Why canvas.setBitmap() hides other views in Parent? - android

I have this class that extends View:
public class DrawingPanel extends View {
private Bitmap toDisk;
private int w;
private int h;
public DrawingPanel(Context context, AttributeSet attrs) {
super(context, attrs);
System.out.println("Drawing");
p0 = new Paint();
p0.setStyle(Style.STROKE);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
...
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
this.w = w;
this.h = h;
toDisk = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
super.onSizeChanged(w, h, oldw, oldh);
}
#Override
public void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
canvas.drawPath(path0, p0);
canvas.setBitmap(toDisk);
}
}
I use this class as a child view in a layout. In the Graphical view of Eclipse all things are OK, and all views are visible, but in emulator my class (DrawingPanel) hides other views that are below it. When I remove this line:
canvas.setBitmap(toDisk);
all views will be visible again. And another strange thing: when I put that line in the first line of onDraw method like this:
#Override
public void onDraw(Canvas canvas) {
canvas.setBitmap(toDisk);
canvas.drawColor(Color.WHITE);
canvas.drawPath(path0, p0);
}
my DrawingPanel and other views that are below it will be invisible. How can I solve this problem?
My purpose is to save what user draws on canvas.

You misunderstand setBitmap. It sets a bitmap for you to send new draw commands to INSTEAD OF the screen. It does not draw the previous commands to a bitmap. To do that, you'd want to do this:
Canvas diskCanvas = new Canvas(toDisk);
//Send all draw commands to this canvas
screenCanvas.drawBitmap(toDisk, new Matrix(), new Paint());
Note that this will only save the bitmap to memory. To save to disk, you need to save it to a file. Do NOT do that in onDraw, its a slow operation.

Related

Android Drawing a Smooth Path

I have code that I need to improve.
Here's what's wrong: it's a little slow and choppy, meaning the lines aren't smooth and the drawing is a bit delayed.
public void touchStarted(Point point) {
if (null == drawingModePath) {
drawingModePath = new Path();
}
drawingModePath.moveTo(point.x, point.y);
}
public void touchMoved(Point point) {
drawingModePath.lineTo(point.x, point.y);
Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
mainDrawingView.setImageBitmap(bitmap);
// Path
paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.WHITE);
canvas.drawPath(drawingModePath, paint);
}
public void touchEnded(Point point) {
touchMoved(point);
}
In essence what this code does is drawing a path based on touchStarted, touchMoved, and touchEnded. If someone can help me optimize this, I'd be grateful. Perhaps if I don't recreate the bitmap each time touchMoved occurs? Not sure here... not sure... I use a UIBezierPath to perform this code on iOS and it's a bit faster (and smoother). Anyway, I come to you for help. Input appreciated.
you are recreating everything every move. that will affect the performance of drawing a lot. the event triggers every 8ms (or 16ms im not sure), imagine you are reinstantiating everything every 8ms? thats tough.
so this must be in the instantiation part
Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
mainDrawingView.setImageBitmap(bitmap);
paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.WHITE);
The touchMoved() should only record the new path and call the invalidate() to make the View redraw itself resulting in calling the draw method (onDraw()).
public void touchMoved(Point point) {
drawingModePath.lineTo(point.x, point.y);
invalidate();
}
and then implement onDraw() method to do the drawing
Heres how i do the drawing interface in one of my projects:
public class SignatureView extends View {
public SignatureView(Context context, #Nullable AttributeSet attrs) {
super(context, attrs);
// instantiating my paint object
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(5);
path = new Path();
}
#Override
protected void onSizeChanged(int xNew, int yNew, int xOld, int yOld)
{
// this is where i initialize my canvas, because in constructor, the view is not completely instantiated yet, so getting the height and width there will result in null exception.
bitmap = Bitmap.createBitmap(xNew, yNew, Bitmap.Config.ARGB_8888);
background_canvas = new Canvas(bitmap);
}
#Override
protected void onDraw(Canvas canvas)
{
// draw the new path to a buffer canvas
background_canvas.drawPath(path, paint);
// put the buffer in the real canvas
canvas.drawBitmap(bitmap, 0, 0, paint);
}
#Override
public boolean onTouchEvent(MotionEvent ev)
{
//this is like your move event, it just records the new path every move.
int action = ev.getActionMasked();
if ( action == MotionEvent.ACTION_DOWN )
{
path.moveTo(ev.getX(), ev.getY());
}
else if ( action == MotionEvent.ACTION_MOVE )
{
path.lineTo(ev.getX(), ev.getY());
// call invalidate() to make the view redraw itself, resulting in calling the onDraw() method.
invalidate();
}
else if ( action == MotionEvent.ACTION_UP )
{
onDone.method();
}
return true;
}
public void clear()
{
background_canvas.drawColor(Color.WHITE);
path.reset();
invalidate();
}
interface OnDone{
void method();
}
public void setOnDone(OnDone new_onDone)
{
onDone = new_onDone;
}
OnDone onDone;
private Paint paint;
private Bitmap bitmap;
private Canvas background_canvas;
private Path path;
public Bitmap getBitmap()
{
return bitmap;
}
}

Android Custom View shows solid black after calling invalidate

In this code, I would like to draw a line between the top of two ImageViews. However, when running the app, the custom view is shown solid black after calling invalidate().
Here is my code:
public class ArrowView extends RelativeLayout {
public Paint paint;
public Bitmap eraser;
public Canvas cacheCanvas;
public float leftX;
public float leftY;
public float rightX;
public float rightY;
public boolean update = false;
public ImageView iv_leftArrow;
public ImageView iv_rightArrow;
private int w;
private int h;
LayoutInflater mInflater;
public ArrowView(Context context) {
super(context);
this.setWillNotDraw(false);
mInflater = LayoutInflater.from(context);
init();
}
public ArrowView(Context context, AttributeSet attrs) {
super(context, attrs);
this.setWillNotDraw(false);
mInflater = LayoutInflater.from(context);
init();
}
public ArrowView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
this.setWillNotDraw(false);
mInflater = LayoutInflater.from(context);
init();
}
#Override
public void onSizeChanged(int w, int h, int oldW, int oldH) {
this.w = w;
this.h = h;
super.onSizeChanged(w, h, oldW, oldH);
}
public void init() {
View v = mInflater.inflate(R.layout.arrow_view, this, true);
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
paint.setStrokeWidth(5);
v.setBackgroundColor(Color.TRANSPARENT);
eraser = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
iv_leftArrow = (ImageView) v.findViewById(R.id.iv_leftarrow);
iv_rightArrow = (ImageView) v.findViewById(R.id.iv_rightArrow);
cacheCanvas = new Canvas();
cacheCanvas.setBitmap(eraser);
}
public void setCoordinates(float leftX, float leftY, float rightX, float rightY) {
this.leftX = leftX;
this.leftY = leftY;
this.rightX = rightX;
this.rightY = rightY;
}
#Override
public void onDraw(Canvas c) {
super.onDraw(c);
setCoordinates(iv_leftArrow.getX() + iv_leftArrow.getWidth() / 2, iv_leftArrow.getY(), iv_rightArrow.getX() + iv_rightArrow.getWidth() / 2, iv_rightArrow.getY() );
if (update) {
c.drawLine(leftX, leftY, rightX, rightY, paint);
update = false;
}
cacheCanvas.drawPath(p, paint);
}
}
Is there any reason why the custom view is showing as solid black after calling invalidate()?
Usually, the system handles resizing, hiding, showing and a ton of other things for your widgets automatically but it sometimes has issues if the underlying buffer for drawn pixels or backing data has changed or is stale (you swap the image resource on a View or the raw dataset changes). This occurs because there is no way that the OS can know that the data changed in the specific manner that it did.
In these cases where you are dealing with drawing, you have to tell the system that its underlying data is not in a good state with Widget.invalidate() and the re-drawing gets queued on the main thread just as you mentioned. Depending on the system implementation and Android version what is tracked for changes by the system varies but what I normally do is assume that system resources (byte arrays, char arrays, resource indexes, manual drawing on the context) are not tracked and need an invalidate and everything else will be handled by the system.
Source : When it's necessary to execute invalidate() on a View?
As you know, invalidate() is used to update a view by a call to onDraw.
What I think you were doing was calling it before setting update to true - so your onDraw method ran with a false update by the sounds of it.

Clip layout in viewpager

I have little problem with viewPager. I have ViewPager with 4 frgaments which displayed RoundedImageView. The RoundedImageView has a rounded corners. When I was swiped from right to left then a corners is not rounded. That look like this:
I set white rounded backgorund for viewpager. When I not displayed a RoundedImageView(is hide) then all is ok and I have always rounded background in view pager.
I tried set clipChildren and I failed. I don't have idea to resolve my problem.
[EDIT:]
I have another problem with RoundedClipingLayout: W/OpenGLRenderer﹕ Bitmap too large to be uploaded into a texture (1726620832x0, max=4096x4096)
I use this solution. If somebody want to check or use:
public class RoundClippingLinearLayout extends LinearLayout {
private RectF rect;
private int mCornerRadius = 10;
public RoundClippingLinearLayout(Context context, AttributeSet attrs) {
super(context, attrs);
onInit();
}
public RoundClippingLinearLayout(Context context) {
super(context);
onInit();
}
protected void onInit() {
mCornerRadius = getResources().getDimensionPixelOffset(R.dimen.radius);
setWillNotDraw(false);
setLayerType(View.LAYER_TYPE_SOFTWARE, null);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
if (w != oldw && h != oldh) {
rect = new RectF(0, 0, w, h);
}
}
#Override
protected void dispatchDraw(Canvas canvas) {
canvas.setDrawFilter(new PaintFlagsDrawFilter(1, Paint.ANTI_ALIAS_FLAG));
Path clipPath = new Path();
clipPath.addRoundRect(rect, mCornerRadius, mCornerRadius, Path.Direction.CW);
canvas.clipPath(clipPath);
super.dispatchDraw(canvas);
}
}

Clear a views canvas with a TextView

I'm trying to achieve a visual effect, that if I could make would look awesome! The login of the app that I'm doing looks like this:
Keep in mind that the image on the background is an animation, that makes a slightly transition from that image to another.
What I want is make the title of the app "Akrasia" be transparent, but transparent meaning that you can see the image in background through the title letters, this means that in some way I must override the onDraw method of the RelativeLayout that contains this form. I tried to do that, but the only thing that I got was errors. Maybe I'm wrong trying to override the onDraw method in boths, the TextView and the RelativeLayout, maybe there's an easiest way to do it. What do you think? Or maybe is impossible to achive this effect?
UPDATE:
This is how it should look like.
Also I tried to make a custom view extending from TextView wich has a method setBackgroundView wich stores a view instance into a field. Later on the onDraw method and I managed to get the bitmap from the background image. But I don't know how draw it using canvas.
UPDATE:
I make it work! Now I only need change that blue-like background by the drawable of the background.
The view:
final public class SeeThroughTextView extends TextView
{
Bitmap mMaskBitmap;
Canvas mMaskCanvas;
Paint mPaint;
Drawable mBackground;
Bitmap mBackgroundBitmap;
Canvas mBackgroundCanvas;
boolean mSetBoundsOnSizeAvailable = false;
public SeeThroughTextView(Context context)
{
super(context);
init();
}
private void init() {
mPaint = new Paint();
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_OUT));
}
public SeeThroughTextView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public SeeThroughTextView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
#Override
#Deprecated
public void setBackgroundDrawable(Drawable bg)
{
mBackground = bg;
int w = bg.getIntrinsicWidth();
int h = bg.getIntrinsicHeight();
// Drawable has no dimensions, retrieve View's dimensions
if (w == -1 || h == -1)
{
w = getWidth();
h = getHeight();
}
// Layout has not run
if (w == 0 || h == 0)
{
mSetBoundsOnSizeAvailable = true;
return;
}
mBackground.setBounds(0, 0, w, h);
invalidate();
}
#Override
public void setBackgroundColor(int color)
{
setBackgroundDrawable(new ColorDrawable(color));
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
super.onSizeChanged(w, h, oldw, oldh);
mBackgroundBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBackgroundCanvas = new Canvas(mBackgroundBitmap);
mMaskBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mMaskCanvas = new Canvas(mMaskBitmap);
if (mSetBoundsOnSizeAvailable)
{
mBackground.setBounds(0, 0, w, h);
mSetBoundsOnSizeAvailable = false;
}
}
#Override
protected void onDraw(Canvas canvas)
{
// Draw background
mBackground.draw(mBackgroundCanvas);
// Draw mask
mMaskCanvas.drawColor(Color.BLACK, PorterDuff.Mode.CLEAR);
super.onDraw(mMaskCanvas);
mBackgroundCanvas.drawBitmap(mMaskBitmap, 0.f, 0.f, mPaint);
canvas.drawBitmap(mBackgroundBitmap, 0.f, 0.f, null);
}
}
And in my fragment I have this because the animation in the background:
vBackground.addOnLayoutChangeListener(new View.OnLayoutChangeListener() {
#Override
public void onLayoutChange(View v, int left, int top, int right, int bottom, int oldLeft, int oldTop, int oldRight, int oldBottom) {
vTitle.setBackgroundDrawable(new BitmapDrawable(vBackground.getDrawingCache()));
vTitle.invalidate();
}
});
Nailed!
The view:
final public class SeeThroughTextView extends TextView
{
Bitmap mMaskBitmap;
Canvas mMaskCanvas;
Paint mPaint;
Drawable mBackground;
Bitmap mBackgroundBitmap;
Canvas mBackgroundCanvas;
boolean mSetBoundsOnSizeAvailable = false;
public SeeThroughTextView(Context context)
{
super(context);
init();
}
private void init() {
Typeface myTypeface = Typeface.createFromAsset(getContext().getAssets(), "fonts/gillsans.ttf");
setTypeface(myTypeface);
mPaint = new Paint();
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_OUT));
}
public SeeThroughTextView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public SeeThroughTextView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
#Override
#Deprecated
public void setBackgroundDrawable(Drawable bg)
{
mBackground = bg;
int w = bg.getIntrinsicWidth();
int h = bg.getIntrinsicHeight();
// Drawable has no dimensions, retrieve View's dimensions
if (w == -1 || h == -1)
{
w = getWidth();
h = getHeight();
}
// Layout has not run
if (w == 0 || h == 0)
{
mSetBoundsOnSizeAvailable = true;
return;
}
mBackground.setBounds(0, 0, w, h);
invalidate();
}
#Override
public void setBackgroundColor(int color)
{
setBackgroundDrawable(new ColorDrawable(color));
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
super.onSizeChanged(w, h, oldw, oldh);
mBackgroundBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBackgroundCanvas = new Canvas(mBackgroundBitmap);
mMaskBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mMaskCanvas = new Canvas(mMaskBitmap);
if (mSetBoundsOnSizeAvailable)
{
mBackground.setBounds(0, 0, w, h);
mSetBoundsOnSizeAvailable = false;
}
}
#Override
protected void onDraw(Canvas canvas)
{
// Draw background
mBackground.draw(mBackgroundCanvas);
// Draw mask
mMaskCanvas.drawColor(Color.BLACK, PorterDuff.Mode.CLEAR);
super.onDraw(mMaskCanvas);
mBackgroundCanvas.drawBitmap(mMaskBitmap, 0.f, 0.f, mPaint);
canvas.drawBitmap(mBackgroundBitmap, 0.f, 0.f, null);
}
}
In my fragment:
#Override
public void onViewCreated(View view, Bundle savedInstanceState) {
super.onViewCreated(view, savedInstanceState);
vLoginBtn = (Button) view.findViewById(R.id.btn_login);
vRegistrationBtn = (Button) view.findViewById(R.id.btn_registration);
vForgotBtn = (Button) view.findViewById(R.id.btn_forgot);
vBackground = (KenBurnsView) view.findViewById(R.id.login_background);
vTitle = (SeeThroughTextView) view.findViewById(R.id.txt_view_login_title);
vBackground.setResourceUrls(
"http://www.youwall.com/papel/peaceful_place_wallpaper_4f3f3.jpg",
"http://www.fwallpaper.net/wallpapers/P/E/Peaceful-Scenary_1920x1200.jpg",
"http://p1.pichost.me/i/39/1620902.jpg"
);
vBackground.addOnLayoutChangeListener(new View.OnLayoutChangeListener() {
#Override
public void onLayoutChange(View v, int left, int top, int right, int bottom, int oldLeft, int oldTop, int oldRight, int oldBottom) {
vTitle.setBackgroundDrawable(getResources().getDrawable(R.drawable.drawable_background_login_top));
vTitle.invalidate();
vBackground.removeOnLayoutChangeListener(this);
}
});
}
The drawables are just two shapes, one with the top-left corner and top-right corner with radius 10dp and the another one with the radius in the bottoms.
The custom TextView with the top drawable shape is alligned above the RelativeLayout wich contains the EditTexts.
No much rocket science. Thanks a lot to #Klotor for suggesting the idea!
Specify a new color in your res/values/colors.xml file (create one if it doesn't exist), the file might look like:
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="ltGray">#33999999</color>
</resources>
where the first two numbers are transparency (00 - fully transparent, FF - fully opaque).
Then simply set the text color of desired TextView to #color/ltGray in the xml of that layout, or go
tvTitle.setTextColor(getResources().getColor(R.color.ltGray))
after instatiating the TextView.

Draw a shape over existing view

I have a view and I want to draw a shape on it (circle for example) after click.
I've tried to do this but there are two problems -
onDraw is never called.
Not sure the setLayoutParams(v.getLayoutParams) will give me the result I want.
#Override
public void onClick(View v) {
CircleView circle = new CircleView(GameXoActivity.this, v.getWidth(), v.getHeight());
circle.setLayoutParams(v.getLayoutParams());
circle.startDrawing();
}
CircleView:
public CircleView(Context context, int width, int height) {
super(context);
this.width = width;
this.height = height;
}
protected void startDrawing() {
this.postInvalidate();
}
#Override
protected void onDraw(Canvas canvas) {
Log.d("TAG", "onDraw");
// draw circle
}
}
}
UPDATE:
The shape is not an image and I want to draw it with animation (I didn't write the entire code).
Also, the shape is not always a circle, so using a drawable-state is not an option.
Because there is not just one view, but 9, I don't think the making 9 more on top of them would be right.
As I'm sure you'll need to customize this quite a bit, I've left things rather generic. The following example will animate a blue circle being drawn clockwise, starting from the east (0 degrees), on top of the View's content when the View is clicked.
public class CircleView extends View
{
private static final int MARGIN = 50;
Handler handler = new Handler();
Paint paint = new Paint();
RectF rect = new RectF();
boolean drawing = false;
float sweep = 0;
public CircleView(Context context)
{
this(context, null);
}
public CircleView(Context context, AttributeSet attrs)
{
super(context, attrs);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(15);
paint.setColor(Color.BLUE);
}
#Override
protected void onDraw(Canvas canvas)
{
super.onDraw(canvas);
canvas.drawArc(rect, 0, sweep, false, paint);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
super.onSizeChanged(w, h, oldw, oldh);
rect.set(MARGIN, MARGIN, w - MARGIN, h - MARGIN);
}
public void startAnimation()
{
drawing = true;
handler.post(runnable);
}
Runnable runnable = new Runnable()
{
#Override
public void run()
{
sweep += 10;
if (!(sweep > 360))
{
invalidate();
handler.postDelayed(this, 20);
}
else
{
drawing = false;
sweep = 0;
}
}
};
}
In this Activity example, I used an image that most developers would already have in their project, but it can obviously be changed to your custom image. Also, for the sake of simplicity and brevity, the CircleView is set as the entire content of the Activity, but it can easily be listed in an xml layout, as well.
public class MainActivity extends Activity
{
CircleView circle;
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
circle = new CircleView(this);
circle.setBackgroundResource(R.drawable.ic_launcher);
circle.setOnClickListener(new OnClickListener()
{
#Override
public void onClick(View v)
{
circle.startAnimation();
}
}
);
setContentView(circle);
}
}
I suggest, create two imageView with same dimensions, set the image you want to display on image view and then make the second image invisible .
For example :
circleimage.setVisibility(View.INVISIBLE);//now its hidden(do it OnCreate)
and then show 2ndimage when 1stimage is clicked(do it in onclick of 1st image)
circleimage.setVisibility(View.VISIBLE);
If you want to mess with drawing of the object you should overridepublic void draw(Canvas canvas) and not protected void onDraw(Canvas canvas)
EDIT:Please read comments, this first statement of my answer is probably wrong
but I would use a FrameLayout or a RelativeLayout and put the images one on top of another.
Then you can play with the visibility of the overlaying image in order to hide/show it.
EDIT:
In case your circle is not an image and needs to be drawn, make your own circle class extending View and use it as a component in the FrameLayout or RelativeLayout as you would do if it were an image

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