I have a small program that show a circle, and when you click on that circle it re-appears somewhere else on the screen.
This works good in 90% of the cases, but sometimes the circle is buggy. It can be that it appears outside the view, appears as an oval instead of circle, or is placed halfway outside the view.
Can anyone point me in the right direction, what am I doing wrong?
Screens:
Code example:
public class Activity1 : Activity
{
int margin = 20;
Button ball;
TextView debug;
RelativeLayout mRel;
RelativeLayout.LayoutParams ballParams;
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
// Create a debug label
debug = new TextView(this);
// Create a new ball
ball = new Button(this);
ball.SetBackgroundDrawable(Resources.GetDrawable(Resource.Drawable.round_button));
ball.Click += (o, e) => {
RandomizePosition();
};
// Set ball parameters
ballParams = new RelativeLayout.LayoutParams(
RelativeLayout.LayoutParams.WrapContent,
RelativeLayout.LayoutParams.WrapContent);
// Create relative layout
mRel = new RelativeLayout(this);
mRel.SetBackgroundColor(Color.AntiqueWhite);
mRel.AddView(ball);
mRel.AddView(debug);
SetContentView(mRel);
// Randmize the ball position
RandomizePosition ();
}
void RandomizePosition ()
{
// Get height and width
Display display = WindowManager.DefaultDisplay;
int width = display.Width;
int height = display.Height;
int relativeBallSize = ((((width * 2) + (height * 2)) / 100) * 3);
// Set random parameters
Random r = new Random();
int maxWidth = (width - relativeBallSize);
int maxHeight = (height - relativeBallSize);
int x = r.Next(margin, (maxWidth < margin) ? margin : maxWidth);
int y = r.Next(margin, (maxHeight < margin) ? margin : maxHeight);
// Place the ball randomly
ballParams.SetMargins(x, y, x, y);
ball.LayoutParameters = ballParams;
ball.SetHeight(relativeBallSize);
ball.SetWidth(relativeBallSize);
debug.SetText(string.Format("X = {0}, Y = {1}, Width = {2}, Height = {3}, Ball Width = {4}, Ball Height = {5}, Ball size = {6}", x, y, width, height, ball.Width, ball.Height, relativeBallSize), TextView.BufferType.Normal);
}
}
Assuming that your r.Next method is working correctly I think the problem is here:
ballParams.SetMargins(x, y, x, y);
You're setting the margins for the left,top,right,bottom respectively and I don't think you mean to be setting the right and bottom margins. You might want to try using the setX and setY methods instead.
Related
I have a custom view and I want to add this view in different location of screen. I created a method which can create a Rect base on some input parameters and I want to show this object on the screen. I used FrameLayout and RelativeLayout for this purpose but FrameLayout put it in the corner and RelativeLayout doesn't show it. How can I fix it? Thanks in advance.
Java Code:
RelativeLayout deviceContent = findViewById(R.id.deviceContent);
.
.
.
private void addView(){
ViewDevice obj = new ViewDevice(this);
int degrees = new Random().nextInt(360);
final Rect rect = computeChildFrame(w/2, h/2, 50, degrees, (int) Utilities.dpToPx(48));
obj.layout(rect.left, rect.top, rect.right, rect.bottom);
deviceContent.addView(obj);
}
private static Rect computeChildFrame(final int centerX, final int centerY,
final int radius, final float degrees, final int size) {
final double childCenterX = centerX + radius
* Math.cos(Math.toRadians(degrees));
final double childCenterY = centerY + radius
* Math.sin(Math.toRadians(degrees));
return new Rect((int) (childCenterX - size / 2),
(int) (childCenterY - size / 2),
(int) (childCenterX + size / 2),
(int) (childCenterY + size / 2));
}
After adding View in frame Layout use translationX and translationY to position it as the new added view is added to the view at (0,0) suppose you want to add the view at position at 100,200 relative to the frame layout then below will be ur code:
private void addView(){
ViewDevice obj = new ViewDevice(this);
int degrees = new Random().nextInt(360);
final Rect rect = computeChildFrame(w/2, h/2, 50, degrees, (int) Utilities.dpToPx(48));
obj.layout(rect.left, rect.top, rect.right, rect.bottom);
obj.setTranslationX(100)
obj.setTranslationY(200)
deviceContent.addView(obj);
}
I need to know why this extraspace is added as left margin. Due to this wakllpaper is not setting properly in my app. If i try to set leftmost portion as wallpaper then centre portion is getting set as wallpaper due to this extraspace margin.
cropImageAndSetWallpaper(android.net.Uri uri, com.android.wallpapercropper.WallpaperCropActivity$OnBitmapCroppedHandler onBitmapCroppedHandler, boolean finishActivityWhenDone)
boolean centerCrop = getResources().getBoolean(R.bool.center_crop);
// Get the crop
boolean ltr = mCropView.getLayoutDirection() == View.LAYOUT_DIRECTION_LTR;
Display d = getWindowManager().getDefaultDisplay();
Point displaySize = new Point();
d.getSize(displaySize);
boolean isPortrait = displaySize.x < displaySize.y;
Point defaultWallpaperSize = getDefaultWallpaperSize(getResources(),
getWindowManager());
// Get the crop
RectF cropRect = mCropView.getCrop();
Point inSize = mCropView.getSourceDimensions();
int cropRotation = mCropView.getImageRotation();
float cropScale = mCropView.getWidth() / (float) cropRect.width();
Matrix rotateMatrix = new Matrix();
rotateMatrix.setRotate(cropRotation);
float[] rotatedInSize = new float[] { inSize.x, inSize.y };
rotateMatrix.mapPoints(rotatedInSize);
rotatedInSize[0] = Math.abs(rotatedInSize[0]);
rotatedInSize[1] = Math.abs(rotatedInSize[1]);
// Due to rounding errors in the cropview renderer the edges can be slightly offset
// therefore we ensure that the boundaries are sanely defined
cropRect.left = Math.max(0, cropRect.left);
cropRect.right = Math.min(rotatedInSize[0], cropRect.right);
cropRect.top = Math.max(0, cropRect.top);
cropRect.bottom = Math.min(rotatedInSize[1], cropRect.bottom);
// ADJUST CROP WIDTH
// Extend the crop all the way to the right, for parallax
// (or all the way to the left, in RTL)
float extraSpace;
if (centerCrop) {
extraSpace = 2f * Math.min(rotatedInSize[0] - cropRect.right, cropRect.left);
} else {
extraSpace = ltr ? rotatedInSize[0] - cropRect.right : cropRect.left;
}
// Cap the amount of extra width
float maxExtraSpace = defaultWallpaperSize.x / cropScale - cropRect.width();
extraSpace = Math.min(extraSpace, maxExtraSpace);
if (centerCrop) {
cropRect.left -= extraSpace / 2f;
cropRect.right += extraSpace / 2f;
} else {
if (ltr) {
cropRect.right += extraSpace;
} else {
cropRect.left -= extraSpace;
}
}
// ADJUST CROP HEIGHT
if (isPortrait) {
cropRect.bottom = cropRect.top + defaultWallpaperSize.y / cropScale;
} else { // LANDSCAPE
float extraPortraitHeight =
defaultWallpaperSize.y / cropScale - cropRect.height();
float expandHeight =
Math.min(Math.min(rotatedInSize[1] - cropRect.bottom, cropRect.top),
extraPortraitHeight / 2);
cropRect.top -= expandHeight;
cropRect.bottom += expandHeight;
}
final int outWidth = (int) Math.round(cropRect.width() * cropScale);
final int outHeight = (int) Math.round(cropRect.height() * cropScale);
Runnable onEndCrop = new Runnable() {
public void run() {
if (finishActivityWhenDone) {
setResult(Activity.RESULT_OK);
finish();
}
}
};
BitmapCropTask cropTask = new BitmapCropTask(this, uri,
cropRect, cropRotation, outWidth, outHeight, true, false, onEndCrop);
if (onBitmapCroppedHandler != null) {
cropTask.setOnBitmapCropped(onBitmapCroppedHandler);
}
cropTask.execute();
Extra space is added to the wallpaper to allow for a parallax effect. In case your phone uses a right-to-left layout, this space is added to the left of the crop you chose. Google's launcher starts out on the rightmost page in RTL layouts.
If you choose a crop on the left side of the picture, then the expansion will take place on the right side of the crop, an you will see mainly this extension on the main page of the launcher.
Ok this one is just bizarre - I needed two Rects for a Healthbar (border and color filling)
When I calculated the first rectangle (filling) I assigned that value to my bar rectangle - but at runtime when the filling rectangle is modified the bar is also - only by manually setting the parameters of the BarRectangle was I able to keep its shape-- how is this even possible?
Can variables become linked forever through simple assignment-
Here is the entirety of the code:
public class HealthBar {
public int MaxValue;
int CurrentValue;
public int TargetValue;
int margin = 10;
Rect Rectangle;
private Rect BarRectangle;
int screenWidth;
boolean IsPlayer1;
Paint paint = new Paint();
int Green;
int Yellow;
int Red;
int opacity = 196;
public HealthBar(boolean isPlayer1, DeviceProperties device, int maxvalue) {
paint.setARGB(196, 0, 255, 0);
paint.setStyle(Paint.Style.FILL);
Green = Color.argb(opacity, 0, 255, 128);
Yellow = Color.argb(opacity, 255, 255, 128);
Red = Color.argb(opacity, 255, 0, 128);
MaxValue = maxvalue;
CurrentValue = MaxValue;
TargetValue = MaxValue;
IsPlayer1 = isPlayer1;
screenWidth = device.Screen.width();
if(IsPlayer1) {
Rectangle = new Rect(
margin, //x
device.Screen.height() - 14, //y
margin + MaxValue, //width
device.Screen.height() - 2 //height
);
} else {
Rectangle = new Rect(
device.Screen.width() - margin - MaxValue, //x
device.Screen.height() - 14, //y
device.Screen.width() - margin, //width
device.Screen.height() - 2 //height
);
}
//Assign Bar Rectangle to Rectangle
BarRectangle = Rectangle;
}
public void Damage(int amount)
{
TargetValue = CurrentValue - amount;
}
public void Update()
{
if (CurrentValue > TargetValue)
{
CurrentValue -= 1;
if (IsPlayer1)
Rectangle.right = margin + CurrentValue;
else
Rectangle.left = screenWidth - margin - CurrentValue;
}
if (TargetValue <= MaxValue * 0.33) {
paint.setColor(Red);
} else if (TargetValue <= MaxValue * 0.66) {
paint.setColor(Yellow);
} else {
paint.setColor(Green);
}
}
public void Draw(ResourceManager rm, Canvas c, Paint p)
{
c.drawRect(Rectangle, paint);
c.drawBitmap(rm.getBitmap("healthbar"), null, BarRectangle, p);
}
}//End HealthBar
The way I "fixed" it was by clunkily assigning the BarRectangle seperate:
Rectangle = new Rect(
margin, //x
device.Screen.height() - 14, //y
margin + MaxValue, //width
device.Screen.height() - 2 //height
);
BarRectangle = new Rect(
margin, //x
device.Screen.height() - 14, //y
margin + MaxValue, //width
device.Screen.height() - 2 //height
);
Can anyone explain to me how assigning a variable in the COnstructor somehow makes it update it's value whenever the other variable is updated?
Now that I've got a reproducable issue - I think this has happened before when it came to assigning character positions, I was using a custom class to hold the values (Vector2) and whenever one got updated the other would too.
The variables Rectangle and BarRectangle are reference to an object only. This means that by "simple assignment" like in your code
//Assign Bar Rectangle to Rectangle
BarRectangle = Rectangle;
you do not copy the contents (i.e. fields of your Rect) but only its reference. Changing one of the fields reflects itself in both since they now refer to the same instance.
In order to create a new instance with the same content (and therefore not share a reference) you can use the following constructor:
BarRectangle = new Rect(Rectangle);
I've a custom view which draws a running graph - some magnitude versus time. Now I want to implement a custom scroll bar for this so that I can view past data which are offscreen. The data is available to me. I just need the %offset selection by the user.
Any help/suggestions on implementation would be v helpful.
Code Snippet from my Custom view's onDraw method
public void onDraw(Canvas canvas) {
int totalpts = data.size();
scale = getWidth() / (float) maxpoints;
List<Data> display = new ArrayList<Data>();
int initial = 1;
if (totalpts > maxpoints) {
initial = totalpts - maxpoints;
display = data.subList(initial, data.size() - 1);
} else {
display = data;
}
int size = display.size();
Data start = null;
float x1 = 0, x2 = 0, x = 0;
if (size > 1) {
x1 = getWidth();
start = display.get(display.size() - 1);
for (int i = display.size() - 1; i >= 0; i--) {
Data stop = display.get(i);
x = x1;
x1 -= (stop.x * scale / 1000);
canvas.drawLine(x, start.Y, x1, stop.Y, paint1);
start = stop;
}
}
}
Try putting your custom control inside a HorizonatalScrollView (assuming you want it to scroll horizontally), use ScrollView otherwise), setting the width of your control to "WRAP_CONTENT", and the HoizontalScrollView to "FILL_PARENT". Without seeing the code for your custom view, it's difficult to know whether you might need to do some tinkering with the width calculation to get this working.
I'm trying to draw an image in a view but having problems trying to maintain the scale of the original image. Basically, I have a small view and I would like to show part of the image in the view. The intention then is to perform a translation on the image so that a different part appears in the view.
No matter what I try, either the image is down-scaled automatically to fit the view or the whole image is viewable. I've tried playing about with the settings on BitmapDrawable, ImageView and Layout to no avail.
Anyone know a good way to achieve this?
Hope This piece of code helps. I have googled it a month ago. It Scrolling performance for the Larger Images.Here whole display size is set as the Height and width of the view. You can change you know. and also can maintain the zoom controls too.
public class LargeImageScroller extends Activity {
// Physical display width and height.
private static int displayWidth = 0;
private static int displayHeight = 0;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// displayWidth and displayHeight will change depending on screen
// orientation. To get these dynamically, we should hook onSizeChanged().
// This simple example uses only landscape mode, so it's ok to get them
// once on startup and use those values throughout.
Display display = ((WindowManager)
getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
displayWidth = display.getWidth();
displayHeight = display.getHeight();
// SampleView constructor must be constructed last as it needs the
// displayWidth and displayHeight we just got.
setContentView(new SampleView(this));
}
private static class SampleView extends View {
private static Bitmap bmLargeImage; //bitmap large enough to be scrolled
private static Rect displayRect = null; //rect we display to
private Rect scrollRect = null; //rect we scroll over our bitmap with
private int scrollRectX = 0; //current left location of scroll rect
private int scrollRectY = 0; //current top location of scroll rect
private float scrollByX = 0; //x amount to scroll by
private float scrollByY = 0; //y amount to scroll by
private float startX = 0; //track x from one ACTION_MOVE to the next
private float startY = 0; //track y from one ACTION_MOVE to the next
public SampleView(Context context) {
super(context);
// Destination rect for our main canvas draw. It never changes.
displayRect = new Rect(0, 0, displayWidth, displayHeight);
// Scroll rect: this will be used to 'scroll around' over the
// bitmap in memory. Initialize as above.
scrollRect = new Rect(0, 0, displayWidth, displayHeight);
// Load a large bitmap into an offscreen area of memory.
bmLargeImage = BitmapFactory.decodeResource(getResources(),
R.drawable.testlargeimage);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
// Remember our initial down event location.
startX = event.getRawX();
startY = event.getRawY();
break;
case MotionEvent.ACTION_MOVE:
float x = event.getRawX();
float y = event.getRawY();
// Calculate move update. This will happen many times
// during the course of a single movement gesture.
scrollByX = x - startX; //move update x increment
scrollByY = y - startY; //move update y increment
startX = x; //reset initial values to latest
startY = y;
invalidate(); //force a redraw
break;
}
return true; //done with this event so consume it
}
#Override
protected void onDraw(Canvas canvas) {
// Our move updates are calculated in ACTION_MOVE in the opposite direction
// from how we want to move the scroll rect. Think of this as dragging to
// the left being the same as sliding the scroll rect to the right.
int newScrollRectX = scrollRectX - (int)scrollByX;
int newScrollRectY = scrollRectY - (int)scrollByY;
// Don't scroll off the left or right edges of the bitmap.
if (newScrollRectX < 0)
newScrollRectX = 0;
else if (newScrollRectX > (bmLargeImage.getWidth() - displayWidth))
newScrollRectX = (bmLargeImage.getWidth() - displayWidth);
// Don't scroll off the top or bottom edges of the bitmap.
if (newScrollRectY < 0)
newScrollRectY = 0;
else if (newScrollRectY > (bmLargeImage.getHeight() - displayHeight))
newScrollRectY = (bmLargeImage.getHeight() - displayHeight);
// We have our updated scroll rect coordinates, set them and draw.
scrollRect.set(newScrollRectX, newScrollRectY,
newScrollRectX + displayWidth, newScrollRectY + displayHeight);
Paint paint = new Paint();
canvas.drawBitmap(bmLargeImage, scrollRect, displayRect, paint);
// Reset current scroll coordinates to reflect the latest updates,
// so we can repeat this update process.
scrollRectX = newScrollRectX;
scrollRectY = newScrollRectY;
}
}
}
This probably won't be the most efficient way, but if you're not going to be moving it too much, it'll do.
Treat it like a spritesheet, use Bitmap.createBitmap(Bitmap source, int x, int y, int width, int height) to get the section you want from the original bitmap as its own bitmap, then pass that in instead. Then pass that in rather than the whole bitmap, and it'll only be working with the part you want it to show.
Sounds like you want to have a big ImageView control inside a smaller View (acting like a window), and then move the ImageView control around inside that, so only part of it is visible at a time.
Not exactly sure how you'd do that though, but pretty sure it's possible with AbsoluteLayout and a bit of tinkering.