Android Drawing View is very slow - android

I got this code from a answer in one of the questions that was asking how to draw in Android, but then when using it and testing it in my app, I found out that it's not efficient when drawing big things or many paths. The problem comes from the code inside onDraw because each time invalidate() is called onDraw is called which contains a loop that draws all paths again to the canvas, and by adding more paths to it, it gets very very slow.
Here is the Class:
public class DrawingView extends View implements OnTouchListener {
private Canvas m_Canvas;
private Path m_Path;
private Paint m_Paint;
ArrayList<Pair<Path, Paint>> paths = new ArrayList<Pair<Path, Paint>>();
ArrayList<Pair<Path, Paint>> undonePaths = new ArrayList<Pair<Path, Paint>>();
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
public static boolean isEraserActive = false;
private int color = Color.BLACK;
private int stroke = 6;
public DrawingView(Context context, AttributeSet attr) {
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
setBackgroundColor(Color.WHITE);
this.setOnTouchListener(this);
onCanvasInitialization();
}
public void onCanvasInitialization() {
m_Paint = new Paint();
m_Paint.setAntiAlias(true);
m_Paint.setDither(true);
m_Paint.setColor(Color.parseColor("#000000"));
m_Paint.setStyle(Paint.Style.STROKE);
m_Paint.setStrokeJoin(Paint.Join.ROUND);
m_Paint.setStrokeCap(Paint.Cap.ROUND);
m_Paint.setStrokeWidth(2);
m_Canvas = new Canvas();
m_Path = new Path();
Paint newPaint = new Paint(m_Paint);
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
#Override
public void setBackground(Drawable background) {
mBackground = background;
super.setBackground(background);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
public boolean onTouch(View arg0, MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
#Override
protected void onDraw(Canvas canvas) {
for (Pair<Path, Paint> p : paths) {
canvas.drawPath(p.first, p.second);
}
}
private void touch_start(float x, float y) {
if (isEraserActive) {
m_Paint.setColor(Color.WHITE);
m_Paint.setStrokeWidth(50);
Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
} else {
m_Paint.setColor(color);
m_Paint.setStrokeWidth(stroke);
Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
m_Path.reset();
m_Path.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
m_Path.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
mX = x;
mY = y;
}
}
private void touch_up() {
m_Path.lineTo(mX, mY);
// commit the path to our offscreen
m_Canvas.drawPath(m_Path, m_Paint);
// kill this so we don't double draw
m_Path = new Path();
Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
public void onClickUndo() {
if (!paths.isEmpty()) {//paths.size() > 0) {
undonePaths.add(paths.remove(paths.size() - 1));
undo = true;
invalidate();
}
}
public void onClickRedo() {
if (!undonePaths.isEmpty()){//undonePaths.size() > 0) {
paths.add(undonePaths.remove(undonePaths.size() - 1));
undo = true;
invalidate();
}
}}
But I searched on the internet again to find a better way for drawing, so I found the following:
1 Add the following to the constructor:
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
2 Override onSizeChanged with the following code:
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_4444);
m_Canvas = new Canvas(mBitmap);
}
3 put this in onDraw:
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
if (!paths.isEmpty())
canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
}
This approach works and it doesn't slow down the view, but the problem with this approach is that I can't have undo and redo functionalities.
I tried many many things to do the undo and redo with the second approach, but I couldn't do it. So what I'm asking here is one of three things:
1. A way to do undo and redo with the second approach
2. Another approach that makes it possible to do undo and redo
3. A whole new class that has everything already done, like an open source library or something.
Please help if you can.
Thanks
EDIT 1
OK, so I limited it down to this and then I couldn't do anything more, I have been trying for over 8 hours now. It works up until undo (you can undo as many paths as you want), then when drawing again all remaining paths disappear, I don't know what makes it do that.
#Override
protected void onDraw(Canvas canvas) {
if (mBitmap != null)
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
if (!paths.isEmpty() && !undo)
canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
if (undo) {
setBackground(mBackground);
for (Pair<Path, Paint> p : paths)
canvas.drawPath(p.first, p.second);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_4444);
m_Canvas = new Canvas(mBitmap);
undo = false;
}
}
so basically what I did is use the first approach at first (before undo is called), then if undo is clicked, undo is set to true and the code under if (undo) is executed which is actually the first approach (calculating all paths again), then I draw the result of calculating all paths again into mBitmap so whenever the onDraw is called again it draws on top of that, but that part is still needs working, I hope someone can help with that part.

The way to handle such a case is to have a Bitmap that has the size of the view. On touch events, draw into the bitmap's canvas. in onDraw, just draw the bitmap into the canvas at 0,0. For undo/redo,. you can erase the bitmap and re-draw all the paths. It make take a bit longer, but it happens only once per undo/redo.
If users typically do one undo/redo. you can optimize by having another bitmap for just one step back.

Ok, here is what I came up with at the end, the problem was that I draw the paths to the canvas before creating the bitmap on undo, which lead to loss of the paths onDraw after undo:
#Override
protected void onDraw(Canvas canvas) {
if (mBitmap != null)
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
if (!paths.isEmpty()) {
canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
}
}
public void onClickUndo() {
if (paths.size() >= 2) {
undonePaths.add(paths.remove(paths.size() - 2));
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
m_Canvas = new Canvas(mBitmap);
for (Pair<Path, Paint> p : paths)
m_Canvas.drawPath(p.first, p.second);
invalidate();
}
}
public void onClickRedo() {
if (undonePaths.size() >= 2){
paths.add(undonePaths.remove(undonePaths.size() - 2));
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
m_Canvas = new Canvas(mBitmap);
for (Pair<Path, Paint> p : paths)
m_Canvas.drawPath(p.first, p.second);
invalidate();
}
}
Drawing all paths again and again is still there but not in onDraw(), which improves the performance of drawing quite very much.
But the user might experience little bit of delay in onClickUndo() and onClickRedo() if he has drawn a lot of paths because there where the paths are getting drawn again from scratch, but just one time per click.

I am not sure if this is the best way for undo and redo. However the below worked on my device (Samsung galaxy s3). The Draw seems to be fast and the undo works fine. I do think the below can be modified to further enhance performance.
public class MainActivity extends Activity {
MyView mv;
LinearLayout ll;
private ArrayList<Path> undonePaths = new ArrayList<Path>();
private ArrayList<Path> paths = new ArrayList<Path>();
Button b;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mv= new MyView(this);
mv.setDrawingCacheEnabled(true);
ll= (LinearLayout) findViewById(R.id.ll);
ll.addView(mv);
b= (Button) findViewById(R.id.button1);
b.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
if (paths.size() > 0) {
undonePaths.add(paths
.remove(paths.size()-2));
mv.invalidate();
}
}
});
}
public class MyView extends View implements OnTouchListener {
private Canvas mCanvas;
private Path mPath;
private Paint mPaint;
// private ArrayList<Path> undonePaths = new ArrayList<Path>();
private float xleft, xright, xtop, xbottom;
public MyView(Context context) {
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setColor(Color.RED);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(6);
mCanvas = new Canvas();
mPath = new Path();
paths.add(mPath);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
#Override
protected void onDraw(Canvas canvas) {
for (Path p : paths) {
canvas.drawPath(p, mPaint);
}
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 0;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
mX = x;
mY = y;
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath = new Path();
paths.add(mPath);
}
#Override
public boolean onTouch(View arg0, MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
}
activity_main.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<LinearLayout
android:id="#+id/ll"
android:layout_width="match_parent"
android:layout_height="fill_parent"
android:layout_weight="1"
android:orientation="vertical" >
</LinearLayout>
<Button
android:id="#+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center"
android:text="Undo" />
</LinearLayout>

Related

Drawing Straight line in android using single pan tool or single finger scratches?

how can draw straight line using single finger or pan tool movement in android ?? when we draw one line through finger scratches, which is draw some zigzag. my exact Q? is that how to automatic straight ??
Hey ,i am using both quadTo() & lineTo() method but not exact straight line, plz improve that ANS.
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
dv = new DrawingView(this);
setContentView(dv);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(Color.WHITE);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(4);
}
public class DrawingView extends View {
public int width;
public int height;
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mBitmapPaint;
Context context;
private Paint circlePaint;
private Path circlePath;
public DrawingView(Context c) {
super(c);
context=c;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
circlePaint = new Paint();
circlePath = new Path();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath( mPath, mPaint);
canvas.drawPath( circlePath, circlePaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
circlePath.reset();
circlePath.addCircle(mX, mY, 30, Path.Direction.CW);
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
circlePath.reset();
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
}
That's a BIG question, dude! If I were you, I'd start with a code sample like this. That will get you finger drawing non-straight lines on the Canvas. After that you, could start thinking about how to adapt this code to your purposes. Note that there are methods for touch_down and touch_up. You could experiment with redrawing a subset of the canvas each time touch_up is called, replacing whatever has been drawn since the last touch_down with a simple line (using canvas.lineTo()) that links the x/y on touch_down with the x/y on touch_up.

How to erase line drawn on a canvas?

I am using a Canvas class to draw lines on the canvas. Now I want to erase line drawn in the canvas in a similar way as we do in our notebook using an eraser. I go through several examples but nothing works for me.
If anyone knows a solution to this problem, please could you help me to solve this?
Java Code:
public class DrawView extends View implements OnTouchListener
{
private Canvas m_Canvas;
private Path m_Path;
private Paint m_Paint;
ArrayList<Pair<Path, Paint>> paths = new ArrayList<Pair<Path, Paint>>();
ArrayList<Pair<Path, Paint>> undonePaths = new ArrayList<Pair<Path, Paint>>();
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private Bitmap bitmapToCanvas;
private CanvasManager m_CanvasManagerObject;
private Paint mBitmapPaint;
public DrawView(Context context)
{
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
onCanvasInitialization();
}
public void onCanvasInitialization()
{
m_Paint = new Paint(Paint.DITHER_FLAG);
m_Paint.setAntiAlias(true);
m_Paint.setDither(true);
m_Paint.setColor(Color.parseColor("#37A1D1"));
m_Paint.setStyle(Paint.Style.STROKE);
m_Paint.setStrokeJoin(Paint.Join.ROUND);
m_Paint.setStrokeCap(Paint.Cap.ROUND);
m_Paint.setStrokeWidth(2);
m_Path = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
super.onSizeChanged(w, h, oldw, oldh);
bitmapToCanvas = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
m_Canvas = new Canvas(bitmapToCanvas);
}
#Override
protected void onDraw(Canvas canvas)
{
canvas.drawBitmap(bitmapToCanvas, 0f, 0f, mBitmapPaint);
canvas.drawPath(m_Path, m_Paint);
}
public boolean onTouch(View arg0, MotionEvent event)
{
float x = event.getX();
float y = event.getY();
switch (event.getAction())
{
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
private void touch_start(float x, float y)
{
m_Path.reset();
m_Path.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y)
{
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE)
{
m_Path.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
}
}
private void touch_up()
{
m_Path.lineTo(mX, mY);
// commit the path to our offscreen
m_Canvas.drawPath(m_Path, m_Paint);
// kill this so we don't double draw
Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
m_Path = new Path();
}
public void onClickEraser()
{
}
}
If you have solid color background all you need to do is set Paint color to your background color. For example, if you have a white background you can do:
paint.setColor(Color.White);
However, if you need to erase a line with a transparent background you try this:
In order to draw with a transparent color you must use Paint setXfermode which will only work if you set a bitmap to your canvas. If you follow the steps below you should get the desired result.
Create a canvas and set its bitmap.
mCanvas = new Canvas();
mBitmap= Bitmap.createBitmap(scrw, scrh, Config.ARGB_8888);
mCanvas.setBitmap(mBitmap);
When you want to erase something you just need to use setXfermode.
public void onClickEraser()
{
if (isEraserOn)
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
else
mPaint.setXfermode(null);
}
Now you should be able draw with a transparent color using:
mCanvas.drawPath(path, mPaint);
on par with the answer of Daniel Albert,
after using:
public void onClickEraser()
{
if (isEraserOn)
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
else
mPaint.setXfermode(null);
}
…you should commit every paint on your touch_move method to avoid solid path . and disable also drawpath if isErase = true
in order to erase, besides the brush color, you need to set the background color too.
please imagine that you are using a mspaint, the eraser itself is "painting" the background color on the canva.
if your background is 000
then the delbrush could be like
delPaint = new Paint();
delPaint.setColor(0x00000000);
delPaint.setXfermode(clear);
delPaint.setAlpha(0x00);
delPaint.setAntiAlias(true);
delPaint.setDither(true);
delPaint.setStyle(Paint.Style.STROKE);
delPaint.setStrokeJoin(Paint.Join.ROUND);
delPaint.setStrokeCap(Paint.Cap.ROUND);
relativeLayout = (RelativeLayout) findViewById(R.id.relativelayout1);
button = (Button)findViewById(R.id.button);
view = new SketchSheetView(slate.this);
paint = new Paint();
path2 = new Path();
relativeLayout.addView(view, new RelativeLayout.LayoutParams(
RelativeLayout.LayoutParams.MATCH_PARENT,
RelativeLayout.LayoutParams.MATCH_PARENT));
paint.setDither(true);
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setStrokeWidth(5);
button.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
path2.reset();
relativeLayout.removeAllViewsInLayout();
view = new SketchSheetView(slate.this);
relativeLayout.addView(view, new RelativeLayout.LayoutParams(
RelativeLayout.LayoutParams.MATCH_PARENT,
RelativeLayout.LayoutParams.MATCH_PARENT));
}
});
}
private class SketchSheetView extends View {
public SketchSheetView(slate slate) {
super(slate);
bitmap = Bitmap.createBitmap(820, 480, Bitmap.Config.ARGB_4444);
canvas = new Canvas(bitmap);
this.setBackgroundColor(Color.WHITE);
}
ArrayList<DrawingClass> DrawingClassArrayList= new ArrayList<DrawingClass>();
#Override
public boolean onTouchEvent(MotionEvent event) {
DrawingClass pathWithPaint = new DrawingClass();
canvas.drawPath(path2, paint);
if (event.getAction() == MotionEvent.ACTION_DOWN) {
path2.moveTo(event.getX(), event.getY());
path2.lineTo(event.getX(), event.getY());
}
else if (event.getAction() == MotionEvent.ACTION_MOVE) {
path2.lineTo(event.getX(), event.getY());
pathWithPaint.setPath(path2);
pathWithPaint.setPaint(paint);
DrawingClassArrayList.add(pathWithPaint);
}
invalidate();
return true;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (DrawingClassArrayList.size() > 0) {
canvas.drawPath(
DrawingClassArrayList.get(DrawingClassArrayList.size() - 1).getPath(),
DrawingClassArrayList.get(DrawingClassArrayList.size() - 1).getPaint());
}
}
}
public class DrawingClass {
Path DrawingClassPath;
Paint DrawingClassPaint;
public Path getPath() {
return DrawingClassPath;
}
public void setPath(Path path) {
this.DrawingClassPath = path;
}
public Paint getPaint() {
return DrawingClassPaint;
}
public void setPaint(Paint paint) {
this.DrawingClassPaint = paint;
}
}

How to change paint color/stroke after implementing UNDO function in canvas paint

In my Paint App I have implemented UNDO function and it's working fine. But if a change the paint brush color (or) paint brush stroke then all my previous drawn paths changing to the new paint color. The code is as follows:
public class CustomView extends View implements OnTouchListener {
public Canvas mCanvas;
private Path mPath;
public Paint mPaint, mBitmapPaint;
Bitmap mBitmap;
Canvas canvas;
public ArrayList<Path> paths = new ArrayList<Path>();
public ArrayList<Path> undonePaths = new ArrayList<Path>();
private Bitmap im;
public CustomView(Context context) {
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
setOnTouchListener(this);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(0xFFFFFFFF);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(6);
mCanvas = new Canvas();
mPath = new Path();
im = BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher);
DisplayMetrics metrics = getContext().getResources().getDisplayMetrics();
int w = metrics.widthPixels;
int h = metrics.heightPixels;
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
// mBitmapPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
#Override
protected void onDraw(Canvas canvas) {
// mPath = new Path();
// canvas.drawPath(mPath, mPaint);
canvas.drawColor(Color.TRANSPARENT);
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
for (Path p : paths) {
canvas.drawPath(p, mPaint);
}
canvas.drawPath(mPath, mPaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
undonePaths.clear();
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
mX = x;
mY = y;
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
paths.add(mPath);
mPath = new Path();
}
public void onClickUndo() {
if (paths.size() > 0) {
undonePaths.add(paths.remove(paths.size() - 1));
invalidate();
} else {
}
// toast the user
}
public void onClickRedo() {
if (undonePaths.size() > 0) {
paths.add(undonePaths.remove(undonePaths.size() - 1));
invalidate();
} else {
}
// toast the user
}
#Override
public boolean onTouch(View arg0, MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
This is an old question, but I wanted to leave an answer for anyone that comes here. The solution is to keep track of separate Paint instances for each stroke (there should be exactly 1 Paint object per Path object).
Change your touch_up method to reset the mPaint, in addition to resetting the mPath.
private void touch_up() {
mPath.lineTo(mX, mY);
mCanvas.drawPath(mPath, mPaint);
paths.add(mPath);
mPath = new Path();
mPaints.add(mPaint)
// Creates a new Paint reference, but keeps the previous state (color, width, etc.)
mPaint = new Paint(mPaint);
}
Then your onDraw method looks something like this.
for (int i = 0; i < mPaths.size(); i++) {
canvas.drawPath(mPaths.get(i), mPaints.get(i));
}

Android FingerPaint Undo/Redo implementation

I'm working on a test project which is something similar to FingerPaint example in Android SDK Demos. I was trying to implement undo/redo functionality in my project,but the things that I tried didn't work as I expect. I find some questions similar to this over internet and here,but they didn't help me, that's why I'm asking a new question.
Here is some idea what I'm doing actually :
public class MyView extends View {
//private static final float MINP = 0.25f;
//private static final float MAXP = 0.75f;
private Path mPath;
private Paint mBitmapPaint;
public MyView(Context c) {
super(c);
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
mCanvas.drawColor(Color.WHITE);
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath(mPath, mPaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
Any suggestions/ideas/examples which is the best way to implement this kind of functionality on my project?
I don't know if this is what you had in mind but it's how i am doing it. Instead of storing it in only one path, you store an array with all the paths, like this the user can draw many lines, with a small modification you can add multi touch too.
To make the undo and redo, just remove or add the last path path from the paths variable
and store them in a new array. Something like:
public void onClickUndo () {
if (paths.size()>0) {
undonePaths.add(paths.remove(paths.size()-1))
invalidate();
}
else
//toast the user
}
public void onClickRedo (){
if (undonePaths.size()>0) {
paths.add(undonePaths.remove(undonePaths.size()-1))
invalidate();
}
else
//toast the user
}
Here is my modified panel, I cant try it right now but the methods above should work! Hope it helps! (there are few extra variables just remove them :)
private ArrayList<Path> undonePaths = new ArrayList<Path>();
public class DrawingPanel extends View implements OnTouchListener {
private Canvas mCanvas;
private Path mPath;
private Paint mPaint,circlePaint,outercirclePaint;
private ArrayList<Path> paths = new ArrayList<Path>();
private ArrayList<Path> undonePaths = new ArrayList<Path>();
private float xleft,xright,xtop,xbottom;
public DrawingPanel(Context context) {
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
circlePaint = new Paint();
mPaint = new Paint();
outercirclePaint = new Paint();
outercirclePaint.setAntiAlias(true);
circlePaint.setAntiAlias(true);
mPaint.setAntiAlias(true);
mPaint.setColor(0xFFFFFFFF);
outercirclePaint.setColor(0x44FFFFFF);
circlePaint.setColor(0xAADD5522);
outercirclePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStyle(Paint.Style.FILL);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(6);
outercirclePaint.setStrokeWidth(6);
mCanvas = new Canvas();
mPath = new Path();
paths.add(mPath);
cx = 400*DrawActivity.scale;
cy = 30*DrawActivity.scale;
circleRadius = 20*DrawActivity.scale;
xleft = cx-10*DrawActivity.scale;
xright = cx+10*DrawActivity.scale;
xtop = cy-10*DrawActivity.scale;
xbottom = cy+10*DrawActivity.scale;
}
public void colorChanged(int color) {
mPaint.setColor(color);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
#Override
protected void onDraw(Canvas canvas) {
for (Path p : paths){
canvas.drawPath(p, mPaint);
}
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 0;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath = new Path();
paths.add(mPath);
}
#Override
public boolean onTouch(View arg0, MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
if (x <= cx+circleRadius+5 && x>= cx-circleRadius-5) {
if (y<= cy+circleRadius+5 && cy>= cy-circleRadius-5){
paths.clear();
return true;
}
}
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
The best solution is that you implement your own Undo / Redo engine.
Save into an array every single action you perform in an array (ie. [0] circle in position x1, y1, [1] line from x2, y2 to x3, y3, etc)
draw
if you need to undo, clear the canvas and repaint all the n - 1 actions from [0] to [n - 1]
if you undo more just have to to paint from [0] to [n - 2] etc
I hope it gives you a hint
Cheers!
One way to implement a do/redo functionality is to encapsulate a method call and all info needed for the call in an object so that you can store it and call it later - the Command Pattern.
In this pattern, each action has its own object: DrawCircleCommand, DrawPathCommand, FillColorCommand, etc. In each object the draw() method is implemented in a unique way but is always called as draw(Canvas canvas) which allows the CommandManager to iterate through the commands. To undo you iterate over the objects calling the undo() method;
Each command object implements an Interface
public interface IDrawCommand {
public void draw(Canvas canvas);
public void undo();
}
An object would look like:
public class DrawPathCommand implements IDrawCommand{
public Path path;
public Paint paint;
public void setPath(path){
this.path = path
}
public void draw(Canvas canvas) {
canvas.drawPath( path, paint );
}
public void undo() {
//some action to remove the path
}
}
Your commands are added to the CommandManager:
mCommandManager.addCommand(IDrawCommand command)
and to undo a command you just call:
mCommandManager.undo();
The CommandManager stores the commands in a data structure e.g. list that allows it to iterative over the command objects.
You can find a complete tutorial here on how to implement the Command Pattern with do/undo for Canvas drawing on Android.
Here is a another tutorial on how implement the Command Pattern in Java;
Fortunately,I solved this today. I find a way to do this.Something like:
private ArrayList<Path> paths = new ArrayList<>();
private ArrayList<Path> undonePaths = new ArrayList<>();
public void undo() {
if (paths.size() > 0) {
LogUtils.d("undo " + paths.size());
clearDraw();
undonePaths.add(paths.remove(paths.size() - 1));
invalidate();
}
}
public void redo() {
if (undonePaths.size() > 0) {
LogUtils.d("redo " + undonePaths.size());
clearDraw();
paths.add(undonePaths.remove(undonePaths.size() - 1));
invalidate();
}
}
public void clearDraw() {
mBitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
mCanvas.setBitmap(mBitmap);
invalidate();
}
public void clear() {
paths.clear();
undonePaths.clear();
invalidate();
}
in Activity.
private DrawView mDrawView;
if (v == mIvUndo) {
mDrawView.undo();
} else if (v == mIvRedo) {
mDrawView.redo();
in xml
<com.cinread.note.view.DrawView
android:id="#+id/paintView"
android:layout_width="match_parent"
android:layout_height="match_parent"/>
If you have a better solution you can contact me.
[here is my blog that I write in
http://blog.csdn.net/sky_pjf/article/details/51086901]
I think that in this case you can use two canvases. You know when user starts drawing and when finishes. So, in touch_start you can create copy of your current canvas. When user clicks undo you replace your current canvas with previously saved.
This should guarantee that you will have previous state of picture, but I am not sure about performance.

how to perform undo operation into paints in android

hi i need perform undo operation in paints.some one suggest use command pattern but i am not getting command pattern.is there any solution is there. help me how to do undo.
i draw paints using below code.
BookType3.class:
public class BookType3 extends Activity implements OnClickListener{
MyView myview;
int counter=0;
private Paint mBitmapPaint;
TextView t1,t2;
private Bitmap mBitmap;
public static boolean action=false;
Button back,erase,undo,save,home;
int image1,image2,image3;
private Canvas mCanvas;
RelativeLayout relative;
RelativeLayout.LayoutParams lp6,lp7;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.booktype1);
List<String> names = Arrays.asList("a","b","c");
relative=(RelativeLayout)findViewById(R.id.relative3);
myview = new MyView(this);
myview.setId(004);
lp6 = new RelativeLayout.LayoutParams(
RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT);
myview.setLayoutParams(lp6);
myview.setBackgroundResource(R.drawable.writingsapce);
undo=(Button)findViewById(R.id.undobutton);
undo.setOnClickListener(this);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(Color.BLACK);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(4);
String s1="";
t1=(TextView)findViewById(R.id.button1);
t1.setOnClickListener(this);
t2=(TextView)findViewById(R.id.button2);
t2.setOnClickListener(this);
relative.addView(myview,lp6);
}
private Paint mPaint;
public class MyView extends View{
private Path mPath;
public MyView(Context context) {
super(context);
// TODO Auto-generated constructor stub
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath(mPath, mPaint);
if(action)
{
invalidate();
}
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 2;
private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
int x = (int) event.getX();
int y = (int) event.getY();
Log.i("x",""+event.getX());
Log.i("y",""+event.getY());
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}
public void onClick(View v) {
// TODO Auto-generated method stub
if(v==t1)
{
mPaint.setColor(Color.RED);
t30.setText("A");
t31.setText("a");
t32.setText("Aa");
t30.setTextColor(Color.RED);
t31.setTextColor(Color.RED);
t32.setTextColor(Color.RED);
try{
mBitmap.eraseColor(android.graphics.Color.TRANSPARENT);
Canvas Canvas=new Canvas(mBitmap);
action=true;
myview.onDraw(Canvas);
}catch(IllegalStateException ie){
ie.printStackTrace();
}
}
if(v==t2)
{
t30.setTextColor(Color.BLUE);
t31.setTextColor(Color.BLUE);
t32.setTextColor(Color.BLUE);
mPaint.setColor(Color.BLUE);
t30.setText("B");
t31.setText("b");
t32.setText("Bb");
try{
mBitmap.eraseColor(android.graphics.Color.TRANSPARENT);
Canvas Canvas=new Canvas(mBitmap);
action=true;
myview.onDraw(Canvas);
}catch(IllegalStateException ie){
ie.printStackTrace();
}
}
if(v==undo)
{
}
}
}
Instead of the Command Pattern, I think you should use the Memento Pattern, which is designed for things like undo and redo. There are two ways to implement this pattern. Either by saving deltas, or by saving entire states. Saving states would be easiest in your situation, but it has larger memory footprint. This would involve writing a bitmap to the filesystem every time the user modifies the main bitmap. You could decide on a constant number of undo steps (e.g. 10), and then save the 10 most recent bitmaps. Saving deltas would be more complex. You would implement it by recording the touch events, color, brush, etc. of each paint action. You can then playback and/or rollback individual actions using the motion events. Saving deltas would take significantly less memory, and you would be able to store many more actions and you wouldn't have to write to the filesystem.
private Slate mSlate;
private TiledBitmapCanvas mTiledCanvas;
public void clickUndo(View unused) {
mSlate.undo();
}
public void undo() {
if (mTiledCanvas == null) {
Log.v(TAG, "undo before mTiledCanvas inited");
}
mTiledCanvas.step(-1);
invalidate();
}

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