Android - How to draw on view - android

I am tring to paint on my own view (R.id.view) but this code does not seem to have any effect. It is not allowing me to draw anything at all.
public class MainActivity extends Activity implements OnTouchListener
{
Path mPath;
Canvas canvas;
Paint mPaint;
MaskFilter mEmboss;
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
View view=(View)findViewById(R.id.view1);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(0xFFFF0000);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(12);
canvas = null;
//view.draw(canvas);
mPath = new Path();
Bitmap mBitmap;
//Paint mBitmapPaint = new Paint(Paint.DITHER_FLAG);
mBitmap = Bitmap.createBitmap(210, 170, Bitmap.Config.ARGB_8888);
canvas = new Canvas(mBitmap);
canvas.drawColor(0xFFAAAAAA);
canvas.drawBitmap(mBitmap, 0, 0, mPaint);
//canvas.drawPaint(mPaint);
view.draw(canvas);
canvas.drawPath(mPath, mPaint);
mEmboss = new EmbossMaskFilter(new float[] { 1, 1, 1 },
0.4f, 6, 3.5f);
view.setOnTouchListener(new OnTouchListener() {
public boolean onTouch(View v, MotionEvent event) {
float x = event.getX();
float y = event.getY();
Log.d("x", String.valueOf(x));
Log.d("y", String.valueOf(y));
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
Log.d("a","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;
}
});
// mBlur = new BlurMaskFilter(8, BlurMaskFilter.Blur.NORMAL);
}
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
canvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}
}
What do I do to use the freehanf finger paint on my own view?

It would be best if you made a class that extended view, and set that to the content view. It's more dynamic that way.
Also, the Action_Move parameter gets called a lot during touch events, so it might be best to take note of that, otherwise you'll get a straight line when you wanted a curve.
You would start off in the onCreate by changing
View view = new MyView();
setContentView(view);
Inside of your MyView class you would have an ArrayList of Path objects. Every time Action_UP gets called, you add the path to the ArrayList, use view.Invalidate(); and then the class will call the onDraw Method in your view class. So you override it like so:
#Override
public void onDraw(Canvas c) {
for (Path p : listOfPaths) {
c.drawPath(p, paint);
}
}
Note that while this would be good for simple drawing, don't expect to draw the Mona Lisa on your tablet or phone with this method since once there are many lines you might notice lag. If you want to get more complicated and professional, check out the view.Invalidate(Rect r) approach, which won't invalidate the whole view but only the portion you just drew.

Related

Android undo drawing method on canvas

I created some code that takes a picture and displays the picture, then the user is able to draw on the picture.
I want to implement an undo method. I based my code on many examples I've read. The problem is in my onDraw method - the examples don't use drawBitmap but for me I have to draw the bitmap on the canvas in order for the image to show up.
The code shown displays the image, allows drawing on the image, but does not undo the drawings. I can't figure out what's wrong/how to fix it.
public class PhotoView extends View {
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mBitmapPaint;
private ArrayList<Path> paths = new ArrayList<>();
public PhotoView(Context c) {
super(c);
mBitmap = mutableBitmap;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
mCanvas = new Canvas(mBitmap);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
#Override
protected void onDraw(Canvas canvas) {
//canvas.drawColor(0xFFAAAAAA);
****must call in order for image to show up *****
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
//canvas.drawPath(mPath, mPaint);
for (Path p : paths){
canvas.drawPath(p, mPaint);
}
canvas.drawPath(mPath, mPaint); //real time drawing on canvas
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touchStart(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touchMove(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 touchUp() {
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();
//mPath.reset();
//paths.add(mPath);
}
public void onClickUndo () {
if (paths.size()>0)
{
paths.remove(paths.size()-1);
invalidate();
}
}
public Bitmap getPic() {
mCanvas.save();
return mBitmap;
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touchStart(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touchMove(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touchUp();
invalidate();
break;
}
return true;
}
}
So there are two things you are doing when it comes to Paths that the user draws.
In the method touchUp() : mCanvas.drawPath(mPath, mPaint);
In onDraw() : canvas.drawPath(p, mPaint);
When you call onClickUndo(), the onDraw() things gets undone. But the one in touchUp() is not undone. That's why your Undo doesn't seem to work. Problem is in line mCanvas.drawPath(mPath, mPaint);
Solution:
Do not draw the mPath on mCanvas. When you do this, your mBitmap gets changed (you are drawing your paths on the mBitmap). There is no way to undo this. And this is not what you want. If you want your paths in your mBitmap, so that you can save it in a file or so, do this finally (perhaps have a method like save() and do this in that method).

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.

Overwriting onDraw on EditText

I'm writing a subclass of EditText that allows the user to draw with his finger on it. For that, I created a boolean called drawing, that if it's true put the EditText on drawing mode and the keyboard it's not opened, and if it's false allow the user to open the keyboard and write on keeping his drawing that he does with the drawing mode.
The code for the drawing is based on the Google Android Example called FingerPaint. Before this intent to implement this into an EditText, the code was implemented on a subclass of view, and worked perfectly, but the problem was that combining an EditText and that view in a layout reduces the performance was really bad.
There's a lot of code to do this, because can be used to implement two different mask filters that add some lines to this code that are not used locally in this class.
My problem is that when I override the onDraw(), and drawing is false, the texts it's not showed to ther user, but the keyboard and the writing line (|) are showed.
Here my code:
import android.content.Context;
import android.graphics.*;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.widget.EditText;
public class DrawEditText extends EditText {
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mBitmapPaint;
private Paint mPaint;
private MaskFilter mEmboss;
private MaskFilter mBlur;
private Boolean drawing;
public DrawEditText(Context c) {
super(c);
//This initializes all the objects
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
mPaint = new Paint();
mPaint.setColor(Color.BLACK);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeWidth(5);
mPaint.setAntiAlias(true);
mEmboss = new EmbossMaskFilter(new float[] { 1, 1, 1 },
0.4f, 6, 3.5f);
mBlur = new BlurMaskFilter(8, BlurMaskFilter.Blur.NORMAL);
drawing = true;
}
public DrawEditText(Context c, AttributeSet attrs) {
super(c, attrs);
//This initializes all the objects
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
mPaint = new Paint();
mPaint.setColor(Color.BLACK);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeWidth(5);
mPaint.setAntiAlias(true);
mEmboss = new EmbossMaskFilter(new float[] { 1, 1, 1 },
0.4f, 6, 3.5f);
mBlur = new BlurMaskFilter(8, BlurMaskFilter.Blur.NORMAL);
drawing = true;
}
#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);
}
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();
//This conditional makes that if not it's drawing no points are saved and no points are drawed
if (drawing){
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;
} else {
return super.onTouchEvent(event);
}
}
public void changePaint(int stroke, int color){
mPaint.setColor(color);
mPaint.setStrokeWidth(stroke);
}
public void clear(){
mCanvas.drawColor(0x00AAAAAA);
mCanvas.drawColor( 0, PorterDuff.Mode.CLEAR );
}
public void changeBrush(int id){
//String[] ids={"emboss", "blur", "another"};
switch (id) {
case 0:
mPaint.setMaskFilter(mEmboss);
break;
case 1:
mPaint.setMaskFilter(mBlur);
break;
case 2:
mPaint.setMaskFilter(null);
break;
default:
mPaint.setMaskFilter(null);
break;
}
}
public void eraser(){
mPaint.setMaskFilter(null);
mPaint.setColor(0x00AAAAAA);
}
public void setDrawing(Boolean drawing){
this.drawing = drawing;
}
public Boolean isDrawing(){
return drawing;
}
}
Just give the EditText a chance to draw its own content:
#Override
protected void onDraw(Canvas canvas) {
if(drawing) {
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath(mPath, mPaint);
} else {
super.onDraw(canvas);
}
}

Android canvas get cleaned when using many path and paint object

Can someone explain me why on earth this piece of code does not draw every object?
public class A extends View {
private Paint paint = new Paint();
private Path path = new Path();
ArrayList<Pair<Path, Paint>> paths = new ArrayList<Pair<Path, Paint>>();
public A(Context context) {
super(context);
}
#Override
protected void onDraw(Canvas canvas) {
for (Pair<Path, Paint> p : paths) {
canvas.drawPath(p.first, p.second);
}
canvas.drawPath(path, paint);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float eventX = event.getX();
float eventY = event.getY();
paint.setAntiAlias(true);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(3f);
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
int color = Color.rgb(new Random().nextInt(255),
new Random().nextInt(255),
new Random().nextInt(255));
paint.setColor(color);
path.reset(); //new stroke, get old one erased
int historySize = event.getHistorySize();
for (int i = 0; i > historySize; i++) {
path.moveTo(eventX, eventY);
}
path.moveTo(eventX, eventY);
return true;
case MotionEvent.ACTION_MOVE:
path.lineTo(eventX, eventY);
return true;
case MotionEvent.ACTION_UP:
path.lineTo(eventX, eventY);
// End of stroke, add this to the collection
paths.add(new Pair<Path, Paint>(path, paint));
break;
default:
break;
}
// Schedules a repaint.
invalidate();
return true;
}
}
I'm catching every strokes with the onTouchEvent and i create different path/paint ojects stored in a Pair one. Sadly in my OnDraw when I try to draw them all it fails ..
I've read some topic without finding right answer. Each time some people recommend to create and work in a bitmap and draw it to the screen but i'd like to avoid this solution.
Thank's for your help !
The problem is that you always use the same Path and Paint object. You should create new Path and Paint each time MotionEvent.ACTION_DOWN is fired
Remove the path.reset in switch condition. The draw works. But color does change even for previous draw. You resetting the paths which is clearing the previous draw.
I would use a different pair (path and paint) everytime to draw.
In case you want to draw using canvas the below code work's just fine.
I would also add a color picker to allow user to pick color of his choice.
public class MyView extends View {
private static final float MINP = 0.25f;
private static final float MAXP = 0.75f;
private Bitmap mBitmap;
private Canvas mCanvas;
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);
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(0xFFAAAAAA);
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);
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SCREEN));
// 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;
}
}
You need to use only one Path and Paint object.
A detailed tutorial on this whole thing can in fact be found here:
Making a basic single touch drawing app on Android - Creative Punch

no paint in android

I am writing mini app for signature, user use finger for paint.
I draw in function onPaint but nothing. I don't understand, I debugged but I didn't fix it. I see, if I draw in function onCreate is ok.
I want draw in onPaint.
public class Main extends Activity{
ImageView drawingImageView;
float downx = 0;
float downy = 0;
float upx = 0;
float upy = 0;
private Bitmap bitmap;
private Canvas canvas;
private Path mPath;
private Paint mBitmapPaint;
private Paint mPaint;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
drawingImageView = (ImageView) this.findViewById(R.id.imageView1);
bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
drawingImageView.setImageBitmap(bitmap);
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
mPath = new Path();
mPaint = new Paint();
mPaint.setColor(Color.GREEN);
mPaint.setTextSize(20);
mPaint.setTypeface(Typeface.DEFAULT);
canvas.drawLine(0, 0, 200, 200, mPaint);
}
protected void onDraw(Canvas canvas) {
canvas.drawColor(0xFFAAAAAA);
canvas.drawBitmap(bitmap, 0, 0, mBitmapPaint);
canvas.drawPath(mPath, mPaint);
canvas.drawLine(0, 0, 100, 100, 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
canvas.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);
onDraw(canvas);
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
onDraw(canvas);
break;
case MotionEvent.ACTION_UP:
touch_up();
onDraw(canvas);
break;
}
return true;
}
}
call canvas.restore(); after all drawing operations.
Beside the awful code formatting: you can't call onDraw() with a self created canvas in a onTouch method. To get a basic feeling about 2D drawing, check my tutorial series

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