How to get when an ImageView is completely loaded in Android - android

I'm developing an App which draws lines over a bunch of Images. To choose these images, I have a radio group and, whenever the user clicks in a radio button, the image is load with all its own drawings.
In my radio listenner I have the following code:
bitmap = BitmapUtils.decodeSampledBitmapFromResource(root + DefinesAndroid.CAMINHO_SHOPPINGS_SDCARD + nomeImagemAtual, size.x, size.y);
mImage.setImageBitmap(bitmap);
mImage.setDrawLines(true);
mImage.setImageBitmap(loadBitmapFromView(mImage));
the decodeSampledBitmapFromResource method I got from this link on android developers (it loads bitmaps more effitiently) http://developer.android.com/training/displaying-bitmaps/load-bitmap.html
And here's the method I call to get a Bitmap of a View
public static Bitmap loadBitmapFromView(View v) {
Bitmap b = Bitmap.createBitmap( v.getLayoutParams().width, v.getLayoutParams().height, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
v.layout(0, 0, v.getLayoutParams().width, v.getLayoutParams().height);
v.draw(c);
return b;
}
I'm setting the image Bitmap of mImage because I'm using ImageViewTouch library (which enables pinch zooming over an ImageView) and if I don't do it, all the canvas drawing is deleted with any interaction over the image (like zooming in/out).
The error log is the following
07-11 21:13:41.567: E/AndroidRuntime(20056): java.lang.IllegalArgumentException: width and height must be > 0
07-11 21:13:41.567: E/AndroidRuntime(20056): at android.graphics.Bitmap.createBitmap(Bitmap.java:638)
07-11 21:13:41.567: E/AndroidRuntime(20056): at android.graphics.Bitmap.createBitmap(Bitmap.java:620)
I'm almost sure that this error is occuring cause the image bitmap is not completely loaded when I call getBitmapFromView method.
How can I know when the view is loaded completely?

Call loadBitmapFromView in a such way:
mImage.post(new Runnable() {
#Override
public void run() {
loadBitmapFromView(mImage);
}
});
Runnable provided to post() method will be executed after view measuring and layouting, so getWidth() and getHeight() will return actual width and height.
What else can you do, is measuring View manually, by invoking measure, and then taking result from getMeasuredWidth() and getMeasuredHeight(). But I do not recommend this way.

There is actually another, more reliable way to do that by using ViewTreeObserver.OnPreDrawListener. And here is an example:
mImage.getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
#Override
public boolean onPreDraw() {
try {
loadBitmapFromView(mImage);
// Note that returning "true" is important,
// since you don't want the drawing pass to be canceled
return true;
} finally {
// Remove listener as further notifications are not needed
mImage.getViewTreeObserver().removeOnPreDrawListener(this);
}
}
});
Using OnPreDrawListener guarantees that View was measured and layouted, while View#post(Runnable) just executes your Runnable when all Views are already most likely measured and layouted.

Below is a working NotifyImageView class that incorporates Dmitry's method above
and adds code to notify only after the ImageView is truly usable.
I hope you find it useful.
`
public interface NotifyImageHolder {
public void notifyImageChanged(final NotifyImageView thePosterImage, final int width, final int height);
}
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.view.ViewTreeObserver;
import android.widget.ImageView;
public class NotifyImageView extends ImageView {
private boolean mImageChanged;
private NotifyImageHolder mHolder;
private boolean mImageFinished;
public NotifyImageView(Context context) {
super(context);
init();
}
public NotifyImageView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public NotifyImageView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
protected void init() {
mImageChanged = false;
mImageFinished = false;
mHolder = null;
monitorPreDraw();
}
// so we can tell when the image finishes loading..
protected void monitorPreDraw() {
final NotifyImageView thePosterImage = this;
getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
#Override
public boolean onPreDraw() {
try {
return true; //note, that "true" is important, since you don't want drawing pass to be canceled
} finally {
getViewTreeObserver().removeOnPreDrawListener(this); // we don't need any further notifications
thePosterImage.buildDrawingCache();
mImageFinished = true;
}
}
});
}
public void setNotifyImageHolder(NotifyImageHolder holder) {
this.mHolder = holder;
}
public boolean isImageChanged() {
return mImageChanged;
}
public boolean isImageFinished() {
return mImageFinished;
}
public void notifyOff() {
mHolder = null;
}
// the change notify happens here..
#Override
public void setImageDrawable(Drawable noPosterImage) {
super.setImageDrawable(noPosterImage);
if (mHolder != null && mImageFinished) {
mImageFinished = false; // we send a single change-notification only
final NotifyImageView theNotifyImageView = this;
theNotifyImageView.post(new Runnable() {
#Override
public void run() {
if (mHolder != null) {
int width = getMeasuredWidth();
int height = getMeasuredHeight();
mImageChanged = true;
mHolder.notifyImageChanged(theNotifyImageView, width, height);
}
}
});
}
}
}
`

Related

Gesture automatically draws itself

I've seen it on Dolphin Browser. There're some gestures that're already created by default. They will redraw themselves so that users know where to begin drawing. I've noticed that in Gesture object, there's a method named toPath(). But I have no clue how to use it and I'm not sure if I'm on the right track. Can somebody tell me how to do it? Thanks. You can take a look at the picture below.
First of all I would suggest to take a look at GestureBuilder app from SDK samples. It has exactly that is shown in your question (small gesture thumbnails).
I've slightly extended that example to make usage of Gesture APIs more clear:
Add the following code into GestureBuilderActivity from GeatureBuilder sample:
#Override
protected void onListItemClick(ListView l, View v, int position, long id) {
super.onListItemClick(l, v, position, id);
final Intent intent = new Intent(getApplicationContext(), ShowGestureActivity.class);
intent.putExtra(ShowGestureActivity.GESTURE_NAME_EXTRA, ((NamedGesture)v.getTag()).name);
startActivity(intent);
}
It will launch new test activity ShowGestureActivity:
public class ShowGestureActivity extends Activity {
public static final String GESTURE_NAME_EXTRA = "gesture_extra";
private Gesture mGesture = null;
private FrameLayout mContainer;
private MyPathView mMyPathView;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.show_gesture);
final ArrayList<Gesture> gestures = GestureBuilderActivity.getStore()
.getGestures(getIntent().getStringExtra(GESTURE_NAME_EXTRA));
if (gestures.size() == 1) {
mGesture = gestures.get(0);
} else {
Toast.makeText(getApplicationContext(), "No gesture available!", Toast.LENGTH_LONG).show();
}
mContainer = (FrameLayout) findViewById(R.id.container);
mMyPathView = (MyPathView) findViewById(R.id.myPathView);
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.show_gesture_menu, menu);
return true;
}
#Override
public boolean onOptionsItemSelected(MenuItem item) {
final int id = item.getItemId();
if (mGesture == null) {
return false;
}
switch (id) {
case R.id.action_show_gesture_bmp:
final Bitmap gestureBmp = mGesture.toBitmap(mContainer.getWidth(), mContainer.getHeight(),
getResources().getDimensionPixelSize(R.dimen.gesture_thumbnail_inset), Color.YELLOW);
mMyPathView.setVisibility(View.GONE);
mContainer.setBackground(new BitmapDrawable(getResources(), gestureBmp));
return true;
case R.id.action_show_gesture_path:
mMyPathView.setPath(mGesture.toPath(mContainer.getWidth(), mContainer.getHeight(),
getResources().getDimensionPixelSize(R.dimen.gesture_thumbnail_inset), 10));
mMyPathView.setVisibility(View.VISIBLE);
mContainer.setBackground(null);
return true;
}
return super.onOptionsItemSelected(item);
}
}
In onOptionsItemSelected you can see usage of both Gesture methods available for drawing. Seems toBitmap is quite clear (GesturesBuilder app itself uses that method for gestures thumbnails display in the list).
Regarding toPath: it provides you with the path which corresponds to the Gesture. After that you can use that path for drawing as you want. MyPathView from test activity above provides easiest way of doing so:
public class MyPathView extends View {
private Paint mPaint;
private Path mPath = null;
public MyPathView(Context context) {
super(context);
init(null, 0);
}
public MyPathView(Context context, AttributeSet attrs) {
super(context, attrs);
init(attrs, 0);
}
public MyPathView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init(attrs, defStyle);
}
private void init(AttributeSet attrs, int defStyle) {
mPaint = new Paint();
mPaint.setColor(Color.YELLOW);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeWidth(getResources().getDimensionPixelSize(R.dimen.paint_width));
}
public void setPath(final Path path) {
mPath = path;
invalidate();
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (mPath != null) {
canvas.drawPath(mPath, mPaint);
}
}
}
And xml is (just to make example easy to compile):
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="#+id/container">
<com.sandrstar.testapp.test.MyPathView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="#+id/myPathView"
android:visibility="gone"/>
</FrameLayout>
If you want to apply some kind of animation to gesture drawing, you need to get path, create custom view as described above and apply some animation method, e.g. like one described here Draw path on canvas with animation

How do I draw a drawable with its exact size in my custom view?

SOLVED: Solution below as answer.
I have a custom view with a TransitionDrawable and when I draw it in the onDraw() method it scales automatically to fill the whole parent layout, even when it's set in the xml to wrap_content. The picture is in mdpi and hdpi and my testing device (samsung galaxy s) I think it's no more than hdpi.
package com.adyrsoft.pronunciationtrainer;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.drawable.TransitionDrawable;
import android.util.AttributeSet;
import android.util.Log;
import android.view.View;
public class RecordButton extends View {
private static final String TAG = "RecordButton";
private TransitionDrawable mDrawable;
private boolean mActivated;
private OnClickListener mOnClickListenerInternal = new OnClickListener() {
#Override
public void onClick(View v) {
toggleState();
if(mOnClickListener != null) {
mOnClickListener.onClick(v);
}
}
};
private OnClickListener mOnClickListener = null;
public RecordButton(Context context) {
super(context);
init();
}
public RecordButton(Context context, AttributeSet attrib) {
super(context, attrib);
init();
}
public RecordButton(Context context, AttributeSet attrib, int defStyle) {
super(context, attrib, defStyle);
init();
}
public void setState(boolean activated) {
mActivated = activated;
if(mActivated){
mDrawable.startTransition(300);
}
else {
mDrawable.reverseTransition(300);
}
}
public void toggleState() {
if(mActivated) {
setState(false);
}
else {
setState(true);
}
}
#SuppressWarnings("deprecation")
private void init() {
mActivated = false;
mDrawable = (TransitionDrawable) getResources().getDrawable(R.drawable.btnrecord);
Log.d(TAG, "Drawable intrinsic width and height are: " +
Integer.toString(mDrawable.getIntrinsicWidth()) + " " +
Integer.toString(mDrawable.getIntrinsicHeight()));
mDrawable.setBounds(0,0,mDrawable.getIntrinsicWidth(), mDrawable.getIntrinsicHeight());
Log.d(TAG, "The bounds for the button are: "+mDrawable.getBounds().flattenToString());
super.setBackgroundDrawable(mDrawable);
setClickable(true);
super.setOnClickListener(mOnClickListenerInternal);
invalidate();
}
public void setOnClickListener(View.OnClickListener listener) {
mOnClickListener = listener;
}
protected void onDraw (Canvas canvas) {
super.onDraw(canvas);
}
}
What am I doing wrong?
Thanks.
After hours trying to understand how I should use the drawables in a custom view in order to be displayed in its original size, I've figured out how to do it.
First a few things that I didn't know but are a must is:
The background drawable should be left to the parent class to be
drawn when using View as the parent. If not, the TransitionDrawable can't be seen fading between pictures.
Only if I am going to draw on the background drawable I should override onDraw() and do the drawing there.
And the last but not less important is that I should override onMeasure() to specify the size of the view. If I don't do it, it will fill all the free space in the parent layout, as it was happening to me.
I've passed the TransitionDrawable to the parent class with setBackgroundDrawable() and since I wasn't drawing in the background drawable, I've removed the onDraw() method. Also I've implemented onMeasure() with a quick and dirty solution specifying the size of the picture I am drawing.
This is the final result:
public class RecordButton extends View {
private static final String TAG = "RecordButton";
private static final int DESIRED_WIDTH = 180;
private static final int DESIRED_HEIGHT = 66;
private TransitionDrawable mDrawable;
private Rect mViewRect;
private boolean mActivated;
private OnClickListener mOnClickListenerInternal = new OnClickListener() {
#Override
public void onClick(View v) {
toggleState();
if(mOnClickListener != null) {
mOnClickListener.onClick(v);
}
}
};
private OnClickListener mOnClickListener = null;
public RecordButton(Context context) {
this(context, null, 0);
}
public RecordButton(Context context, AttributeSet attrib) {
this(context, attrib, 0);
}
public RecordButton(Context context, AttributeSet attrib, int defStyle) {
super(context, attrib, defStyle);
init();
}
public void setState(boolean activated) {
mActivated = activated;
if(mActivated){
mDrawable.startTransition(300);
}
else {
mDrawable.reverseTransition(300);
}
}
public void toggleState() {
if(mActivated) {
setState(false);
}
else {
setState(true);
}
}
#SuppressWarnings("deprecation")
private void init() {
mActivated = false;
mDrawable = (TransitionDrawable) getResources().getDrawable(R.drawable.btnrecord);
setBackgroundDrawable(mDrawable);
setClickable(true);
super.setOnClickListener(mOnClickListenerInternal);
invalidate();
}
public void setOnClickListener(View.OnClickListener listener) {
mOnClickListener = listener;
}
#Override
protected void onMeasure(int m, int n) {
setMeasuredDimension(DESIRED_WIDTH, DESIRED_HEIGHT);
}
}

How to appear and disappear an object on screen using game loop for every five second

I am trying to learn game development in android. First I am trying to appear and disappear an object on screen using game loop for every five second. But I did not get succeed. I have read different tutorials and forums. I applied all things as in tutorials but still object is drawing continuously. It is not disappearing. I a not getting what I am missing? Please guide me.
The complete code is here:
MainGameActivity.java
package com.example.showandhideobject;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MainGameActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(new MainGamePanel(this));
}
}
MainGamePanel .java
package com.example.showandhideobject;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class MainGamePanel extends SurfaceView implements
SurfaceHolder.Callback {
private MainGameThread thread;
private ImageObject image;
// private long gameStartTime;
public MainGamePanel(Context context) {
super(context);
// adding the callback (this) to the surface holder to intercept events
getHolder().addCallback(this);
// create the game loop thread
thread = new MainGameThread(getHolder(), this);
Bitmap imageBitMap = BitmapFactory.decodeResource(getResources(),
R.drawable.rose);
image = new ImageObject(imageBitMap, 100, 150);
image.setAppeared(false);
image.setDisappearTime(System.currentTimeMillis());
// make the GamePanel focusable so it can handle events
setFocusable(true);
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
// at this point the surface is created and
// we can safely start the game loop
thread.setRunning(true);
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
public void update() {
Log.i("Image Status::::::::::::: ",
Boolean.valueOf(image.isAppeared()).toString());
if (!image.isAppeared()
&& System.currentTimeMillis() - image.getDisappearTime() >= 5000) {
Log.i("Image Object::::::: ", "Showing");
image.setAppeared(true);
image.setAppearTime(System.currentTimeMillis());
}
if (image.isAppeared()
&& (System.currentTimeMillis() - image.getAppearTime() >= 5000)) {
Log.i("Image Object::::::: ", "Not Showing");
image.setAppeared(false);
image.setDisappearTime(System.currentTimeMillis());
}
}
public void render(Canvas canvas) {
if (image.isAppeared()) {
image.draw(canvas);
}
}
}
MainGameThread.java
package com.example.showandhideobject;
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;
public class MainGameThread extends Thread {
// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private MainGamePanel gamePanel;
// flag to hold game state
private boolean running;
public boolean isRunning() {
return running;
}
public void setRunning(boolean running) {
this.running = running;
}
public MainGameThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
}
#Override
public void run() {
Canvas canvas;
while (isRunning()) {
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try {
canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
Log.i("With in :::::::::", "Game Loop");
// update game state
gamePanel.update();
// render state to the screen and draw the canvas on the
// panel
gamePanel.render(canvas);
// gamePanel.onDraw(canvas);
}
} finally {
// in case of an exception the surface is not left in an
// inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
}
ImageObject.java
package com.example.showandhideobject;
import android.graphics.Bitmap;
import android.graphics.Canvas;
public class ImageObject {
private Bitmap bitmap; // the actual bitmap
private int x; // the X coordinate
private int y; // the Y coordinate
private boolean isAppeared;
private long appearTime;
private long disappearTime;
// Constructor for this class
public ImageObject(Bitmap bitmap, int x, int y) {
this.bitmap = bitmap;
this.x = x;
this.y = y;
}
public Bitmap getBitmap() {
return bitmap;
}
public void setBitmap(Bitmap bitmap) {
this.bitmap = bitmap;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public boolean isAppeared() {
return isAppeared;
}
public void setAppeared(boolean isAppeared) {
this.isAppeared = isAppeared;
}
public long getAppearTime() {
return appearTime;
}
public void setAppearTime(long appearTime) {
this.appearTime = appearTime;
}
public long getDisappearTime() {
return disappearTime;
}
public void setDisappearTime(long disappearTime) {
this.disappearTime = disappearTime;
}
/* Method to draw images on Canvas */
public void draw(Canvas canvas) {
canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2),
y - (bitmap.getHeight() / 2), null);
}
}
in this part
if (image.isAppeared()) {
image.draw(canvas);
}
you never clear your canvas. What you are doing is actually drawing your image over and over on the same spot.
You probably need to redraw a background in cas isAppeared() is false
Edit
you can also use canvas.save() before drawing the image, and canvas.restore() when you don't want the image anymore.
Don't try to optimise too early, game rendering is usually inefficient as almost always most of the screen is expected to change.
Loop should be:
always draw the background to canvas
always draw all game objects to the canvas, let them decide if they are visible or not which will simplify the MainGamePanel class
finally always display canvas (by copying to the image as you are doing)
To expand on point 2:
/* Method to draw images on Canvas */
public void draw(Canvas canvas) {
if(!isAppeared) return; //let the object decide when it should be drawn
canvas.drawBitmap(bitmap, x - (bitmap.getWidth() / 2),
y - (bitmap.getHeight() / 2), null);
}
Change the method render in MainGamePanel.java to
if (image.isAppeared() && canvas != null) {
image.draw(canvas);
}

Android + OpenCV + Face detection + Custom Layout

I am using:
Android 4.0.3
OpenCV 2.4.2
Samsung Galaxy S2
The face-detection example (from the opencv 2.4.2) is working perfectly.
But now, I would like to create a custom layout and actually work with just the data extracted from face detection and build a game on it. Not necessarily having the FdView surface taking the entire screen.
I have done these modifications below, but just a black screen is displayed. Nothing appears on the screen.
Added a fd.xml layout:
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="horizontal">
<org.opencv.samples.fd.FdView android:id="#+id/FdView"
android:layout_width="640dp"
android:layout_height="480dp"
android:visibility="visible"
/>
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF0000"
android:text="hi"/>
Modified the baseLoaderCallback of FdActivity.java:
private BaseLoaderCallback mOpenCVCallBack = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS:
{
Log.i(TAG, "OpenCV loaded successfully");
// Load native libs after OpenCV initialization
System.loadLibrary("detection_based_tracker");
//EXPERIMENT
setContentView(R.layout.fd);
FdView surface = (FdView) (findViewById(R.id.FdView));
surface = mView;
// Create and set View
mView = new FdView(mAppContext);
mView.setDetectorType(mDetectorType);
mView.setMinFaceSize(0.2f);
//setContentView(mView);
// Check native OpenCV camera
if( !mView.openCamera() ) {
AlertDialog ad = new AlertDialog.Builder(mAppContext).create();
ad.setCancelable(false); // This blocks the 'BACK' button
ad.setMessage("Fatal error: can't open camera!");
ad.setButton("OK", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
dialog.dismiss();
finish();
}
});
ad.show();
}
} break;
default:
{
super.onManagerConnected(status);
} break;
}
}
};
Added constructors in FdView.java:
public FdView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// TODO Auto-generated constructor stub
}
public FdView(Context context, AttributeSet attrs) {
super(context, attrs);
// TODO Auto-generated constructor stub
}
Added constructors in SampleCvViewBase.java:
public SampleCvViewBase(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// TODO Auto-generated constructor stub
}
public SampleCvViewBase(Context context, AttributeSet attrs) {
super(context, attrs);
// TODO Auto-generated constructor stub
}
I have precisely the same issue. Also trying to figure it out. I'm trying to display the image on a SurfaceView that doesn't take the whole screen. And with that I read that you can't have your Camera handler class and linked SurfaceView in different classes. So smashed everything into one.
So, at the moment I have the camera displaying on the SurfaceView, and copying the frame data to a mFrame variable. Basically just struggling to get the mFrame processed (in the multi-threading, Run(), function) and showing the result on the SurfaceView.
This is the code I have, if you think it would help: (excuse the formatting as my code is also a work in progress)
package org.opencv.samples.tutorial3;
import java.io.IOException;
import java.util.List;
import org.opencv.android.BaseLoaderCallback;
import org.opencv.android.LoaderCallbackInterface;
import org.opencv.android.OpenCVLoader;
import android.app.Activity;
import android.app.AlertDialog;
import android.content.Context;
import android.content.DialogInterface;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.ImageFormat;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.RectF;
import android.hardware.Camera;
import android.hardware.Camera.PreviewCallback;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.Window;
import android.widget.TextView;
public class Sample3Native extends Activity implements SurfaceHolder.Callback,Runnable{
//Camera variables
private Camera cam;
private boolean previewing = false;
private SurfaceHolder mHolder;
private SurfaceView mViewer;
private int mFrameWidth;
private int mFrameHeight;
private byte[] mFrame;
private boolean mThreadRun;
private byte[] mBuffer;
Sample3View viewclass;
TextView text;
int value = 0;
//==========
int framecount = 0;
private BaseLoaderCallback mOpenCVCallBack = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS:
{
// Load native library after(!) OpenCV initialization
System.loadLibrary("native_sample");
//constructor for viewclass that works on frames
viewclass = new Sample3View();
//setContentView(mView);
//OpenCam();
//setContentView(R.layout.main);
// Create and set View
CameraConstruct();
Camopen();
} break;
default:
{
super.onManagerConnected(status);
} break;
}
}
};
public Sample3Native()
{}
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.main);
OpenCVLoader.initAsync(OpenCVLoader.OPENCV_VERSION_2_4_2, this, mOpenCVCallBack);
}
//Camera construction
public void CameraConstruct()
{
mViewer = (SurfaceView)findViewById(R.id.camera_view);
text = (TextView)findViewById(R.id.text);
mHolder = mViewer.getHolder();
mHolder.addCallback(this);
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
}
//calls camera screen setup when screen surface changes
public void surfaceChanged(SurfaceHolder holder, int format, int width,int height)
{
CamStartDisplay();
}
public void Camclose()
{
if(cam != null && previewing)
{
cam.setPreviewCallback(null);
cam.stopPreview();
cam.release();
cam = null;
previewing = false;
}
mThreadRun = false;
viewclass.PreviewStopped();
}
//only open camera, and get frame data
public void Camopen()
{
if(!previewing){
cam = Camera.open();
//rotate display
cam.setDisplayOrientation(90);
if (cam != null)
{
//copy viewed frame
cam.setPreviewCallbackWithBuffer(new PreviewCallback()
{
public void onPreviewFrame(byte[] data, Camera camera)
{
synchronized (this)
{
System.arraycopy(data, 0, mFrame, 0, data.length);
this.notify();
}
//text.setText(Integer.toString(value++));
camera.addCallbackBuffer(mBuffer);
}
});
}
}//if not previewing
}
//start preview
public void CamStartDisplay()
{
synchronized (this)
{
if(cam != null)
{
//stop previewing till after settings is changed
if(previewing == true)
{
cam.stopPreview();
previewing = false;
}
Camera.Parameters p = cam.getParameters();
for(Camera.Size s : p.getSupportedPreviewSizes())
{
p.setPreviewSize(s.width, s.height);
mFrameWidth = s.width;
mFrameHeight = s.height;
break;
}
p.setPreviewSize(mFrameWidth, mFrameHeight);
List<String> FocusModes = p.getSupportedFocusModes();
if (FocusModes.contains(Camera.Parameters.FOCUS_MODE_CONTINUOUS_VIDEO))
{
p.setFocusMode(Camera.Parameters.FOCUS_MODE_CONTINUOUS_VIDEO);
}
cam.setParameters(p);
//set the width and height for processing
viewclass.setFrame(mFrameWidth, mFrameHeight);
int size = mFrameWidth*mFrameHeight;
size = size * ImageFormat.getBitsPerPixel(p.getPreviewFormat()) / 8;
mBuffer = new byte[size];
mFrame = new byte [size];
cam.addCallbackBuffer(mBuffer);
viewclass.PreviewStarted(mFrameWidth, mFrameHeight);
//start display streaming
try
{
//cam.setPreviewDisplay(null);
cam.setPreviewDisplay(mHolder);
cam.startPreview();
previewing = true;
}
catch (IOException e)
{
e.printStackTrace();
}
}//end of if cam != null
}//synchronising
}
//thread gets started when the screen surface is created
public void surfaceCreated(SurfaceHolder holder) {
//Camopen();
//CamStartDisplay();
(new Thread(this)).start();
}
//called when the screen surface is stopped
public void surfaceDestroyed(SurfaceHolder holder)
{
Camclose();
}
//this is function that is run by thread
public void run()
{
mThreadRun = true;
while (mThreadRun)
{
//text.setText(Integer.toString(value++));
Bitmap bmp = null;
synchronized (this)
{
try
{
this.wait();
bmp = viewclass.processFrame(mFrame);
}
catch (InterruptedException e) {}
}
if (bmp != null)
{
Canvas canvas = mHolder.lockCanvas();
if (canvas != null)
{
canvas.drawBitmap(bmp, (canvas.getWidth() - mFrameWidth) / 2, (canvas.getHeight() - mFrameHeight) / 2, null);
mHolder.unlockCanvasAndPost(canvas);
}
}//if bmp != null
}// while thread in run
}
}//end class
Sample3View as used in this class just includes the processFrame function as such:
package org.opencv.samples.tutorial3;
import android.content.Context;
import android.graphics.Bitmap;
import android.widget.TextView;
class Sample3View {
private int mFrameSize;
private Bitmap mBitmap;
private int[] mRGBA;
private int frameWidth;
private int frameHeight;
private int count = 0;
Sample3Native samp;
//constructor
public Sample3View()
{
}
public void setFrame(int width,int height)
{
frameWidth = width;
frameHeight = height;
}
public void PreviewStarted(int previewWidtd, int previewHeight) {
mFrameSize = previewWidtd * previewHeight;
mRGBA = new int[mFrameSize];
mBitmap = Bitmap.createBitmap(previewWidtd, previewHeight, Bitmap.Config.ARGB_8888);
}
public void PreviewStopped() {
if(mBitmap != null) {
mBitmap.recycle();
mBitmap = null;
}
mRGBA = null;
}
public Bitmap processFrame(byte[] data) {
int[] rgba = mRGBA;
FindFeatures(frameWidth, frameHeight, data, rgba);
Bitmap bmp = mBitmap;
bmp.setPixels(rgba, 0, frameWidth, 0, 0, frameWidth, frameHeight);
//samp.setValue(count++);
return bmp;
}
public native void FindFeatures(int width, int height, byte yuv[], int[] rgba);
}
So yeah, hope this helps. If I get the complete solution working, I'll post that also. Also post your stuff if you get the solution first please! Enjoy
Sry not a real answer (yet) but also tried to make a custom layout in opencv 2.4.2
i have this perfectly working solution for 2.4.0 if i remember it right it was enough to add the instructors.. but it doesn't work with 2.4.2
i'll try to figure smthg out and let you guys know.
I met the same problem that I wanted to create a custom view using layout. OpenCV 2.4.2 seems not to offer this function.
OpenCV 2.4.3 has the function, but its tutorial doesn't say so (it uses the old example from OpenCV2.4.2). Its Android samples provide some insights. Finally I found the instruction in OpenCV 2.4.9 documentation.
Hope it helps.
Hah, I figured out one way. You could just simply separate the OpenCV Loader and the custom layout.
Define BaseLoaderCallback mOpenCVCallBack.
private BaseLoaderCallback mOpenCVCallBack = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS: {
Log.i(TAG, "OpenCV loaded successfully");
// Load native library after(!) OpenCV initialization
System.loadLibrary("native_sample");
}
break;
default: {
super.onManagerConnected(status);
}
break;
}
}
};
In OnCreat, build your custom layout, load the OpenCv Loader,
public void onCreate(Bundle savedInstanceState) {
Log.i(TAG, "onCreate");
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
// /////////////////////////////////////////////////////////////////////
// // begin:
// // Create and set View
setContentView(R.layout.main);
mView = (Sample3View) findViewById(R.id.sample3view);
mcameraButton = (ImageView) findViewById(R.id.cameraButton);
if (!OpenCVLoader.initAsync(OpenCVLoader.OPENCV_VERSION_2_4_2, this, mOpenCVCallBack)) {
Log.e(TAG, "Cannot connect to OpenCV Manager");
}
}
Just that!
I did that, and it worked very well.

Android draw using SurfaceView and Thread

I am trying to draw a ball to my screen using 3 classes. I have read a little about this and I found a code snippet that works using the 3 classes on one page, Playing with graphics in Android
I altered the code so that I have a ball that is moving and shifts direction when hitting the wall like the picture below (this is using the code in the link).
Now I like to separate the classes into 3 different pages for not making everything so crowded, everything is set up the same way.
Here are the 3 classes I have.
BallActivity.java
Ball.java
BallThread.java
package com.brick.breaker;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class BallActivity extends Activity {
private Ball ball;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);
ball = new Ball(this);
setContentView(ball);
}
#Override
protected void onPause() {
super.onPause();
setContentView(null);
ball = null;
finish();
}
}
package com.brick.breaker;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class Ball extends SurfaceView implements SurfaceHolder.Callback {
private BallThread ballThread = null;
private Bitmap bitmap;
private float x, y;
private float vx, vy;
public Ball(Context context) {
super(context);
bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.ball);
x = 50.0f;
y = 50.0f;
vx = 10.0f;
vy = 10.0f;
getHolder().addCallback(this);
ballThread = new BallThread(getHolder(), this);
}
protected void onDraw(Canvas canvas) {
update(canvas);
canvas.drawBitmap(bitmap, x, y, null);
}
public void update(Canvas canvas) {
checkCollisions(canvas);
x += vx;
y += vy;
}
public void checkCollisions(Canvas canvas) {
if(x - vx < 0) {
vx = Math.abs(vx);
} else if(x + vx > canvas.getWidth() - getBitmapWidth()) {
vx = -Math.abs(vx);
}
if(y - vy < 0) {
vy = Math.abs(vy);
} else if(y + vy > canvas.getHeight() - getBitmapHeight()) {
vy = -Math.abs(vy);
}
}
public int getBitmapWidth() {
if(bitmap != null) {
return bitmap.getWidth();
} else {
return 0;
}
}
public int getBitmapHeight() {
if(bitmap != null) {
return bitmap.getHeight();
} else {
return 0;
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
public void surfaceCreated(SurfaceHolder holder) {
ballThread.setRunnable(true);
ballThread.start();
}
public void surfaceDestroyed(SurfaceHolder holder) {
boolean retry = true;
ballThread.setRunnable(false);
while(retry) {
try {
ballThread.join();
retry = false;
} catch(InterruptedException ie) {
//Try again and again and again
}
break;
}
ballThread = null;
}
}
package com.brick.breaker;
import android.graphics.Canvas;
import android.view.SurfaceHolder;
public class BallThread extends Thread {
private SurfaceHolder sh;
private Ball ball;
private Canvas canvas;
private boolean run = false;
public BallThread(SurfaceHolder _holder,Ball _ball) {
sh = _holder;
ball = _ball;
}
public void setRunnable(boolean _run) {
run = _run;
}
public void run() {
while(run) {
canvas = null;
try {
canvas = sh.lockCanvas(null);
synchronized(sh) {
ball.onDraw(canvas);
}
} finally {
if(canvas != null) {
sh.unlockCanvasAndPost(canvas);
}
}
}
}
public Canvas getCanvas() {
if(canvas != null) {
return canvas;
} else {
return null;
}
}
}
Here is a picture that shows the outcome of these classes.
I've tried to figure this out but since I am pretty new to Android development I thought I could ask for help.
Does any one know what is causing the ball to be draw like that?
The code is pretty much the same as the one in the link and I have tried to experiment to find a solution but no luck.
well , as you can see on the image , you only drew the ball . instead , you need to re-drew a black background (or whatever that you wish) before each time you draw the ball.
alternatively , you can draw a black area only on the previous position , but you might have problems with it later , when you use more objects.
here's a nice sample, similar to what you do
A quick look and I would have to say you are just drawing on the same surface and never requesting your surfaceview to redraw itself. at the end of the finally block, in the IF Statement use: postInvalidate(); That should cause the surface view to redraw itself.
put this
public void onDraw(Canvas canvas){
canvas.drawColor(Color.BLACK);
.....
}
See how i have done the pendulum simulation at
http://som-itsolutions.blogspot.in/2012/06/android-graphics-and-animation-pendulum.html
You can clone the source code of this project from
https://github.com/sommukhopadhyay/pendulumsimulation
[edit]The answer was wrong, but the comment was helpful so I'll leave this answer up:
Not the question you asked, but there is a problem in your code. In Android you are only allowed to write to the screen in the UI thread. This is the thread that runs all the Activity callbacks, etc. By writing to the screen from BallThread you are risking many odd failures in your program.

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