how to draw alphabets and draw line on it by finger? [closed] - android

Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 8 years ago.
Improve this question
I want to create letters and words dynamically on view and also I want to draw line on it by finger.
For example I have letters like A as given in picture:
I would like to draw like this as given in picture:
The problem is that the line is drawn on the whole view. I want to find points contain letters and only draw line on letters contain points. if any idea or suggestion then let me know.

I solved my problem by using two images one is a normal image of an "A" and other is transparent image of an "A", in between these two images I add the custom view on which I draw freehand line.
Using below code:
public class MainActivity extends Activity {
DrawingView dv ;
private Paint mPaint;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
RelativeLayout mtile=(RelativeLayout)findViewById(R.id.mtile);
dv = new DrawingView(this);
mtile.addView(dv);
RelativeLayout rvtrans=new RelativeLayout(this);
rvtrans.setBackgroundResource(R.drawable.at);
mtile.addView(rvtrans);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(Color.GREEN);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(12);
}
public class DrawingView extends View {
public int width;
public int height;
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mBitmapPaint;
Context context;
private Paint circlePaint;
private Path circlePath;
public DrawingView(Context c) {
super(c);
context=c;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
circlePaint = new Paint();
circlePath = new Path();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath( mPath, mPaint);
canvas.drawPath( circlePath, circlePaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
Log.d("start xy==>", x+","+y);
}
private void touch_move(float x, float y) {
Log.d("move xy==>", x+","+y);
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if ((dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE)) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
/* circlePath.reset();
circlePath.addCircle(mX, mY, 30, Path.Direction.CW);*/
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
Log.d("end xy", mX+","+mY);
circlePath.reset();
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
}
and activity_main.xml is :
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:id="#+id/mtile"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#drawable/a"
>
</RelativeLayout>

Related

Erase drawing in canvas

I have written an Android application with a Canvas for drawing with a stylus. It works well. When I'm pushing the upper function key of my stylus I would like to erase the drawing by brushing over the text. The normal drawing is in black, so I thought to do the erase with white (on top of the black line). My problem is that all lines change the color when I press the upper function key of the stylus (i.e. all lines are then white) instead of just painting the new draw line in white.
Another option would be to delete elements from the path for the erase. If somebody has a solution for this, I would be happy too.
The layout looks as follows:
<?xml version="1.0" encoding="utf-8"?>
<android.support.constraint.ConstraintLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#ffffff"
tools:context="StylusBaselineA">
<inf.ethz.ch.affectivestudy.CanvasView
android:id="#+id/baselineACanvas"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:textColor="#FFFFFF" />
</android.support.constraint.ConstraintLayout>
The CanvasView class look as follows:
public class CanvasView extends View {
public int width;
public int height;
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Path mPathErase;
Context context;
private Paint mPaint;
private Paint mPaintErase;
private float mX, mY;
private static final float TOLERANCE = 5;
private boolean erase = false;
public CanvasView(Context c, AttributeSet attrs) {
super(c, attrs);
context = c;
// we set a new Path
mPath = new Path();
mPathErase = new Path();
// and we set a new Paint with the desired attributes
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setColor(Color.BLACK);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeWidth(4f);
mPaintErase = new Paint();
mPaintErase.setAntiAlias(true);
mPaintErase.setColor(Color.WHITE);
mPaintErase.setStyle(Paint.Style.STROKE);
mPaintErase.setStrokeJoin(Paint.Join.ROUND);
mPaintErase.setStrokeWidth(4f);
}
// override onSizeChanged
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
// your Canvas will draw onto the defined Bitmap
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
// override onDraw
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// draw the mPath with the mPaint on the canvas when onDraw
if (erase) {
canvas.drawPath(mPathErase, mPaintErase);
} else {
canvas.drawPath(mPath, mPaint);
}
}
// when ACTION_DOWN start touch according to the x,y values
private void startTouch(float x, float y) {
if (erase) {
mPathErase.moveTo(x, y);
} else {
mPath.moveTo(x, y);
}
mX = x;
mY = y;
}
// when ACTION_MOVE move touch according to the x,y values
private void moveTouch(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOLERANCE || dy >= TOLERANCE) {
if (erase) {
mPathErase.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
} else {
mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
}
mX = x;
mY = y;
}
}
public void clearCanvas() {
mPath.reset();
mPathErase.reset();
invalidate();
}
// when ACTION_UP stop touch
private void upTouch() {
if (erase) {
mPathErase.lineTo(mX, mY);
} else {
mPath.lineTo(mX, mY);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
if (event.getToolType(0) == MotionEvent.TOOL_TYPE_ERASER) {
// Upper function key of stylus
erase = true;
} else if (event.getToolType(0) == MotionEvent.TOOL_TYPE_FINGER) {
// Touch input
erase = false;
return false;
} else {
erase = false;
}
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
startTouch(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
moveTouch(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
upTouch();
invalidate();
break;
}
return true;
}
}
Try this.
public class CanvasActivity extends AppCompatActivity {
private Paint mPaint;
View mView;
Button clear;
private Canvas mCanvas;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_canvas);
RelativeLayout layout = (RelativeLayout) findViewById(R.id.Linear_layout);
mView = new DrawingView(this);
layout.addView(mView, new LayoutParams(
RelativeLayout.LayoutParams.MATCH_PARENT,
RelativeLayout.LayoutParams.MATCH_PARENT));
clear= (Button) findViewById(R.id.clear);
clear.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
mCanvas.drawColor(Color.WHITE);
}
});
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(Color.GREEN);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(12);
}
public class DrawingView extends View {
public int width;
public int height;
private Bitmap mBitmap;
private Path mPath;
private Paint mBitmapPaint;
Context context;
private Paint circlePaint;
private Path circlePath;
public DrawingView(Context c) {
super(c);
context=c;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
circlePaint = new Paint();
circlePath = new Path();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath( mPath, mPaint);
canvas.drawPath( circlePath, circlePaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
circlePath.reset();
circlePath.addCircle(mX, mY, 30, Path.Direction.CW);
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
circlePath.reset();
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
}

Android Studio | Java --- Draw a Bitmap with fingers

For a little project I have to write an Android application for drawing a line on the screen with fingers. At the moment I use this piece of code
ยด
public class MainActivity extends Activity {
DrawingView dv ;
private Paint mPaint;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
dv = new DrawingView(this);
setContentView(dv);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(Color.GREEN);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(12);
}
public class DrawingView extends View {
public int width;
public int height;
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mBitmapPaint;
Context context;
private Paint circlePaint;
private Path circlePath;
public DrawingView(Context c) {
super(c);
context=c;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
circlePaint = new Paint();
circlePath = new Path();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath( mPath, mPaint);
canvas.drawPath( circlePath, circlePaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
circlePath.reset();
circlePath.addCircle(mX, mY, 30, Path.Direction.CW);
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
circlePath.reset();
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
}
With this I'm able to draw a line on my screen but I have no Idea how convert the painted line to a bitmap. I think I understand it wrong but I think "mBitmap" is only an empty Bitmap and the "picture" is saved in "mCanvas".
So is there any way to convert the painted line in a Bitmap?
You need not create mBitmap or mCanvas for this. You could simply call View.getDrawingCache() to get the contents of the View. More info here.
But if you are planning to draw in your own bitmap, then you need to have a mBitmap and mCanvas. Follow the steps below to accomplish this:
Move the below lines into the constructor, since you want the bitmap and canvas creation only once.
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
In your onDraw() method, use the mCanvas to draw and not the canvas. Finally draw the mBitmap on to the view's canvas. Something like below:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// This will use the mCanvas and draw the `path` in the mBitmap.
mCanvas.drawPath( mPath, mPaint);
mCanvas.drawPath( circlePath, circlePaint);
// Now once everything is drawn on mBitmap, we will draw the contents of this mBitmap onto the underlying bitmap of the View via `canvas`.
canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
}
Always remember, every view will have an underlying bitmap (shared across). The canvas that you get in the onDraw() will help you draw stuff in the underlying bitmap. If you want to draw in your own bitmap, then you need to create a bitmap and a canvas, and draw using the canvas you created and not the one provided to you in the onDraw().

Draw color using finger on custom view in android

I am working in a app, in which I have to develop ALPHABETS, one alphabet in one screen, and so on.
when some one move finger over the Alphabet, it draws color over the alphabet.
The color is visible only over the alphabet, not over the background of the screen.
I wish i can post screenshot. please refer this app for more information-
https://play.google.com/store/apps/details?id=kr.co.smartstudy.phonicsiap_android_googlemarket
in this app we draw alphabet. Same I want to draw.
I have no idea how to develop it, if anyone have some idea in it, please help me.
I am answering to my question.
My requirement was to draw only over the ALPHABETS. I achieved this functionality by creating custom view with override draw method.
Below is my code snippet:
public class DrawingView extends View{
private final Paint mAlphaPaint;
private final Paint clearPaint;
public int width;
public int height;
private Bitmap mBitmap;
private Canvas mCanvas,mCanvasWhite;
private Path mPath,alphaPath;
private Paint mBitmapPaint;
Context context;
private Paint circlePaint;
private Path circlePath;
private Bitmap mBitmapWhite;
public DrawingView(Context c) {
super(c);
context = c;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
circlePaint = new Paint();
circlePath = new Path();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.ROUND);
circlePaint.setStrokeCap(Paint.Cap.ROUND);
circlePaint.setStrokeWidth(110f);
DisplayMetrics displayMetrics = getResources().getDisplayMetrics();
width = displayMetrics.widthPixels;
height = displayMetrics.heightPixels;
alphaPath = new Path();
alphaPath.moveTo(width*.5f, height*0.1f);
alphaPath.lineTo(100, 100);
alphaPath.lineTo(100, 150);
alphaPath.lineTo(width/2, height/2);
alphaPath.lineTo(100, height - 300);
mAlphaPaint = new Paint();
mAlphaPaint.setAntiAlias(true);
mAlphaPaint.setColor(Color.WHITE);
mAlphaPaint.setStyle(Paint.Style.STROKE);
mAlphaPaint.setStrokeJoin(Paint.Join.ROUND);
mAlphaPaint.setStrokeCap(Paint.Cap.ROUND);
mAlphaPaint.setStrokeWidth(220f);
clearPaint = new Paint();
clearPaint.setStyle(Paint.Style.STROKE);
clearPaint.setStrokeJoin(Paint.Join.ROUND);
clearPaint.setStrokeCap(Paint.Cap.ROUND);
clearPaint.setStrokeWidth(220f);
clearPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
clearPaint.setColor(Color.TRANSPARENT);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBitmap.eraseColor(Color.GREEN);
mCanvas = new Canvas(mBitmap);
mCanvas.drawPath(alphaPath, clearPaint);
mBitmapWhite = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBitmapWhite.eraseColor(Color.WHITE);
mCanvasWhite = new Canvas(mBitmapWhite);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(mBitmapWhite,0,0,circlePaint);
canvas.drawBitmap(mBitmap, 0, 0, circlePaint);
mCanvasWhite.drawPath(mPath, circlePaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
mX = x;
mY = y;
circlePath.reset();
circlePath.addCircle(mX, mY, 30, Path.Direction.CW);
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
circlePath.reset();
// commit the path to our offscreen
mCanvasWhite.drawPath(mPath, circlePaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
Log.d("onTouchEvent",x+","+y);
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
Add this view in your layout. In it we can draw on line not on whole surface.
I hope it will help you.

Drawing Straight line in android using single pan tool or single finger scratches?

how can draw straight line using single finger or pan tool movement in android ?? when we draw one line through finger scratches, which is draw some zigzag. my exact Q? is that how to automatic straight ??
Hey ,i am using both quadTo() & lineTo() method but not exact straight line, plz improve that ANS.
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
dv = new DrawingView(this);
setContentView(dv);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(Color.WHITE);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(4);
}
public class DrawingView extends View {
public int width;
public int height;
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mBitmapPaint;
Context context;
private Paint circlePaint;
private Path circlePath;
public DrawingView(Context c) {
super(c);
context=c;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
circlePaint = new Paint();
circlePath = new Path();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath( mPath, mPaint);
canvas.drawPath( circlePath, circlePaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
circlePath.reset();
circlePath.addCircle(mX, mY, 30, Path.Direction.CW);
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
circlePath.reset();
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
}
That's a BIG question, dude! If I were you, I'd start with a code sample like this. That will get you finger drawing non-straight lines on the Canvas. After that you, could start thinking about how to adapt this code to your purposes. Note that there are methods for touch_down and touch_up. You could experiment with redrawing a subset of the canvas each time touch_up is called, replacing whatever has been drawn since the last touch_down with a simple line (using canvas.lineTo()) that links the x/y on touch_down with the x/y on touch_up.

How to change paint color/stroke after implementing UNDO function in canvas paint

In my Paint App I have implemented UNDO function and it's working fine. But if a change the paint brush color (or) paint brush stroke then all my previous drawn paths changing to the new paint color. The code is as follows:
public class CustomView extends View implements OnTouchListener {
public Canvas mCanvas;
private Path mPath;
public Paint mPaint, mBitmapPaint;
Bitmap mBitmap;
Canvas canvas;
public ArrayList<Path> paths = new ArrayList<Path>();
public ArrayList<Path> undonePaths = new ArrayList<Path>();
private Bitmap im;
public CustomView(Context context) {
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
setOnTouchListener(this);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(0xFFFFFFFF);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(6);
mCanvas = new Canvas();
mPath = new Path();
im = BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher);
DisplayMetrics metrics = getContext().getResources().getDisplayMetrics();
int w = metrics.widthPixels;
int h = metrics.heightPixels;
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
// mBitmapPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
#Override
protected void onDraw(Canvas canvas) {
// mPath = new Path();
// canvas.drawPath(mPath, mPaint);
canvas.drawColor(Color.TRANSPARENT);
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
for (Path p : paths) {
canvas.drawPath(p, mPaint);
}
canvas.drawPath(mPath, mPaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
undonePaths.clear();
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
mX = x;
mY = y;
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
paths.add(mPath);
mPath = new Path();
}
public void onClickUndo() {
if (paths.size() > 0) {
undonePaths.add(paths.remove(paths.size() - 1));
invalidate();
} else {
}
// toast the user
}
public void onClickRedo() {
if (undonePaths.size() > 0) {
paths.add(undonePaths.remove(undonePaths.size() - 1));
invalidate();
} else {
}
// toast the user
}
#Override
public boolean onTouch(View arg0, MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
This is an old question, but I wanted to leave an answer for anyone that comes here. The solution is to keep track of separate Paint instances for each stroke (there should be exactly 1 Paint object per Path object).
Change your touch_up method to reset the mPaint, in addition to resetting the mPath.
private void touch_up() {
mPath.lineTo(mX, mY);
mCanvas.drawPath(mPath, mPaint);
paths.add(mPath);
mPath = new Path();
mPaints.add(mPaint)
// Creates a new Paint reference, but keeps the previous state (color, width, etc.)
mPaint = new Paint(mPaint);
}
Then your onDraw method looks something like this.
for (int i = 0; i < mPaths.size(); i++) {
canvas.drawPath(mPaths.get(i), mPaints.get(i));
}

Categories

Resources