Strange behaviour of `drawTextOnPath()` with hardware accelration - android

In hardware accelerated custom View added in ScrollView or ListView both of the following code snippets produces same result: (please ignore best practises for a sec)
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// centering stuff
float centerX = getWidth() / 2f;
float centerY = getHeight() / 2f;
float size = 80;
float halfSize = size / 2f;
float left = centerX - halfSize;
float top = centerY - halfSize;
RectF oval = new RectF(left, top, left + size, top + size);
Path path = new Path();
path.addArc(oval, 160, 359);
Paint paint = new Paint();
paint.setTextSize(30);
paint.setStyle(Style.STROKE);
canvas.drawTextOnPath("Hello world", path, 0, 0, paint); //<--- line A
canvas.drawCircle(centerX, centerY, 10, paint); //<--- line B
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// centering stuff
float centerX = getWidth() / 2f;
float centerY = getHeight() / 2f;
float size = 80;
float halfSize = size / 2f;
float left = centerX - halfSize;
float top = centerY - halfSize;
RectF oval = new RectF(left, top, left + size, top + size);
Path path = new Path();
path.addArc(oval, 160, 359);
Paint paint = new Paint();
paint.setTextSize(30);
paint.setStyle(Style.STROKE);
canvas.drawCircle(centerX, centerY, 10, paint); //<--- line B
canvas.drawTextOnPath("Hello world", path, 0, 0, paint); //<--- line A
}
Same Result:
But with later code snippet, as soon as you scroll the ScrollView (I have invisible dummy View below so I can scroll) and helloworld touches ActionBar, something very intersting happens and you see something that intelligent humankind used to see in old Windows OS .
I know drawTextOnPath() is not supported in hardware accelration mode, but then why it works if you call it first?

drawTextOnPath() is supported by hardware acceleration after Android 4.1
This is mentioned officially here: https://code.google.com/p/android/issues/detail?id=37925
but the next comment seems to indicate your problem in a way so maybe a bug.
Of course for pre 4.1 just dont make it use HW accel - Set a software layer type on your View by calling View.setLayerType(View.LAYER_TYPE_SOFTWARE, null) and try to get a tradeoff on perf vs errors

Related

Animation not fluent Android Wear

I'm starting with Android Wear and I want to make a circle animation, making grow.
I know how to do it, I think, but it's doing it very very slow, hope you can help me
I have this class variable
Paint mAnimation;
intialized on the method OnCreate
mAnimation = new Paint(Paint.ANTI_ALIAS_FLAG);
mAnimation.setStyle(Paint.Style.FILL);
mAnimation.setColor(Color.GREEN);
and on the OnDraw method I have
#Override
public void onDraw(Canvas canvas, Rect bounds) {
int width = bounds.width();
int height = bounds.height();
float centerX = width / 2f;
float centerY = height / 2f;
// Draw the background.
canvas.drawRect(0, 0, bounds.width(), bounds.height(), mBackgroundPaint);
canvas.drawCircle(0, centerY, radiusPlus, mAnimation);
radiusPlus += 20;
}
The animation is "correct", but is very slow, like if was paused.
Thanks!!
EDIT
I found a example and now I finally found why. I didn't invalidate the view at the end of the OnDraw. Now It's working fine. Thanks.
#Override
public void onDraw(Canvas canvas, Rect bounds) {
int width = bounds.width();
int height = bounds.height();
float centerX = width / 2f;
float centerY = height / 2f;
// Draw the background.
canvas.drawRect(0, 0, bounds.width(), bounds.height(), mBackgroundPaint);
canvas.drawCircle(0, centerY, radiusPlus, mAnimation);
radiusPlus += 5;
if (isVisible() && !isInAmbientMode()) {
invalidate();
}
}

Draw rectangles on circle formula

I'm trying to draw the spectrum of an audio file on a circle. Like this:
So on the circle I just want rectangles drawn like you see on the image.
I've got this code:
public void onRender(Canvas canvas, FFTData data, Rect rect) {
canvas.drawCircle(rect.width()/2, rect.height()/2, 200, mPaint);
for (int i = 0; i < data.bytes.length / mDivisions; i++) {
byte rfk = data.bytes[mDivisions * i];
byte ifk = data.bytes[mDivisions * i + 1];
float magnitude = (rfk * rfk + ifk * ifk);
int dbValue = (int) (10 * Math.log10(magnitude));
}
}
Where FFTData is the Fast Fourier Transformation data that Android gives me. Now in my dbValue I got the strength of the signal. mDivisions is how much bars I want. Currently set on 16 because I don't know how much I can set on the circle.
I'm stuck on how I can draw the rectangle with his center on the circle line... So I want a rectangle whose height is based on the dbValue so that I get high and low rectangles. And the center must be placed on my circle line.
Can someone help me on this math formula?
Run a loop over all 360 degrees of the circle (at wanted step), and, for each point, convert Polar (this angle and the radius of the circle) coordinates into Cartesian, as described here, for instance. This way you get the location of the centre of your rectangle.
Translate the system of the coordinates, making origin to be at the wanted point on the circle line and then rotate by the circle angle at that point.
Alternatively, you can build a trapezoid by getting corners at angle +- some offset and radius +- some offset (proportional to your value to plot). It will have shorter inner edge and longer outer edge. Such trapezoids may look better if painted side by side.
i think all you have needed is a pencil and a paper and a little math and also some free time to play :-)
public class MainActivity extends Activity {
ImageView drawingImageView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
drawingImageView = (ImageView) this.findViewById(R.id.DrawingImageView);
Paint paint;
paint = new Paint();
paint.setColor(Color.GREEN);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(16);
final Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
int centerX =400;
int centerY =400;
int R = 200;
canvas.drawCircle(centerX, centerY, R, paint);
int h = 100;
paint.setColor(Color.RED);
Path p = new Path();
p.moveTo(centerX + R - h/2, centerY);
p.lineTo(centerX + R + h/2, centerY);
canvas.drawPath(p, paint);
p = mySpectrumDrawer(centerX,centerY,R,h,15);
canvas.drawPath(p, paint);
h = 50;
p = mySpectrumDrawer(centerX,centerY,R,h,30);
canvas.drawPath(p, paint);
h = 60;
p = mySpectrumDrawer(centerX,centerY,R,h,60);
canvas.drawPath(p, paint);
h = 80;
p = mySpectrumDrawer(centerX,centerY,R,h,90);
canvas.drawPath(p, paint);
drawingImageView.setImageBitmap(bitmap);
}
private Path mySpectrumDrawer(int centerX, int centerY,int R,int height, int angel){
Path p = new Path();
int dX = (int) (R*(Math.cos(Math.toRadians(angel))));
int dY = (int) (R*(Math.sin(Math.toRadians(angel))));
int dhx = (int) (height/2*(Math.cos(Math.toRadians(angel))));
int dhy = (int) (height/2*(Math.sin(Math.toRadians(angel))));
p.moveTo(centerX + dX - dhx , centerY - dY + dhy);
p.lineTo(centerX + dX + dhx , centerY - dY - dhy);
return p;
}
}

Android subpixel rendering

I have a line that should get thinner the longer it gets. The problem is, that you can clearly see a jump when it gets a pixel thinner. Is there a way to do subpixel rendering/antialiasing on Android?
canvas.drawRect() takes float values, but it's ignoring those. Here's the code:
#Override
protected void onDraw(Canvas canvas) {
float width = getMeasuredWidth() / (float) getMeasuredHeight() * getMinimumHeight();
float left = (getMeasuredWidth() - width) / 2.0f;
canvas.drawRect(left, 0, left + width, getMeasuredHeight(), paint);
super.onDraw(canvas);
}
The paint object has ANTI_ALIAS_FLAG enabled and contains a solid color.
This is the default line:
This is when it gets longer and thinner. It should have some anti aliasing on the sides, though to make the whole transition seems smoother.
This seems to do a better job:
#Override
protected void onDraw(Canvas canvas) {
float width = getMeasuredWidth() / (float) getMeasuredHeight() * getMinimumHeight();
float left = (getMeasuredWidth() - width) / 2.0f;
paint.setStrokeWidth(width * getResources().getDisplayMetrics().density);
canvas.drawLine(left, 0, left, getMeasuredHeight(), paint);
super.onDraw(canvas);
}

Number inside circle

What is the best way for draw a number inside circle drawed on canvas by drawCircle?
Then this circle can be dragged by user, when circle is empty I donĀ“t have problems.
This will draw text centered at centerX, centerY
Rect rect = new Rect();
paint.getTextBounds(text, 0, text.length(), rect);
float x = centerX - rect.width() / 2;
FontMetrics fm = paint.getFontMetrics();
float y= centerY - (fm.descent + fm.ascent) / 2;
canvas.drawText(text, x, y, paint);

How to draw Arc between two points on the Canvas?

I have two points in the canvas, now I'm able to draw a line between those points like this below image by using
This code canvas.drawLine(p1.x, p1.y, p2.x, p2.y, paint);
I want to draw the arc between two points like below image.
How can I draw like this.
Finally I got the solution from this code:
float radius = 20;
final RectF oval = new RectF();
oval.set(point1.x - radius, point1.y - radius, point1.x + radius, point1.y+ radius);
Path myPath = new Path();
myPath.arcTo(oval, startAngle, -(float) sweepAngle, true);
To calculate startAngle, use this code:
int startAngle = (int) (180 / Math.PI * Math.atan2(point.y - point1.y, point.x - point1.x));
Here, point1 means where you want to start drawing the Arc. sweepAngle means the angle between two lines. We have to calculate that by using two points like the blue points in my Question image.
Do something like this:
//Initialized paint on a class level object.
Paint p = new Paint();
p.setColor(Color.BLACK);
//Calculate the rect / bounds of oval
RectF rectF = new RectF(50, 20, 100, 80);
#Override
protected void onDraw(Canvas canvas) {
//Do the drawing in onDraw() method of View.
canvas.drawArc (rectF, 90, 45, false, p);
}
first we need to visual how the coordinates are in terms of start and sweep angels then it will become more clear.
so if you wanted just the right top piece of the circle, we could do something like this:
val rect = RectF(0f, 0f, 500f, 300f)
val paint = Paint()
paint.apply {
strokeWidth = 5f
setStyle(Paint.Style.STROKE)
color = COLOR.BLUE
}
path.addArc(rect, 270f, 90f)
..
this starts at 270 (per the diagram above and 'sweeps` 90 degrees forward. you then have this shape:
let's create one more so you get the hang of it. this time let's use a negative value: we want to create a semi half moon (arc) starting from the right side:
path.addArc(rect, 0f, -180f)
here we started at 0 and 'sweeped` -180 degrees.
and the results are:
I was trying to do something a little different and it's all about calculating sweep and start angles.
I wanted to show an arc that represents progress on a circle that goes from top to bottom.
So I had progress value from 0...100 and I want to show an arc that start from top to bottom to fill the circle when the progress is 100.
To calculate the sweepAngle I use:
int sweepAngle = (int) (360 * (getProgress() / 100.f));
Next is to calculate the startAngle
int startAngle = 270 - sweepAngle / 2;
Start Angle is calculated this way because:
It's always going to start from the left side, starting from the top to bottom. So starting angle at the top equals 270 (Note that it goes clockwise and 0 = 3 o'clock, so 12 o'clock equals 270 degrees)
Next I want to calculate how far I'm going to get away from my starting point (270) and to do that I only calculate half of the sweep angle because only half of the arc will be on the left side and the other half on the right side.
So considering I have progress of 25%
sweepAngle = 90 degrees (90 degrees is quarter of a circle)
start angle = 225 (45 degrees away from 270)
If you want the progress to go from other sides (Left to right, right to left etc..) you will only need to replace 270 with the starting the angle.
I may be late to answer but I got more information.
After Android Lollipop there are two ways to address this problem
public void drawArc(RectF oval, float startAngle, float sweepAngle,
boolean useCenter, Paint paint)
public void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, boolean useCenter, Paint paint)
Usage:
RectF rectF = new RectF(left, top, right, bottom);
// method 1
canvas.drawArc (rectF, 90, 45, true, paints[0]);
// method 2
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, true, paints[1]);
}
Sweep angle is nothing more than angle of Sector which is drawn clockwise eg. for below code
private void drawArcs(Canvas canvas) {
RectF rectF = new RectF(left, top, right, bottom);
// white arc
canvas.drawArc (rectF, 90, 45, true, paints[0]);
// Green arc
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, true, paints[1]);
}
// Red stroked arc
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 180, 45, true, paints[2]);
}
}
Result will look like this
Same can be achieved with the help of defining Paths and then iterating over them in onDraw method as illustrated in this snippet:
public class ArcDrawable extends Drawable {
private int left, right, top, bottom;
private Paint[] paints = new Paint[3];
private HashMap<Path, Paint> pathMap = new HashMap();
public ArcDrawable() {
// white paint
Paint whitePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
whitePaint.setColor(Color.WHITE);
paints[0]= whitePaint;
// green paint
Paint greenPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
greenPaint.setColor(Color.GREEN);
paints[1]= greenPaint;
// red paint
Paint redPaint =new Paint(Paint.ANTI_ALIAS_FLAG);
redPaint.setColor(Color.RED);
redPaint.setStyle(Paint.Style.STROKE);
paints[2]= redPaint;
}
#Override
public void draw(Canvas canvas) {
//----------USE PATHS----------
// Define and use custom Path
for (Map.Entry<Path, Paint> entry : pathMap.entrySet()) {
// Draw Path on respective Paint style
canvas.drawPath(entry.getKey(), entry.getValue());
}
// -------OR use conventional Style---------
//drawArcs(canvas);
}
//Same result
private void drawArcs(Canvas canvas) {
RectF rectF = new RectF(left, top, right, bottom);
// method 1
canvas.drawArc (rectF, 90, 45, true, paints[0]);
// method 2
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, true, paints[1]);
}
// method two with stroke
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 180, 45, true, paints[2]);
}
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
int width = bounds.width();
int height = bounds.height();
left = bounds.left;
right = bounds.right;
top = bounds.top;
bottom = bounds.bottom;
final int size = Math.min(width, height);
final int centerX = bounds.left + (width / 2);
final int centerY = bounds.top + (height / 2);
pathMap.clear();
//update pathmap using new bounds
recreatePathMap(size, centerX, centerY);
invalidateSelf();
}
private Path recreatePathMap(int size, int centerX, int centerY) {
RectF rectF = new RectF(left, top, right, bottom);
// first arc
Path arcPath = new Path();
arcPath.moveTo(centerX,centerY);
arcPath.arcTo (rectF, 90, 45);
arcPath.close();
// add to draw Map
pathMap.put(arcPath, paints[0]);
//second arc
arcPath = new Path();
arcPath.moveTo(centerX,centerY);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
arcPath.arcTo (rectF, 0, 45);
}
arcPath.close();
// add to draw Map
pathMap.put(arcPath, paints[1]);
// third arc
arcPath = new Path();
arcPath.moveTo(centerX,centerY);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
arcPath.arcTo (rectF, 180, 45);
}
arcPath.close();
// add to draw Map
pathMap.put(arcPath, paints[2]);
return arcPath;
}
#Override
public void setAlpha(int alpha) {
}
#Override
public void setColorFilter(#Nullable ColorFilter colorFilter) {
}
#Override
public int getOpacity() {
return 0;
}
}
Complete source code:
https://github.com/hiteshsahu/Arc-Drawable
a sample for draw arc.
public static Bitmap clipRoundedCorner(Bitmap bitmap, float r, boolean tr, boolean tl, boolean bl, boolean br)
{
int W = bitmap.getWidth();
int H = bitmap.getHeight();
if (r < 0)
r = 0;
int smallLeg = W;
if(H < W )
smallLeg = H;
if (r > smallLeg)
r = smallLeg / 2;
float lineStop = r/2;
Path path = new Path();
path.moveTo(0,0);
if(tr)
{
path.moveTo(0, lineStop);
path.arcTo(new RectF(0,0, r,r), 180, 90, false);
}
path.lineTo(W-lineStop, 0);
if(tl)
path.arcTo(new RectF(W-r,0, W,r), 270, 90, false);
else
path.lineTo(W, 0);
path.lineTo(W, H-lineStop);
if(bl)
path.arcTo(new RectF(W-r,H-r, W,H), 0, 90, false);
else
path.lineTo(W, H);
path.lineTo(lineStop, H);
if(br)
path.arcTo(new RectF(0,H-r, r,H), 90, 90, false);
else
path.lineTo(0,H);
if(tr)
path.lineTo(0,lineStop);
else
path.lineTo(0,0);
Bitmap output = Bitmap.createBitmap(W, H, Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
canvas.drawPath(path, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, 0, 0, paint);
return output;
}
A simple solution was suggested here by Langkiller. This draws a cubic line from the start point via the control point to the end point.
Path path = new Path();
float startX = 0;
float startY = 2;
float controlX = 2;
float controlY = 4;
float endX = 4
float endY = 2
conePath.cubicTo(startX, startY, controlX, controlY,endX, endY);
Paint paint = new Paint();
paint.setARGB(200, 62, 90, 177);
paint.setStyle(Paint.Style.FILL);
canvas.drawPath(path, paint)

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