I have an xml layout that has 3 input boxes and a 'generate' button.
When the user puts in there values there I'd like to draw a triangle underneath it
I know how to create a new view and go to it, but I'm not sure how to draw it on the same view being that I'm working with an xml view.
Below is a screenshot of what I want to do.
Thank you
http://i.stack.imgur.com/9oBJV.png
You could create a custom view class.
class Triangle extends View {
private int vertexA, vertexB, vertexC;
public Triangle(Context ctx){
this(ctx,null);
}
public Triangle(Context ctx, AttributeSet attrs){
this(ctx,attrs,0);
}
public Triangle(Context ctx, AttributeSet attrs, int defStyle){
super(ctx,attrs,defStyle);
}
public void setSides(int a, int b, int c){
this.vertexA = a;
this.vertexB = b;
this.vertexC = c;
this.invalidate();
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
// Try for a width based on our minimum
int minw = getPaddingLeft() + getPaddingRight() + getSuggestedMinimumWidth();
int w = resolveSizeAndState(minw, widthMeasureSpec, 1);
// Whatever the width ends up being, ask for a height that would let the triangle
// get as big as it can
int minh = MeasureSpec.getSize(w) - (int)mTextWidth + getPaddingBottom() + getPaddingTop();
int h = resolveSizeAndState(MeasureSpec.getSize(w) - (int)mTextWidth, heightMeasureSpec, 0);
setMeasuredDimension(w, h);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Paint paint = new Paint();
Path path = new Path();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.TRANSPARENT);
c.drawPaint(paint);
// start the path at the "origin"
path.MoveTo(10,10); // origin
// add a line for side A
path.lineTo(10,this.vertexA);
// add a line for side B
path.lineTo(this.vertexB,10);
// close the path to draw the hypotenuse
path.close();
paint.setStrokeWidth(3);
paint.setPathEffect(null);
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.STROKE);
c.drawPath(path, paint);
}
}
Note that I've hard coded the origin (the bottom left corner - the right angle) and only drawn 2 sides, since the hypotenuse is drawn by the closed path (this saves doing any extra maths). You'll want to play with onMeasure and scale your triangle as you need. Something like this:
path.lineTo(10, this.vertexA * yScale);
path.lineTo(this.vertexB * xScale ,10);
You're activity should check that the 3 values do indeed represent the sides of a right angled triangle, then call setSides(). I've added all 3 sides, although we are only using a and b. You could remove c if you prefer.
Please note that this is not copy/paste code. You will need to adapt it but it should give you a head start. Good luck.
Just put your custom view into the layout below the button. The exact xml to use depends on the type of your top level view container (which is probably a RelativeLayout).
To make it invisible at first you can set its visibility to INVISIBLE. When it should appear set the visibility to VISIBLE.
Related
How can we achieve the fade-out effect on the last line of a TextView, like in the "WHAT'S NEW" section in the Play Store app?
That fade effect can be accomplished by subclassing a TextView class to intercept its draw, and doing something like what the View class does to fade out edges, but only in the last stretch of the final text line.
In this example, we create a unit horizontal linear gradient that goes from transparent to solid black. As we prepare to draw, this unit gradient is scaled to a length calculated as a simple fraction of the TextView's final line length, and then positioned accordingly.
An off-screen buffer is created, and we let the TextView draw its content to that. We then draw the fade gradient over it with a transfer mode of PorterDuff.Mode.DST_OUT, which essentially clears the underlying content to a degree relative to the gradient's opacity at a given point. Drawing that buffer back on-screen results in the desired fade, no matter what is in the background.
public class FadingTextView extends AppCompatTextView {
private static final float FADE_LENGTH_FACTOR = .4f;
private final RectF drawRect = new RectF();
private final Rect realRect = new Rect();
private final Path selection = new Path();
private final Matrix matrix = new Matrix();
private final Paint paint = new Paint();
private final Shader shader =
new LinearGradient(0f, 0f, 1f, 0f, 0x00000000, 0xFF000000, Shader.TileMode.CLAMP);
public FadingTextView(Context context) {
this(context, null);
}
public FadingTextView(Context context, AttributeSet attrs) {
this(context, attrs, android.R.attr.textViewStyle);
}
public FadingTextView(Context context, AttributeSet attrs, int defStyleAttribute) {
super(context, attrs, defStyleAttribute);
paint.setShader(shader);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_OUT));
}
#Override
protected void onDraw(Canvas canvas) {
// Locals
final RectF drawBounds = drawRect;
final Rect realBounds = realRect;
final Path selectionPath = selection;
final Layout layout = getLayout();
// Figure last line index, and text offsets there
final int lastLineIndex = getLineCount() - 1;
final int lastLineStart = layout.getLineStart(lastLineIndex);
final int lastLineEnd = layout.getLineEnd(lastLineIndex);
// Let the Layout figure a Path that'd cover the last line text
layout.getSelectionPath(lastLineStart, lastLineEnd, selectionPath);
// Convert that Path to a RectF, which we can more easily modify
selectionPath.computeBounds(drawBounds, false);
// Naive text direction determination; may need refinement
boolean isRtl =
layout.getParagraphDirection(lastLineIndex) == Layout.DIR_RIGHT_TO_LEFT;
// Narrow the bounds to just the fade length
if (isRtl) {
drawBounds.right = drawBounds.left + drawBounds.width() * FADE_LENGTH_FACTOR;
} else {
drawBounds.left = drawBounds.right - drawBounds.width() * FADE_LENGTH_FACTOR;
}
// Adjust for drawables and paddings
drawBounds.offset(getTotalPaddingLeft(), getTotalPaddingTop());
// Convert drawing bounds to real bounds to determine
// if we need to do the fade, or a regular draw
drawBounds.round(realBounds);
realBounds.offset(-getScrollX(), -getScrollY());
boolean needToFade = realBounds.intersects(getTotalPaddingLeft(), getTotalPaddingTop(),
getWidth() - getTotalPaddingRight(), getHeight() - getTotalPaddingBottom());
if (needToFade) {
// Adjust and set the Shader Matrix
final Matrix shaderMatrix = matrix;
shaderMatrix.reset();
shaderMatrix.setScale(drawBounds.width(), 1f);
if (isRtl) {
shaderMatrix.postRotate(180f, drawBounds.width() / 2f, 0f);
}
shaderMatrix.postTranslate(drawBounds.left, drawBounds.top);
shader.setLocalMatrix(shaderMatrix);
// Save, and start drawing to an off-screen buffer
final int saveCount;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
saveCount = canvas.saveLayer(null, null);
} else {
saveCount = canvas.saveLayer(null, null, Canvas.ALL_SAVE_FLAG);
}
// Let TextView draw itself to the buffer
super.onDraw(canvas);
// Draw the fade to the buffer, over the TextView content
canvas.drawRect(drawBounds, paint);
// Restore, and draw the buffer back to the Canvas
canvas.restoreToCount(saveCount);
} else {
// Regular draw
super.onDraw(canvas);
}
}
}
This is a drop-in replacement for TextView, and you'd use it in your layout similarly.
<com.example.app.FadingTextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:background="#e2f3eb"
android:textColor="#0b8043"
android:lineSpacingMultiplier="1.2"
android:text="#string/umang" />
Notes:
The fade length calculation is based on a constant fraction of the final line's text length, here determined by FADE_LENGTH_FACTOR. This seems to be the same basic methodology of the Play Store component, as the absolute length of the fade appears to vary with line length. The FADE_LENGTH_FACTOR value can be altered as desired.
FadingTextView currently extends AppCompatTextView, but it works perfectly well as a plain TextView, if you should need that instead. I would think that it will work as a MaterialTextView too, though I've not tested that thoroughly.
This example is geared mainly toward relatively plain use; i.e., as a simple wrapped, static label. Though I've attempted to account for and test every TextView setting I could think of that might affect this – e.g., compound drawables, paddings, selectable text, scrolling, text direction and alignment, etc. – I can't guarantee that I've thought of everything.
I'm trying to add a custom Drawable which extends Drawable to my actionBar. This needs to be a custom drawable, since I want to draw on top of a supplied icon (but that's not the issue).
I've added the icon to the menu in my activity like so:
BadgedIconDrawable drawable = new BadgedIconDrawable(getContext())
.setIcon(icon);
mMenu.add(0, menuItemId, 0, "")
.setIcon(drawable)
.setShowAsAction(MenuItem.SHOW_AS_ACTION_ALWAYS);
In the BadgedIconDrawable I take a bitmap for the Icon which I then draw on the canvas:
#Override
public void draw(#NonNull Canvas canvas) {
canvas.drawBitmap(mIcon.getBitmap(), null, new Rect(0, 0, mWidth, mHeight), mIconPaint);
}
Where the width and height are 24dp, which seems to be the right size for the icon.
The problem is that unlike a regular drawable that's passed to the setIcon for the mMenu, it doesn't seem to align correctly. I can't find how to get it aligned to the center. Image below illustrates the issue. The middle Icon is set through the BadgedIconDrawable.
EDIT
While the below snippet worked, I soon figured this would only work for the toolbar. Not anymore when used in a regular ImageView. So the trick is to use a Rect as to where the bitmap should be drawn. This would have the regular bounds, but when it should be translated, tell the custom Drawable to do so, by modifying the Rect like so:
// On the fragment/activity create the Drawable, translate it and add to the menu.
public void addBadgedActionBarButton(Drawable icon, int color, String badgeLabel, int menuItemId) {
if (mMenu == null) {
throw new IllegalStateException("mMenu = null, Are you sure you are calling addActionBarButton from initMenu()?");
} else {
BadgedIconDrawable drawable = new BadgedIconDrawable(getContext());
drawable.translate(-drawable.getWidth() / 2, -drawable.getHeight() / 2, drawable.getWidth() / 2, drawable.getHeight() / 2)
.setIcon(icon);
mMenu.add(Menu.NONE, menuItemId, Menu.NONE, "")
.setIcon(drawable)
.setShowAsAction(MenuItem.SHOW_AS_ACTION_ALWAYS);
}
}
// In the BadgedIconDrawable have a function that sets the mDstRect to the translated Rect.
public BadgedIconDrawable translate(int left, int top, int right, int bottom) {
mDstRect = new Rect(left, top, right, bottom);
return this;
}
// In the BadgedIconDrawable draw function use the mDstRect to draw on the correct position.
#Override
public void draw(#NonNull Canvas canvas) {
canvas.drawBitmap(mIcon.getBitmap(), null, mDstRect, mIconPaint);
}
With some wild guessing I managed to try to add a negative top and left, which seems to place it in the correct spot. This seems to do the trick.
#Override
public void draw(#NonNull Canvas canvas) {
int halfWidth = mWidth / 2;
int halfHeight = mHeight / 2;
canvas.drawBitmap(mIcon.getBitmap(), null, new Rect(-halfWidth, -halfHeight, halfWidth, halfHeight), mIconPaint);
}
I'm having simple custom view, which should effectively work as a progressbar.
I'd like to draw it with rounded corners, but that's seems to be not working for me..Below is whole code..In this state it gets drawn correctly, but without rounded corners. Once I set the strokeCap, or the layerType, the view gets effectively blank. Does anybody know why? And how to solve my issue?
EDIT: another interesting point is that eventhough drawLine works without strokeCap, drawPath does not draw any content at all. I have been drawing to canvas many times without ever having such weird issues..damn
EDIT 2: Path too large to be rendered into a texture - this am I getting while trying to render it with drawPath (but its definitely smaller then the maxWidth/height - the view is about 32x10dips)
public class CustomViewPagerIndicator extends View {
Paint mBgPaint;
Paint mFgPaing;
private int mMax;
private int mProgress;
public CustomViewPagerIndicator(Context context) {
this(context, null, 0);
}
public CustomViewPagerIndicator(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public CustomViewPagerIndicator(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
mMax = 1;
// setLayerType(LAYER_TYPE_SOFTWARE, null);
mBgPaint = new Paint();
mBgPaint.setColor(getResources().getColor(R.color.gray_2_translucent));
mBgPaint.setStyle(Paint.Style.STROKE);
mBgPaint.setStrokeWidth(R.dimen.grid_1);
// mBgPaint.setStrokeCap(Paint.Cap.ROUND);
mBgPaint.setAntiAlias(true);
mFgPaing = new Paint();
mFgPaing.setColor(getResources().getColor(R.color.gray_1));
mFgPaing.setStyle(Paint.Style.STROKE);
mFgPaing.setStrokeWidth(R.dimen.grid_1);
// mFgPaing.setStrokeCap(Paint.Cap.ROUND);
mFgPaing.setAntiAlias(true);
}
public void setMax(int max){
mMax = max;
};
public int getMax() {
return mMax;
}
public void setProgress(int progress){
mProgress = progress;
invalidate();
}
public int getProgress() {
return mProgress;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
float step = getMeasuredWidth()/mMax;
canvas.drawLine(0, getMeasuredHeight()/2, canvas.getWidth(), getMeasuredHeight()/2, mBgPaint);
canvas.drawLine(0, getMeasuredHeight()/2, step*mProgress, getMeasuredHeight()/2, mFgPaing);
}
}
The root cause of the rounded corners not showing up is they are drawn off the edge of the canvas. You draw the line from one edge of the canvas to the other. drawLine draws the line at the coordinates given and then adds the caps. In your case, there is no room left on the canvas. You need to leave room for the caps by starting and ending drawing one half of your stroke length from the edges to leave room for the caps. See the example below. I have STROKE_SIZE as constant, but you probably want to load it with getDimension() on R.dimen.grid_1.
#Override
protected void onDraw(Canvas canvas) {
float step = (canvas.getWidth()-STROKE_SIZE/2)/(float)mMax;
canvas.drawLine(STROKE_SIZE/2, getMeasuredHeight()/2, canvas.getWidth()-STROKE_SIZE/2, getMeasuredHeight()/2, mBgPaint);
if(mProgress != 0) {
canvas.drawLine(STROKE_SIZE / 2, getMeasuredHeight() / 2, step * mProgress, getMeasuredHeight() / 2, mFgPaing);
}
}
I have read the android spill on this method tons of times and it isn't ringing any bells. Bellow is a part of my code:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
boolean CollisionTest;
Rect jSquare = new Rect();
Rect mSquare = new Rect();
jSquare.set(0,500,600,400);
mSquare.set(0, 500,700, 100);
canvas.drawRect(mSquare, Some Color..);
canvas.drawRect(jSquare, Some Color...);
CollisionTest = Rect.intersects(jSquare, mSquare);
if (ColisionTest==true){
canvas.drawColor(Color.RED);
}
From the documentation for set
public void set (int left, int top, int right, int bottom)
Set the rectangle's coordinates to the specified values. Note: no range checking is performed, so it is up to the caller to ensure that left <= right and top <= bottom.
500 > 100
Any straight forward way to measure the height of text?
The way I am doing it now is by using Paint's measureText() to get the width, then by trial and error finding a value to get an approximate height. I've also been messing around with FontMetrics, but all these seem like approximate methods that suck.
I am trying to scale things for different resolutions. I can do it, but I end up with incredibly verbose code with lots of calculations to determine relative sizes. I hate it! There has to be a better way.
There are different ways to measure the height depending on what you need.
#1 getTextBounds
If you are doing something like precisely centering a small amount of fixed text, you probably want getTextBounds. You can get the bounding rectangle like this
Rect bounds = new Rect();
mTextPaint.getTextBounds(mText, 0, mText.length(), bounds);
int height = bounds.height();
As you can see for the following images, different strings will give different heights (shown in red).
These differing heights could be a disadvantage in some situations when you just need a constant height no matter what the text is. See the next section.
#2 Paint.FontMetrics
You can calculate the hight of the font from the font metrics. The height is always the same because it is obtained from the font, not any particular text string.
Paint.FontMetrics fm = mTextPaint.getFontMetrics();
float height = fm.descent - fm.ascent;
The baseline is the line that the text sits on. The descent is generally the furthest a character will go below the line and the ascent is generally the furthest a character will go above the line. To get the height you have to subtract ascent because it is a negative value. (The baseline is y=0 and y descreases up the screen.)
Look at the following image. The heights for both of the strings are 234.375.
If you want the line height rather than just the text height, you could do the following:
float height = fm.bottom - fm.top + fm.leading; // 265.4297
These are the bottom and top of the line. The leading (interline spacing) is usually zero, but you should add it anyway.
The images above come from this project. You can play around with it to see how Font Metrics work.
#3 StaticLayout
For measuring the height of multi-line text you should use a StaticLayout. I talked about it in some detail in this answer, but the basic way to get this height is like this:
String text = "This is some text. This is some text. This is some text. This is some text. This is some text. This is some text.";
TextPaint myTextPaint = new TextPaint();
myTextPaint.setAntiAlias(true);
myTextPaint.setTextSize(16 * getResources().getDisplayMetrics().density);
myTextPaint.setColor(0xFF000000);
int width = 200;
Layout.Alignment alignment = Layout.Alignment.ALIGN_NORMAL;
float spacingMultiplier = 1;
float spacingAddition = 0;
boolean includePadding = false;
StaticLayout myStaticLayout = new StaticLayout(text, myTextPaint, width, alignment, spacingMultiplier, spacingAddition, includePadding);
float height = myStaticLayout.getHeight();
What about paint.getTextBounds() (object method)
#bramp's answer is correct - partially, in that it does not mention that the calculated boundaries will be the minimum rectangle that contains the text fully with implicit start coordinates of 0, 0.
This means, that the height of, for example "Py" will be different from the height of "py" or "hi" or "oi" or "aw" because pixel-wise they require different heights.
This by no means is an equivalent to FontMetrics in classic java.
While width of a text is not much of a pain, height is.
In particular, if you need to vertically center-align the drawn text, try getting the boundaries of the text "a" (without quotes), instead of using the text you intend to draw.
Works for me...
Here's what I mean:
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.LINEAR_TEXT_FLAG);
paint.setStyle(Paint.Style.FILL);
paint.setColor(color);
paint.setTextAlign(Paint.Align.CENTER);
paint.setTextSize(textSize);
Rect bounds = new Rect();
paint.getTextBounds("a", 0, 1, bounds);
buffer.drawText(this.myText, canvasWidth >> 1, (canvasHeight + bounds.height()) >> 1, paint);
// remember x >> 1 is equivalent to x / 2, but works much much faster
Vertically center aligning the text means vertically center align the bounding rectangle - which is different for different texts (caps, long letters etc). But what we actually want to do is to also align the baselines of rendered texts, such that they did not appear elevated or grooved. So, as long as we know the center of the smallest letter ("a" for example) we then can reuse its alignment for the rest of the texts. This will center align all the texts as well as baseline-align them.
The height is the text size you have set on the Paint variable.
Another way to find out the height is
mPaint.getTextSize();
You could use the android.text.StaticLayout class to specify the bounds required and then call getHeight(). You can draw the text (contained in the layout) by calling its draw(Canvas) method.
You can simply get the text size for a Paint object using getTextSize() method.
For example:
Paint mTextPaint = new Paint (Paint.ANTI_ALIAS_FLAG);
//use densityMultiplier to take into account different pixel densities
final float densityMultiplier = getContext().getResources()
.getDisplayMetrics().density;
mTextPaint.setTextSize(24.0f*densityMultiplier);
//...
float size = mTextPaint.getTextSize();
You must use Rect.width() and Rect.Height() which returned from getTextBounds() instead. That works for me.
If anyone still has problem, this is my code.
I have a custom view which is square (width = height) and I want to assign a character to it. onDraw() shows how to get height of character, although I'm not using it. Character will be displayed in the middle of view.
public class SideBarPointer extends View {
private static final String TAG = "SideBarPointer";
private Context context;
private String label = "";
private int width;
private int height;
public SideBarPointer(Context context) {
super(context);
this.context = context;
init();
}
public SideBarPointer(Context context, AttributeSet attrs) {
super(context, attrs);
this.context = context;
init();
}
public SideBarPointer(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
this.context = context;
init();
}
private void init() {
// setBackgroundColor(0x64FF0000);
}
#Override
public void onMeasure(int widthMeasureSpec, int heightMeasureSpec){
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
height = this.getMeasuredHeight();
width = this.getMeasuredWidth();
setMeasuredDimension(width, width);
}
protected void onDraw(Canvas canvas) {
float mDensity = context.getResources().getDisplayMetrics().density;
float mScaledDensity = context.getResources().getDisplayMetrics().scaledDensity;
Paint previewPaint = new Paint();
previewPaint.setColor(0x0C2727);
previewPaint.setAlpha(200);
previewPaint.setAntiAlias(true);
Paint previewTextPaint = new Paint();
previewTextPaint.setColor(Color.WHITE);
previewTextPaint.setAntiAlias(true);
previewTextPaint.setTextSize(90 * mScaledDensity);
previewTextPaint.setShadowLayer(5, 1, 2, Color.argb(255, 87, 87, 87));
float previewTextWidth = previewTextPaint.measureText(label);
// float previewTextHeight = previewTextPaint.descent() - previewTextPaint.ascent();
RectF previewRect = new RectF(0, 0, width, width);
canvas.drawRoundRect(previewRect, 5 * mDensity, 5 * mDensity, previewPaint);
canvas.drawText(label, (width - previewTextWidth)/2, previewRect.top - previewTextPaint.ascent(), previewTextPaint);
super.onDraw(canvas);
}
public void setLabel(String label) {
this.label = label;
Log.e(TAG, "Label: " + label);
this.invalidate();
}
}