I have two points in the canvas, now I'm able to draw a line between those points like this below image by using
This code canvas.drawLine(p1.x, p1.y, p2.x, p2.y, paint);
I want to draw the arc between two points like below image.
How can I draw like this.
Finally I got the solution from this code:
float radius = 20;
final RectF oval = new RectF();
oval.set(point1.x - radius, point1.y - radius, point1.x + radius, point1.y+ radius);
Path myPath = new Path();
myPath.arcTo(oval, startAngle, -(float) sweepAngle, true);
To calculate startAngle, use this code:
int startAngle = (int) (180 / Math.PI * Math.atan2(point.y - point1.y, point.x - point1.x));
Here, point1 means where you want to start drawing the Arc. sweepAngle means the angle between two lines. We have to calculate that by using two points like the blue points in my Question image.
Do something like this:
//Initialized paint on a class level object.
Paint p = new Paint();
p.setColor(Color.BLACK);
//Calculate the rect / bounds of oval
RectF rectF = new RectF(50, 20, 100, 80);
#Override
protected void onDraw(Canvas canvas) {
//Do the drawing in onDraw() method of View.
canvas.drawArc (rectF, 90, 45, false, p);
}
first we need to visual how the coordinates are in terms of start and sweep angels then it will become more clear.
so if you wanted just the right top piece of the circle, we could do something like this:
val rect = RectF(0f, 0f, 500f, 300f)
val paint = Paint()
paint.apply {
strokeWidth = 5f
setStyle(Paint.Style.STROKE)
color = COLOR.BLUE
}
path.addArc(rect, 270f, 90f)
..
this starts at 270 (per the diagram above and 'sweeps` 90 degrees forward. you then have this shape:
let's create one more so you get the hang of it. this time let's use a negative value: we want to create a semi half moon (arc) starting from the right side:
path.addArc(rect, 0f, -180f)
here we started at 0 and 'sweeped` -180 degrees.
and the results are:
I was trying to do something a little different and it's all about calculating sweep and start angles.
I wanted to show an arc that represents progress on a circle that goes from top to bottom.
So I had progress value from 0...100 and I want to show an arc that start from top to bottom to fill the circle when the progress is 100.
To calculate the sweepAngle I use:
int sweepAngle = (int) (360 * (getProgress() / 100.f));
Next is to calculate the startAngle
int startAngle = 270 - sweepAngle / 2;
Start Angle is calculated this way because:
It's always going to start from the left side, starting from the top to bottom. So starting angle at the top equals 270 (Note that it goes clockwise and 0 = 3 o'clock, so 12 o'clock equals 270 degrees)
Next I want to calculate how far I'm going to get away from my starting point (270) and to do that I only calculate half of the sweep angle because only half of the arc will be on the left side and the other half on the right side.
So considering I have progress of 25%
sweepAngle = 90 degrees (90 degrees is quarter of a circle)
start angle = 225 (45 degrees away from 270)
If you want the progress to go from other sides (Left to right, right to left etc..) you will only need to replace 270 with the starting the angle.
I may be late to answer but I got more information.
After Android Lollipop there are two ways to address this problem
public void drawArc(RectF oval, float startAngle, float sweepAngle,
boolean useCenter, Paint paint)
public void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, boolean useCenter, Paint paint)
Usage:
RectF rectF = new RectF(left, top, right, bottom);
// method 1
canvas.drawArc (rectF, 90, 45, true, paints[0]);
// method 2
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, true, paints[1]);
}
Sweep angle is nothing more than angle of Sector which is drawn clockwise eg. for below code
private void drawArcs(Canvas canvas) {
RectF rectF = new RectF(left, top, right, bottom);
// white arc
canvas.drawArc (rectF, 90, 45, true, paints[0]);
// Green arc
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, true, paints[1]);
}
// Red stroked arc
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 180, 45, true, paints[2]);
}
}
Result will look like this
Same can be achieved with the help of defining Paths and then iterating over them in onDraw method as illustrated in this snippet:
public class ArcDrawable extends Drawable {
private int left, right, top, bottom;
private Paint[] paints = new Paint[3];
private HashMap<Path, Paint> pathMap = new HashMap();
public ArcDrawable() {
// white paint
Paint whitePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
whitePaint.setColor(Color.WHITE);
paints[0]= whitePaint;
// green paint
Paint greenPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
greenPaint.setColor(Color.GREEN);
paints[1]= greenPaint;
// red paint
Paint redPaint =new Paint(Paint.ANTI_ALIAS_FLAG);
redPaint.setColor(Color.RED);
redPaint.setStyle(Paint.Style.STROKE);
paints[2]= redPaint;
}
#Override
public void draw(Canvas canvas) {
//----------USE PATHS----------
// Define and use custom Path
for (Map.Entry<Path, Paint> entry : pathMap.entrySet()) {
// Draw Path on respective Paint style
canvas.drawPath(entry.getKey(), entry.getValue());
}
// -------OR use conventional Style---------
//drawArcs(canvas);
}
//Same result
private void drawArcs(Canvas canvas) {
RectF rectF = new RectF(left, top, right, bottom);
// method 1
canvas.drawArc (rectF, 90, 45, true, paints[0]);
// method 2
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, true, paints[1]);
}
// method two with stroke
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 180, 45, true, paints[2]);
}
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
int width = bounds.width();
int height = bounds.height();
left = bounds.left;
right = bounds.right;
top = bounds.top;
bottom = bounds.bottom;
final int size = Math.min(width, height);
final int centerX = bounds.left + (width / 2);
final int centerY = bounds.top + (height / 2);
pathMap.clear();
//update pathmap using new bounds
recreatePathMap(size, centerX, centerY);
invalidateSelf();
}
private Path recreatePathMap(int size, int centerX, int centerY) {
RectF rectF = new RectF(left, top, right, bottom);
// first arc
Path arcPath = new Path();
arcPath.moveTo(centerX,centerY);
arcPath.arcTo (rectF, 90, 45);
arcPath.close();
// add to draw Map
pathMap.put(arcPath, paints[0]);
//second arc
arcPath = new Path();
arcPath.moveTo(centerX,centerY);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
arcPath.arcTo (rectF, 0, 45);
}
arcPath.close();
// add to draw Map
pathMap.put(arcPath, paints[1]);
// third arc
arcPath = new Path();
arcPath.moveTo(centerX,centerY);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
arcPath.arcTo (rectF, 180, 45);
}
arcPath.close();
// add to draw Map
pathMap.put(arcPath, paints[2]);
return arcPath;
}
#Override
public void setAlpha(int alpha) {
}
#Override
public void setColorFilter(#Nullable ColorFilter colorFilter) {
}
#Override
public int getOpacity() {
return 0;
}
}
Complete source code:
https://github.com/hiteshsahu/Arc-Drawable
a sample for draw arc.
public static Bitmap clipRoundedCorner(Bitmap bitmap, float r, boolean tr, boolean tl, boolean bl, boolean br)
{
int W = bitmap.getWidth();
int H = bitmap.getHeight();
if (r < 0)
r = 0;
int smallLeg = W;
if(H < W )
smallLeg = H;
if (r > smallLeg)
r = smallLeg / 2;
float lineStop = r/2;
Path path = new Path();
path.moveTo(0,0);
if(tr)
{
path.moveTo(0, lineStop);
path.arcTo(new RectF(0,0, r,r), 180, 90, false);
}
path.lineTo(W-lineStop, 0);
if(tl)
path.arcTo(new RectF(W-r,0, W,r), 270, 90, false);
else
path.lineTo(W, 0);
path.lineTo(W, H-lineStop);
if(bl)
path.arcTo(new RectF(W-r,H-r, W,H), 0, 90, false);
else
path.lineTo(W, H);
path.lineTo(lineStop, H);
if(br)
path.arcTo(new RectF(0,H-r, r,H), 90, 90, false);
else
path.lineTo(0,H);
if(tr)
path.lineTo(0,lineStop);
else
path.lineTo(0,0);
Bitmap output = Bitmap.createBitmap(W, H, Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
canvas.drawPath(path, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, 0, 0, paint);
return output;
}
A simple solution was suggested here by Langkiller. This draws a cubic line from the start point via the control point to the end point.
Path path = new Path();
float startX = 0;
float startY = 2;
float controlX = 2;
float controlY = 4;
float endX = 4
float endY = 2
conePath.cubicTo(startX, startY, controlX, controlY,endX, endY);
Paint paint = new Paint();
paint.setARGB(200, 62, 90, 177);
paint.setStyle(Paint.Style.FILL);
canvas.drawPath(path, paint)
Related
how to add small circle at the edge of arc.
and it should be also move with arc edge in the clock direction.
right now i am successfully animate the arc using changing the sweep angle.
and black dot is remaining.
below is the code of getView and animation class
--- init method and implement constructor ----
mRectF = new RectF(mWidth / 2 - 360, mHeight / 2 - 360, mWidth / 2 + 360, mHeight / 2 + 360);
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//draw circle background
mPaint.setColor(getResources().getColor(R.color.timer_background_color));
canvas.drawCircle(mWidth / 2, mHeight / 2, 360, mPaint);
mPaint.setColor(getResources().getColor(R.color.actionbar_back_color));
canvas.drawArc(mRectF, mStartAnagle, mSweepAngle, false, mPaint);
}
public class TimerAnimation extends Animation{
public TimerAnimation (float startAngle, float sweepAngle, long duration) {
mStartAnagle = startAngle;
mSweepAngle = sweepAngle;
setDuration(duration);
setRepeatCount(Animation.INFINITE);
setInterpolator(new LinearInterpolator());
}
#Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
if (!isComplete) {
mSweepAngle = mSweepAngle + 6;
if (mSweepAngle >= 360) {
isComplete = true;
mSweepAngle = 360;
}
} else {
mStartAnagle = mStartAnagle + 6;
mSweepAngle = mSweepAngle - 6;
if (mStartAnagle >= 360)
mStartAnagle = 0;
if (mStartAnagle == 270 || mSweepAngle <= 0) {
isComplete = false;
mSweepAngle = 0;
}
}
invalidate();
}
}
Maybe you should use Path:
Path path = new Path();
// Set the starting position of the path to (0,0).
path.moveTo(0, 0);
path.arcTo(...); //draw your arc here
path.circleTo(); //draw a small circle here at the end of arc
Also maybe you should calc the arc's end position and use as a center for small circle.
Step 1: Calculate the position of the black dot
Suggest the central position is (centerX, centerY), the position of black dot is (x,y), then,
x = radius * cos(mStartAnagle+mSweepAngle) + centerX;
y = radius * sin(mStartAnagle+mSweepAngle) + centerY;
Step 2: Draw the black dot
Suggest the dot image is R.drawable.dot ,
Bitmap bitmap = BitmapFactory.decodeResource(getResources(),R.drawable.dot)
.copy(Bitmap.Config.ARGB_8888, true);
canvas.drawBitmap(bitmap, x, y, null);
I'm trying to draw the spectrum of an audio file on a circle. Like this:
So on the circle I just want rectangles drawn like you see on the image.
I've got this code:
public void onRender(Canvas canvas, FFTData data, Rect rect) {
canvas.drawCircle(rect.width()/2, rect.height()/2, 200, mPaint);
for (int i = 0; i < data.bytes.length / mDivisions; i++) {
byte rfk = data.bytes[mDivisions * i];
byte ifk = data.bytes[mDivisions * i + 1];
float magnitude = (rfk * rfk + ifk * ifk);
int dbValue = (int) (10 * Math.log10(magnitude));
}
}
Where FFTData is the Fast Fourier Transformation data that Android gives me. Now in my dbValue I got the strength of the signal. mDivisions is how much bars I want. Currently set on 16 because I don't know how much I can set on the circle.
I'm stuck on how I can draw the rectangle with his center on the circle line... So I want a rectangle whose height is based on the dbValue so that I get high and low rectangles. And the center must be placed on my circle line.
Can someone help me on this math formula?
Run a loop over all 360 degrees of the circle (at wanted step), and, for each point, convert Polar (this angle and the radius of the circle) coordinates into Cartesian, as described here, for instance. This way you get the location of the centre of your rectangle.
Translate the system of the coordinates, making origin to be at the wanted point on the circle line and then rotate by the circle angle at that point.
Alternatively, you can build a trapezoid by getting corners at angle +- some offset and radius +- some offset (proportional to your value to plot). It will have shorter inner edge and longer outer edge. Such trapezoids may look better if painted side by side.
i think all you have needed is a pencil and a paper and a little math and also some free time to play :-)
public class MainActivity extends Activity {
ImageView drawingImageView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
drawingImageView = (ImageView) this.findViewById(R.id.DrawingImageView);
Paint paint;
paint = new Paint();
paint.setColor(Color.GREEN);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(16);
final Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
int centerX =400;
int centerY =400;
int R = 200;
canvas.drawCircle(centerX, centerY, R, paint);
int h = 100;
paint.setColor(Color.RED);
Path p = new Path();
p.moveTo(centerX + R - h/2, centerY);
p.lineTo(centerX + R + h/2, centerY);
canvas.drawPath(p, paint);
p = mySpectrumDrawer(centerX,centerY,R,h,15);
canvas.drawPath(p, paint);
h = 50;
p = mySpectrumDrawer(centerX,centerY,R,h,30);
canvas.drawPath(p, paint);
h = 60;
p = mySpectrumDrawer(centerX,centerY,R,h,60);
canvas.drawPath(p, paint);
h = 80;
p = mySpectrumDrawer(centerX,centerY,R,h,90);
canvas.drawPath(p, paint);
drawingImageView.setImageBitmap(bitmap);
}
private Path mySpectrumDrawer(int centerX, int centerY,int R,int height, int angel){
Path p = new Path();
int dX = (int) (R*(Math.cos(Math.toRadians(angel))));
int dY = (int) (R*(Math.sin(Math.toRadians(angel))));
int dhx = (int) (height/2*(Math.cos(Math.toRadians(angel))));
int dhy = (int) (height/2*(Math.sin(Math.toRadians(angel))));
p.moveTo(centerX + dX - dhx , centerY - dY + dhy);
p.lineTo(centerX + dX + dhx , centerY - dY - dhy);
return p;
}
}
public static Bitmap drawCircle(int width,int height, int borderWidth) {
Bitmap canvasBitmap = Bitmap.createBitmap( width, height, Bitmap.Config.ARGB_8888);
BitmapShader shader = new BitmapShader(canvasBitmap, TileMode.CLAMP,
TileMode.CLAMP);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
paint.setShader(null);
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.WHITE);
paint.setStrokeWidth(borderWidth);
Canvas canvas = new Canvas(canvasBitmap);
float radius = width > height ? ((float) height) / 2f : ((float) width) / 2f;
canvas.drawCircle(width / 2, height / 2, radius - borderWidth / 2, paint);
return canvasBitmap;
}
Simple this code draws a circle with white border, however I want part of the border to be black and the other part white. 40 % of it black, 60 % of it white
How can this be done?
Try this code
class MyView extends View
{
private Paint paint;
public MyView(Context context, int x, int y)
{
super(context);
paint = new Paint();
// PorterDuffXfermode xfermode = new PorterDuffXfermode(PorterDuff.Mode.CLEAR);
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.RED);
paint.setAlpha(255);
// paint.setXfermode(xfermode);
paint.setAntiAlias(true);
// setBackgroundColor(Color.BLACK);
}
#Override
protected void onDraw(Canvas canvas)
{
canvas.drawCircle(100, 100, 50, paint);
}
}
Here a utility method for filling a circle with one color and stroking the circle border with another color.
Use the second method to pass in an existing Paint instance, e.g. to set the anti-alias flag or to prevent memory allocations during onDraw().
public static void fillCircleStrokeBorder(
Canvas c, float cx, float cy, float radius,
int circleColor, float borderWidth, int borderColor) {
fillCircleStrokeBorder(c, cx, cy, radius, circleColor, borderWidth, borderColor, new Paint());
}
public static void fillCircleStrokeBorder(
Canvas c, float cx, float cy, float radius,
int circleColor, float borderWidth, int borderColor, Paint p) {
int saveColor = p.getColor();
p.setColor(circleColor);
Paint.Style saveStyle = p.getStyle();
p.setStyle(Paint.Style.FILL);
c.drawCircle(cx, cy, radius, p);
if (borderWidth > 0) {
p.setColor(borderColor);
p.setStyle(Paint.Style.STROKE);
float saveStrokeWidth = p.getStrokeWidth();
p.setStrokeWidth(borderWidth);
c.drawCircle(cx, cy, radius - (borderWidth / 2), p);
p.setStrokeWidth(saveStrokeWidth);
}
p.setColor(saveColor);
p.setStyle(saveStyle);
}
Just draw your circle at full size with one color, then draw the circles again at the same coordinate, but with a different color and with a smaller radius, and scale down the radius however much you need to, that would be the most trivial way to do it.
I want to draw an arc of ellipse in my android app.
I used this code:
#Override
protected void onDraw(Canvas canvas) {
canvas.save();
angle=45; //angle of ellipse major axis with X-axis.
startAngle=0; //start angle of arc
sweepAngle=90; //sweep angle of arc
a = 200; //major axis of ellipse
b = 100; //minor axis of ellipse
canvas.rotate(angle, center.x, center.y);
//draw the arc
canvas.drawArc(rect, startAngle - angle, sweepAngle, true, paintLine);
paintLine.setPathEffect(new DashPathEffect(new float[] { 5, 5 }, 0));
canvas.drawOval(rect, paintLine);
canvas.restore();
paintLine.setPathEffect(null);
}
I receive this shape:
The arc I need should start and end at the red point at this image:
Please tell me what mistake did I make.
Thanks.
When android draws an elliptic arc, it is as if it does so by first drawing a circular arc over the supplied sweep angle. Then it scales this circular arc so that it fits the specified ellipse. The the start and sweep-angles of the ellipse will be different from the start and sweep-angles specified. To get a wanted-angle, one must specify an actual-angle as tan(actual-angle) = (a/b)*tan(wanted-angle)
public class Main3Activity extends Activity {
#Override
public void onCreate(#Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
View view = new View(this) {
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.save();
float angle=45; //angle of ellipse major axis with X-axis.
// These are the wanted angles
float startAngle_ = (float)Math.toRadians(315); //start angle of arc
float endAngle_ = (float)Math.toRadians(45); //end angle of arc
float a = 200; //major axis of ellipse
float b = 100; //minor axis of ellipse
float xc = getWidth()/2f;
float yc = getHeight()/2f;
// These are the angles to use
float startAngle = (float)Math.toDegrees(
Math.atan2(a*Math.sin(startAngle_),b*Math.cos(startAngle_)));
float endAngle = (float)Math.toDegrees(
Math.atan2(a*Math.sin(endAngle_),b*Math.cos(endAngle_)));
float sweepAngle = endAngle - startAngle;
RectF rect = new RectF(xc-a,yc-b,xc+a,yc+b);
Paint paintLine = new Paint(Paint.ANTI_ALIAS_FLAG);
paintLine.setStyle(Paint.Style.STROKE);
canvas.rotate(angle,xc,yc);
//draw the arc
canvas.drawArc(rect, startAngle, sweepAngle, true, paintLine);
paintLine.setPathEffect(new DashPathEffect(new float[] { 5, 5 }, 0));
canvas.drawOval(rect, paintLine);
canvas.restore();
paintLine.setPathEffect(null);
}
};
FrameLayout.LayoutParams layout = new FrameLayout.LayoutParams(
ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.MATCH_PARENT);
addContentView(view,layout);
}
This question is nearly seven years old! About time to update the documentation?
I want to draw circle in center of screen, but I'm getting something like this:
I'm using this code to draw this circle.
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Display display = getWindowManager().getDefaultDisplay();
int width = display.getWidth();
int height = display.getHeight();
Bitmap bmp = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_4444);
Canvas c = new Canvas(bmp);
RectF rect = new RectF(0,0,width,width);
drawCircle(rect, c, width, height);
ImageView img = (ImageView) findViewById(R.id.imageView1);
img.setImageBitmap(bmp);
img.setScaleType(ScaleType.FIT_CENTER);
}
private void drawCircle(RectF rect, Canvas c, int width, int height) {
Paint paint = new Paint();
paint.setARGB(255, 255 , 10, 21);
paint.setStrokeWidth(10);
paint.setAntiAlias(true);
paint.setStrokeCap(Paint.Cap.BUTT);
paint.setStyle(Paint.Style.STROKE);
int radius;
if(width < height)
radius = width/2;
else
radius = height/2;
c.drawCircle(width/2, height/2, radius, paint);
}
I don't understand why it's cut at sides even though I use size of screen to draw it, so it should perfectly fit it.
You didn't account for the thickness of the line (strokeWidth). You drew a circle assuming it had 0 thickness, so the "actual" circle IS touching the edges of the screen, but since you used a thick paintbrush, some of the paint leaked past the edge.
you should decrease the thickness/2.
private void drawCircle(RectF rect, Canvas c, int width, int height) {
Paint paint = new Paint();
paint.setARGB(255, 255 , 10, 21);
paint.setStrokeWidth(10);
paint.setAntiAlias(true);
paint.setStrokeCap(Paint.Cap.BUTT);
paint.setStyle(Paint.Style.STROKE);
int radius;
if(width < height)
radius = width/2;
else
radius = height/2;
//this is the new line:
radius-= 5;
c.drawCircle(width/2, height/2, radius, paint);
}
Account for the StrokeWidth in the radius:
// Substract stroke width.
radius -= paint.getStrokeWidth() / 2;
c.drawCircle(width/2, height/2, radius, paint);