Use of constant in Canvas.drawLine() - android

I have this code.
Only the first drawLine gets drawn and the rest 2 are not. Can anyone explain why the other two drawlines do not work in the present case?
They work if I replace "factor" with "1/2" in the drawLine() statements.
Thanks
public class RenderView extends View {
Paint paint;
private float factor = 1/2;
public RenderView(Context context) {
// TODO Auto-generated constructor stub
super(context);
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
}
#Override
protected void onDraw(Canvas canvas) {
int screenWidth = canvas.getWidth();
int screenHeight = canvas.getHeight();
paint.setColor(Color.RED);
canvas.drawLine(0, 0, screenWidth, screenHeight, paint);
canvas.drawLine(factor*screenWidth, 0, factor*screenWidth, screenHeight, paint);
canvas.drawLine(0, factor*screenHeight, screenWidth, factor*screenHeight, paint);
invalidate();
}
}

1/2 is 0 (by integer division). Try 1f/2 or just 0.5f.

I think the problem is that 1/2 is integer division, and so 1/2 = 0. Try 0.5f instead.

Related

Draw Curved Text on Canvas with different length of Text in android

I need to implement curved text which draw text on circular path on canvas.
It does draw circular path using
canvas.drawTextOnPath(QUOTE, circle, 485, 20, tPaint);
but it is not working for different length of the text.
Following is my Class to draw circular text on the canavs.
public class CircularTextVie extends View {
private String QUOTE = "";
private Path circle;
private Paint cPaint;
private Paint tPaint;
public CircularTextVie(Context context) {
super(context);
circle = new Path();
cPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
cPaint.setStyle(Paint.Style.STROKE);
cPaint.setColor(Color.LTGRAY);
cPaint.setStrokeWidth(3);
tPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
tPaint.setStyle(Paint.Style.FILL_AND_STROKE);
tPaint.setColor(Color.BLACK);
}
#Override
protected void onDraw(Canvas canvas) {
canvas.restore();
int xPos = (canvas.getWidth() /3);
int yPos = (int) ((canvas.getHeight() / 3) - ((tPaint.descent() + tPaint.ascent()) / 3)) ;
circle.addCircle(xPos, yPos, 150, Path.Direction.CW);
canvas.drawTextOnPath(QUOTE, circle, 485, 20, tPaint);
QUOTE="";
}
public void SetText(String text) {
this.QUOTE = text;
}
public void SetTypeFace(Typeface face) {
cPaint.setTypeface(face);
tPaint.setTypeface(face);
}
public void SetColor(int color) {
cPaint.setColor(color);
tPaint.setColor(color);
}
}
Thanks.
This can be done by varying the x and y positions based on textwidth
Define variables
private Rect textBounds;
private int mTextWidth, mTextHeight,centerX,centerY;
Add the below in the constructor of customview
textBounds = new Rect();
tPaint.getTextBounds(QUOTE, 0, QUOTE.length(), textBounds);
mTextWidth = Math.round(tPaint.measureText(QUOTE.toString())); // Use measureText to calculate width
mTextHeight = textBounds.height(); // Use height from getTextBounds()
Then in onDraw
canvas.drawCircle(centerX,centerY,150,mCirlcePaint);
circle.addCircle(centerX, centerY, 150, Path.Direction.CW);
// Note the 0 that's y offset. textdraw at circumference of the circle. Changing y you probably need to change the radius as well i guess.
canvas.drawTextOnPath(QUOTE, circle, (centerX)-(mTextWidth / 2f), 0, tPaint);
centerX,centerY are the center of the circle ie canvaswidht/2 and canvasHeight/2. I drew a circle for reference
The results for hello
The result for a bigger text
For numbers
Edit: To the question in comment
The math involved is in calculating the semi circle using text length
radius = (float) ((mTextWidth) / (Math.PI)). If text length is greater than your canvas you need to reduce the text size or use the full circle radius = (float) ((mTextWidth) / (2*(Math.PI))). Few other edge case you can consider to draw the text properly.
public class GraphicsView extends View {
private String QUOTE = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
private Path circle;
private Paint mCirlcePaint;
private Paint tPaint;
private Rect textBounds;
private int mTextWidth, mTextHeight, centerX, centerY;
private float radius;
public GraphicsView(Context context) {
super(context);
circle = new Path();
tPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
tPaint.setStyle(Paint.Style.FILL_AND_STROKE);
tPaint.setColor(Color.BLACK);
tPaint.setTextSize(100f);
textBounds = new Rect();
tPaint.getTextBounds(QUOTE, 0, QUOTE.length(), textBounds);
mTextWidth = Math.round(tPaint.measureText(QUOTE.toString())); // Use measureText to calculate width
mTextHeight = textBounds.height(); // Use height from getTextBounds()
mCirlcePaint = new Paint();
mCirlcePaint.setStyle(Paint.Style.FILL);
mCirlcePaint.setColor(Color.GREEN);
radius = (float) ((mTextWidth) / (Math.PI));
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
centerX = w / 2;
centerY = h / 2;
}
#Override
protected void onDraw(Canvas canvas) {
canvas.rotate(180, getWidth() / 2, getHeight() / 2);
canvas.drawCircle(centerX, centerY, radius, mCirlcePaint);
circle.addCircle(centerX, centerY, radius, Path.Direction.CW);
canvas.drawTextOnPath(QUOTE, circle, 0, 0, tPaint);
}
}

Android: How do I separate it into 2 class?

I read a tutorial online about drawing a Circle (1st part of tutorial):
Introduction to 2D drawing in Android with example
I got it worked. Now I want to separate them into 2 classes:
MainActivity.java
public class MainActivity extends AppCompatActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new SimpleView(this));
}
}
SimpleView.java
public class SimpleView extends SurfaceView {
public SimpleView(Context context) {
super(context);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
int x = getWidth();
int y = getHeight();
int radius;
radius = 100;
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.GREEN);
canvas.drawPaint(paint);
// Use Color.parseColor to define HTML colors
paint.setColor(Color.parseColor("#CD5C5C"));
canvas.drawCircle(x / 2, y / 2, radius, paint);
}
}
However, I wasn't able to get them work: it never draws anything.
What did I do wrong here?
If you want to use a SurfaceView you can, all you need to do is to call setWillNotDraw(false) on the constructor so the class will look like this:
public class SimpleView extends SurfaceView {
public SimpleView(Context ctx) {
super(ctx);
setWillNotDraw(false); //notice this method call IMPORTANT
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
int x = getWidth();
int y = getHeight();
int radius;
radius = 100;
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.GREEN);
canvas.drawPaint(paint);
// Use Color.parseColor to define HTML colors
paint.setColor(Color.parseColor("#CD5C5C"));
canvas.drawCircle(x / 2, y / 2, radius, paint);
}
}

Draw multiple rectangles android canvas

I'm trying to draw 4 rectangles on the canvas so that the canvas is divided in 4 equal rectangles. With the code I now have, only the last rectangle in my code is drawn.
This is the code in my Activity:
protected void onCreate(Bundle savedInstanceState) {
...
setContentView(new MyView(this));
}
public class MyView extends View {
public MyView(Context context) {
super(context);
// TODO Auto-generated constructor stub
setFocusableInTouchMode(true);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
int x = getWidth();
int y = getHeight();
Paint paintTopLeft = new Paint();
paintTopLeft.setStyle(Paint.Style.FILL);
paintTopLeft.setColor(Color.WHITE);
canvas.drawPaint(paintTopLeft);
// Use Color.parseColor to define HTML colors
paintTopLeft.setColor(Color.parseColor("#F44336"));
canvas.drawRect(0,0,x / 2,y / 2,paintTopLeft);
Paint paintTopRight = new Paint();
paintTopRight.setStyle(Paint.Style.FILL);
paintTopRight.setColor(Color.WHITE);
canvas.drawPaint(paintTopRight);
// Use Color.parseColor to define HTML colors
paintTopRight.setColor(Color.parseColor("#2196F3"));
canvas.drawRect(x / 2, 0, x, y / 2, paintTopRight);
}
}
What am I doing wrong?
Actually I see only two rectangles that are drawn with your code. But anyway, the problem is that you are calling canvas.drawPaint which clears/fills the complete canvas with that color. So you are erasing all rectangles that have been drawn already just before you draw the last one.
This code should work:
protected void onCreate(Bundle savedInstanceState) {
...
setContentView(new MyView(this));
}
public class MyView extends View {
public MyView(Context context) {
super(context);
// TODO Auto-generated constructor stub
setFocusableInTouchMode(true);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
int x = getWidth();
int y = getHeight();
Paint paintTopLeft = new Paint();
paintTopLeft.setStyle(Paint.Style.FILL);
paintTopLeft.setColor(Color.WHITE);
//canvas.drawPaint(paintTopLeft); // don't do that
// Use Color.parseColor to define HTML colors
paintTopLeft.setColor(Color.parseColor("#F44336"));
canvas.drawRect(0,0,x / 2,y / 2,paintTopLeft);
Paint paintTopRight = new Paint();
paintTopRight.setStyle(Paint.Style.FILL);
paintTopRight.setColor(Color.WHITE);
// canvas.drawPaint(paintTopRight); // don't do that
// Use Color.parseColor to define HTML colors
paintTopRight.setColor(Color.parseColor("#2196F3"));
canvas.drawRect(x / 2, 0, x, y / 2, paintTopRight);
}
}

How to draw a circle in android?

I'm using this method to draw a circle in my app:
public void drawCircle(){
paint.setColor(Color.rgb(52, 73, 94));
paint.setFlags(Paint.ANTI_ALIAS_FLAG);
canvas.drawCircle(100, 200, 60, paint);
}
The problem is that the circle appears kind of oval and with pixellated edges.
I used the ANTI_ALIAS_FLAG but it didn't work.
How to draw a circle with smooth edges?
EDIT
I using a framework for games. from this book: http://www.amazon.com/Beginning-Android-Games-Mario-Zechner/dp/1430246774
Try This
#Override
public void onDraw(Canvas canvas){
super.onDraw(canvas);
canvas.drawCircle(x, y, radius, paint);
}
For a better reference on drawing custom views check out the official Android documentation
Good Luck!
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new MyView(this));
}
public class MyView extends View {
public MyView(Context context) {
super(context);
// TODO Auto-generated constructor stub
}
#Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
super.onDraw(canvas);
int x = getWidth();
int y = getHeight();
int radius;
radius = 100;
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
canvas.drawPaint(paint);
// Use Color.parseColor to define HTML colors
paint.setColor(Color.parseColor("#CD5C5C"));
canvas.drawCircle(x / 2, y / 2, radius, paint);
}
}

How to make border more smooth

I want to add border for view, border width, color, radius can be set by user. So I try to draw a rect for it. When I use drawRoundRect to draw, the line at the corner is not smooth, it is thicker than the other places too. I don't know how to fix it. Please give me some instruction. Is there any other way to do it? I have to use code to draw it.
Thanks very much.
attached code: red corner of rect.
past code:
public class MPCTextView extends TextView {
// private Context context;
private final static String TAG = "MPCTextView";
public final static int DEFAULT_BACKGROUND_COLOR = Color
.parseColor("#28FF28");
public final static int DEFAULT_BORDER_COLOR = Color.parseColor("#FF0000");
public int mBoderWidth = 2;
public int mBoderColor;
public int mBoderRadius = 20;
public int mbackgroundColor;
public boolean isHaveBorder = true;
public boolean isHaveBackground = true;
RectF mRectF = new RectF();
Rect mRec = new Rect();
Paint mPaint = new Paint();
public MPCTextView(Context context) {
super(context);
// this.context = context;
}
#Override
protected void onDraw(Canvas canvas) {
// try to add a boder for this view.
canvas.getClipBounds(mRec);
// draw background
// canvas.drawColor(mbackgroundColor);
mPaint.setStyle(Paint.Style.FILL);
mPaint.setColor(DEFAULT_BACKGROUND_COLOR);
if (mBoderRadius > 0) {
mRectF.set(mRec);
canvas.drawRoundRect(mRectF, mBoderRadius, mBoderRadius, mPaint);
} else {
canvas.drawRect(mRec, mPaint);
}
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeWidth(mBoderWidth);
mPaint.setColor(DEFAULT_BORDER_COLOR);
mPaint.setAntiAlias(true);
if (mBoderRadius > 0) {
mRectF.set(mRec);
canvas.drawRoundRect(mRectF, mBoderRadius, mBoderRadius, mPaint);
} else {
canvas.drawRect(mRec, mPaint);
}
super.onDraw(canvas);
}
The core of the problem is the padding, not AntiAliasing. The corner is not thicker, rather, it is the normal width. But, the straight line is clipped.
If you set the stroke width to 2, the really straight line width is 1 because the stroke is rectangular and the axis is the line x = 0. This means the rectangle is (left=0,up=-1,right=length,bottom=1), but the up -1 is outside of the canvas, so it will not be painted. And the corner is full width, because it is in the canvas.
So, you just to need set the padding.
Here is the code to make the rounded rect draw completely inside the canvas:
float pad = 1f;
mRectF.set(new RectF(mRec.left + pad, mRec.top + pad, mRec.right - pad, mRec.bottom - pad));
canvas.drawRoundRect(mRectF, mBoderRadius, mBoderRadius, mPaint);
Set the antialias to the paint you are using to draw the red rectangle . For instance
mPaint.setAntiAlias(true);
I want this code to be help you.
public int mBoderWidth = 2;
public int mBoderColor;
public int mBoderRadius = 20;
public int mbackgroundColor;
public boolean isHaveBorder = true;
public boolean isHaveBackground = true;
RectF mRectF = new RectF();
Rect mRec = new Rect();
Paint mPaint = new Paint();
public MPCTextView(Context context) {
super(context);
// this.context = context;
}
#Override
protected void onDraw(Canvas canvas) {
// try to add a boder for this view.
canvas.getClipBounds(mRec);
// draw background
// canvas.drawColor(mbackgroundColor);
mPaint.setStyle(Paint.Style.FILL);
mPaint.setColor(DEFAULT_BACKGROUND_COLOR);
if (mBoderRadius > 0) {
mRectF.set(mRec);
canvas.drawRoundRect(mRectF, mBoderRadius, mBoderRadius, mPaint);
} else {
canvas.drawRect(mRec, mPaint);
}
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeWidth(mBoderWidth);
mPaint.setColor(DEFAULT_BORDER_COLOR);
mPaint.setAntiAlias(true);
if (mBoderRadius > 0) {
mRectF.set(mRec);
///////////// look at this code
mRectF.left += mBorderWidth/2;
mRectF.right -= mBorderWidth/2;
mRectF.top += mBorderWidth/2;
mRectF.bottom -= mBorderWidth/2;
canvas.drawRoundRect(mRectF, mBoderRadius, mBoderRadius, mPaint);
mRectF.left -= mBorderWidth/2;
mRectF.right += mBorderWidth/2;
mRectF.top -= mBorderWidth/2;
mRectF.bottom += mBorderWidth/2;
} else {
canvas.drawRect(mRec, mPaint);
}
super.onDraw(canvas);
}
I know I am answering this question very late but it may help others modify your code like below will work
Paint mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);

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