Simple layout
<FrameLayout 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:background="#0099cc"
tools:context="com.testzoom.app.FullscreenActivity">
<TextView android:id="#+id/fullscreen_content"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:keepScreenOn="true"
android:textColor="#33b5e5"
android:textStyle="bold"
android:textSize="50sp"
android:gravity="center"
android:text="#string/dummy_content" />
<Button android:id="#+id/dummy_button"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="#string/dummy_button"
android:layout_gravity="bottom"
/>
<ImageView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:scaleType="fitXY"
android:id="#+id/dummy_image"
/>
</FrameLayout>
Goal - by pressing button on the bottom, set imageview(which is same size as screen) with screenshot bitmap of half size. Result - weird rendering, why fitXY not working?
Click handler:
findViewById(R.id.dummy_button).setOnClickListener(new View.OnClickListener()
{
#Override
public void onClick(View v)
{
View view = getWindow().getDecorView();
Bitmap bmp = Bitmap.createBitmap(view.getWidth()/2, view.getHeight()/2, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bmp);
c.scale(0.5f,0.5f, bmp.getWidth(), bmp.getHeight());
view.draw(c);
((ImageView)findViewById(R.id.dummy_image)).setImageBitmap(bmp);
}
});
Result on screenshots:
Note that this task is synthetic so don't ask why I am doing this, this is just demonstration of problem.
The problem lies within the call where you are scaling the canvas. You provide the pivot points which are bmp.getWidth() and bmp.getHeight() which are essentially in the middle of the screen.
findViewById(R.id.dummy_button).setOnClickListener(new View.OnClickListener()
{
#Override
public void onClick(View v)
{
View view = getWindow().getDecorView();
Bitmap bmp = Bitmap.createBitmap(view.getWidth()/2, view.getHeight()/2, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bmp);
c.scale(0.5f,0.5f);//no pivot points
view.draw(c);
((ImageView)findViewById(R.id.dummy_image)).setImageBitmap(bmp);
}
});
I don't think it's the rendering so much as the placement of the new ImageView. You have all three items in a FrameLayout which does nothing to determine the order or placement of view. Where is the code to place the newly created ImageView?
Related
I prepared a layout with 2 images of same size in a vertical LinearLayout so both appear with exact same size in AS.
The layout is as follow:
<android.support.v4.widget.DrawerLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/drawer_layout"
android:layout_width="match_parent"
android:layout_height="match_parent">
<FrameLayout
android:id="#+id/frame_container"
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:id="#+id/partner_background"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:scaleType="fitXY"
android:src="#drawable/fake_background" />
<LinearLayout
android:id="#+id/partner_layout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_weight="1"
android:padding="0dp">
<ImageView
android:id="#+id/imageGuide"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center_horizontal"
android:contentDescription="#string/logo_Site"
android:scaleType="centerInside"
android:src="#drawable/my_logo"
android:layout_alignParentTop="true"
android:layout_centerHorizontal="true" />
</RelativeLayout>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/partner_container"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_weight="1"
android:padding="0dp"
>
<ImageView
android:id="#+id/partner_logo"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentTop="true"
android:layout_centerHorizontal="true"
android:layout_gravity="center_horizontal"
android:contentDescription="#string/logo_Site"
android:scaleType="centerInside"
android:src="#drawable/my_logo" />
</RelativeLayout>
</LinearLayout>
</FrameLayout>
<ListView android:id="#+id/left_drawer"
android:layout_width="300dp"
android:layout_height="match_parent"
android:layout_gravity="start"
android:choiceMode="singleChoice"
android:divider="#android:color/white"
android:dividerHeight="1dp"
android:background="#F2F2F2"/>
<ListView android:id="#+id/right_drawer"
android:layout_width="300dp"
android:layout_height="match_parent"
android:layout_gravity="end"
android:choiceMode="singleChoice"
android:divider="#android:color/white"
android:dividerHeight="1dp"
android:background="#F2F2F2"/>
</android.support.v4.widget.DrawerLayout>
The RelativeLayouts are here because I will have some other objects in.
If I execute it on my device, everything is ok, I get the exact same rendering.
But now, I want to change the bottom logo with one downloaded from my server.
I download the exact same image and then, I set it like that:
ImageView partnerLogo = (ImageView) findViewById(R.id.partner_logo);
file = new File(getApplicationContext().getFilesDir(), "/partner/partnerLogo.png");
uri = Uri.fromFile(file);
bitmap = null;
try {
bitmap = MediaStore.Images.Media.getBitmap(getApplicationContext().getContentResolver(), uri);
} catch (IOException e) {
e.printStackTrace();
}
if (bitmap != null) {
partnerLogo.setImageBitmap(bitmap);
}
When I look at bitmap in the debugger, the image is 512x512 as expected.
But the result is that one:
Could you tell me why the layout is modified?
Edit
I made some tests to try to set both images programmatically and I discovered that using:
try {
bitmap = MediaStore.Images.Media.getBitmap(getApplicationContext().getContentResolver(), uri);
} catch (IOException e) {
e.printStackTrace();
}
if (bitmap != null) {
partnerLogo.setImageBitmap(bitmap);
}
set an image smaller than using:
partnerLogo.setImageDrawable(getResources().getDrawable(R.drawable.my_logo));
But both images are exactly the same PNG images!?!
So I think the problem comes from setImageBimap() and not from the layout.
EDIT 2
According to many post about similar problems, it seems that Android needs a drawable to be able to scale it as needed.
That would confirm my experiment given in first EDIT.
So I tried that:
ImageView partnerLogo = (ImageView) findViewById(R.id.partner_logo);
file = new File(getApplicationContext().getFilesDir(), "/partner/partnerLogo.png");
uri = Uri.fromFile(file);
BitmapDrawable drawable = null;
try {
bitmap = MediaStore.Images.Media.getBitmap(getApplicationContext().getContentResolver(), uri);
if (bitmap != null) {
drawable = new BitmapDrawable(getResources(), bitmap);
}
} catch (IOException e) {
e.printStackTrace();
}
if (bitmap != null) {
partnerLogo.setImageDrawable(drawable);
}
But that doesn't work better !?!
On your layout on the LinearLayout add android:weightSum="2"
On your both RelativeLayout containing a ImageView change android:layout_height="wrap_content" to android:layout_height="0dp"
But those RelativeLayout are superfluous you can remove it and put on the ImageView's
android:layout_height="0dp"
android:layout_weight="1"
This ensures that the vertical space will be divided between the two images
Just modified relevant code. Add it and check.
Modification Like:
Adding weightSum to LinearLayout
Giving equal weight to the LinearLayout's immediate children
Modified your LinearLayout (partner_layout ).
This is just modified piece of your XML file.
<LinearLayout
android:id="#+id/partner_layout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:weightSum="1"
android:orientation="vertical">
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight="0.5"
android:padding="0dp">
<ImageView
android:id="#+id/imageGuide"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_gravity="center_horizontal"
android:contentDescription="#string/logo_Site"
android:scaleType="centerInside"
android:src="#drawable/my_logo"
android:layout_alignParentTop="true"
android:layout_centerHorizontal="true" />
</RelativeLayout>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/partner_container"
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight="0.5"
android:padding="0dp">
<ImageView
android:id="#+id/partner_logo"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_alignParentTop="true"
android:layout_centerHorizontal="true"
android:layout_gravity="center_horizontal"
android:contentDescription="#string/logo_Site"
android:scaleType="centerInside"
android:src="#drawable/my_logo" />
</RelativeLayout>
</LinearLayout
Our first aim should be how to resolve the issue.It seems that it could be handled by your xml layout.
So in my suggestion if you are using relative layout try to fix width and height of your imageView.
Other wise try some other layout like tableLayout, frameLayout or gridLyout and try to change width and height of your imageview with various available option(match_parents/wrap_content etc or also try with fix size).and also add
android:scaleType="fitXY"
Hope this will resolve your issue.
When You set Images from Drawable then Android system Automatically resize that image accrding available width and height but when you set Any image using setImageBitmap() method it dose not resize and actual image shown.
Although the system performs scaling and resizing to make your
application work on different screens, you should make the effort to
optimize your application for different screen sizes and densities. In
doing so, you maximize the user experience for all devices and your
users believe that your application was actually designed for their
devices—rather than simply stretched to fit the screen on their
devices.
Find your solution and more details regarding Images,Bitmap scaling and resizing ,drawables in below links :
How to stop Android form automatically scaling drawables?
Supporting Multiple Screens
So the only solution I found is to scale the image by hand, based on the layout built with fake images.
And the code is based on the one found quiet a long time ago somewhere in SO:
final ImageView myLogo = (ImageView) findViewById(R.id.image_logo);
bitmap = BitmapFactory.decodeResource(getApplicationContext().getResources(), R.drawable.my_logo_512x512);
final ImageView partnerLogo = (ImageView) findViewById(R.id.partner_logo);
file = new File(getApplicationContext().getFilesDir(), "/partner/partnerLogo.png");
uri = Uri.fromFile(file);
try {
bitmap2 = MediaStore.Images.Media.getBitmap(getApplicationContext().getContentResolver(), uri);
} catch (IOException e) {
e.printStackTrace();
}
if (bitmap != null) {
ViewTreeObserver vto = myLogo.getViewTreeObserver();
vto.addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
public boolean onPreDraw() {
myLogo.getViewTreeObserver().removeOnPreDrawListener(this);
finalHeight = myLogo.getMeasuredHeight();
finalWidth = myLogo.getMeasuredWidth();
pictureWidth = bitmap.getWidth();
pictureHeight = bitmap.getHeight();
float ratioImage = (float)pictureWidth / (float)pictureHeight;
float ratioView = (float)finalWidth / (float)finalHeight;
if (ratioView > ratioImage) { // finalHeight is the limit
finalWidth = (int)((float)pictureWidth * ((float) finalHeight / (float) pictureHeight));
} else { // finalWidth is the limit
finalHeight = (int)((float)pictureHeight * ((float) finalWidth / (float) pictureWidth));
}
bitmap = Bitmap.createScaledBitmap(bitmap, finalWidth, finalHeight, false);
myLogo.setImageBitmap(bitmap);
if (bitmap2 != null) {
bitmap2 = Bitmap.createScaledBitmap(bitmap2, finalWidth, finalHeight, false);
partnerLogo.setImageBitmap(bitmap2);
}
return true;
}
});
}
I saw that a comic downvoted my question, I hope that next time he will motivate it.
I am trying to create a PhotoFrame app, for that i have a frame and i add an image to that frame from gallery.This Frame is in one of the layout in the main layout am trying to take screen shoot for that layout.
Layout.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout 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:id="#+id/root"
tools:context="com.ccs.photoframe.MainActivity"
android:orientation="vertical"
android:weightSum="1">
<LinearLayout
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight=".1"
android:orientation="vertical">
<Button
android:id="#+id/btn_select"
android:layout_width="match_parent"
android:layout_height="50dp"
android:text="Select Photo"/>
</LinearLayout>
<LinearLayout
android:id="#+id/layout_frame"
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight=".8"
android:background="#drawable/photo_frame"
android:orientation="vertical"
>
<ImageView
android:id="#+id/img_save_photo"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:visibility="gone"
/>
<FrameLayout
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_marginTop="20dp"
android:layout_marginLeft="50dp"
android:layout_marginRight="50dp"
android:layout_marginBottom="70dp"
>
<ImageView
android:id="#+id/ivImage"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:scaleType="matrix"/>
</FrameLayout>
</LinearLayout>
<LinearLayout
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight=".1"
android:orientation="horizontal">
<Button
android:id="#+id/btn_save_photo"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:text="Save Photo"/>
</LinearLayout>
I am trying to take screen shoot in the LinearLayout "layout_frame"
I tried ...
btn_save_photo.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
View v1 = layout_frame.getRootView();
v1.setDrawingCacheEnabled(true);
Bitmap bm = v1.getDrawingCache();
BitmapDrawable bitmapDrawable = new BitmapDrawable(bm);
img_save_photo = (ImageView) findViewById(R.id.img_save_photo);
img_save_photo.setVisibility(View.VISIBLE);
img_save_photo.setBackgroundDrawable(bitmapDrawable);
}
});
But this taking screen shoot for the entire layout.
Is there any possible way to take screen shoot for the specific location.
Thanks in advance:)
Yes you can get screen shot of any view like this.
ImageView redoo_btn = (ImageView) findViewById(R.id.redoo_btn);
FrameLayout paintLayout = (FrameLayout) findViewById(R.id.drawing);
LinearLayout linearLayout = (LinearLayout) findViewById(R.id.drawing1);
Bitmap bm = Takeshot(linearLayout);
Bitmap bm = Takeshot(redoo_btn);
Bitmap bm = Takeshot(paintLayout);
Bitmap Takeshot(View view) {
view.setDrawingCacheEnabled(true);
view.buildDrawingCache(true);
Bitmap b = Bitmap.createBitmap(view.getDrawingCache());
view.setDrawingCacheEnabled(false); // clear drawing cache
// view.setImageBitmap(b);
return b;
}
Yes you can do this way:
LinearLayout mlinearlaoytfrme=(LinearLayout)findViewById(R.id.layout_frame);
Bitmap mBItmap=takeScreenshotReceipt();
img_save_photo = (ImageView) findViewById(R.id.img_save_photo);
img_save_photo.setVisibility(View.VISIBLE);
img_save_photo.setBackgroundDrawable(bitmapDrawable);
private Bitmap takeScreenshotReceipt()
{
View v1 = getRootView().findViewById(R.id.layout_frame);
v1.setDrawingCacheEnabled(true);
return v1.getDrawingCache();
}
Try this method
public static Bitmap getBitmapFromView(View view) {
Bitmap returnedBitmap = Bitmap.createBitmap(view.getWidth(),
view.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(returnedBitmap);
Drawable bgDrawable = view.getBackground();
if (bgDrawable != null)
bgDrawable.draw(canvas);
else
canvas.drawColor(Color.WHITE);
view.draw(canvas);
return returnedBitmap;
}
I have the following layout for an activity that displays 4 870x3700 jpeg images (each around 200KB):
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical" android:layout_width="match_parent"
android:layout_height="match_parent">
<ScrollView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:id="#+id/scrollView2" >
<LinearLayout
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:id="#+id/testlay">
<ImageView
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:scaleType="centerInside"
android:id="#+id/imageView1"
android:contentDescription="#string/imageph" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:scaleType="centerInside"
android:id="#+id/imageView2"
android:contentDescription="#string/imageph" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:scaleType="centerInside"
android:id="#+id/imageView3"
android:contentDescription="#string/imageph" />
<ImageView
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:scaleType="centerInside"
android:id="#+id/imageView4"
android:contentDescription="#string/imageph" />
</LinearLayout>
</ScrollView>
</LinearLayout>
And the below code in my onCreate method:
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Intent intent = getIntent();
message = intent.getStringExtra(MainActivity.EXTRA_MESSAGE);
setContentView(R.layout.test_pages);
ImageView imageView1 = (ImageView) findViewById(R.id.imageView1);
ImageView imageView2 = (ImageView) findViewById(R.id.imageView2);
ImageView imageView3 = (ImageView) findViewById(R.id.imageView3);
ImageView imageView4 = (ImageView) findViewById(R.id.imageView4);
imageView1.setImageResource(R.drawable.rsz_17_18_21);
imageView2.setImageResource(R.drawable.rsz_22_25_29);
imageView3.setImageResource(R.drawable.rsz_30_31_36);
imageView4.setImageResource(R.drawable.rsz_37_38);
Now on a tablet I'm able to display them with no problems but when I try to run the app on my mobile phone it throws an out of memory exception. I've tried several different resizing methods without any effect, even with a simple method to calculate the aspect ratio and return a height given the screen width.
How can I adjust the size of all the images in a way to avoid loading the original sized image into memory and make it scale down to the display screen's width while maintaining the aspect ratio?
try following
Calculate first the maximum possible inSampleSize that still yields an image larger than your target.
Second Load the image using BitmapFactory.decodeFile(file, options), passing inSampleSize as an option.
Third Resize to the desired dimensions using Bitmap.createScaledBitmap().
Hope this will help you.
Bitmap background = Bitmap.createBitmap((int)width, (int)height, Config.ARGB_8888);
float originalWidth = originalImage.getWidth(), originalHeight = originalImage.getHeight();
Canvas canvas = new Canvas(background);
float scale = width/originalWidth;
float xTranslation = 0.0f, yTranslation = (height - originalHeight * scale)/2.0f;
Matrix transformation = new Matrix();
transformation.postTranslate(xTranslation, yTranslation);
transformation.preScale(scale, scale);
Paint paint = new Paint();
paint.setFilterBitmap(true);
canvas.drawBitmap(originalImage, transformation, paint);
return background;
I have an activity that rotates png image by the SeekBar progress. And it draws me multiple needles. why it does that?
The needle and the speedometer are not perfect, they are just for testings :)
In onCreate:
#Override
public void onCreate(Bundle savedInstanceState) {
...
iv = (ImageView)findViewById(R.id.imageView1);
bMap = BitmapFactory.decodeResource(getResources(), R.drawable.rodykle);
workingBitmap = Bitmap.createBitmap(bMap);
mutableBitmap = workingBitmap.copy(Bitmap.Config.ARGB_8888, true);
yourCanvas = new Canvas(mutableBitmap);
later i use this void
public void drawneedle(){
yourCanvas.rotate(speed, mutableBitmap.getWidth()/2, mutableBitmap.getHeight()/2);
yourCanvas.save(Canvas.MATRIX_SAVE_FLAG);
yourCanvas.drawBitmap(mutableBitmap, 0,0, null);
yourCanvas.restore();
iv.setImageBitmap(mutableBitmap);
}
Layout
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:mtr="http://schemas.android.com/apk/res/com.mindtherobot.samples.thermometer"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:gravity="top"
android:orientation="vertical" >
<SeekBar
android:id="#+id/seekBar1"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:paddingLeft="30dp"
android:paddingRight="30dp"
android:max="270" />
<RelativeLayout
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:background="#drawable/spidometras" >
<ImageView
android:id="#+id/imageView1"
android:layout_width="fill_parent"
android:layout_height="fill_parent"/>
<TextView
android:id="#+id/textView1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textSize="40sp"
android:layout_alignParentBottom="true"
android:layout_alignParentLeft="true" />
</RelativeLayout>
</LinearLayout>
Do you clear the inner circle of the previously drawn content?
You can do that with canvas.drawColor(0, Mode.CLEAR);
Also, in my opinion, you need to add the configChanges flag to your activity's tag in the AndroidManifest.xml file, to prevent onCreate to run more than once when activity rotates.
android:configChanges="orientation|screenLayout|screenSize|smallestScreenSize"
To know that the activity rotated, you need to override the
onConfigurationChanged(Config newConfig)
method and check the new orientation of the newConfig variable
I have this xml :
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical" android:layout_width="fill_parent"
android:layout_height="fill_parent" android:background="#drawable/photo0"
android:id="#+id/imagBackground">
<TextView android:layout_width="20dip" android:layout_height="20dip"
android:layout_marginLeft="250dip" android:layout_marginTop="15dip" android:background="#FFFFFF"
android:id="#+id/index" android:text="0" android:textColor="#000000">
</TextView>
<ImageView android:layout_marginTop="280dip"
android:layout_width="fill_parent" android:layout_height="wrap_content"
android:background="#drawable/anim_ctrl_panel" android:id="#+id/change">
</ImageView>
</LinearLayout>
and over this I must draw some rectangular by code. How to do this ?
I tried this :
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
layout = (LinearLayout) findViewById(R.id.imagBackground);
changeImage = (ImageView) findViewById(R.id.change);
index = (TextView) findViewById(R.id.index);
draw();
}
private void draw() {
System.out.println("desenam");
int width = 50;
int height = 100;
Bitmap bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.RGB_565);
Paint paint = new Paint();
paint.setColor(Color.BLUE);
Canvas canvas = new Canvas(bitmap);
canvas.drawColor(Color.RED);
canvas.drawRect(25, 50, 75, 150, paint);
ImageView imageView = new ImageView(this);
imageView.setImageBitmap(bitmap);
layout.addView(imageView);
setContentView(layout);
}
but the rectangulars are on the bottom on screen. How to set the location where to put them?
My guess is, the reason why it's in the bottom of the page is because of the LinearLayout: in the end you will have 3 children: TextView, ImageView and ImageView, all below each other.
A few possible solutions:
Add a FrameLayout inside the LinearLayout and add the ImageViews inside it, so the hierarchy would be:
LinearLayout
TextView
FrameLayout
ImageView
ImageView
Use a RelativeLayout instead of the LinearLayout and align all the edges of the second ImageView with the first one
Create a custom ImageView class, for example "com.foo.bar.MyImageView", which of course extends ImageView. Override onDraw:
public void onDraw(Canvas canvas) {
super.onDraw(canvas); // This will render the original image
// ... and here you can have the code to render the rectangle
}
In the xml you replace
<ImageView ...
with
<com.foo.bar.MyImageView ...
I would go for the last solution, since from a performance point of view it's the best.
try this code:
Point left=new Point(x, y);
paint.setColor(Color.parseColor("#00CCFF"));
paint.setStyle(Style.FILL);
canvas.drawCircle(left.x, left.y, 9, paint);
So you have to create a Point using pixels and then draw a rectangle around it otherwise it doesn't know where to draw
Why dont you do this in the layout file itself:
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical" android:layout_width="fill_parent"
android:layout_height="fill_parent" android:background="#drawable/photo0"
android:id="#+id/imagBackground">
<LinearLayout android:layout_width="fill_parent"
android:layout_height="fill_parent" android:background="#android:color/darker_gray">
<LinearLayout android:layout_width="fill_parent"
android:layout_margin="5dip"
android:layout_height="fill_parent" android:background="#android:color/black">
<TextView android:layout_width="20dip" android:layout_height="20dip"
android:layout_marginLeft="250dip" android:layout_marginTop="15dip" android:background="#FFFFFF"
android:id="#+id/index" android:text="0" android:textColor="#000000">
</TextView>
<ImageView android:layout_marginTop="280dip"
android:layout_width="fill_parent" android:layout_height="wrap_content"
android:background="#drawable/anim_ctrl_panel" android:id="#+id/change">
</ImageView>
</LinearLayout>
</LinearLayout>
</LinearLayout>
Try to change your LinearLayout to this:
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical" android:layout_width="fill_parent"
android:gravity="top" android:layout_gravity="top"
android:layout_height="fill_parent" android:background="#drawable/photo0"
android:id="#+id/imagBackground">
...