android use a View from a XML layout to draw a canvas - android

So basically i want to use a xml layout, but i also want a canvas where i can have graphics performed. What i did was make a view in my xml layout as you can see below. Then in my application i made the view draw the canvas, but it is not working. I'm not sure if my method for solving this is completely wrong or what. So please just take a look at my code and tell me if you see a quick fix or if you have a better method. Thanks in advance I really appreciate it.
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<Button
android:id="#+id/bTest"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button" />
<View
android:id="#+id/vMain"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</LinearLayout>
that is the xml layout
package sm.view.test;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Align;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.view.View.OnTouchListener;
import android.widget.Button;
public class ViewActivity extends Activity implements OnTouchListener {
/** Called when the activity is first created. */
View v;
Button b;
boolean isRun =true;
SurfaceHolder ourHolder;
Thread ourThread;
Canvas canvas;
boolean isTure = true;
TheSurface ourSurfaceView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
b= (Button) findViewById(R.id.bTest);
v = (View) findViewById(R.id.vMain);
canvas = new Canvas();
ourSurfaceView = new TheSurface(this);
ourSurfaceView.setOnTouchListener(this);
v.draw(canvas);
// v.setBackgroundColor(Color.BLUE);
}
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
ourSurfaceView.pause();
}
#Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();
ourSurfaceView.resume();
}
public boolean onTouch(View arg0, MotionEvent arg1) {
// TODO Auto-generated method stub
return false;
}
public class TheSurface extends SurfaceView implements Runnable{
public TheSurface(Context context) {
super(context);
ourHolder= getHolder();
}
public void resume(){
isRun= true;
ourThread = new Thread(this);
ourThread.start();
}
public void pause(){
isRun = false;
while(true){
try {
ourThread.join();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
break;
}
ourThread= null;
}
public void run() {
// TODO Auto-generated method stub
Paint textPaint = new Paint();
textPaint.setColor(Color.WHITE);
while(isTure){
if(!ourHolder.getSurface().isValid())
continue;
//v.draw(canvas);
canvas = ourHolder.lockCanvas();
canvas.drawLine(0, 0, canvas.getWidth(), canvas.getHeight(), textPaint);
ourHolder.unlockCanvasAndPost(canvas);
v.draw(canvas);
}
}
}
}

Start here (and this needs your input as well for the namespace portion "yourProjectNamespace"):
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<Button android:id="#+id/bTest"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Button" />
<sm.view.test.TheSurface android:id="#+id/vMain"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />
</LinearLayout>
In your TheSurface
Implement the overideable routines:
public TheSurface(Context C){
super(C);
// Other setup code you want here
}
public TheSurface(Context C, AttributeSet attribs){
super(C, attribs);
// Other setup code you want here
}
public TheSurface(Context C, AttributeSet attribs, int defStyle){
super(C, attribs, defStyle);
// Other setup code you want here
}
protected void onDraw(Canvas canvas){
super.onDraw(canvas);
Paint textPaint = new Paint();
textPaint.setColor(Color.WHITE);
canvas.drawLine(0, 0, canvas.getWidth(), canvas.getHeight(), textPaint);
// Other drawing functions here!!!
}
This should get your drawing done!!!
Also in my case, you dont have to implement this as a SurfaceView, you could just implement it as a View, and it does not need to implement runnable!!!

I'm not 100% sure I understand what you are trying to do, but based on the fact that you don't seem to be doing anything with the canvas after you call View.draw() I believe you may be confused. View.draw(Canvas) draws the View onto the Canvas, it doesn't alter the view.
However, if you create the canvas from a bitmap you could then set the bitmap as an ImageView's image:
Bitmap bm = Bitmap.createBitmap( x-size, y-size, Config.ARGB_8888);
Canvas c = new Canvas(bm);
Paint textPaint = new Paint();
textPaint.setColor(Color.WHITE);
canvas.drawLine(0, 0, canvas.getWidth(), canvas.getHeight(), textPaint);
ImageView iView = (ImageView) view;
iView.setImageBitmap(bm);
However, this is a less correct way than to implement your own View:
button.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View view) {
((MyView)view).mContextVariable = true; //or false, etc
//you might not need this invalidate, because the click event probably causes and invalidate to be called
view.invalidate();
}
}
class MyView extends View
{
Paint myPaint;
boolean mContextVariable;
public MyView(Context context)
{
super(context);
textPaint = new Paint();
textPaint.setColor(Color.WHITE);
}
#Override
protected void onDraw(Canvas canvas)
{
if(mContextVariable)
{
canvas.drawLine(0, 0, canvas.getWidth(), canvas.getHeight(), textPaint);
}
else
{
//draw something else
}
canvas.drawText("testing", 0,0, textPaint);
}
}

Related

Android triangle custom buttons

I want to make 2 diagonal triangle buttons like in this question.
How can I achieve this? Should I make a drawable xml with a rectangle and rotate it somehow? Should I make an image and make it clickable only on the triangle parts with the help of mathematics?
package com.example.buttonsView;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Path.FillType;
import android.graphics.Point;
import android.graphics.RectF;
import android.graphics.Region;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
public class TwoButtons extends View {
private Path path;
private Path path1;
private Region region;
private Region region1;
private static int GAP=10;
private ButtonClickEvents buttonClickEvent;
public interface ButtonClickEvents{
public void redButtonClick();
public void blueButtonClick();
}
public void setOnButtonClickEvent(ButtonClickEvents buttonClickEvent) {
this.buttonClickEvent=buttonClickEvent;
}
public TwoButtons(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
}
#Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
super.onDraw(canvas);
canvas.drawColor(Color.GRAY);
Paint paint = new Paint();
paint.setColor(android.graphics.Color.BLACK);
canvas.drawPaint(paint);
paint.setStrokeWidth(0);
paint.setColor(android.graphics.Color.RED);
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setAntiAlias(true);
Point a = new Point(GAP, GAP);
Point b = new Point(GAP, getHeight()-2*GAP);
Point c = new Point(getWidth()-2*GAP, GAP);
path = new Path();
path.setFillType(FillType.EVEN_ODD);
path.moveTo(a.x, a.y);
path.lineTo(b.x, b.y);
path.lineTo(c.x, c.y);
path.close();
canvas.drawPath(path, paint);
RectF rectF = new RectF();
path.computeBounds(rectF, true);
region = new Region();
region.setPath(path, new Region((int) rectF.left, (int) rectF.top, (int) rectF.right, (int) rectF.bottom));
paint.setColor(Color.BLUE);
Point a1 = new Point(getWidth()-GAP, getHeight()-GAP);
Point b1 = new Point(getWidth()-GAP, 2*GAP);
Point c1 = new Point(2*GAP, getHeight()-GAP);
path1 = new Path();
path1.setFillType(FillType.EVEN_ODD);
path1.moveTo(a1.x, a1.y);
path1.lineTo(b1.x, b1.y);
path1.lineTo(c1.x, c1.y);
path1.close();
canvas.drawPath(path1, paint);
RectF rectF1 = new RectF();
path1.computeBounds(rectF1, true);
region1 = new Region();
region1.setPath(path1, new Region((int) rectF1.left, (int) rectF1.top, (int) rectF1.right, (int) rectF1.bottom));
}
#Override
public boolean onTouchEvent(MotionEvent event) {
// TODO Auto-generated method stub
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
Point point = new Point();
point.x = (int) event.getX();
point.y = (int) event.getY();
invalidate();
if(region.contains((int)point.x,(int) point.y))
{
if(buttonClickEvent!=null)
buttonClickEvent.redButtonClick();
}else if(region1.contains((int)point.x,(int) point.y))
{
if(buttonClickEvent!=null)
buttonClickEvent.blueButtonClick();
}
return true;
}
return false;
}
}
activity_main.xml
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:paddingBottom="#dimen/activity_vertical_margin"
android:paddingLeft="#dimen/activity_horizontal_margin"
android:paddingRight="#dimen/activity_horizontal_margin"
android:paddingTop="#dimen/activity_vertical_margin"
tools:context="com.example.buttonsView.MainActivity" >
<com.example.buttonsView.TwoButtons
android:id="#+id/twoButtons1"
android:layout_width="200dp"
android:layout_height="200dp"
android:layout_alignParentLeft="true"
android:layout_alignParentTop="true" />
</RelativeLayout>
MainActivity.java
package com.example.buttonsView;
import android.app.Activity;
import android.os.Bundle;
import android.widget.Toast;
import com.afbb.preferencessample.R;
import com.example.buttonsView.TwoButtons.ButtonClickEvents;
public class MainActivity extends Activity {
TwoButtons buttons;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
buttons = (TwoButtons) findViewById(R.id.twoButtons1);
buttons.setOnButtonClickEvent(new ButtonClickEvents() {
#Override
public void redButtonClick() {
// TODO Auto-generated method stub
Toast.makeText(getApplicationContext(), "red",
Toast.LENGTH_SHORT).show();
}
#Override
public void blueButtonClick() {
// TODO Auto-generated method stub
Toast.makeText(getApplicationContext(), "blue",
Toast.LENGTH_SHORT).show();
}
});
}
}
output :

How to clear canvas in android on button click

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
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 SingleTouchEventView extends View {
private Paint paint = new Paint();
private Path path = new Path();
public boolean cc = false;
public SingleTouchEventView(Context context, AttributeSet attrs) {
super(context, attrs);
paint.setAntiAlias(true);
paint.setStrokeWidth(18f);
paint.setColor(Color.LTGRAY);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeCap(Paint.Cap.ROUND);
}
#Override
protected void onDraw(Canvas canvas) {
if(cc)
{
Bitmap back = BitmapFactory.decodeResource(getResources(), R.drawable.black_square);
Bitmap cb = Bitmap.createScaledBitmap(back, 0, 0, false);
canvas.drawBitmap(cb,0,0,null);
cc = false;
}
canvas.drawPath(path, paint);
}
public void clearCanvas()
{
cc =true;
invalidate();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float eventX = event.getX();
float eventY = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
path.moveTo(eventX, eventY);
return true;
case MotionEvent.ACTION_MOVE:
path.lineTo(eventX, eventY);
break;
case MotionEvent.ACTION_UP:
// nothing to do
break;
default:
return false;
}
// Schedules a repaint.
invalidate();
return true;
}
}
The above file is my SingleTouchEventView.Java
Here is my MainActivity.java
public class MainActivity extends Activity {
Button reset;;
LinearLayout canvasAlphabets;
SingleTouchEventView myView;
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.main_activity);
reset = (Button)findViewById(R.id.reset_canvas);
myView = new SingleTouchEventView(this, null);
canvasAlphabets = (LinearLayout)findViewById(R.id.canvas_Alphabets);
canvasAlphabets.addView(myView);
reset.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
}
});
}
}
My question is what code should I use in reset button to delete all contents of canvas.
Please help me
I have tried implementing myView.clearCanvas() but that doesn't help. If I add this code to reset buutons on Click it causes FC
Thanks
path = new Path();
Paint clearPaint = new Paint();
clearPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
canvas.drawRect(0, 0, 0, 0, clearPaint);
cc = false;
I got it fixed with above code
Maybe I do not understand what you want to draw, but have you tried this:
protected void onDraw(Canvas canvas)
{
if (cc)
{
Bitmap back = BitmapFactory.decodeResource(getResources(), R.drawable.black_square);
Bitmap cb = Bitmap.createScaledBitmap(back, 0, 0, false);
canvas.drawBitmap(cb,0,0,null);
cc = false;
}
else
canvas.drawPath(path, paint);
}
}
Otherwise, if you want to erase all, you can use this new paint:
Paint transparent = new Paint();
transparent.setAlpha(0);
You can panit everything with a transparent color, to clear everything.

rotate() in canvas has no effect

When I use the rotate method with my canvas object, the canvas object doesn't rotate. Why is this happening? Here is my code
package com.example.hello;
import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.os.Bundle; import android.view.View; import android.widget.LinearLayout;
public class CanvasDrawExample extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(R.layout.example);
LinearLayout rl=(LinearLayout)findViewById(R.id.rl);
rl.addView(new CircleView(this));
}
public class CircleView extends View
{
public CircleView(Context context) {
super(context);
// TODO Auto-generated constructor stub
}
#Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
Paint p=new Paint(Paint.ANTI_ALIAS_FLAG);
p.setStrokeWidth(100);
p.setStyle(Paint.Style.STROKE);
p.setColor(Color.BLUE);
canvas.drawRect(200, 100, 200, 100, p);
canvas.save();
canvas.rotate((float)145);
canvas.restore();
}
}
}
You save your canvas, rotate it and then restore it without doing any drawing on it. If you are trying to rotate the Rectangle 145ยบ to the right, do the following:
#Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
canvas.save();
canvas.rotate((float)-145,canvas.getWidth()/2,canvas.getHeight()/2);
Paint p=new Paint(Paint.ANTI_ALIAS_FLAG);
p.setStrokeWidth(100);
p.setStyle(Paint.Style.STROKE);
p.setColor(Color.BLUE);
canvas.drawRect(200, 100, 200, 100, p);
canvas.restore();
}
Also, it is not recommended to instantiate and define a Paint inside onDraw(). You should declare and define it in the constructor and then, reuse it.
In order this to work you need to comment the canvas.restore();

android cliprect with negative values does not change parent view rect

I have a child view and I want the canvas that to draw a circle that has "pixels" in the negative side of the axis
canvas.drawCircle(0, 0, 50f, paint);
In order to do that i use clipRect, this works fine and i see the full cirlce.
However when I use requestLayout on the parent view and changes the x,y postion of the child view
the negative sids of the circle are not shown
please advise me what to do
here is the code:
package natan.android.TestCanvas;
import android.app.Activity;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.View;
import android.widget.RelativeLayout;
import android.widget.RelativeLayout.LayoutParams;
public class TestCanvasActivity extends Activity {
View childView;
RelativeLayout parentView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
childView = new View(this)
{
#Override
protected void onDraw(Canvas canvas) {
canvas.clipRect(-50, -50, 50, 50,android.graphics.Region.Op.REPLACE);
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.RED);
canvas.drawCircle(0, 0, 50f, paint);
super.onDraw(canvas);
}
};
parentView = new RelativeLayout(this);
parentView.addView(childView);
LayoutParams layoutParms = (LayoutParams)(childView.getLayoutParams());
layoutParms.leftMargin=150;
layoutParms.topMargin=150;
setContentView(parentView);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
LayoutParams layoutParms = (LayoutParams)(childView.getLayoutParams());
layoutParms.leftMargin=100;
layoutParms.topMargin=100;
parentView.requestLayout();
return super.onTouchEvent(event);
}
}
I think i figured out a soulation
I took it from here
http://www.devdaily.com/java/jwarehouse/android/core/java/android/view/ViewGroup.java.shtml
using this line of codes fixed the problem
parentView.setClipChildren(false);
and
parentView.requestLayout();
parentView.invalidate();
Hopes this helps someone else and If someone has more insight on this problem please add it
here is the full code:
public class TestCanvasActivity extends Activity {
View childView;
RelativeLayout parentView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
childView = new View(this)
{
#Override
protected void onDraw(Canvas canvas) {
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.RED);
canvas.drawCircle(0, 0, 50f, paint);
super.onDraw(canvas);
}
};
parentView = new RelativeLayout(this)
{
#Override
protected void onLayout(boolean changed, int l, int t,
int r, int b) {
// TODO Auto-generated method stub
super.onLayout(changed, l, t, r, b);
}
};
parentView.setClipChildren(false);
parentView.addView(childView);
parentView.setClipChildren(false);
LayoutParams layoutParms = (LayoutParams)(childView.getLayoutParams());
layoutParms.leftMargin=150;
layoutParms.topMargin=150;
setContentView(parentView);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
LayoutParams layoutParms = (LayoutParams)(childView.getLayoutParams());
layoutParms.leftMargin=100;
layoutParms.topMargin=100;
parentView.requestLayout();
parentView.invalidate();
return super.onTouchEvent(event);
}
}

Android - How to rotate multiple 2D graphic objects

I am trying to rotate 2 circles on the screen. On the press of a button, one circles rotates clockwise, and the other circles rotates counterclockwise. Both will rotate by 90 degrees and then stop until the next button click.
Its working but it looks very bad. Instead of rotating at the same time, 1st one circle rotates, and then the 2nd.
I read about animation but all the examples I found showed how to rotate the entire canvas. Possibly I am not looking in the right places and there is a way to assign animation to an object somehow.
I've added my code below. I apologies for it not being a true SSCCE but I got errors when my custom SurfaceView was an internal class under the main activity.
Any advice or lead on how to do this properly is very appreciated.
Activity
package sscce.android.rotation;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
public class SscceRotationActivity extends Activity implements OnClickListener {
private MySurfaceView mySurfaceView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
findViewById(R.id.btnClockwise).setOnClickListener(this);
findViewById(R.id.btnCounterClockwise).setOnClickListener(this);
mySurfaceView = (MySurfaceView) (findViewById(R.id.surfaceView1));
}
public void onClick(View arg0) {
switch (arg0.getId()) {
case R.id.btnClockwise:
mySurfaceView.rotate(true);
break;
case R.id.btnCounterClockwise:
mySurfaceView.rotate(false);
break;
}
}
}
Custom SurfaceView
package sscce.android.rotation;
import android.content.Context;
import android.content.DialogInterface;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.RectF;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public class MySurfaceView extends SurfaceView implements
SurfaceHolder.Callback {
private Circle circle1;
private Circle circle2;
private DrawThread drawThread;
public MySurfaceView(Context context) {
super(context);
initialize();
}
public MySurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
initialize();
}
public MySurfaceView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initialize();
}
private void initialize() {
getHolder().addCallback(this);
drawThread = new DrawThread(getHolder(), this);
setFocusable(true);
}
public void surfaceCreated(SurfaceHolder holder) {
circle1 = new Circle(getWidth() / 2, getHeight() / 2, 50);
circle2 = new Circle(getWidth() / 2, getHeight() / 2, 80);
drawThread.setRunning(true);
drawThread.start();
}
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
// TODO Auto-generated method stub
}
public void surfaceDestroyed(SurfaceHolder arg0) {
boolean retry = true;
drawThread.setRunning(false);
while (retry) {
try {
drawThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
public void onDraw(Canvas canvas) {
circle2.onDraw(canvas);
circle1.onDraw(canvas);
}
public void rotate(boolean clockWise) {
Rotator rotator1 = new Rotator(circle1, clockWise);
Rotator rotator2 = new Rotator(circle2, !clockWise);
rotator1.run();
rotator2.run();
}
private class Circle {
private RectF rectF;
private int rotationAngle = 0;
MyPaint bluePaint = new MyPaint(1, Paint.Cap.SQUARE, Paint.Style.FILL,
Color.BLUE);
MyPaint redPaint = new MyPaint(1, Paint.Cap.SQUARE, Paint.Style.FILL,
Color.RED);
MyPaint yellowPaint = new MyPaint(1, Paint.Cap.SQUARE,
Paint.Style.FILL, Color.YELLOW);
MyPaint greenPaint = new MyPaint(1, Paint.Cap.SQUARE, Paint.Style.FILL,
Color.GREEN);
MyPaint borderPaint = new MyPaint(3, Paint.Cap.SQUARE,
Paint.Style.STROKE, Color.WHITE);
public Circle(int centerX, int centerY, int radius) {
rectF = new RectF(new Rect(centerX - radius, centerY - radius,
centerX + radius, centerY + radius));
}
public void rotateClockwise() {
for (int i = 0; i < 90; i++) {
rotationAngle++;
if (rotationAngle == 360) {
rotationAngle = 0;
return;
}
try {
Thread.sleep(20, 0);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
public void rotateCounterClockwise() {
for (int i = 0; i < 90; i++) {
rotationAngle--;
if (rotationAngle == 0) {
rotationAngle = 360;
return;
}
try {
Thread.sleep(20, 0);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
public void onDraw(Canvas canvas) {
canvas.drawArc(rectF, (0 + rotationAngle) % 360, 90, true,
bluePaint);
canvas.drawArc(rectF, (90 + rotationAngle) % 360, 90, true,
redPaint);
canvas.drawArc(rectF, (180 + rotationAngle) % 360, 90, true,
yellowPaint);
canvas.drawArc(rectF, (270 + rotationAngle) % 360, 90, true,
greenPaint);
canvas.drawArc(rectF, 0, 360, true, borderPaint);
}
private class MyPaint extends Paint {
public MyPaint(int strokeWidth, Paint.Cap cap, Paint.Style style,
int color) {
setStrokeWidth(strokeWidth);
setAntiAlias(true);
setStrokeCap(cap);
setStyle(style);
setColor(color);
}
}
}
private class Rotator extends Thread {
private Circle circle;
private boolean clockwise;
public Rotator(Circle circle, boolean clockwise) {
this.circle = circle;
this.clockwise = clockwise;
}
#Override
public void run() {
if (clockwise) {
circle.rotateClockwise();
} else {
circle.rotateCounterClockwise();
}
}
}
private class DrawThread extends Thread {
private SurfaceHolder surfaceHolder;
private MySurfaceView surfaceView;
private boolean run = false;
public DrawThread(SurfaceHolder surfaceHolder, MySurfaceView surfaceView) {
this.surfaceHolder = surfaceHolder;
this.surfaceView = surfaceView;
run = false;
}
public void setRunning(boolean run) {
Log.d("setRunning#DrawThread", "Run status is " + run);
this.run = run;
}
#Override
public void run() {
Canvas canvas = null;
while (run) {
try {
canvas = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder) {
surfaceView.onDraw(canvas);
}
} finally {
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
}
}
}
Layout
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<sscce.android.rotation.MySurfaceView
android:id="#+id/surfaceView1"
android:layout_width="fill_parent"
android:layout_height="0dp"
android:layout_weight="1" />
<LinearLayout
android:id="#+id/linearLayout1"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:gravity="center" >
<Button
android:id="#+id/btnClockwise"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Clockwise" />
<Button
android:id="#+id/btnCounterClockwise"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Counter Clockwise" />
</LinearLayout>
</LinearLayout>
I would like to advise a different approach to rotation using matrices.The code would look like
canvas.save(Canvas.MATRIX_SAVE_FLAG);
canvas.rotate(cwRotation);
//draw first circle here
canvas.restore();
canvas.save(Canvas.MATRIX_SAVE_FLAG);
canvas.rotate(ccwRotation);
//draw second circle here
canvas.restore();
This approach has the advantage of being very straightforward and requiring no additional classes and APIs and it is similar to what you would do with OpenGL.
You'll have a lot more success if you replace your rotator1/2.run() lines with rotator1/2.start()

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