Background just comes up black when using Canvas - android

I'm trying to learn how to use canvas to create simple graphics, but right now it is refusing to draw anything and instead only creates a black background.
Here's the MainActivity:
public class MainActivity extends ActionBarActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
#Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
}
xml file:
<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"
android:paddingBottom="#dimen/activity_vertical_margin"
android:paddingLeft="#dimen/activity_horizontal_margin"
android:paddingRight="#dimen/activity_horizontal_margin"
android:paddingTop="#dimen/activity_vertical_margin"
tools:context="com.example.canvastesting.MainActivity" >
<com.example.canvastesting.DrawingPanel android:id="#+id/DrawingPanel01" android:layout_width="wrap_content"
android:layout_height="wrap_content" android:maxHeight="40dip">
</com.example.canvastesting.DrawingPanel>
</RelativeLayout>
DrawingPanel class:
public class DrawingPanel extends SurfaceView implements SurfaceHolder.Callback {
PanelThread canvasthread;
public DrawingPanel(Context context, AttributeSet attrs) {
super(context, attrs);
getHolder().addCallback(this);
canvasthread = new PanelThread(getHolder(), this);
setFocusable(true);
// TODO Auto-generated constructor stub
}
#Override
public void onDraw(Canvas canvas){
//Draw stuff here
canvas.drawColor(Color.TRANSPARENT);
}
#Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder arg0) {
canvasthread.setRunning(true);
canvasthread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder arg0) {
boolean retry = true;
canvasthread.setRunning(false);
while(retry){
try{
canvasthread.join();
retry = false;
}
catch(InterruptedException e){
}
}
}
}
And my PanelThread class:
public class PanelThread extends Thread{
private SurfaceHolder _surfaceHolder;
private DrawingPanel _panel;
private boolean _run = false;
public PanelThread(SurfaceHolder surfaceHolder, DrawingPanel panel){
_surfaceHolder = surfaceHolder;
_panel = panel;
}
public void setRunning(boolean run){
_run = run;
}
#Override
public void run(){
Canvas c;
while(_run){
c = null;
try{
c = _surfaceHolder.lockCanvas(null);
synchronized(_surfaceHolder){
_panel.onDraw(c);
}
}
finally{
if(c!=null){
_surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
Any help would be much appreciated! I'm completely stumped on this problem.

Add some more code after the line canvas.drawColor(Color.TRANSPARENT); or change the color. Painting a transparent color will show nothing different on the screen. Also, you are missing the super call to onDraw.
Here is the android docs for Canvas where you will find many methods for drawing paths, shapes and bitmaps:
http://developer.android.com/reference/android/graphics/Canvas.html
#Override
public void onDraw(Canvas canvas){
super.onDraw(canvas); ///add missing super
canvas.drawColor(Color.RED);
}

Related

How can I bring to front an object in SurfaceView

Is there any way to get objects to foregorund in surfaceView.
for example:
canvas.drawBitmap(...);
canvas.drawText(...);
If I do that text appeared on bitmap. How can I reverse it without redrawing
Sorry for my English.
Canvas just encapsulates bitmap object and bitmap only saves colour of pixel at some position, it doesn't save separate layers. It's like to draw in MSPaint. So you can't change the Z-order of your primitives on canvas. However, why don't you just change the order of commands?
There is no method to bring elements front and back. You are trying to alter the Z-order of the elements here and this is not possible or there is no direct method in Android. All you can do is arrange them in the layout and enable and disable views so that it will give you the same effect.
You can use addView() or setVisibility(View.Visible) to bring bring elements back and front.
Please try to use bellow code.
//SurfaceView class
public class MainGamePanel extends SurfaceView implements
SurfaceHolder.Callback {
MainThread thread;
public MainGamePanel(Context context) {
super(context);
// TODO Auto-generated constructor stub
getHolder().addCallback(this);
setFocusable(true);
thread = new MainThread(getHolder(), this);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO Auto-generated method stub
Log.e("N", "Changed");
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
Log.e("N", "Created");
thread.setRunning(true);
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
Log.e("N", "Destroyed");
boolean retry = true;
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
// try again shutting down the thread
}
}
}
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
if (event.getY() > getHeight() - 50) {
thread.setRunning(false);
((Activity) getContext()).finish();
} else {
Log.d("N", "Coords: x=" + event.getX() + ",y=" + event.getY());
}
}
return super.onTouchEvent(event);
}
}
//MainThread class
public class MainThread extends Thread {
// flag to hold game state
private boolean running;
private SurfaceHolder surfaceHolder;
private MainGamePanel gamePanel;
public void setRunning(boolean running) {
this.running = running;
}
public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
}
#Override
public void run() {
long tickCount = 0L;
Log.d("N", "Starting game loop");
while (running) {
tickCount++;
// update game state
// render state to the screen
}
Log.d("N", "Game loop executed " + tickCount + " times");
}
}
//Main Activity
public class MainActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new MainGamePanel(this));
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.activity_main, menu);
return true;
}
}

Buttons not working with Surface view

I am new to Android and I am trying to add start and reset buttons with a custom surface view. I am able to draw canvas with a circle which is moving with touch.
Now my problem is that when I click the start button, the circle must take its initial position (10,10).
My activity class
public class OpenGlActivity extends Activity implements OnClickListener {
GameView GameView;
FrameLayout Frame;
LinearLayout canvas;
Button btnStart, btnReset;
TutorialThread GameThread;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Set full screen view
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.main);
GameView = new GameView(this);
btnStart = (Button) findViewById(R.id.btnStart);
btnStart.setOnClickListener(this);
btnReset = (Button) findViewById(R.id.btnReset);
btnReset.setOnClickListener(this);
GameView.setOnTouchListener(this);
}
public void onClick(View v) {
switch (v.getId()) {
case R.id.btnStart:
Log.i("openGl", "play called");
GameView.setState();
// drawView.invalidate();
break;
case R.id.btnReset:
// GameView.play=true;
// GameView.reset();
Log.i("openGl", "RESETcalled");
// drawView.invalidate();
break;
}
}
}
Custom surfaceview class and thread class
class GameView extends SurfaceView implements SurfaceHolder.Callback {
String TAG = "GameView";
private TutorialThread _thread;
Paint paint = new Paint();
Paint red = new Paint();
Paint black = new Paint();
int x = 20;
int y = 20;
public GameView(Context context) {
super(context);
// TODO Auto-generated constructor stub
getHolder().addCallback(this);
_thread = new TutorialThread(getHolder(), this);
// TODO Auto-generated constructor stub
paint.setColor(Color.WHITE);
paint.setAntiAlias(true);
red.setColor(Color.RED);
red.setAntiAlias(true);
black.setColor(Color.BLACK);
black.setAntiAlias(true);
setFocusable(true);
}
public GameView(Context context, AttributeSet attrs) {
super(context, attrs);
getHolder().addCallback(this);
_thread = new TutorialThread(getHolder(), this);
// TODO Auto-generated constructor stub
paint.setColor(Color.WHITE);
paint.setAntiAlias(true);
red.setColor(Color.RED);
red.setAntiAlias(true);
black.setColor(Color.BLACK);
black.setAntiAlias(true);
setFocusable(true);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
x = (int) event.getX();
y = (int) event.getY();
return true;
}
public void setState() {
Log.i(TAG, "in setState");
_thread.play();
}
#Override
public void onDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
canvas.drawCircle(x, y, 10, red);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
_thread.setRunning(true);
_thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// simply copied from sample application LunarLander:
// 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;
_thread.setRunning(false);
while (retry) {
try {
_thread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
}
class TutorialThread extends Thread {
String TAG = "TutorialThread";
private SurfaceHolder _surfaceHolder;
private GameView _panel;
private boolean _run = false;
public TutorialThread(SurfaceHolder surfaceHolder, GameView panel) {
_surfaceHolder = surfaceHolder;
_panel = panel;
}
public void setRunning(boolean run) {
_run = run;
}
#Override
public void run() {
Canvas c;
while (_run) {
c = null;
try {
c = _surfaceHolder.lockCanvas(null);
synchronized (_surfaceHolder) {
_panel.onDraw(c);
}
} 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);
}
}
}
}
public void play() {
synchronized (_surfaceHolder) {
_panel.x = 10;
_panel.y = 10;
Log.i(TAG, "in Play");
}
}
}
main.xml
<?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.example.opengl.GameView
android:id="#+id/gameView"
android:layout_width="fill_parent"
android:layout_height="fill_parent"/>
<LinearLayout
android:orientation="horizontal"
android:layout_width="match_parent"
android:layout_height="wrap_content">
<Button
android:id="#+id/btnStart"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Start" />
<Button
android:id="#+id/btnReset"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="Reset" />
</LinearLayout>
</FrameLayout>

How to display the Canvas part of a view in android?

I am working on a code where we use canvas to detect the touch on the screen.As of now the canvas is been directly drawn.How to add it as part of a view which comprises of other elements in xml.Here is the code
public class Tutorial2D extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(new Panel(this));
}
}
Here is the other part of it
public class Panel extends SurfaceView implements SurfaceHolder.Callback {
private ViewThread mThread;
private ArrayList<Element> mElements = new ArrayList<Element>();
public Panel(Context context) {
super(context);
getHolder().addCallback(this);
mThread = new ViewThread(this);
}
public void doDraw(Canvas canvas) {
canvas.drawColor(Color.TRANSPARENT);
synchronized (mElements) {
for (Element element : mElements) {
element.doDraw(canvas);
}
}
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
if (!mThread.isAlive()) {
mThread = new ViewThread(this);
mThread.setRunning(true);
mThread.start();
}
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
if (mThread.isAlive()) {
mThread.setRunning(false);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
synchronized (mElements) {
mElements.add(new Element(getResources(), (int) event.getX(), (int) event.getY()));
}
return super.onTouchEvent(event);
}
}
How to add this canvas to the main xml and been displayed over an image,any snippet on this or how should I change working on this code,anything will be greatful.Thanks
Try this constructor for the Panel class:
public Panel(Context context, AttributeSet attrs) {
super(context, attrs);
getHolder().addCallback(this);
mThread = new ViewThread(this);
}
You can use the custom view in xml layout with its package name. For example, in main.xml:
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical">
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="Hello" />
<your.package.name.Panel
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</LinearLayout>
Then, in onCreate of your activity:
setContentView(R.layout.main);

How can I change the picture that draws on the screen

This might seem like a silly qustion but how do you change the picture that draws on the screen.I have already been able to program a app were it draws a little icon where you touch the screen.So natually after I completed that I want to make it better by adding a option menu and the ability to change what icon you were being drown but when I ran the code the icon picture stayed the same.When I looked at it I found that when you click on any of the menu item it does do it's job and change the image id but when you go back to the main screen and try to create a new image it revertes back to the old image.I have no idea why it doesn't change because when I look at it everything make sense for it to change icon properly.If any one has any idea on what i am doing wrong or any suggestion on how to do this it would be greatly appreciate
Main
public class main extends Activity {
/** Called when the activity is first created. */
MenuItem item2;
int item3=R.drawable.ic_launcher;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
FrameLayout sv = new FrameLayout(this);
LinearLayout ll = new LinearLayout(this);
Panel test = new Panel(this);
//ImageButton button = new ImageButton(this);
ll.setOrientation(LinearLayout.VERTICAL);
sv.addView(test);
//ll.addView(button);
sv.addView(ll);
setContentView(sv);
}
public boolean onCreateOptionsMenu(Menu menu) {
// TODO Auto-generated method stub
MenuInflater inflater = getMenuInflater();
inflater.inflate(R.menu.menu, menu);
return super.onCreateOptionsMenu(menu);
}
#Override
public boolean onOptionsItemSelected(MenuItem item) {
// TODO Auto-generated method stub
Log.v("test", "item3 before is: "+item3);
item3=R.drawable.box;
Log.v("test", "item3 after is: "+item3);
return super.onOptionsItemSelected(item);
}
}
Panel
public class Panel extends SurfaceView implements SurfaceHolder.Callback {
private Bitmap image;
private ViewThread mThread;
private int x;
private int y;
private ArrayList<Element> mElements = new ArrayList<Element>();
public Panel(Context context) {
super(context );
image = BitmapFactory.decodeResource(getResources(),yantz.imageapp4.R.drawable.test);
getHolder().addCallback(this);
mThread = new ViewThread(this);
}
public void doDraw(Canvas canvas) {
canvas.drawColor(Color.CYAN);
canvas.drawBitmap(image, x, y, null);
synchronized (mElements){
for(Element element : mElements){
element.doDraw(canvas);
}
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
// TODO Auto-generated method stub
Log.v("test", "you have touched the sreen: ");
synchronized (mElements){
mElements.add(new Element(getResources(),(int) event.getX(),(int) event.getY()));
}
return super.onTouchEvent(event);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
if (!mThread.isAlive()) {
mThread = new ViewThread(this);
mThread.setRunning(true);
mThread.start();
}
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
if (mThread.isAlive()) {
mThread.setRunning(false);
}
}
}
Elements
public class Element extends main{
private int mX;
private int mY;
int location ;
private Bitmap mBitmap;
public Element(Resources res, int x, int y) {
Log.v("element", "item3 before location is: "+item3);
location =item3;
mBitmap = BitmapFactory.decodeResource(res, location);
mX = x - mBitmap.getWidth() / 2;
mY = y - mBitmap.getHeight() / 2;
Log.v("element", "item3 before location is: "+item3);
}
public void doDraw(Canvas canvas) {
canvas.drawBitmap(mBitmap, mX, mY, null);
}
public void setlocation(int location2){
location=location2;
}
}
ViewThread
public class ViewThread extends Thread {
private Panel mPanel;
private SurfaceHolder mHolder;
private boolean mRun = false;
public ViewThread(Panel panel) {
mPanel = panel;
mHolder = mPanel.getHolder();
}
public void setRunning(boolean run) {
mRun = run;
}
#Override
public void run() {
Canvas canvas = null;
while (mRun) {
canvas = mHolder.lockCanvas();
if (canvas != null) {
mPanel.doDraw(canvas);
mHolder.unlockCanvasAndPost(canvas);
}
}
}
}
you can use
#Override
protected void onResume() {
super.onResume();
id="what ever you want";
//and set it to imagevIew;
}
if i have understood the uestion correctly,this happens because your activity pauses when it is not focused and resumes with default values.

add image to surface view in android

I want to add image to Surface view. So i used below code
public class MySurfaceView extends SurfaceView implements SurfaceHolder.Callback{
Bitmap myicon;
Canvas canvas;
private Paint mBitmapPaint;
Paint p= new Paint();
#Override
protected void onDraw(Canvas canvas) {
Bitmap myicon=BitmapFactory.decodeResource(getResources(),R.drawable.icon);
canvas.drawColor(Color.BLACK);
canvas.drawBitmap(myicon, 0,0, p);
// canvas.drawBitmap(myicon, 0,0, null);
// canvas.drawBitmap(myicon, 25,25, null);
}
public MySurfaceView(Context context) {
super(context);
// TODO Auto-generated constructor stub
}
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
// TODO Auto-generated method stub
}
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
}
public void surfaceDestroyed(SurfaceHolder arg0) {
// TODO Auto-generated method stub
}
}
But it shows black screen. I didn't get what i did wrong in above code.
Please solve the problem
Thanks in advance.
Here is your solution Buddy, Also look at this link from where I got the solution
MainAct.java
public class MainAct extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mySurfaceView mySurfaceView = new mySurfaceView(getApplicationContext());
setContentView(mySurfaceView);
}
}
mySurfaceView.java
public class mySurfaceView extends SurfaceView implements
SurfaceHolder.Callback {
private TutorialThread _thread;
public mySurfaceView(Context context) {
super(context);
getHolder().addCallback(this);
_thread = new TutorialThread(getHolder(), this);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Bitmap _scratch = BitmapFactory.decodeResource(getResources(),
R.drawable.icon);
canvas.drawColor(Color.BLACK);
canvas.drawBitmap(_scratch, 10, 10, null);
}
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
}
public void surfaceCreated(SurfaceHolder arg0) {
_thread.setRunning(true);
_thread.start();
}
public void surfaceDestroyed(SurfaceHolder arg0) {
boolean retry = true;
_thread.setRunning(false);
while (retry) {
try {
_thread.join();
retry = false;
} catch (InterruptedException e) {
}
}
}
class TutorialThread extends Thread {
private SurfaceHolder _surfaceHolder;
private mySurfaceView _panel;
private boolean _run = false;
public TutorialThread(SurfaceHolder surfaceHolder, mySurfaceView panel) {
_surfaceHolder = surfaceHolder;
_panel = panel;
}
public void setRunning(boolean run) {
_run = run;
}
#Override
public void run() {
Canvas c;
while (_run) {
c = null;
try {
c = _surfaceHolder.lockCanvas(null);
synchronized (_surfaceHolder) {
_panel.onDraw(c);
}
} finally {
if (c != null) {
_surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
}
}
EDIT :
droidnova website is not available anymore.I have found alternative website here which is having same source.
I hope it will be helpful !!
There are some changes to your class
package com.sample;
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.view.SurfaceHolder;
import android.view.SurfaceView;
public class MSurface extends SurfaceView implements SurfaceHolder.Callback {
public MSurface(Context context) {
super(context);
getHolder().addCallback(this);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Bitmap icon = BitmapFactory.decodeResource(getResources(),R.drawable.icon);
canvas.drawColor(Color.BLACK);
canvas.drawBitmap(icon, 10, 10, new Paint());
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
Canvas canvas = null;
try {
canvas = holder.lockCanvas(null);
synchronized (holder) {
onDraw(canvas);
}
} catch (Exception e) {
e.printStackTrace();
} finally {
if (canvas != null) {
holder.unlockCanvasAndPost(canvas);
}
}
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
}
}
But I am not sure you need SurfaceView, cause it used not to draw bitmap once, but to draw a lot of times after user interaction
If your view is not interactive, would be better if you extend View instead of SurfaceView
Cheers

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