I draw a image view out of the screen by rewriting dispatchDraw method, However, the image can still get click event when I click inside the screen.
I have a image view and add it into a custom Layout. for the Layout, I rewrite its dispatchDraw method as below:
public void dispatchDraw(Canvas canvas) {
canvas.translate((float) getWidth(), (float) getHeight());
super.dispatchDraw(canvas);
canvas.translate((float) (-getWidth()), (float) (-getHeight()));
}
I show this custom layout using Toast.show(). After that, the image should be invisible because I set the beginning draw position as (width,height) by invoking canvas.translate((float) getWidth(), (float) getHeight()); However, when I click on the screen, I found the image can still got touch event.
My understanding is that since the image is now draw outside the screen, it should not response any touch event inside the screen. But that's not the truth.
Really appreciated if you can explain the reason.
Thanks!
I'm trying to implement a Waveform visualizer in my app which draws the waveform on a canvas from a real-time audio input. (Screenshot below)
What I need to do is to make it in a way that it can be scrolled horizontally from left to right.
I figured I should use a HorizontalScrollView and make the canvas gradually grow in width so that it spans over the screen width. Now I'm wondering how this can be achieved?
Keep the Canvas's width the same and use the canvas.translate() method when actually drawing.
So, let's say you have a Rect rect that contains the rectangle to draw (whose boundaries may exceed that of the View), as well as int horizontalOffset = 0 as the variable holding the offset of your drawing rectangle which will be adjusted as the user touches the View.
Now, when onDraw(Canvas) is called:
#Override
public void onDraw(Canvas canvas){
super.onDraw(canvas);
canvas.save();
canvas.translate(horizontalOffset, 0);
canvas.drawRect(rect, paint);
canvas.restore();
}
Then you can then override onTouch(View, MotionEvent) to calculate the horizontal offset based on the touch event and then invalidate() the View.
Note: this is clearly only drawing a Rect, but you should be able to modify what I did in there to draw whatever you're drawing. The important parts are (in order) save(), translate(), draw, restore().
Background: I have a DropShadowFrameLayout in my app, which is a container used just to draw a drop shadow over it's child views. Like a shadow on top and bottom of a ListView, you know.
It is based on this article: http://proandroiddev.blogspot.ru/2012/01/android-design-tip-drop-shadows-on.html
Cyril Mottier also suggests the same approach: http://cyrilmottier.com/2012/06/08/the-making-of-prixing-3-polishing-the-sliding-app-menu/
It simply overrides dispatchDraw(Canvas canvas) to draw a shadow bitmap over it's children.
I have a VerticalViewPager (https://github.com/castorflex/VerticalViewPager) inside of a DropShadowFrameLayout, and the problem is that it deepens the view hierarchy (which is already complex), causing scrolling glitches.
What I tried: I decided to get rid of that DropShadowFrameLayout by moving shadow-drawing code directly to dispatchDraw(Canvas canvas) of a ViewPager. And the problem here is that ViewPager draws shadow only on the one initially visible child, and when I scroll it, the shadow moves along with it. Of course this is not the behavior I expect, because shadows must be still while the child views move.
This method worked well with a ListView.
The question is: how do I apply this method to a ViewPager? Or is there another way of doing this, which is equal performance-wise? Or, at least, why does the ViewPager behave this way?
The problem was that shadows in DropShadowFrameLayout were always drawn at the fixed position:
private Rect getDropShadowArea(Canvas canvas, Bitmap bm) {
return new Rect(0, 0, canvas.getWidth(), bm.getHeight());
}
ViewPager turned out to use his inner coordinates, so the solution was to adjust this method to be aware of current scroll position of ViewPager (I use Y instead of X because I actually use VerticalViewPager, but the principle is the same for both):
private Rect getDropShadowArea(Canvas canvas, Bitmap bm) {
return new Rect(0, getScrollY(), canvas.getWidth(),
getScrollY() + bm.getHeight());
}
Or you can just translate the canvas by getScrollY() before drawing, if you like (thanks to pskink).
Also the scrolling lag was (partly) caused by getting the Bitmap every time in the dispatchDraw().
All, I've extended the ImageView in order to implement pinch and zoom scaling on the image. This is done by modifying the matrix and applying it to the image. Now, I am also overwriting the onDraw() to draw primitives (i.e. rectangles and circles). I've applied the matrix to the canvas and it appears to have handled the scaling properly, but the only problem is that that position is off on the drawn items. How do I go about translating the positions of the drawn items to reflect the new scale?
There is an aproach without matrix, you can implement the pinch and zoom directly in the onDraw method. Check this blog post: http://android-developers.blogspot.com/2010/06/making-sense-of-multitouch.html
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.save();
canvas.translate(mPosX, mPosY);
mIcon.draw(canvas);
canvas.restore();
}
I've seen a few people ask how to zoom an entire ViewGroup (such as a RelativeLayout) in one go. At the moment this is something I need to achieve. The most obvious approach, to me, would be to hold the zoom scale factor as a single variable somewhere; and in each of the child Views' onDraw() methods, that scale factor would be applied to the Canvas prior to graphics being drawn.
However, before doing that, I have tried to be clever (ha - usually a bad idea) and extend RelativeLayout, into a class called ZoomableRelativeLayout. My idea is that any scale transformation could be applied just once to the Canvas in the overridden dispatchDraw() function, so that there would be absolutely no need to separately apply the zoom in any of the child views.
Here's what I did in my ZoomableRelativeLayout. It's just a simple extension of RelativeLayout, with dispatchDraw() being overridden:
protected void dispatchDraw(Canvas canvas){
canvas.save(Canvas.MATRIX_SAVE_FLAG);
canvas.scale(mScaleFactor, mScaleFactor);
super.dispatchDraw(canvas);
canvas.restore();
}
The mScaleFactor is manipulated by a ScaleListener in the same class.
It does actually work. I can pinch to zoom the ZoomableRelativeLayout, and all of the views held within properly rescale together.
Except there's a problem. Some of those child views are animated, and hence I periodically call invalidate() on them. When the scale is 1, those child views are seen to redraw periodically perfectly fine. When the scale is other than 1, those animated child views are only seen to update in a portion of their viewing area - or not at all - depending on the zoom scale.
My initial thinking was that when an individual child view's invalidate() is being called, then it's possibly being redrawn individually by the system, rather than being passed a Canvas from the parent RelativeLayout's dispatchDraw(), meaning that the child view ends up refreshing itself without the zoom scale applied. But oddly, the elements of the child views that are redrawn on the screen are to the correct zoom scale. It's almost as if the area that the system decides to actually update in the backing bitmap remains unscaled - if that makes sense. To put it another way, if I have a single animated child View and I gradually zoom in further and further from an initial scale of 1, and if we place an imaginary box on the area where that child view is when the zoom scale is 1, then the calls to invalidate() only cause a refresh of the graphics in that imaginary box. But the graphics that are seen to update are being done to the right scale. If you zoom in so far that the child view has now moved completely away from where it was with a scale of 1, then no part of it at all is seen to refresh. I'll give another example: imagine my child view is a ball that animates by switching between yellow and red. If I zoom in a little bit such that the ball moves to the right and down, at a certain point you'll just see the top-left quarter of the ball animate colours.
If I continuously zoom in and out, I see the child views animate properly and entirely. This is because the entire ViewGroup is being redrawn.
I hope this makes sense; I've tried to explain as best as I can. Am I on a bit of a loser with my zoomable ViewGroup strategy? Is there another way?
Thanks,
Trev
If you are applying a scale factor to the drawing of your children, you also need to apply the appropriate scale factor to all of the other interactions with them -- dispatching touch events, invalidates, etc.
So in addition to dispatchDraw(), you will need to override and appropriate adjust the behavior of at least these other methods. To take care of invalidates, you will need to override this method to adjust the child coordinates appropriately:
http://developer.android.com/reference/android/view/ViewGroup.html#invalidateChildInParent(int[], android.graphics.Rect)
If you want the user to be able to interact with the child views you will also need to override this to adjust touch coordinates appropriately before they are dispatched to the children:
http://developer.android.com/reference/android/view/ViewGroup.html#dispatchTouchEvent(android.view.MotionEvent)
Also I would strongly recommend you implement this all inside of a simple ViewGroup subclass that has a single child view it manages. This will get rid of any complexity of behavior that RelativeLayout is introducing in its own ViewGroup, simplifying what you need to deal with and debug in your own code. Put the RelativeLayout as a child of your special zooming ViewGroup.
Finally, one improvement to your code -- in dispatchDraw() you want to save the canvas state after applying the scaling factor. This ensures that the child can't modify the transformation you have set.
The excellent answer from hackbod has reminded me that I need to post up the solution that I eventually came to. Please note that this solution, which worked for me for the application I was doing at the time, could be further improved with hackbod's suggestions. In particular I didn't need to handle touch events, and until reading hackbod's post it did not occur to me that if I did then I would need to scale those as well.
To recap, for my application I what I needed to achieve was to have a large diagram (specifically, the floor layout of a building) with other small "marker" symbols superimposed upon it. The background diagram and foreground symbols are all drawn using vector graphics (that is, Path() and Paint() objects applied to Canvas in the onDraw() method). The reason for wanting to create all the graphics this way, as opposed to just using bitmap resources, is because the graphics are converted at run-time using my SVG image converter.
The requirement was that the diagram and associated marker symbols would all be children of a ViewGroup, and could all be pinch-zoomed together.
A lot of the code looks messy (it was a rush job for a demonstration) so rather than just copying it all in, instead I'll try to just explain how I did it with the relevant bits of code quoted.
First of all, I have a ZoomableRelativeLayout.
public class ZoomableRelativeLayout extends RelativeLayout { ...
This class includes listener classes that extend ScaleGestureDetector and SimpleGestureListener so that the layout can be panned and zoomed. Of particular interest here is the scale gesture listener, which sets a scale factor variable and then calls invalidate() and requestLayout(). I'm not strictly certain at the moment if invalidate() is necessary, but anyway - here it is:
private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener {
#Override
public boolean onScale(ScaleGestureDetector detector){
mScaleFactor *= detector.getScaleFactor();
// Apply limits to the zoom scale factor:
mScaleFactor = Math.max(0.6f, Math.min(mScaleFactor, 1.5f);
invalidate();
requestLayout();
return true;
}
}
The next thing I had to do in my ZoomableRelativeLayout was to override onLayout(). To do this I found it useful to look at other people's attempts at a zoomable layout, and also I found it very useful to look at the original Android source code for RelativeLayout. My overridden method copies much of what's in RelativeLayout's onLayout() but with some modifications.
#Override
protected void onLayout(boolean changed, int l, int t, int r, int b)
{
int count = getChildCount();
for(int i=0;i<count;i++){
View child = getChildAt(i);
if(child.getVisibility()!=GONE){
RelativeLayout.LayoutParams params = (RelativeLayout.LayoutParams)child.getLayoutParams();
child.layout(
(int)(params.leftMargin * mScaleFactor),
(int)(params.topMargin * mScaleFactor),
(int)((params.leftMargin + child.getMeasuredWidth()) * mScaleFactor),
(int)((params.topMargin + child.getMeasuredHeight()) * mScaleFactor)
);
}
}
}
What's significant here is that when calling 'layout()' on all the children, I'm applying the scale factor to the layout parameters as well for those children. This is one step towards solving the clipping problem, and also it importantly correctly sets the x,y position of the children relative to each other for different scale factors.
A further key thing is that I am no longer attempting to scale the Canvas in dispatchDraw(). Instead each child View scales its Canvas after obtaining the scale factor from the parent ZoomableRelativeLayout via a getter method.
Next, I shall move onto what I had to do within the child Views of my ZoomableRelativeLayout. There's only one type of View I contain as children in my ZoomableRelativeLayout; it's a View for drawing SVG graphics that I call SVGView. Of course the SVG stuff is not relevant here. Here's its onMeasure() method:
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int widthMode = MeasureSpec.getMode(widthMeasureSpec);
int widthSize = MeasureSpec.getSize(widthMeasureSpec);
int heightMode = MeasureSpec.getMode(heightMeasureSpec);
int heightSize = MeasureSpec.getSize(heightMeasureSpec);
float parentScale = ((FloorPlanLayout)getParent()).getScaleFactor();
int chosenWidth, chosenHeight;
if( parentScale > 1.0f){
chosenWidth = (int) ( parentScale * (float)svgImage.getDocumentWidth() );
chosenHeight = (int) ( parentScale * (float)svgImage.getDocumentHeight() );
}
else{
chosenWidth = (int) ( (float)svgImage.getDocumentWidth() );
chosenHeight = (int) ( (float)svgImage.getDocumentHeight() );
}
setMeasuredDimension(chosenWidth, chosenHeight);
}
And the onDraw():
#Override
protected void onDraw(Canvas canvas){
canvas.save(Canvas.MATRIX_SAVE_FLAG);
canvas.scale(((FloorPlanLayout)getParent()).getScaleFactor(),
((FloorPlanLayout)getParent()).getScaleFactor());
if( null==bm || bm.isRecycled() ){
bm = Bitmap.createBitmap(
getMeasuredWidth(),
getMeasuredHeight(),
Bitmap.Config.ARGB_8888);
... Canvas draw operations go here ...
}
Paint drawPaint = new Paint();
drawPaint.setAntiAlias(true);
drawPaint.setFilterBitmap(true);
// Check again that bm isn't null, because sometimes we seem to get
// android.graphics.Canvas.throwIfRecycled exception sometimes even though bitmap should
// have been drawn above. I'm guessing at the moment that this *might* happen when zooming into
// the house layout quite far and the system decides not to draw anything to the bitmap because
// a particular child View is out of viewing / clipping bounds - not sure.
if( bm != null){
canvas.drawBitmap(bm, 0f, 0f, drawPaint );
}
canvas.restore();
}
Again - as a disclaimer, there are probably some warts in what I have posted there and I am yet to carefully go through hackbod's suggestions and incorporate them. I intend to come back and edit this further. In the meantime, I hope it can start to provide useful pointers to others on how to implement a zoomable ViewGroup.