Android camera preview is always shown above other SurfaceViews in FrameLayout - android

In Android 2.3 application I used to support two cameras: one built-in and onу externally MJPG-streamed using Wi-Fi. The built-in camera must be recording video all the time and a user must have the ability to switch view between those. So, each camera had a dedicated SurfaceView to draw on. As the last child added to a FrameLayout has a higher Z-order, I programatically add the required camera view to a FrameLayout last to make it visible. I can't skip adding built-in camera since it can't record video without the preview display.
This scheme no longer works with Android 4: the built-in camera preview is always shown in spite of being added first or last. I played with 'setVisibility' methods on views and noticed that if one of views is set to be invisible (or gone) then none of them is showed at all. ViewGroup's 'bringChildToFront' method had no effect as well.
So, is there some workaround to make this work on Android 4? And I know that having multiple SurfaceViews is considered bad. Some code follows.
FrameLayout:
<FrameLayout android:id="#id/data"
android:layout_width="fill_parent" android:layout_height="fill_parent"/>
Code that populates the layout (no longer works on Android 4):
private void setCorrectView() {
data.removeAllViews();
List<Recorder> others = recorders.getOthers();
for (Recorder other : others) {
addToTheView(other);
}
addToTheView(recorders.getCurrent());
}
private void addToTheView(Recorder recorder) {
View view = recorder.getView(this); // get recorder's surface view
data.addView(view);
}
The same effect if I use FrameLayouts from XML:
<FrameLayout android:layout_width="fill_parent" android:layout_height="fill_parent"
xmlns:android="http://schemas.android.com/apk/res/android">
<FrameLayout
android:id="#id/data"
android:layout_width="fill_parent" android:layout_height="fill_parent"/>
<FrameLayout
android:id="#+id/data_invisible"
android:layout_width="fill_parent" android:layout_height="fill_parent"/>
</FrameLayout>
Wherever I put built-in camera's surface view - it's always shown. Looks like internal camera's preview is now always on top in Android 4.

Answering to myself. To make this work I set the views' visibility to View.VISIBLE before starting the camera and set it to View.INVISIBLE after. This link may be helpful.

Related

Rotated ListFragment disappears when empty view displayed after Filter

Just to be clear, we're talking about an XML rotated view here, not the effects of rotating the device. I have a SlidingDrawer that contains a ListFragment. The ListFragment implements the Filterable interface so that users can search its contents by providing a string input through an EditText.
The relevant layout is included below. Because the SlidingDrawer class was deprecated in API 17, the source code was copied over an accessed via a local class. That's why the name of that view looks like a custom class when really it's not.
<com.example.echo.views.SlidingDrawer
android:id="#+id/left_sliding_drawer"
android:layout_height="match_parent"
android:layout_width="wrap_content"
android:handle="#+id/left_handle"
android:orientation="horizontal"
android:content="#+id/people_fragment_container"
android:rotation="180">
<LinearLayout
android:id="#id/left_handle"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<ImageView
android:id="#+id/people_tab"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/people_map_tab_grey"
android:rotation="180"
android:contentDescription="#string/people_tab"/>
</LinearLayout>
<FrameLayout
android:id="#+id/people_fragment_container"
android:layout_width="match_parent"
android:layout_height="match_parent"/>
</com.example.echo.views.SlidingDrawer>
What happens is, when the users provides input and filters the list such that there are no matching results, i.e., the ListView is empty and size is 0, the entire SlidingDrawer disappears.
Some things I've noticed in trying to fix this:
I am pretty sure this is related to displaying the empty view and/or whatever layout change occurs when it is displayed. If I simply do not set an empty view for the ListFragment the issue does not occur.
I am also pretty sure the effects are related to the fact that the SlidingDrawer is being rotated by 180 degrees since, if I remove the rotation attribute, the issue also does not occur. However, because SlidingDrawer in its default state only opened right to left, this drawer applies the XML attribute android:rotation="180" to flip the view so that it can be opened left to right. This must remain since there is other stuff on the right side of the screen that cannot be moved.
I'm not sure what is making the view disappear or where to start fixing it. I've trying fixing the child views' sizes by overriding onMeasure, onSizeChanged, and onLayout but cannot find anything that solves the issue.
Any ideas are appreciated.

What is the best approach to implementing Android Camera with TabActivity?

I've created a simple Android app with two tabs (for now). The first tab contains a SurfaceView that has a its SurfaceHolder contain a Camera instance:
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/camera_container"
android:layout_width="match_parent"
android:layout_height="match_parent" >
<SurfaceView
android:id="#+id/surface_view"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</FrameLayout>
However, I'm not sure if I should release the camera when the second tab is displayed. I tried doing this and the view lags around ~2 seconds on a Nexus 6 device every time I switch to and from the camera tab. Is it considered bad practice if I simply just keep the camera running, and is there a best approach to implement camera views with tabs?
I also tried if asynchronously loading the surface view/camera would be viable, but according to the Android Camera class reference:
This class is not thread-safe, and is meant for use from one event thread
I've also stumbled upon this similar SO question (for reference):
https://stackoverflow.com/questions/28634291/android-which-tab-view-approach-for-cpu-heavy-camera-preview-tab-fragments

android click image to zoom in (larger than screen) and move around, and click again to go back to default size

I've done my searches extensively for sure, but I haven't come across exactly what I'm looking for. As such, I haven't any code to show for what I want to do. I want to know if it's possible, first of all, and then get a lead on how to implement such an action.
To keep my app simple, I'd really like to avoid starting a new activity, which seems to be involved in many of the "solutions" that I've seen.
My setup isn't anything special, just a layout with some textviews, buttons, and an image that's about as large as the screen.
I want the user to be able to click the image, and the image will "zoom" or "enlarge" to about 4-5x the size, obviously much of the image will then be off screen. Then, the user should be able to drag the image around to view the entire image as they wish. When they're done looking at the image, they should be able to click to go back to the original size.
I'm sure this will warrant a separate image for each size (one for the original, and a larger more detailed image for the enlarged version). Though, the simpler the better. If I can maintain one larger detailed image and scale it down for the standard view before it's clicked, that'd be great.
I'm assuming they'll be a click listener on the image, but I'm not sure how to do what I want without starting a new activity entirely, then upon clicking again, going back to the original activity. Can it be done in the same activity?
Thanks in advance.
EDIT:
I just had an idea. I could have the larger image in a relative view and make it invisible/gone, then make it visible upon click of the original/main image. Clicking the large image will make itself invisible/gone again. But, assuming this works, I do'nt konw how to set the action of dragging it around and boundaries to make sure you can't drag it outside of the screen entirely.
i have use this library in my project for Zooming images and its very simple to use its helps you ...
https://github.com/chrisbanes/PhotoView
JAVA:
PhotoView mImageView;
PhotoViewAttacher mAttacher;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Any implementation of ImageView can be used!
mImageView = (PhotoView) findViewById(R.id.iv_photo);
// Set the Drawable displayed
Drawable bitmap = getResources().getDrawable(R.drawable.wallpaper);
mImageView.setImageDrawable(bitmap);
// Attach a PhotoViewAttacher, which takes care of all of the zooming functionality.
mAttacher = new PhotoViewAttacher(mImageView);
}
// If you later call mImageView.setImageDrawable/setImageBitmap/setImageResource/etc then you just need to call
attacher.update();
XML:
<uk.co.senab.photoview.PhotoView
android:id="#+id/iv_photo"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:padding="20dp" />
In hopes that this helps someone else and that my solution will suffice in fixing someone else's issue, I'm going to answer my own question with what I found to be a good fix.
To keep it as simple as possible (as it seems that implementing such a feature requires more extensive work that I feel should be necessary), I used the method of toggling hidden/invisible views.
<FrameLayout>
<!--Main Activity-->
<LinearLayout>
<!--Primary Image-->
<ImageView
android:onClick="makeZoomVisible"/>
</LinearLayout>
<!--ScrollView Holder for Enlarged Image-->
<HorizontalScrollView
android:visibility="gone">
<!--Enlarged Image-->
<ImageView
android:onClick="makeZoomInvisible"/>
</HorizontalScrollView>
</FrameLayout>
The base layout is a Frame layout, which allows me to place the Enlarged Image holder (horizontal scroll view) on top of everything else since it comes after the main activity view (linear layout).
Once the primary image is clicked, it calls the method "makeZoomVisible", which as you may guess, toggles the visibility for the horizontal scroll view which holds the enlarged image. The image is scaled up to as large as the height of the screen allows. This works for me because my app is portrait only, and allows the image to scale up approximately 4x the size (a 2x2 of the original image size, just for comparison). Since the image maxes out at the height of the screen, there's no need to scroll/drag up and down. But the horizontal scroll allows the image to be moved side to side to view the whole image.
Clicking the enlarged image calls the method "makeZoomInvisible" which toggles its own visibility, clearing it away and allowing the user to see the main layout of the activity again.
This is the best option for me as a new Android app developer because of its simplicity. To refrain from switching activities, saving/pausing the current activity, implementing 3rd party libraries to include a horizonal+vertical scroll, or pinch zoom and drag features I'm able to achieve what I need for my app.
Hopefully this helps someone else out that may be looking for a simple solution.
I know you decided to implement simple transition yourself without using 3rd party libs. But if someone else is looking for more complex solution, I can suggest to try this library, it allows zooming from i.e. RecyclerView items to ViewPager with animation and includes zoom/pan/rotation features as well.
(Note, I'm the developer of this library)
Simple usage example:
Add regular ImageView and GestureImageView into layout:
<FrameLayout
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:id="#+id/image_small"
android:layout_width="match_parent"
android:layout_height="wrap_content" />
<com.alexvasilkov.gestures.views.GestureImageView
android:id="#+id/image_full"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</FrameLayout>
Set same image into both views:
smallImage.setImageDrawable(...);
fullImage.setImageDrawable(...);
Start animation:
fullImage.getPositionAnimator().enter(smallImage, true);
For more info see documentation and sample project.
A great way to do this would be to use a custom ImageView to handle the zooming and dragging of the image that way you can keep it in the same layout without having to start a new activity.
You should check out the TouchImageView library. It contains a custom ImageView that allows pinch zoom, double tap to zoom, dragging, and the ability to manually set the zoom of the image.
If don't want to include the full library a simple way to add this functionality would be to copy the TouchImageView java class into a package in your app (eg com.myapp.views).
Then in your xml layout instead of using:
<ImageView
android:id="#+id/image_view"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/my_image" />
Change your image to use the path of the custom view class:
<com.myapp.views.TouchImageView
android:id="#+id/image_view"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/my_image" />

Invisible SurfaceView makes its parent black

I have a problem using a SurfaceView inside an activity layout. This is the piece of XML:
<LinearLayout...
android:background="#drawable/background_image">
...
<RelativeLayout
android:id="#+id/game_viewcontainer"
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight="0.85">
<!-- SurfaceView will be placed here -->
</RelativeLayout>
</LinearLayout>
As you can see, the SurfaceView (actually a subclass of it) is not directly placed into the XML, but I put it later from the code, this way:
In the activity's onCreate() I instantiate the SurfaceView, setting it to INVISIBLE. I don't want to show it now.
Few lines after I call addView() to place the surface inside game_viewcontainer
The activity is rendered.
After few seconds I switch the surface to VISIBLE.
The problem is that this sequence works on some testing devices with Android 4+, but it introduces an issue in Android 2.2: between the 2nd and 4th step the game_viewcontainer is totally black (it doesn't show background_image). Then, after setting the SurfaceView to VISIBLE, the problem disappears.
Why this behavior?

How to use LayoutInflater / ViewStub for an overlay

As I am actually not very confident with programatically changing Views, I have following problem:
At the first start of my app, I want to have an overlay for the main screen, that tells the user to have a look at the settings, as there are two critical options the user has to configure.
I don't want to use an AlertDialog and rather not use a wizard. So, I decided to take an approach similar to Go SMS and create an overlay at the first start. The mockup I created looks like this:
Normal menu:
First start:
So these are the problems I have:
Like I said, I don't want to use a screenshot overlaying on first start, as this would take too much space and would not be language and screen independent.
I would have the circle as an png, but I don't know how exactly put it over the image
The same problem with the text
And finally I want to put a semi-transparent white over the app. It does not necessarily need the hole for the icon, though it would be nice.
In case you need the Layout Source, you can get it at pastebin
So, I just need to get a start here, if it is better to use LayoutInflater or ViewStub and how to realize it, as I have absolutely no experience with it...
Thanks!
/edit: I uploaded a new, more well-arranged layout.
I have faced a similar problem, I client wanted a walkthrough of the application, where the entire screen had to become whiter (as they said: "transparent"), except for the button being explained by an overlay speech-bubble.
Fortunately for you, your layout is not nearly as complicated as the one I had to work with :)
Now, you can get the transparency-effect in two ways, either have a white background and call all the views setAlpha() methods, or you can create a half-transparent white overlay.
If you go with the overlay, you'll have to find a way to display the opaque buttons through the overlay. This can get a bit complicated.
If you go with the first option, you can just setAlpha(1) on the opaque view to get it to show up.
The setAlpha() method is only available from api version 11+, so if you target an earlier version, you might have to do it in a slightly more complicated way.
Example of setting alpha on views pre-honeycomb:
Layout for your buttons (make them however you want, just make them similar so you can loop through them):
<LinearLayout
android:id="#+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:orientation="vertical">
<ImageView
android:tag="image"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/tile"/>
<TextView
android:tag="text"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:textColor="#FF000000"
android:text="button1"/>
</LinearLayout>
In your program, when you are want to make the buttons transparent:
LinearLayout l = (LinearLayout) findViewById(R.id.button1);
((ImageView)l.findViewWithTag("image")).setAlpha(0x7F);
((TextView)l.findViewWithTag("text")).setTextColor(0x7F000000);
When you have decided on how you want to create the transparency effect, you will have to decide on how to display the overlay-text/bubble. You'll most likely want to put this in a separate layer on top of your entire layout, to make sure that it is not affected by your new view.
One way to achieve this is by changing your root layout element to a FrameLayout, and then creating/displaying in this. e.g:
<FrameLayout background="#FFFF"> <!-- white background, just in case -->
<LinearLayout>
<!-- the rest of your layout -->
</LinearLayout>
<LinearLayout visibility="gone"> <!-- this will be your overlay view -->
<ImageView /> <!-- the arrow/ring -->
<TextView /> <!-- the description -->
</LinearLayout>
</FrameLayout>
When the introduction is displayed, you set the position of the hidden overlay-view to the position of the table item to be explained, change the text to an appropriate string/resource and display the view.
When the introduction is over, you reset the alpha values of all buttons, and set the visibility of the overlay to gone again.
Since I don't have much experience with ViewStub, I would do it with LayoutInflater.
First of all, you need to have a second layout loaded on top of your current layout. The easiest is to have a FrameLayout, which has as one child your current view, and the dynamically you load the second child on the first start. When you load a content view in an Activity, it will be attached to some already created views (some DecorView, a FrameLayout, etc). So you can either re-use the existing FrameLayout, or you can create a new one.
I would vote for the second solution, since it's more stable (I just mentioned the other possibility in case you want to minimize the number of layers).
So, as a first step, wrap your current layout inside a FrameLayout, and give it an id, let's say "#id/root".
Then, in the onCreate method, you can have something like this:
setContentView(R.layout.main);
if (isFirstRun()) {
ViewGroup parent = (ViewGroup)findViewById(R.id.root); // locate the FrameLayout
LayoutInflater li = LayoutInflater.from(this); // get an instance of LayoutInflater
li.inflate(R.layout.overlay, parent);
}
So far you will have the overlay loaded. Now it's up to you to define the overlay.
To make the whitening effect, just set the following attribute on the root view in your overlay.xml layout:
android:background="#40ffffff"
To position the circle, first you need to find it's location. You can use the View.getLocationOnScreen to get the absolute coordinate of the icon (below the circle) on the screen. Then you can have two options:
either create a custom view (for the overlay) and manually draw the circle at the given location
or add the circle using an ImageView and adjust the left and top margins based on the coordinates

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