);
for(int i = 10; i < 400; i = i + 10)
{
try
{
// To slow the for loop down, can change 100 accordingly or remove altogther
Thread.sleep(100);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
canvas.drawRect(0, i, 10, 0, paint); // this will make 10 x 10 square starting from bottom
invalidate();
}
What ever you do with canvas, even if you try for loop or invalidate, sleep, after all its drawing the shape in single stretch. I found the result in following way. May be it would be helpful for someone else, so adding the code here.
import android.os.Bundle;
import android.os.CountDownTimer;
import android.app.Activity;
import android.graphics.Color;
import android.util.Log;
import android.view.Menu;
public class AndroidDraw extends Activity {
private DrawView drawView;
private int height = 300;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_android_draw);
CountDownTimer timer = new CountDownTimer(2000, 50) {
#Override
public void onTick(long millisUntilFinished) {
height = height - 10;
drawView = new DrawView(AndroidDraw.this, height);
drawView.setBackgroundColor(Color.WHITE);
setContentView(drawView);
}
#Override
public void onFinish() {
}
};
timer.start();
}
}
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.View;
public class DrawView extends View {
Paint paint = new Paint();
private int height;
public DrawView(Context context, int height) {
super(context);
this.height = height;
}
#Override
public void onDraw(Canvas canvas) {
paint.setColor(Color.RED);
canvas.drawRect(30, height, 60, 300, paint );
}
}
i m trying to implement freehand crop in android using canvas. i use drawPath and store it in List and draw it in canvas path drawing ok,
like this
but now i want to make all pixel in that path in side area with this code but i dont no how to do it..
public Bitmap getBitmapWithTransparentBG(Bitmap srcBitmap)
{
Bitmap result = srcBitmap.copy(Bitmap.Config.ARGB_8888, true);
int nWidth = result.getWidth();
int nHeight = result.getHeight();
for (int y = 0; y < nHeight; ++y)
{
for (int x = 0; x < nWidth; ++x)
{
for (int i = 0; i < points.size() ; i++)
{
}
result.setPixel(x, y, Color.TRANSPARENT);
}
}
return result;
}
points is list of path coordinate hear is code for draw path
package com.org;
import java.util.ArrayList;
import java.util.List;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.graphics.Path;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
public class SomeView extends View implements OnTouchListener {
private Paint paint;
List<Point> points;
int DIST = 2;
boolean flgPathDraw = true;
Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.waterlilies);
public SomeView(Context c ) {
super(c);
setFocusable(true);
setFocusableInTouchMode(true);
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(2);
paint.setColor(Color.WHITE);
this.setOnTouchListener(this);
points = new ArrayList<Point>();
}
public SomeView(Context context, AttributeSet attrs) {
super(context, attrs);
setFocusable(true);
setFocusableInTouchMode(true);
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(2);
paint.setColor(Color.WHITE);
this.setOnTouchListener(this);
points = new ArrayList<Point>();
}
public void onDraw(Canvas canvas)
{
canvas.drawBitmap(bitmap, 0, 0, null);
Path path = new Path();
boolean first = true;
for (int i = 0; i < points.size(); i += 2)
{
Point point = points.get(i);
if (first) {
first = false;
path.moveTo(point.x, point.y);
} else if (i < points.size() - 1) {
Point next = points.get(i + 1);
path.quadTo(point.x, point.y, next.x, next.y);
} else {
path.lineTo(point.x, point.y);
}
}
canvas.drawPath(path, paint);
}
public boolean onTouch(View view, MotionEvent event) {
// if(event.getAction() != MotionEvent.ACTION_DOWN)
// return super.onTouchEvent(event);
Point point = new Point();
point.x = (int) event.getX();
point.y = (int) event.getY();
if (flgPathDraw) {
points.add(point);
}
invalidate();
Log.e("Hi ==>", "Size: " + points.size());
return true;
}
public void fillinPartofPath()
{
Point point = new Point();
point.x = points.get(0).x;
point.y = points.get(0).y;
points.add(point);
invalidate();
}
public void resetView()
{
points.clear();
paint.setColor(Color.WHITE);
paint.setStyle(Style.STROKE);
flgPathDraw=true;
invalidate();
}
}
class Point {
public float dy;
public float dx;
float x, y;
#Override
public String toString() {
return x + ", " + y;
}
}
Hi i think below link for your exact solution, what u try?
Android: Free Croping of Image
Don't forget to put your vote and feedback here.
Lets look at a bit more complex example:
The red point is the point you want to test. You have to find the edges that cross the y coordinate of the red point. In this example 4 edges cross the y coordinate (the blue points).
Now test how much intersections you get on the left side and on the right side of the point you want to check. If there is an odd number of intersections on both sides the point is inside the shape.
update: you can find a more detailed description of this algorithm here
You can use Canvas.clipPath to draw only cropped region. But be awared that this method doesn't work with hardware acceleration so you have to turn it off and use software rendering.
Why does this code only draw a circle once? I cannot for the life of me figure it out. Do I need to do some kind of refresh or something? I am able to get a red dot, to draw once, but any click after does not show a new dot, or even move the previous one.
package ball.test;
import android.app.Activity;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.View;
import android.widget.LinearLayout;
import android.widget.TextView;
public class BallActivity extends Activity {
/** Called when the activity is first created. */
BallView bv;
int i = 0;
TextView tv;
//float x = 20;
//float y = 20;
float r = 20;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
tv = (TextView) findViewById(R.id.top);
LinearLayout main = (LinearLayout) findViewById(R.id.main_view);
//main.addView(new BallView(this, 20, 20, 20));
main.setOnTouchListener(new View.OnTouchListener() {
public boolean onTouch(View v, MotionEvent event) {
i++;
float x = event.getX();
float y = event.getY();
tv.setText("Clicks: " + i + "X: " + x + "Y: " + y);
LinearLayout ll = (LinearLayout) v;
ll.addView(new BallView(ll.getContext(), x, y, 25));
return false;
}
});
}
}
package ball.test;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.view.View;
public class BallView extends View{
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
float x;// = 20;
float y;// = 20;
float r;// = 20;
public BallView(Context context, float x, float y, float r) {
super(context);
this.x = x;
this.y = y;
this.r = r;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
paint.setColor(Color.RED);
//paint.setStyle(Style.FILL_AND_STROKE);
//canvas.drawColor(Color.WHITE);
canvas.drawCircle(x, y, r, paint);
}
}
Change your LinearLayout to an AbsoluteLayout. I think what's happening is that your first BallView is actually taking up the entirety of the LinearLayout view group and any other views you add to it are being pushed out of the layout.
Also, look into using addView(View, AbsoluteLayout.LayoutParams) instead, so you can set the size/position of the ball there as opposed to in BallView.onDraw, which will allow smaller regions of your layout to be marked dirty.
I want to draw a circle on a canvas and have it leave a trail, rather draw a new circle each time. How would I go about doing this? All I can get it to do is move the circle around.
-CanvasTest Class
package canvas.test;
import android.app.Activity;
import android.os.Bundle;
public class CanvastestActivity extends Activity {
/** Called when the activity is first created. */
float x = 80;
float y = 20;
float r = 15;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Draw2D d = new Draw2D(this, x, y, r);
try {
Thread.sleep(100);
x++;
y++;
} catch(InterruptedException e) {}
setContentView(d);
}
}
--Draw2D Class
package canvas.test;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.View;
public class Draw2D extends View {
float x;
float y;
float r;
public Draw2D(Context context, float x, float y, float r) {
super(context);
this.x = x;
this.y = y;
this.r = r;
}
#Override
protected void onDraw(Canvas c) {
super.onDraw(c);
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
c.drawPaint(paint);
paint.setAntiAlias(true);
paint.setColor(Color.BLUE);
c.drawCircle(x, y, r, paint);
}
}
This is my most recent test. Why would the circle now move? It's does not move at all.
Are you doing something like canvas.drawColor(Color.TRANSPARENT) or canvas.drawColor(Color.BLACK) in the begining of your doDraw method?
If you omit that call it should not clear the canvas and leave the trails you are looking for.