I try to use setContentView (R.layout.main) to display both an imageview and a Custom View. Somehow only the imageview can be shown but the Custom view is not visible (i.e. Bitmap ButtonStart not visible). I tested my code for onDraw and Texture class (responsible to load a bitmap object) somewhere else and it works fine. So I dunno what goes wrong...
Code for Custom view
public class TitleView extends View {
private Bitmap ButtonStart;
public TitleView (Context context, AttributeSet attrs) {
super (context, attrs);
Texture t2 = new Texture(context);
t2.loadFromAsset("button_Start.png");
ButtonStart = t2.getBitmap();
}
#Override
protected void onDraw (Canvas canvas) {
canvas.drawBitmap (ButtonStart, 0, 0, null);
}
}
MainActivity
public class MainActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature (Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(R.layout.main_screen_image);
}
}
main_screen_image.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/mainScreenLayout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
>
<ImageView
android:id="#+id/mainScreenImage"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:scaleType="centerCrop"
android:src="#drawable/screenimage"
>
</ImageView>
<com.lowbband.chimera.TitleView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:id="#+id/titleview"/>
</LinearLayout>
With the code above, only screenimage was shown...
<ImageView
android:id="#+id/mainScreenImage"
android:layout_width="fill_parent"
android:layout_height="fill_parent" //it should be wrap_content otherwise it will take whole space
android:scaleType="centerCrop"
android:src="#drawable/screenimage"
>
</ImageView>
<com.lowbband.chimera.TitleView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:id="#+id/titleview"/>
And if the image is large and still fills the screen then put ScrollView outside LinearLayout
Related
So I'm experimenting with implementing an MVC pattern in Android where my views are subclassed from RelativeLayout, LinearLayout, ScrollView, etc... It's working until I try to get a hold of a view within my view. I get an NPE. I've tried accessing the view in order to set the onClickListener in the constructor and also in onAttachedToWindow(), but I get the NPE in both places.
For example, here's a view class:
public class ViewAchievements extends LinearLayout
{
private RelativeLayout mRelativeLayoutAchievement1;
public ViewAchievements(Context context, AttributeSet attrs)
{
super(context, attrs);
mRelativeLayoutAchievement1 = (RelativeLayout) findViewById(R.id.relativeLayout_achievement1);
mRelativeLayoutAchievement1.setOnClickListener((OnClickListener) context); //NPE on this line
}
#Override
protected void onAttachedToWindow()
{
super.onAttachedToWindow();
mRelativeLayoutAchievement1.setOnClickListener(mOnClickListener); //Also get NPE on this line
}
}
Can someone please tell me the proper way to get a hold of my subviews, in this case mRelativeLayoutAchievement1?
Here's an XML snippet:
<com.beachbody.p90x.achievements.ViewAchievements xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:background="#color/gray_very_dark"
android:orientation="vertical" >
<!-- kv Row 1 -->
<LinearLayout
android:layout_width="fill_parent"
android:layout_height="0dp"
android:orientation="horizontal"
android:layout_weight="1"
android:baselineAligned="false">
<RelativeLayout
android:id="#+id/relativeLayout_achievement1"
style="#style/linearLayout_achievement"
android:layout_width="0dp"
android:layout_height="fill_parent"
android:layout_margin="#dimen/margin_sm"
android:layout_weight="1" >
<TextView
android:id="#+id/textView_achievement1"
style="#style/text_small_bold_gray"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true"
android:layout_centerHorizontal="true"
android:layout_marginBottom="#dimen/margin_large"
android:text="1/20" />
</RelativeLayout>
...
And here's how I'm creating the view from my Activity:
public class ActivityAchievements extends ActivitySlidingMenu
{
private ViewAchievements mViewAchievements;
#Override
public void onCreate(Bundle savedInstanceState)
{
mViewAchievements = (ViewAchievements) View.inflate(this, R.layout.view_achievements, null);
setContentView(mViewAchievements);
...
You're trying to get the child views during the view's constructor. Since they are child views, they haven't been inflated yet. Can you move this code out of the constructor, possibly into View.onAttachedToWindow()?
http://developer.android.com/reference/android/view/View.html#onAttachedToWindow()
I have a class called Panel like this:
public class Test extends Activity{
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new Panel(this));
...
}
class Panel extends SurfaceView implements SurfaceHolder.Callback {
private LinearLayout layout;
public Panel(Context context) {
super(context);
layout = //get layout resource in layouts folder
}
public void onDraw(Canvas canvas) {
//I want to draw my xml layout
layout.draw(canvas);
}
}
I have tried to use LayoutInflater in order to get my layout:
LayoutInflater inflater = LayoutInflater.from(context);
layout = new LinearLayout(getApplicationContext());
inflater.inflate(R.layout.mylayout, layout);
... but I cant see anything on the screen, only a black background :S
as far as I know you can't draw a linear layout inside the SurfaceView you can draw anything you want in your SurfaceView if you want to add elements to your view like buttons or something like that I recommend using the XML and putting all your elements there. Something like this:
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<SurfaceView android:id="#+id/mySurfaceView"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_weight="1">
</SurfaceView>
<Button android:id="#+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentRight="true"
android:layout_centerVertical="true"
android:text="myButton"/>
</LinearLayout>
and then you may set your content of your view with setContentView(R.layout.my_xml);
I have one image view (assigned one bitmap to it) and another bitmap (Transparent) for painting. How it is possible to scroll this bitmap and background bitmap at the same time to be painted at different places.
From what I understood you are trying to draw on top of a image. If thats the case, create a custom view and get the image using BitmapFactory. After you get a bitmap object, use its copy method and use that copy for the canvas of the view.
Now you can override the onDraw method of a custom view and draw anything on top of it.
This view can be added to the layout, and scrolling will happen to the view.
Edit: Sample Code
Ok this is some code that might help you. I dont have the time to go through all your code.
But I tried to understand your requirement.
I am showing the code for an activity, its xml and custom view
Activity.java
public class DrawDemo extends Activity {
private FrameLayout container;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.draw_demo_layout);
container = (FrameLayout)findViewById(R.id.sc);
container.addView(new DrawView(this));
}
public void drawHandler(View target){
container.addView(new DrawView(this));
}
public void clearHandler(View target){
if(container.getChildCount() != 1){
container.removeViewAt(container.getChildCount()-1);
}
}
}
draw_demo_layout.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent" android:layout_height="fill_parent"
android:orientation="vertical">
<FrameLayout android:orientation="vertical"
android:layout_width="fill_parent" android:layout_height="0dip"
android:id="#+id/sc" android:scrollbars="horizontal"
android:layout_weight="1.0">
<ImageView android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:src="#drawable/chips"/>
</FrameLayout>
<Button android:layout_width="fill_parent"
android:layout_height="wrap_content" android:text="Draw"
android:onClick="drawHandler"/>
<Button android:layout_width="fill_parent"
android:layout_height="wrap_content" android:text="Clear"
android:onClick="clearHandler"/>
</LinearLayout>
DrawView.java
public class DrawView extends View {
public DrawView(Context context) {
super(context);
setLayoutParams(new LayoutParams(LinearLayout.LayoutParams.FILL_PARENT
,LinearLayout.LayoutParams.FILL_PARENT));
}
public DrawView(Context context, AttributeSet attrs) {
super(context, attrs);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Paint p = new Paint();
p.setColor(Color.RED);
p.setStrokeWidth(5);
canvas.drawLine(50, 50, 100, 150, p);
canvas.drawLine(100, 150, 20, 50, p);
}
}
This activity has a framelayout which has a imageview as the base which holds the bitmap.
We add a custom draw view on top of it and do our drawings on it.When we want to clear the drawing we remove the drawview and add another one if we need to draw again.
This might not be the most efficient way. But should get you started.
I'm new to android graphic so hold on to your hats!
The screen is black whatever i do.
I draw a circle and i draw bitmap and noting shows.
Here is xml,code and a picture showing my screen.
Im thinking i have to set the size of the ImageView maybe that's why it's black??!
R.layout.main1
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<com.hasse.move.DrawView
android:id="#+id/mainView"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:layout_alignParentTop="true"
android:background="#00FF00"
android:adjustViewBounds="true"
/>
<RelativeLayout
android:id="#+id/InnerRelativeLayout"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true" >
<EditText
android:id="#+id/edittextaddtext"
android:layout_width="fill_parent"
android:layout_toLeftOf="#+id/btnsave"
android:layout_height="wrap_content"
android:text="wrap"
/>
<Button
android:id="#+id/btnsave"
android:layout_alignParentRight="true"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="save"
/>
</RelativeLayout>
</RelativeLayout>
DrawView class
public class DrawView extends ImageView {
private Context ctx;
public DrawView(Context context, AttributeSet atts) {
super(context, atts);
this.ctx = context;
}
#Override
protected void onDraw(Canvas canvas) {
String filePath = Environment.getExternalStorageDirectory().toString() + "/PTPPservice/163693fe-7c48-4568-a082-00047123b9f1.2.IMAG2200.jpg";
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 2;
Bitmap bitmap = BitmapFactory.decodeFile(filePath,options);
canvas.drawBitmap(bitmap, 10,10, null);
canvas.drawCircle(10,10,10,null);
}
}
main Activity
public class Main extends Activity {
DrawView theImage;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
// draw the view
setContentView(R.layout.main1);
theImage = (DrawView) findViewById(R.id.mainView);
//do stuff
}
#Override
public void onConfigurationChanged(Configuration newConfig)
{
// Toast.makeText(this, "onConfigurationChanged",Toast.LENGTH_LONG).show();
super.onConfigurationChanged(newConfig);
}
}
Image
Looking at your code, your unlikely to see the circle as your trying to draw it with a null paint object. To test your code make sure you use a Paint object with a colour that contrasts the background colour. Secondly, I would call the super object method e.g.
super.onDraw(canvas);
I'm not 100% sure about drawing the bitmap with a null Paint object.
Also, check the package name of your DrawView class (com.hasse.move.DrawView) in your layout file matches that of the actual DrawView class.
How do I set some UI elements over (on top of) canvas?
I have a simple touch game that has its graphics placed on custom view with canvas. However as my full screen Panel is in the setContentView() I can't add any UI items like progressBar or logo. I would like to have whole canvas layer visible with some objects (progressBar, logo) "floating" over it.
Main class:
public class GameClass extends Activity implements OnGestureListener {
Panel panel;
public void onCreate(Bundle savedInstance) {
super.onCreate(savedInstance);
panel = new Panel(this, 1, 2);
setContentView(Panel);
...
}
Panel class:
public class Panel extends View {
public Panel(Context context, int Var1, int Var2) {
super(context);
...
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
...
}
}
As code shows, touches are handled inside GameClass and the changes in animation are handled inside Panel.
Or maybe.. Would it be possible to start new transparent activity with progress bar and button so that both the button on overlay activity AND objects on underlying activity? And I could need a way to close all the layers (transparent activity, Panel, GameClass) with the button on transparent activity. Complicated? :D
I do have the same problem and here is how I solved it
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.game);
drawView = new DrawView(this);
drawView.requestFocus();
LinearLayout upper = (LinearLayout) findViewById(R.id.LinearLayout01);
upper.addView(drawView);
ImageButton menu = (ImageButton) findViewById(R.id.ImageButton01);
menu.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View v)
{
finish();
}
});
ImageButton reset = (ImageButton) findViewById(R.id.ImageButton02);
reset.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View v)
{
drawView.resetGame();
}
});
}
instead of setting contentview to panel adding it Linearlayout that is added in my game.xml and here goes my
game.xml
<?xml version="1.0" encoding="utf-8"?><RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_height="fill_parent"
android:layout_width="fill_parent"
android:background="#drawable/game_background">
<LinearLayout
android:id="#+id/LinearLayout01"
android:layout_width="fill_parent"
android:layout_height="350dip" />
<LinearLayout
android:id="#+id/LinearLayout02"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:layout_below="#+id/LinearLayout01">
<ImageButton
android:id="#+id/ImageButton01"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_weight="1"
android:background="#drawable/menu"></ImageButton>
<ImageButton
android:id="#+id/ImageButton02"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_weight="1"
android:background="#drawable/reset"></ImageButton>
</LinearLayout>
<LinearLayout
android:layout_below="#+id/LinearLayout01"
android:orientation="vertical"
android:layout_width="fill_parent"
android:id="#+id/layout_ad"
android:layout_height="wrap_content" />