Trying to redraw on canvas when tab is selected:
#Override
public void onTabChanged(String tabId) {
for(int i=0;i<mTabHost.getTabWidget().getChildCount();i++)
{
mTabHost.getTabWidget().getChildAt(i).setSelected(false); //unselected
}
mTabHost.getTabWidget().getChildAt(mTabHost.getCurrentTab()).setSelected(true); // selected
}
Then on the custom view i do:
public class TabIndicator extends LinearLayout {
...
public void setSelectedTab(boolean isSelected){
this.isSelected = isSelected;
if(isSelected){
this.invalidate();
this.postInvalidate();
}
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if(isSelectedTab()){
Paint paint2 = new Paint();
Path path2 = new Path();
paint2.setStyle(Paint.Style.STROKE);
paint2.setStrokeWidth(10);
paint2.setColor(Color.parseColor(getResources().getString(R.string.NAVY_BLUE)));
path2.moveTo(width*(1/4f), height);
path2.lineTo(width*(3/4f), height);
path2.close();
canvas.drawPath(path2, paint2);
}
}
Nothing happens even though draw is called repeatedly. (Checked via log.d)
It only draws the first time when the Layout is created.
You are extending a ViewGroup
http://developer.android.com/reference/android/view/ViewGroup.html
By default, onDraw() isn't called for ViewGroup objects. Instead, you can override dispatchDraw().
Alternatively, you can enable ViewGroup drawing by calling setWillNotDrawEnabled(false) in your constructor.
https://groups.google.com/forum/?fromgroups#!topic/android-developers/oLccWfszuUo
Check Romain Guy's comment
I could find a link for a similar question i answered before. Has an example do check the link below
onDraw method not called in my application
Related
I generate an ellipse and I try to reshape with respect to sweepAngle_speed that u can see below. This sweepAngle_speed come from MainActivity.java. In MainActivity.java, I create a seekbar and I use an algorithm between value of seekbar and sweepAngle_speed, therefore I expected a change in filled area in my ellipse. onDraw function is not called directly, so I use invalidate function in my getLog function which is created by me. However I cannot call onDraw function anyway. When I run the code, onDraw function is called directly by system 3 times, however when I change seekbar value, I do not call onDraw function anyway. My first question is that How onDraw function is called directly by system ? The second one is how I can call onDraw function during system is working. Thanks.
CustomView.java
public CustomView(Context context, #Nullable AttributeSet attrs) {
super(context);
m_Context = context;
getLog();
// create the Paint and set its color
}``
#Override
protected void onDraw(Canvas canvas) {
//c=canvas;
//super.onDraw(c);
Paint p1 = new Paint();
RectF rectF = new RectF(-750, 0, 750, 720);
//p1.setColor(Color.parseColor("#34ebe2"));
p1.setShader(new LinearGradient(0, -360, 0, getHeight(), Color.CYAN, Color.BLUE, Shader.TileMode.MIRROR));
Log.d(TAG, "CANVAS: onDraw içine girdi ve Speed angle: " + sweepAngle_speed);
canvas.drawArc(rectF, 90, -sweepAngle_speed, true, p1);
}
public void getLog () {
paint = new Paint();
paint.setColor(Color.BLUE);
Log.d(TAG, "Speed geldi buraya ve invalidate yaptı");
setWillNotDraw(false);
//this.invalidate();
this.invalidate();
}
}
You can't call onDraw directly. You can use the invalidate method which will redraw it
You can make a function inside CustomView class e.g:
public void setSpeed(int sweepAngle_speed){
this. sweepAngle_speed = sweepAngle_speed;
invalidate(); // This invalidate will call onDraw and draw your view again
}
If you extend ViewGroup so you need to call setWillNotDraw(false) in the constructor of your ViewGroup
I wrote the following code and it works well. But I have other purpose. I want to click only on a view to doing the operations.First, Please see the following image:
MY CODE IS AS FOLLOWS:
public class MainActivity extends Activity {
RelativeLayout relativeLayout;
#Override
protected void onCreate(Bundle bundle)
{ super.onCreate(bundle);
relativeLayout = new RelativeLayout(getApplicationContext());
setContentView(relativeLayout);
A a = new A(this);
relativeLayout.addView(a);
a.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
B b = new B(getApplicationContext());
relativeLayout.addView(b);
}
});
}
}
class A extends View {
Paint paint;
A(Context context) {
super(context);
paint = new Paint();
}
#Override
protected void onDraw(Canvas canvas) {
paint.setAntiAlias(true);
paint.setColor(Color.RED);
canvas.drawRect(20,60,100,150,paint);
}
}
class B extends View {
Paint paint;
B(Context context){
super(context);
paint = new Paint();
}
#Override
protected void onDraw(Canvas canvas){
paint.setAntiAlias(true);
paint.setColor(Color.GREEN);
canvas.drawRect(100,150,200,250,paint);
}
}
when I run the above code I can see the green rectangle after press on the red rectangle. But the problem is that when I press another places on the screen I can do this operations also. I want that only I can see the green rectangle to press on the red rectangle and not in the another places on the screen to doing this operations.
Use onTouch event
a.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getX(0)>=20 && event.getY(0)>=60 && event.getX(0)<=160 && event.getY(0)<=150) {
B b = new B(getApplicationContext());
relativeLayout.addView(b);
}
return true;
}
});
You are defining the red square's parameters but not the parameters of the canvas in which you are drawing. You are creating the view (A) without defining the width and height of it, so it is set to match_parent by default, which means it will take the whole size of your RelativeLayout (the whole screen). So, when you click "outside" the red square you are actually clicking the view (A).
Try to define an specific height and width for the view in which you are drawing, like this.
A a = new A(this);
a.setLayoutParams(new RelativeLayout.LayoutParams(300,300));
Remember that LayoutParams takes pixels as parameters, so you should really convert the dps to px as specified here
Also, setting some background colors to your views (relativeLayout, A) will help you visualize what you are doing.
# nukeforum, your guess helped me very much. I thank all of you. My problem was exactly from the canvas and its size. I added the following operation in my code and solved my problem.
relativeLayout.addView(a,70,70);
For A class, I changed as follows:
canvas.drawRect(10,20,30,40,paint);
I have a GridView. I would like each item to be an object derived form SurfaceView. I have created a class which extends SurfaceView, and an Adapter whose getView() returns an instance of this.
All I get is a little black square for each grid item. The SurfaceView's draw() is never called (shown by adding trace) and neither is its surfaceCreated().
How do I do this in a way which allows me to draw stuff on the SurfaceView please? I think the crux of the problem is that surfaceCreated() is never called. Why not?
This is my Adapter:
public class LevelAdapter extends BaseAdapter
{
...
#Override
public View getView(int position, View convertView, ViewGroup parent)
{
LevelNumberView number = new LevelNumberView(m_context);
number.setLayoutParams(new GridView.LayoutParams(70, 70));
number.setPadding(1, 1, 1, 1);
number.masDraw(); // Experiment - but it doesn't work
return number;
}
}
Then my SurfaceView class:
public class LevelNumberView extends SurfaceView
implements SurfaceHolder.Callback
{
...
#Override
public void surfaceCreated(SurfaceHolder holder)
{
m_surfaceHolder = holder;
}
#Override
public void draw(Canvas canvas)
{
Log.i("LevelNumberView","Draw");
doDraw(canvas, Color.YELLOW);
}
public void masDraw()
{
Log.i("LevelNumberView","masDraw");
if (null != m_surfaceHolder)
{
Canvas canvas = m_surfaceHolder.lockCanvas();
if (null != canvas)
{
doDraw(canvas, Color.GREEN);
m_surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
private void doDraw(Canvas canvas, int colour)
{
int w = canvas.getWidth();
int h = canvas.getHeight();
int min = Math.min(w,h);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(colour);
paint.setStyle(Paint.Style.FILL);
canvas.drawCircle(w/2, h/2, min, paint);
}
}
Thanks!
-Mark
Overriding draw() probably isn't what you want. If you want to draw on the View, override onDraw(). If you want to draw on the Surface, that's usually done from a separate thread. (The SurfaceView has two parts; the surface part is a completely separate layer that is drawn behind the layer with the View-based UI.)
If you haven't called SurfaceHolder().addCallback(), no object will be receiving callbacks -- the SurfaceView doesn't send callbacks to itself, so subclassing SurfaceView doesn't really do much for you.
Perhaps what you want is simply a custom View?
seems I have a problem to understand how offset works. When I use the code below it create me 5 arrowheads, but why? I create one and the use twice offset. So i thought i get 3 arrow heads.
public class legende extends View {
private Paint paint;
private Path arrowPath;
public legende(Context context) {
super(context);
init();
}
public void init(){
paint = new Paint();
arrowPath = new Path();
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int width = 1500;
int height = 5000;
setMeasuredDimension(width, height);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
arrowPath.moveTo(420, 300);
arrowPath.lineTo(430, 300);
arrowPath.lineTo(420, 310);
arrowPath.lineTo(410, 300);
arrowPath.close();
canvas.drawPath(arrowPath, paint);
arrowPath.offset(0,200);
canvas.drawPath(arrowPath, paint);
arrowPath.offset(0,380);
canvas.drawPath(arrowPath, paint);
}
}
EDIT
Looks like, the problem is, that onDraw is called twice, but i don't know why.
This is how I use it in my fragment activity:
hScrollView.addView(new legende(getActivity()));
scrollView.addView(hScrollView);
relativeLayout.addView(scrollView);
Looks like you´ve got a non thread safe implementation of the onDraw method.
This guy worked it out by using a thread safe implementation: Custom View not drawing properly
Maybe you should copy the path to a local object inside the onDraw and then alter and paint.
I'm trying to apply a visual effect to a viewgroup. My idea is to grab a bitmap of the viewgroup, shrink it down, expand it back up, and draw it over the viewgroup to give it a blocky, low quality effect.
I've got most of the way there using this code:
public class Blocker {
private static final float RESAMPLE_QUALITY = 0.66f; // less than 1, lower = worse quality
public static void block(Canvas canvas, Bitmap bitmap_old) {
block(canvas, bitmap_old, RESAMPLE_QUALITY);
}
public static void block(Canvas canvas, Bitmap bitmap_old, float quality) {
Bitmap bitmap_new = Bitmap.createScaledBitmap(bitmap_old, Math.round(bitmap_old.getWidth() * RESAMPLE_QUALITY), Math.round(bitmap_old.getHeight() * RESAMPLE_QUALITY), true);
Rect from = new Rect(0, 0, bitmap_new.getWidth(), bitmap_new.getHeight());
RectF to = new RectF(0, 0, bitmap_old.getWidth(), bitmap_old.getHeight());
canvas.drawBitmap(bitmap_new, from, to, null);
}
}
I simply pass in the canvas to draw on and a bitmap of what needs to be scaled down+up and it works well.
public class BlockedLinearLayout extends LinearLayout {
private static final String TAG = BlockedLinearLayout.class.getSimpleName();
public BlockedLinearLayout(Context context, AttributeSet attrs) {
super(context, attrs);
applyCustomAttributes(context, attrs);
setup();
}
public BlockedLinearLayout(Context context) {
super(context);
setup();
}
private void setup() {
this.setDrawingCacheEnabled(true);
}
#Override
public void draw(Canvas canvas) {
super.draw(canvas);
// block(canvas); If I call this here, it works but no updates
}
#Override
public void onDraw(Canvas canvas) {
// block(canvas); If I call this here, draws behind children, still no updates
}
private void block(Canvas canvas) {
Blocker.block(canvas, this.getDrawingCache());
}
}
The problem I'm having is in my viewgroup. If I run the block method in the viewgroup's draw, it draws over everything but doesn't ever update when child views change. I've traced function calls with Log, and the draw method seems to be running, but nothing changes.
I've also tried implementing this in onDraw. This draws the bitmap behind all the children views, and again they aren't updating.
Can anyone explain how I would go about fixing this?
Try this:
#Override
protected void dispatchDraw(Canvas canvas) {
// call block() here if you want to draw behind children
super.dispatchDraw(canvas);
// call block() here if you want to draw over children
}
And call destroyDrawingCache() and then, buildDrawingCache() each time you change a child.
Draw() method will work well for you.
I'm now trying to make a count time view in a circle shape, when time is passing, the view will reducing his angle. It's used to cover profile photo(a circle shape photo).
Starting with Android API 23, you can use onDrawForeground(Canvas) to draw on top of child views: https://developer.android.com/reference/android/view/View#onDrawForeground(android.graphics.Canvas)
Unlike onDraw() though, be sure to call through to the super class:
#Override
public void onDrawForeground(final Canvas canvas) {
super.onDrawForeground(canvas);
// Your code here
}