paint canvas android - android

I'm developing in android, and I have to do a Paint for android.
I'm using the code below and, when I execute the code, the draw works, but, it seems that there are 2 surfaces to paint, and when you draw in one, the other one disappears.
I was looking for the exact error, but cannot find it.
Here is the code :
import java.util.Random;
import android.annotation.SuppressLint;
import android.annotation.TargetApi;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.RelativeLayout;
public class MainActivity extends Activity {
MySurfaceView mySurfaceView;
Button Cuadrado;
Button Circulo;
Button Color;
Button Linea;
private boolean Bcuadrado,Bcirculo,Bcolor=false;
private boolean Blinea=true;
Canvas canvas = new Canvas();
#TargetApi(11)
#SuppressLint("NewApi")
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
RelativeLayout mainLayout =(RelativeLayout)findViewById(R.id.main_layout_id );
View view =getLayoutInflater().inflate(R.layout.itemlayout, mainLayout,false);
mainLayout.addView(view);
mySurfaceView = new MySurfaceView(this);
Cuadrado=(Button)findViewById(R.id.button1);
Circulo=(Button)findViewById(R.id.button2);
Color=(Button)findViewById(R.id.button3 );
Linea=(Button)findViewById(R.id.button4 );
int w= view.getWidth();
int h= view.getHeight();
float x=view.getX();
float y= view.getY();
mySurfaceView.setY(100);
mainLayout.addView(mySurfaceView);
Cuadrado.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
if(Bcuadrado==false){
Bcuadrado=true;
Bcirculo=false;
Bcolor=false;
Blinea=false;
}
}
});
Circulo.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
if(!Bcirculo){
Bcuadrado=false;
Bcirculo=true;
Bcolor=false;
Blinea=false;
}
}
});
Color.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
if(!Bcolor){
Bcuadrado=false;
Bcirculo=false;
Bcolor=true;
Blinea=false;
}
}
});
Linea.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
if(!Blinea){
Bcuadrado=false;
Bcirculo=false;
Bcolor=false;
Blinea=true;
}
}
});
}
class MySurfaceView extends SurfaceView{
Path path;
SurfaceHolder surfaceHolder;
volatile boolean running = false;
private Paint paint = new Paint();
float x0=0;
float x1=0;
float y0=0;
float y1=0;
Random random = new Random();
public MySurfaceView(Context context) {
super(context);
surfaceHolder = getHolder();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(3);
paint.setColor(android.graphics.Color.WHITE);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if(Blinea){
if(event.getAction() == MotionEvent.ACTION_DOWN){
path = new Path();
path.moveTo(event.getX(), event.getY());
}else if(event.getAction() == MotionEvent.ACTION_MOVE){
path.lineTo(event.getX(), event.getY());
}else if(event.getAction() == MotionEvent.ACTION_UP){
path.lineTo(event.getX(), event.getY());
}
if(path != null){
canvas = surfaceHolder.lockCanvas();
canvas.drawPath(path, paint);
surfaceHolder.unlockCanvasAndPost(canvas);
}
}else if(Bcuadrado){
if(event.getAction()==MotionEvent.ACTION_DOWN){
x0=event.getX();
y0=event.getY();
}
else if(event.getAction()==MotionEvent.ACTION_UP){
x1=event.getX();
y1=event.getY();
canvas = surfaceHolder.lockCanvas();
canvas.drawRect(x0, y0, x1, y1, paint);
surfaceHolder.unlockCanvasAndPost(canvas);
}
}else if(Bcirculo){
if(event.getAction()==MotionEvent.ACTION_DOWN){
x0=event.getX();
y0=event.getY();
}
else if(event.getAction()==MotionEvent.ACTION_UP){
x1=event.getX();
canvas=surfaceHolder.lockCanvas();
canvas.drawCircle(x0, y0,(x1-x0), paint);
surfaceHolder.unlockCanvasAndPost(canvas);
}
}else if(Bcolor){
int r = random.nextInt(255);
int g = random.nextInt(255);
int b = random.nextInt(255);
canvas=surfaceHolder.lockCanvas();
paint.setColor(0xff000000 + (r << 16) + (g << 8) + b);
surfaceHolder.unlockCanvasAndPost(canvas);
}
return true;
}
}
}

it seems that there are 2 surfaces to paint, and when you draw in one, the other one disappears.
That is exactly how SurfaceView works - it's double buffered. You need to redraw whole frame each time.

From Android's doc: SurfaceHolder
The content of the Surface is never preserved between unlockCanvas() and lockCanvas(), for this reason, every pixel within the Surface area must be written. The only exception to this rule is when a dirty rectangle is specified, in which case, non-dirty pixels will be preserved.
The canvas does not save what you previously wrote to it. Every time you call unlock(), you must redraw everything all over again.

Related

A reset Button on canvas

I need to make a Button that cleans my canvas and also a safe button.
I would like that the Activity stays like it is . And just Path what was drawn would be deleted.Thank you so much for any help. My Code:
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
public class TouchEventDraw extends View {
//Variable
private Paint paint = new Paint();
private Path path = new Path();
//Konstruktor
public TouchEventDraw(Context context, AttributeSet attrset) {
super(context, attrset);
paint.setAntiAlias(true);
paint.setColor(Color.BLACK);
paint.setStrokeJoin(Paint.Join.MITER);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(5f);
}
/**
* The most important step in drawing a custom view is to override the
* #param canvas object that the view can use to draw itself. */
#Override
protected void onDraw(Canvas canvas) {
if(path.isEmpty())
canvas.drawColor(Color.WHITE);
else
canvas.drawPath(path, paint);
}
/**
* Method to handle touch screen motion events.
* #param event The motion event
* #return True if the event was handled, false otherwise.*/
#Override
public boolean onTouchEvent(MotionEvent event) {
float xPos = event.getX();
float yPos = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
path.moveTo(xPos,yPos);
return true;
case MotionEvent.ACTION_MOVE:
path.lineTo(xPos,yPos);
break;
case MotionEvent.ACTION_UP:
break;
default:
return false;
}
invalidate();
return true;
}
public void clear(){
path = new Path();
invalidate();
}
}
And my Activity with Buttons:
import android.graphics.Canvas;
import android.os.Bundle;
import android.support.v7.app.AppCompatActivity;
import android.view.View;
import android.widget.Button;
public class DrawingScreen extends AppCompatActivity {
Button btn;
TouchEventDraw ted;
Canvas canva;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
ted=new TouchEventDraw(this,null);
setContentView(R.layout.activity_drawing_screen);
btn=(Button) findViewById(R.id.button);
btn.setOnClickListener(onClickListener);
}
private final View.OnClickListener onClickListener=new View.OnClickListener() {
#Override
public void onClick(View v) {
ted.clear();
ted.invalidate();
}
};
}
You need to add a method to your TouchEventDraw class, and call the following in it
canva.drawColor(Color.WHITE);
Then on your button click, call the method you created.
You should be able to implement the solution with the information I supplied.
I think there are more fatal issues through your code though, as I see the following:
The view is never being put on screen.
You extend View, rather than SurfaceView.
Another way, you should be able to create a method, and instead set path empty
public void clear(){
path = new Path();
}
then change your draw to
#Override
protected void onDraw(Canvas canvas) {
if(path.isEmpty())
canvas.drawColor(Color.WHITE);
else
canvas.drawPath(path, paint);
}
and call View.invalidate();

Changing path color without changing previous paths

I made straight lines with the canvas.drawPath command. But now I want that the color is selectable. So you click on a button and afterwards, the path is in this color, but the previous paths remain in their colors.. The thin with the button comes later, the colour is random at the moment...
I did it, i changed the code from here! Change path color without changing previous paths
Main Activity
package com.example.drawproject;
import android.support.v7.app.ActionBarActivity;
import android.support.v7.app.ActionBar;
import android.support.v4.app.Fragment;
import android.app.Activity;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.Menu;
import android.view.MenuItem;
import android.view.View;
import android.view.ViewGroup;
import android.os.Build;
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
DrawArea da = new DrawArea(this);
setContentView(da);
}
}
Draw Activity
import android.content.Context;
import android.graphics.*;
import android.util.SparseArray;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
public class DrawArea extends View {
private List<Stroke> _allStrokes; //all strokes that need to be drawn
private SparseArray<Stroke> _activeStrokes; //use to retrieve the currently drawn strokes
private Random _rdmColor = new Random();
int count = 1;
public DrawArea(Context context) {
super(context);
_allStrokes = new ArrayList<Stroke>();
_activeStrokes = new SparseArray<Stroke>();
setFocusable(true);
setFocusableInTouchMode(true);
}
public void onDraw(Canvas canvas) {
if (_allStrokes != null) {
for (Stroke stroke: _allStrokes) {
if (stroke != null) {
Path path = stroke.getPath();
Paint painter = stroke.getPaint();
if ((path != null) && (painter != null)) {
if(count%2 != 0){
canvas.drawPath(path, painter);
}
}
}
}
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
final int action = event.getActionMasked();
final int pointerCount = event.getPointerCount();
switch (action) {
case MotionEvent.ACTION_DOWN: {
count++;
if(count%2 != 1)
{pointDown((int)event.getX(), (int)event.getY(), event.getPointerId(0));
break;
}
if (count%2 != 0){
for (int pc = 0; pc < pointerCount; pc++) {
pointDown((int)event.getX(pc), (int)event.getY(pc), event.getPointerId(pc));
}
}
}
case MotionEvent.ACTION_MOVE: {
break;
}
case MotionEvent.ACTION_UP: {
break;
}
}
invalidate();
return true;
}
private void pointDown(int x, int y, int id) {
if(count%2 !=1){
//create a paint with random color
Paint paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(10);
paint.setColor(_rdmColor.nextInt());
//create the Stroke
Point pt = new Point(x, y);
Stroke stroke = new Stroke(paint);
stroke.addPoint(pt);
_activeStrokes.put(id, stroke);
_allStrokes.add(stroke);
}
if (count%2 != 0){
//retrieve the stroke and add new point to its path
Stroke stroke = _activeStrokes.get(id);
if (stroke != null) {
Point pt = new Point(x, y);
stroke.addPoint(pt);
}
}
}
}
Lines
package com.example.drawproject;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
public class Stroke {
private Path _path;
private Paint _paint;
public Stroke (Paint paint) {
_paint = paint;
}
public Path getPath() {
return _path;
}
public Paint getPaint() {
return _paint;
}
public void addPoint(Point pt) {
if (_path == null) {
_path = new Path();
_path.moveTo(pt.x, pt.y);
} else {
_path.lineTo(pt.x, pt.y);
}
}
}
For each path declare separate paint object and change paint object of the path that you want to change.
canvas.drawPath(path1, paint1);
canvas.drawPath(path2, paint2);
canvas.drawPath(path3, paint3);
canvas.drawPath(path4, paint4);
The main idea:
public class temp extends View{
private Map<Path,Paint> MyMap = new HashMap<Path,Paint>();
public ViewFeld(Context context, AttributeSet attrs) {
super(context, attrs);
// TODO Auto-generated constructor stub
init();
}
private void init() {
for (int i = 0; i < number of pathes ; i++) {
Path path = new Path();
paint = new Paint();
paint.setColor(Color.MAGENTA);
paint.setStrokeWidth(2);
paint.setStyle(Paint.Style.FILL);
MyMap.put(path, paint);
}
}
protected void onDraw(Canvas canvas) {
for (Path p : MyMap.keySet()) {
canvas.drawPath(p, MyMap.get(p));
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float eventX = event.getX();
float eventY = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
Paint p = MyMap.get(path you want to change the color);
// change the color of p
case MotionEvent.ACTION_MOVE:
break;
case MotionEvent.ACTION_UP:
// nothing to do
break;
default:
return false;
}
// Schedules a repaint.
invalidate();
return true;
}

SurfaceView lost initial drawing. Double buffer initialization?

I'm using SurfaceView for driving sprites.
For performance, I only redraw canvas partially, so I lock the Canvas with dirty rect. In general, it works good, but SurfaceView lost initial drawing in surfaceCreated method.
I suppose it's related to SurfaceView internal double buffering.
Any ideas how to correctly initialize SurfaceView?
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class TestView extends SurfaceView implements SurfaceHolder.Callback {
private static final String TAG = TestView.class.getSimpleName();
SurfaceHolder holder;
public TestView(Context context) {
super(context);
holder = getHolder();
holder.addCallback(this);
setFocusable(true);
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
drawBg();
drawPoint(100, 120);
}
private void drawBg() {
Canvas canvas = null;
try {
canvas = holder.lockCanvas();
synchronized (holder) {
canvas.drawRGB(255, 128, 128);
Paint paint = new Paint();
paint.setColor(Color.GREEN);
canvas.drawCircle(100, 100, 10, paint);
}
} finally {
if (canvas != null) {
holder.unlockCanvasAndPost(canvas);
}
}
}
private void drawPoint(int x, int y) {
int radius = 10;
Rect dirty = new Rect(x - radius, y - radius, x + radius, y + radius);
Canvas canvas = null;
try {
canvas = holder.lockCanvas(dirty);
synchronized (holder) {
Paint paint = new Paint();
paint.setColor(Color.BLUE);
canvas.drawCircle(x, y, radius, paint);
}
} finally {
if (canvas != null) {
holder.unlockCanvasAndPost(canvas);
}
}
}
#Override
public void surfaceChanged(SurfaceHolder surfaceHolder, int i, int i2, int i3) {}
#Override
public void surfaceDestroyed(SurfaceHolder surfaceHolder) {}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
drawPoint((int) event.getX(), (int) event.getY());
}
return super.onTouchEvent(event);
}
}

Android - Path does not draw

I am trying to simply draw a path in Android and I am running into the unfortunate situation of the path not drawing for unbeknownst reasons..
When I try to simply draw a line it works fine. When I try running the code below nothing gets drawn but the program still runs.
Code:
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
public class GameView extends View {
Paint p = new Paint();
//int initX;
//int initY;
//int endX;
//int endY;
Path path = new Path();
public GameView(Context context) {
super(context);
init();
}
public GameView(Context context, AttributeSet as) {
super(context, as);
init();
}
private void init() {
/* one-time initialization stuff */
setBackgroundResource(R.drawable.space);
}
public void onDraw(Canvas c) {
/* called each time this View is drawn */
p.setColor(Color.RED);
p.setStrokeWidth(2);
//c.drawLines(pts, p);
c.drawPath(path, p);
path.close();
}
public boolean onTouchEvent(MotionEvent e) {
if (e.getAction() == MotionEvent.ACTION_DOWN) {
path.moveTo(e.getX(), e.getY());
//path.lineTo(e.getX(), e.getY());
invalidate(); // force redraw
return true;
}
else if (e.getAction() == MotionEvent.ACTION_MOVE){
path.lineTo(e.getX(), e.getY());
path.moveTo(e.getX(), e.getY());
invalidate(); // force redraw
return true;
}
else if (e.getAction() == MotionEvent.ACTION_UP){
path.lineTo(e.getX(), e.getY());
invalidate(); // force redraw
return true;
}
return false;
}
}
Anyone have any ideas?
Thanks in advance.
What you need is your code doesn't specify the begin and the end of your path and need some declaration for canvas to prepare it for drawing change your onDraw method like :
public void onDraw(Canvas c) {
/* called each time this View is drawn */
p.setStyle(Paint.Style.FILL);
p.setColor(Color.TRANSPARENT);
c.drawPaint(p);
for (int i = 50; i < 100; i++) {
path.moveTo(i, i-1);
path.lineTo(i, i);
}
p.setColor(Color.RED);
p.setStrokeWidth(2);
//c.drawLines(pts, p);
path.close();
p.setStrokeWidth(3);
p.setPathEffect(null);
p.setColor(Color.BLACK);
p.setStyle(Paint.Style.STROKE);
c.drawPath(path, p);
}
I add some styles from my old code feel free to remove or change it , feed me back in any not obvious things

Multiple canvases on Live Wallpaper (one moving, one stable). How?

How can I draw multiple canvases on Live Wallpaper?
I want a live wallpaper having a background image (bitmap), and on the image there would be an object, which follows your finger. But I can't draw more than one canvas.
I've already went through Google, but I didn't find anythink helpful.
Is there any way to produce this?
Here's my (not working) code for this:
package i.need.some.help;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.service.wallpaper.WallpaperService;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
public class NewMyWallpaperService extends WallpaperService {
#Override
public Engine onCreateEngine() {
return new CubeEngine();
}
class CubeEngine extends Engine {
private final Paint mPaint = new Paint();
private final Paint myPaint = new Paint();
private float mTouchX = 0;
private float mTouchY = 0;
Bitmap movingObject = BitmapFactory.decodeResource(getResources(), R.mipmap.ic_launcher);
final SurfaceHolder holder = getSurfaceHolder();
int height = Resources.getSystem().getDisplayMetrics().heightPixels;
int width = Resources.getSystem().getDisplayMetrics().widthPixels;
Bitmap backroundIMG = BitmapFactory.decodeResource(getResources(), R.mipmap.ic_launcher_round);
CubeEngine() {
setBackground();
}
#Override
public void onCreate (SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);
// Touch event handle alert
setTouchEventsEnabled(true);
}
#Override
public void onSurfaceCreated(SurfaceHolder holder) {
super.onSurfaceCreated(holder);
}
#Override
public void onTouchEvent (MotionEvent event) {
super.onTouchEvent(event);
if (event.getAction() == MotionEvent.ACTION_UP) {
mTouchX = event.getX();
mTouchY = event.getY();
} else {
mTouchX = event.getX();
mTouchY = event.getY();
}
drawFrame();
}
void drawFrame() {
Canvas c = null;
try {
c = holder.lockCanvas();
if (c !=null) {
c.save();
c.drawBitmap(movingObject, mTouchX-(movingObject.getWidth()/2), mTouchY-(movingObject.getHeight()/2), mPaint);
c.restore();
}
} finally {
if (c != null) {
holder.unlockCanvasAndPost(c);
}
}
}
final void setBackground() {
Canvas ca = null;
try {
ca = holder.lockCanvas();
if (ca !=null) {
ca.save();
ca.drawColor(0xffa8a8a8);
ca.drawBitmap(backroundIMG, height/2, width/2, myPaint);
ca.restore();
}
} finally {
if (ca != null) {
holder.unlockCanvasAndPost(ca);
}
}
}
}
}

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