Android - is there a possibility to make infinite canvas? - android

Currently I am doing app allowing user to draw. Simple think, just extend Canvas class and most of the thing is done.
That was my initial thinking and idea. But as the canvas is rather small because this is only what user see on the screen there is not much possible space to draw. Going through documentation I found translate() method allowing me to move canvas. What I did find out is when I move it, there is some kind of blank space just as you would move piece of paper. I understand that this is totally normal, as I've said before - canvas is only "the screen".
My question is - is there a possibility to make something like infinite canvas so you can make a huge painting and move everything around?
Before this question I was thinking about two things how something like this can be done:
Move all objects on canvas simultaneously - bad idea, because if you have a lot of them then the speed of moving is very bad.
Do something similar as it is done in ListView when you move it (or better see on the screen) only views that are on the screen together with one before and one after are loaded to memory and rest is uploaded dynamically when needed. I think this is the best option to achieve this goal.
EDIT:
Question/answer given by Kai showed me that it is worth to edit my question to clarify some of the things.
Basic assumptions about what can be done by user:
User is given opportunity to draw only circles and rectangles with some (around 80%) having drawable (bitmap) on them on canvas.
I assume that on all screens there will be maximum 500-800 rectangles or circles.
First of all thinking about infinity I was thinking about quite big number of screens - at least 30 on zoom 1x in each side. I just need to give my users bigger freedom in what they are doing.
On this screen everything can be done as on normal - draw, scale (TouchListener, ScaleListener, DoubleTapListener). When talking about scaling, there is another thing that has to be concerned and connected with "infinity" of canvas. When user is zooming out then screens, or more precise objects on the invisible "neighbours" should appear with proper scaling as you would zoom out camera in real life.
The other thing that I've just realised is possibility of drawing at small zoom level - that is on two or three screens and then zooming in - I suppose it should cut and recalculate it as a smaller part.
I would like to support devices at least from API 10 and not only high-end.
The question about time is the most crucial. I want everything to be as smooth as possible, so user wouldn't know that new canvas is being created each time.

I think it really depends on a number of things:
The complexity of this "infinite canvas": how "infinite" would it really be, what operations can be done on it, etc
The devices that you want to support
The amount of time/resource you wish to spend on it
If there are really not that many objects/commands to be drawn and you don't plan to support older/lower end phones, then you can get away with just draw everything. The gfx system would do the checking and only draws what would actually be shown, so you only waste some time to send commands pass JNI boundary to the gfx system and the associated rect check.
If you decided that you needs a more efficient method, you can store all the gfx objects' positions in 4 tree structures, so when you search the upper-left/upper-right/lower-left/lower-right "window" that the screen should show, it'll fast to find the gfx objects that intersects this window and then only draw those.
[Edit]
First of all thinking about infinity I was thinking about quite big
number of screens - at least 30 on zoom 1x in each side. I just need
to give my users bigger freedom in what they are doing.
If you just story the relative position of canvas objects, there's practically no limit on the size of your canvas, but may have to provide a button to take users to some point on canvas that they are familiar lest they got themselves lost.
When talking about scaling, there is another thing that has to be
concerned and connected with "infinity" of canvas. When user is
zooming out then screens, or more precise objects on the invisible
"neighbours" should appear with proper scaling as you would zoom out
camera in real life.
If you store canvas objects in a "virtual space", and using a "translation factor" to translate objects from virtual space to screen space then things like zoom-in/out would be quite trivial, something like
screenObj.left=obj.left*transFactor-offsetX;
screenObj.right=obj.right*transFactor-offsetX;
screenObj.top=obj.top*transFactor-offsetY;
screenObj.bottom=obj.bottom*transFactor-offsetY;
//draw screenObj
As an example here's a screenshot of my movie-booking app:
The lower window shows all the seats of a movie theater, and the upper window is a zoomed-in view of the same theater. They are implemented as two instances of the same SurfaceView class, besides user input handling, the only difference is that the upper one applies the above-mentioned "translation factor".
I assume that on all screens there will be maximum 500-800 rectangles
or circles.
It is actually not too bad. Reading your edit, I think a potentially bigger issue would be if an user adds a large number of objects to the same portion of your canvas. Then it wouldn't matter if you only draw the objects that are actually shown and nothing else - you'd still get bad FPS since the GPU's fill-rate is saturated.
So there are actually two potential sources of issues:
Too many draw commands (if drawing everything on canvas instead of just drawing visible ones)
Too many large objects in the same part of the screen (eats up GPU fill-rate)
The two issues requires very different strategy (1st one using tree structures to sort objects, 2nd one using dynamically generated Bitmap cache). Since how users use your app are likely to different than how you envisioned it to be, I would strongly recommend implementing the functions without the above optimizations, try to get as many people as possible to do testing, and then apply optimizations to each of the bottlenecks you encounter until the satisfactory performance is achieved.
[Edit 2]
Actually with just 500~800 objects, you can just calculate the position of all the objects, and then check to see if they are visible on screen, you don't even really need to use some fancy data structures like a tree with its own overheads.

Related

Android Game Development - Custom map leading to different activities

I'd like to create a custom map. It should be or look like one picture, but according to the part of which the user clicks, it should move the user to a different location (i.e. start a different activity). I've seen it done in several games but I don't know how to do it myself.
The part of the picture should have non-geometrical borders (obviously it would be easily done with many square images). Sadly, I don't even know what term describes what I want to do so I wasn't able to find any helpful tutorials or discussed topics.
Example:
Picture: http://i236.photobucket.com/albums/ff40/iathen/mapEx.png
If the user touches the purple slide, (s)he should be leaded to activity_1
If the user touches the blue slide, (s)he should be leaded to activity_2
If the user touches the green slide, (s)he should be leaded to activity_3
In my experience there are 2 main (most used) ways to achieve this.
The first (my favorite):
Get the data from a PNG
You should write multiple layers to a canvas. These layers constitute your "zones" (blue, green, purple in the image). To obtain the data of these areas, you get it from PNGs (with transparencies off course) to write the canvas with whatever you want. You must store the values where there can be a tap from the user (non-transparent areas). Notice that this values can be scaled up/down depending on the map size, screen resolution, map dimensions, etc.
Once you've written the layers to the canvas you should check for a match of the user tap and the stored areas you have. You should take into consideration here the order in which the user tap is processed in your code. For instance, in your image, the purple layer is on top so it must be processed first, the blue as second, and the green as the last one. This way you can have an "island" inside a bigger area.
The second way:
Generate the boundaries programmaticaly
I think this solution is self-explanatory. The only I've faced with this variant is that when the surfaces boundaries get messy, it's really complicated to generate the proper equations.
EDIT:
Using the first approach you can employ multiple PNGs to load data or use a single PNG with data coded into the bytes (i.e. RGB values). It's up to you to decide which one to implement.
Hope it helps!
Since a touchscreen itself isn't very accurate, your collision detection for the buttons doesn't need to be either. It would be a waste of time to try to make a complicated collision detection algorithm to detect a touch within those weird shapes.
Since you are making a game, I assume you know how to handle custom touch events, as well as canvas (at least). There are many ways to do what you want, but in the specific example image you linked is kind of a special case.
You could create a giant bounding circle around the three blobs, and then check if the user touched within the bounds of the circle (ie check if the distance from the touch to the center of the circle is less than or equal to the radius). Once you determine that it is, you could check which section of the circle it falls into by splitting it up into 3 equal sections. Requires some math, but shouldn't be that complicated.
It wouldn't be a perfect solution, but it should be good enough. Although, you might have to change the buttons a little so they aren't so stretched out horizontally, otherwise a bounding circle wouldn't be ideal.
Personally, in my games I always have "nodes" that represent the visual elements of the game, such as buttons. Instead of using a large image like you are doing, I would create separate images for each button, and then check their collisions with touch events independently. That way I could have each button check with their own individual bounding circles, or, if absolutely necessary, I could even have custom algorithms for each individual button.
These aren't perfect solutions. If you do want a pixel-perfect solution, you'll need to implement some polygon collision detection algorithms
One thing to consider is screen size and ratio. The only constants you should use are for percentages.

Android Shape Recognition on Screen

I want to recognize shapes like a circle,triangle and rectangle which is drawn on screen.My main aim is a user draws a shape on screen and I need a code to recognize this shape.How should i approach this problem?
What you are trying to achieve can be quite tricky, but I happened to implement something similar a while ago, and here is the approach that I used:
stick to black & white drawings
have a smallish database of (black & white) drawings (50 or so) with a fixed resolution, let's say 256x256 (you can store them in sqlite as binary blobs if you wish). Make sure that you use decently thick lines for these drawings (10 px should be OK, or something about twice as thick as the user's input drawing). Also, the drawings should be normalized, meaning that they must have at least one of their dimensions as large as the image itself.
extract the shape drawn by the user and process it:
a) if it has an aspect ratio close to a square, then simply crop the white space around it and enlarge it such that it has the same size as your database images
b) Otherwise, it will most likely have one dimension about two times larger than the other one, in which case you crop the white space, rotate it to have the height as it's biggest dimension, enlarge it to 256x128 and then add on both sides 64 px of white space.
you'll have to compare your drawing with each of your database images pixel by pixel and determine the amount of black pixels which overlap for each database image. Then you sort these numbers and you'll get the best match. Even if the best match has less than 20% overlapping pixels, the results are usually good.
Because some shapes can be considered the same, even if they are rotated (imagine various ways to place a triangle in an image: one tip pointing up, or down, or towards one side etc), you'll probably want to rotate your input drawing around 12 - 24 times (by 15 - 30 degrees at each step) and compare each rotation to every image in your database. Given that this step will most likely require a lot of processing power, you might consider storing all the rotations of your initial database drawings in the database, as different pictures, thus making the database bigger, but saving you the effort of rotating the input image, which is costly.
Given that the above algorithm is a bit of a resource hog, you might consider having a server somewhere, which can do the actual comparisons, especially if you want to add many images to your database. Since I already implemented this algorithm for a demo application, I can already tell you that you're going to have to do a lot of pixel operations. Also, rotating images with the Android SDK can be annoying, because it changes the image dimensions...
If you are feeling adventurous, here are a couple of papers describing state of the art algorithms for tackling this problem: "Shape contexts enable efficient retrieval of similar shapes" by Greg Mori, Serge Belongie and Jitendra Malik (2001) and "Shape Matching: Similarity Measures and Algorithms" by Remco C. Veltkamp (2001). The maths might be a bit heavy, though.
You should look into GestureOverlayView.
A good tutorial is: http://www.vogella.com/articles/AndroidGestures/article.html

Android Canvas Off Screen Drawing Performance

I'm developing an Android game using Canvas element. I have many graphic elements (sprites) drawn on a large game map. These elements are drawn by standard graphics functions like drawLine, drawPath, drawArc etc.
It's not hard to test if they are in screen or not. So, if they are out of the screen, i may skip their drawing routines completely. But even this has a CPU cost. I wonder if Android Graphics Library can do this faster than I can?
In short, should I try to draw everything even if they are completely out of the screen coordinates believing Android Graphics Library would take care of them and not spend much CPU trying to draw them or should I check their drawing area rectangle myself and if they are completely out of screen, skip the drawing routines? Which is the proper way? Which one is supposed to be faster?
p.s: I'm targeting Android v2.1 and above.
From a not-entirely-scientific test I did drawing Bitmaps tiled across a greater area than the screen, I found that checking beforehand if the Bitmap was onscreen doesn't seem to make a considerable different.
In one test I set a Rect to the screen size and set another Rect to the position of the Bitmap and checked Rect.intersects() before drawing. In the other test I just drew the Bitmap. After 300-ish draws there wasn't a visible trend - some went one way, others went another. I tried the 300-draw test every frame, and the variation from frame to frame was much greater than difference between checked and unchecked drawing.
From that I think it's safe to say Android checks bounds in its native code, or you'd expect a considerable difference. I'd share the code of my test, but I think it makes sense for you to do your own test in the context of your situation. It's possible points behave differently than Bitmaps, or some other feature of your paint or canvas changes things.
Hope that help you (or another to stumble across this thread as I did with the same question).

Whats the easiest way to animate 2D graphics on a surfaceview?

Currently I have a cartoon character that takes up almost the full screen of a surfaceview, and my little app is only to animate this 2D character during ontouch event at different coordinates.
What I am doing now is to redraw the whole character every single time, and this way I need to have a specific graphic for every single frame.
I am just wondering if its better to split the character into different parts, e.g. heads, hands, legs, and whenever a ontouch event happens, I only need to re-draw the specific part?
What do you think the pros and cons would be? Is it less CPU intensive?
This really comes down to how your images are set up.
Having a single image taking up the whole screen means that every frame has to redraw the whole screen, something which an android device should be capable of doing. If you break your character into different parts it may look as if you only have to redraw a small part of the screen but if you just redraw one part around then it will still be in its old position unless you draw over it meaning you may have to do a full redraw anyway. Sometimes you can be clever and work out what areas of the screen need to be redrawn and then only redraw those but this can get very complicated.
Another think worth thinking about is memory usage though, if you have a large number of full screen images in memory some phones may not have enough available memory and may crash. By breaking the image up into small parts you should reduce the chance of this.

Android scrolling background of bitmap tiles

I'm tried to determine the "best" way to scroll a background comprised of tiled Bitmaps on an Android SurfaceView. I've actually been successful in doing so, but wanted to determine if there is a more efficient technique, or if my technique might not work on all Android phones.
Basically, I create a new, mutable Bitmap to be slightly larger than the dimensions of my SurfaceView. Specifically, my Bitmap accomodates an extra line of tiles on the top, bottom, left, and right. I create a canvas around my new bitmap, and draw my bitmap tiles to it. Then, I can scroll up to a tile in any direction simply by drawing a "Surfaceview-sized" subset of my background Bitmap to the SurfaceHolder's canvas.
My questions are:
Is there a better bit blit technique than drawing a background bitmap to the canvas of my SurfaceHolder?
What is the best course of action when I scroll to the edge of my background bitmap, and wish to shift the map one tile length?
As I see it, my options are to:
a. Redraw all the tiles in my background individually, shifted a tile length in one direction. (This strikes me as being inefficient, as it would entail many small Bitmap draws).
b. Simply make the background bitmap so large that it will encompass the entire scrolling world. (This could require an extremely large bitmap, yet it would only need to be created once.)
c. Copy the background bitmap, draw it onto itself but shifted a tile length in the direction we are scrolling, and draw the newly revealed row or column of tiles with a few individual bitmap draws. (Here I am making the assumption that one large bitmap draw is more efficient than multiple small ones covering the same expanse.)
Thank you for reading all this, and I would be most grateful for any advice.
I originally used a similar technique to you in my 'Box Fox' platformer game and RTS, but found it caused quite noticeable delays if you scroll enough that the bitmap needs to be redrawn.
My current method these games is similar to your Option C. I draw my tiled map layers onto a grid of big bitmaps (about 7x7) taking up an area larger than the screen. When the user scrolls onto the edge of this grid, I shift all the bitmaps in the grid over (moving the end bitmaps to the front), change the offset of grid, and then just redraw the new edge.
I'm not quite sure which is faster with software rendering (your Option C or my current method). I think my method maybe faster if you ever change to OpenGL rendering as you wouldn't have to upload as much texture data to the graphics card as the user scrolls.
I wouldn't recommend Option A because, as you suggest, the hundreds small bitmap draws for a tiled map kills performance, and it gets pretty bad with larger screens. Option B may not even be possible with many devices, as it's quite easy to get a 'bitmap size exceeds VM budget' error as the heap space limit is set quite low on many phones.
Also if you don't need transparency on your map/background try to use RGB_565 bitmaps, as it's quite a lot faster to draw in software, and uses up less memory.
By the way, I get capped at 60fps on both my phone and 10" tablet in my RTS with the method above, rendered in software, and can scroll across the map smoothly. So you can definitely get some decent speed out of the android software renderer. I have a 2D OpenGL wrapper built for my game but haven't yet needed to switch to it.
My solution in a mapping app relies on a 2 level cache, first tile objects are created with a bitmap and a position, these are either stored on disk or in a Vector (synching is important for me, multithreaded HTTP comms all over the place).
When I need to draw the background I detect the visible area and get a list of all the tiles I need (this is heavily optimised as it gets called so often) then either pull the tiles from memory or load from disk. I get very reasonable performance even on slightly older phones and nice smooth scrolling with no hiccups.
As a caveat, I allow tiles not to be ready and swap them with a loading image, I don't know if this would work for you, but if you have all the tiles loaded in the APK you should be fine.
I think one efficent way to do this would be to use canvas.translate.
On the first drawing the entire canvas would have to be filled with tiles. New android phones can do this easily and quickly.
When the backround is scrolled I would use canvas.translate(scrollX, scrollY), then I would draw individualy one by one tile to fill the gaps, BUT, I would use
canvas.drawBitmap(tileImage[i], fromRect, toRect, null) which would only draw the parts of the tiles that are needed to be shown, by setting fromRect and toRect to correspond to scrollX and scrollY.
So all would be done by mathematics and no new bitmaps would be created for the background - save some memory.
EDIT:
However there is a problem using canvas.translate with surfaceView, because it is double buffered and canvas.translate will translate only one buffer but not the second one at the same time, so this alternating of buffers would have to be taken into account when depending on surfaceView to preserve the drawn image.
I am using your original method to draw a perspective scrolling background. I came up with this idea entirely by accident a few days ago while messing around with an easy technique to do a perspective scrolling star field simulation. The app can be found here: Aurora2D.apk
Just tilt your device or shake it to make the background scroll (excuse the 2 bouncing sprites - they are there to help me with an efficient method to display trails). Please let me know if you find a better way to do it, since I have coded several different methods over the years and this one seems to be superior. Simply mail me if you want to compare code.

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