I have a map with many markers for places. I want to draw an overlay around all map with a black transparent color, and a circle around those markers which is fully transparent to show them. Like the attached picture.
I know how to add an overlay view, but I don't know how to add the middle circle while keeping the overlay colored.
If I use Circle then only the circle is colored, and not rest of map.
I also tried to draw something like this but yea won't work ^^.
int d = 500; // diameter
Bitmap bm = Bitmap.createBitmap(d, d, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bm);
Paint p = new Paint();
p.setColor(getResources().getColor(R.color.colorAccent));
c.drawCircle(d / 2, d / 2, d / 2, p);
// generate BitmapDescriptor from circle Bitmap
BitmapDescriptor bmD = BitmapDescriptorFactory.fromBitmap(bm);
// mapView is the GoogleMap
googleMap.addGroundOverlay(new GroundOverlayOptions().
image(bmD).
position(latLng, RADIUS_CIRCLE * 2, RADIUS_CIRCLE * 2).
transparency(0.4f));
I am confused and not sure how to work it out. Any help will be appreciated. Thanks.
Please check Antonio's answer in the comments. I have tested that and works for me.
user1892172 answer but i didn't test it, but seems correct also.
Thanks.
I'm trying to get Marker tinted using Google Maps v2. Following solution is not working:
Drawable d = getResources().getDrawable(R.drawable.my_drawable);
d.setColorFilter(getResources().getColor(
R.color.tint_color), Mode.MULTIPLY);
BitmapDescriptor bitmap = BitmapDescriptorFactory.fromBitmap(((BitmapDrawable) d).getBitmap());
myMap.addMarker(new MarkerOptions().icon(bitmap).position(latLon));
Is there alternative solution to get Markerstinted?
The problem is that you're tinting the drawable (changing its paint, really) but you're then passing the underlying Bitmap. One way to fix this outside the Maps API (with which I'm unfamiliar) is to draw the Drawable to a Canvas with a new Bitmap.
Bitmap filtered = Bitmap.createBitmap(d.getBitmap());
Canvas canvas = new Canvas(filtered);
d.draw(canvas);
(This is just an example, it's not doing any error handling - you should handle the case when Android gives you back the same Bitmap instead of a new one. It's also not handling bounds)
I want to make maps with custom markers. In API v2 I can set icon, title, etc for markers. But I want to display title with marker at the first onset. Now title displays only when I taping the marker. In v1 was overlays, but in v2 I didn't found anything similar.
Edited:
Maybe I was not clear enough. Something like Marker.showInfoWindow() in API works only for one marker. I can't show info windows for all of my markers at the same time. Anyway I need to show titles for all of my markers, without waiting while user will tap on it.
I have also stumbled upon this problem. V2 API is a step forward, two steps back. Google, please add an overridable 'draw' method on the Marker or GoogleMap classes so we can customize the drawing ourselves.
A possible solution is to generate the bitmap on the fly and attach it to the marker. i.e. Create a canvas, insert the marker bitmap, draw the text next to the marker. This involves some painful calculations (the appropriate canvas size with the marker bitmap and the text next to each other). Unfortunately, there's no setIcon method in Marker, so every time the text changes, a new marker has to be created. It may be fine if you just have a marker on the map, but with dozens of markers, this may not be feasible. Also there may be memory issue on creating those bitmaps dynamically. A sample code (with just the text):
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bmp = Bitmap.createBitmap(200, 50, conf);
Canvas canvas = new Canvas(bmp);
canvas.drawText("TEXT", 0, 50, paint); // paint defines the text color, stroke width, size
mMap.addMarker(new MarkerOptions()
.position(clickedPosition)
//.icon(BitmapDescriptorFactory.fromResource(R.drawable.marker2))
.icon(BitmapDescriptorFactory.fromBitmap(bmp))
.anchor(0.5f, 1)
);
Hopefully, Google will add the appropriate methods so we can do this easily. Damn, I really like the new Map rotate feature in V2 API.
Finally did it. So what you do is have a background image (in my case i just use a blue rectangle).
Create a marker like so:
Marker myLocMarker = map.addMarker(new MarkerOptions()
.position(myLocation)
.icon(BitmapDescriptorFactory.fromBitmap(writeTextOnDrawable(R.drawable.bluebox, "your text goes here"))));
Notice the writeTextOnDrawable() Method:
private Bitmap writeTextOnDrawable(int drawableId, String text) {
Bitmap bm = BitmapFactory.decodeResource(getResources(), drawableId)
.copy(Bitmap.Config.ARGB_8888, true);
Typeface tf = Typeface.create("Helvetica", Typeface.BOLD);
Paint paint = new Paint();
paint.setStyle(Style.FILL);
paint.setColor(Color.WHITE);
paint.setTypeface(tf);
paint.setTextAlign(Align.CENTER);
paint.setTextSize(convertToPixels(context, 11));
Rect textRect = new Rect();
paint.getTextBounds(text, 0, text.length(), textRect);
Canvas canvas = new Canvas(bm);
//If the text is bigger than the canvas , reduce the font size
if(textRect.width() >= (canvas.getWidth() - 4)) //the padding on either sides is considered as 4, so as to appropriately fit in the text
paint.setTextSize(convertToPixels(context, 7)); //Scaling needs to be used for different dpi's
//Calculate the positions
int xPos = (canvas.getWidth() / 2) - 2; //-2 is for regulating the x position offset
//"- ((paint.descent() + paint.ascent()) / 2)" is the distance from the baseline to the center.
int yPos = (int) ((canvas.getHeight() / 2) - ((paint.descent() + paint.ascent()) / 2)) ;
canvas.drawText(text, xPos, yPos, paint);
return bm;
}
public static int convertToPixels(Context context, int nDP)
{
final float conversionScale = context.getResources().getDisplayMetrics().density;
return (int) ((nDP * conversionScale) + 0.5f) ;
}
Thanks to Arun George:
Add text to image in android programmatically
Seems like your question was finally answered at a Google I/O session.
Have a look at http://googlemaps.github.io/android-maps-utils/
It has:
Marker clustering — handles the display of a large number of points
Heat maps — display a large number of points as a heat map
IconGenerator — display text on your Markers (see screenshot)
Very importantly it can be modified on any thread so handling many markers is a breeze
I am not sure which you are trying to achieve: having the info window show up without the user have to tap on the marker, or using a completely different view for the info window (or perhaps both).
To show the info window without requiring a user tap:
I haven't tested this myself, but I'm guessing Marker.showInfoWindow() would do the trick (assuming the Marker's visibility is already true.
To provide a custom view for the InfoWindow
There are two options here and you should refer to the documentation on GoogleMap.InfoWindowAdapter:
public static interface GoogleMap.InfoWindowAdapter
Provides views for
customized rendering of info-windows.
Methods on this provider are called when it is time to show an info
window for a marker, regardless of the cause (either a user gesture or
a programmatic call to showInfoWindow(). Since there is only one info
window shown at any one time, this provider may choose to reuse views,
or it may choose to create new views on each method invocation.
When constructing an info-window, methods in this class are called in
a defined order. To replace the default info-window, override
getInfoWindow(Marker) with your custom rendering. To replace just the
info-window contents, inside the default info-window frame (the
callout bubble), leave the default implementation of
getInfoWindow(Marker) in place and override getInfoContents(Marker)
instead.
Basically, whether you override getInfoWindow() or getInfoContents() will depend on whether or not you just wish to customize what you see inside the callout bubble, or whether you wish to customize the entire info window view, including an alternative to the callout bubble.
One caveat: I believe when you override these methods, it performs a simple rendering of what the view looks like at the time getInfoWindow() or getInfoContents() is called. I myself am interested in trying to replicate the look of the native Google Maps Android app which has a little "directions" icon next to the name of the place. One of the problems I believe (see here: https://stackoverflow.com/a/13713536/129475) is that if you have something like a button in your view, it may not behave like a button because of the static rendering.
Customize the marker image
You can replace the default marker image with a custom marker image, often called an icon. Custom icons are always set as a BitmapDescriptor, and defined using one of four methods in the BitmapDescriptorFactory class.
fromAsset(String assetName)
Creates a custom marker using an image in the assets directory.
fromBitmap (Bitmap image)
Creates a custom marker from a Bitmap image.
fromFile (String path)
Creates a custom icon from a file at the specified path.
fromResource (int resourceId)
Creates a custom marker using an existing resource.
The below snippet creates a marker with a custom icon.
private static final LatLng MELBOURNE = new LatLng(-37.813, 144.962);
private Marker melbourne = mMap.addMarker(new MarkerOptions()
.position(MELBOURNE)
.title("Melbourne")
.snippet("Population: 4,137,400")
.icon(BitmapDescriptorFactory.fromResource(R.drawable.arrow)));
This simple code works to display the title without requiring a click event:
googleMap.addMarker(new MarkerOptions()
.position(latLng)
.title(String title))
.showInfoWindow();
Google has come out with the IconGenerator class which makes adding custom icon easy.
IconGenerator iconGenerator = new IconGenerator(mContext);
Bitmap bitmap = iconGenerator.makeIcon("Text Of Icon");
mMap.addMarker(new MarkerOptions()
.position(latlng)
.title("Location")
.icon(BitmapDescriptorFactory.fromBitmap(bitmap)));
Why don't you keep an array of the markers then when it comes to laoding the markers, iterate through them calling showInfoWindow(). May not be the most elegant solution but it does what you are saying I think.
I solved this problem by making my own markers with a picture editor which has the details below. It took some time to make, but it works.
I used Photoshop and 53x110px markers.
till now i was using drawable to populate marker on my map .Now i was wondering it would be cool if i could display custom imageview as a marker in map.
till now i am doing it like
itemized= new Itemazide(drawable, mContext);
i want to achieve something like
I might be a bit late but I'll post a solution for others who have faced/are facing a similar issue. So basically what you have to do (at least for the solution you are seeking, i.e a custom image imposed on a box-like background) is impose the customImage on the background box with the help of a canvas. Using this implementation you can effectively create a BitmapDrawable from the canvas that you can then assign as a marker for your 'Overlay' / 'ItemizedOverlay'.
Also, please refrain from creating an ImageView for each overlay as this will utterly destroy your memory/ your app if you have to deal with thousands of such ImageViews simultaneously. Instead, use BitmapDrawables that can be assigned to the overlays during their construction and don't consume nearly enough memory as an ImageView.
public BitmapDrawable imageOnDrawable(int drawableBackground, Bitmap customImage)
{
//The following line is optional but I'd advise you to minimize the size of
//the size of the bitmap (using a thumbnail) in order to improve draw
//performance of the overlays (especially if you are creating a lot of overlays).
Bitmap customImageThumbnail = ThumbnailUtils.extractThumbnail(
customImage, 100, 100);
Bitmap bm = BitmapFactory.decodeResource(getResources(), drawableId);
bm = Bitmap.createScaledBitmap(bm, 112, 120, false);
Canvas canvas = new Canvas(bm);
canvas.drawBitmap(bm, 0, 0, null);
// The 6,6 in the below line refer to the offset of the customImage/Thumbnail
// from the top-left corner of the background box (or whatever you want to use
// as your background)
canvas.drawBitmap(customImageThumbnail, 6, 6, null);
return new BitmapDrawable(bm);
}
Yeah I was wondering if I could do something like this, i.e. show a custom View instead of drawable. You can override draw() method, but unfortunately it always (someone please tell me I'm wrong) has to be drawable. I think it's because custom View would take too much memory.
That being said, depending on what you're trying to achieve it's probably possible to hack mapview-baloon library to achieve some similar effect.
EDIT:
Now that you've shown what you're trying to achieve I think you should override draw() in your OverlayItem and in this method inflate your ImageView. But I didn't try to do it this way, so there may be some drawbacks (I remember a SO thread on a similar matter that claimed, that it would interrupt all touch events on this OverlayItem).
In google mapv2, map-view ballon like functionality is provided by default.
Just, you have to write some lines for it :
private GoogleMap mapView;
if (mapView == null)
mapView = ((MapFragment) getFragmentManager().findFragmentById(
R.id.map_view)).getMap();
mapView.getUiSettings().setMyLocationButtonEnabled(false);
mapView.setMyLocationEnabled(true);
MarkerOptions markerDestinationOptions;
markerDestinationOptions = new MarkerOptions()
.position(latLngDestination) .icon(BitmapDescriptorFactory.fromResource(R.drawable.marker));
mapView.addMarker(markerDestinationOptions);
Im porting an app from Flex to Android and wondering about how to build a composite image and display it.
Specifically I have a map (PNG or JPG) of a house and Im placing different markers in various locations. I've implemented this in HTML using DIV and in Flex using a canvas. Each marker has an X,Y pair based on the original size of the image. Ideally I'd like to display the image, place the markers and then support resize, drag (of the image, not the markers), etc.
There is info about 'multi-touch' available here though its a bit dated.
Suggestions on where to start?
You have to watch out for non-mutable bitmaps. When you load your bitmap, you have to create a copy which will be mutable. Then just apply your overlay using a Canvas.
Bitmap tempBitmap = BitmapFactory.decodeResource(getResources(), R.id.background, options);
Bitmap overlay = BitmapFactory.decodeResource(getResources(), R.id.overlay, options);
Bitmap finalBitmap = Bitmap.createBitmap(tempBitmap.getWidth(), tempBitmap.getHeight(), tempBitmap.getConfig());
Canvas canvas = new Canvas(finalBitmap);
canvas.drawBitmap(tempBitmap, new Matrix(), null);
canvas.drawBitmap(badge, new Matrix(), null);
// finalBitmap will contain your background and its overlay
-I_Artist