I'm trying to do a menu based on bitmaps. The menu itself should be movable through screentouch move events, basically I want to drag the buttons around on the view. The button also includes collision detection, so whenever they touch they bounce from each other.
But I have some problems when it comes to drawing my bitmaps. Currently I'm using a rectangle to scale my bitmap to fit the window of my device. Want i want and can not get currently is for smoother movements of my bitmaps without flickering. Is the only option to move to open gl? Or have I missed something big in my code?
This is in my surfaceview for drawing each button, where MenuButton is the class that holds the bitmap and updates its position according to a touch and drag move.
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
for(MenuButton menuButton : menuButtonSprites) {
menuButton.onDraw(canvas);
}
}
I want the bitmaps to scale to each device's width and for that i use a rectangle for the bitmap to fit in.
public MenuButton(MenuView v, Bitmap bmp, int yPosition){
this.menuView = v;
this.menuButton = bmp;
this.xMax = v.getWidth();
this.yPosistion = yPosition;
menuButtonRectangle = new Rect(xMin, this.yPosistion-yMin, xMax, this.yPosistion+yMax);
}
public void update(int y){
if(menuButtonPressed)
{
this.yPosistion = y;
menuButtonRectangle.set(xMin, yPosistion-yMin, xMax, yPosistion+yMax);
}
}
public void onDraw(Canvas canvas){
canvas.drawBitmap(menuButton, null, menuButtonRectangle, null);
}
I also have a thread that updates the draw
public void run() {
long ticksPS = 1000 / FPS;
long startTime;
long sleepTime;
Canvas c = null;
while (running) {
startTime = System.currentTimeMillis();
try {
c = view.getHolder().lockCanvas();
synchronized (view.getHolder()) {
view.onDraw(c);
}
}
finally {
if (c != null) {
view.getHolder().unlockCanvasAndPost(c);
}
}
sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
try {
if (sleepTime > 0)
sleep(sleepTime);
else
sleep(10);
}
catch (Exception e) {
}
}
}
I don't really know what I'm doing wrong and why i can't manage to get a smooth movements of my buttons. Is it a downside for using canvas or have I missed something really important :D?
Usually This problem occurs when there is sync problem exists while painting. This may due to the higher Frame rate or also may be the lower frame rate. These kind of issue can be fixed by Double buffering or adjusting the Frame Rate.
Double buffering means, Instead of drawing the Image directly on to the main canvas, we will be creating an empty bitmap of screen size and getting the graphics object. Drawing every thing on to the bitmap then directly drawing this bitmap to the main canvas.
Related
I have been experimenting with squeezing as much performance out of SurfaceView as possible. Currently, I'm subclassing it and implementing a runnable interface on it instead of a callback. I understand there is no hardware acceleration on it.
Still, if I either draw a canvas primitive vertical line scrolling across the screen or a bitmap vertical line, both run slower and slower after each pass. This felt to me like a memory leak, or is it just Android itself? Is OpenGL or another library really my last resort?
I've drawn plenty of scrolling backgrounds before at decent speeds (I think around 5 pixels per tick, this I'm aiming around 20-50 pixels a tick which if anything would be less stops along the way to render).
EDIT: Here is the SurfaceView extended, the thread it makes, the drawing method, and the initialization of it. Basically, this is in a slightly bigger class that just holds this screen's data. The drawXYZ() methods simply use the canvas primitives or a bitmap to paint mainly as the background, which is a solid background color with some vertical and horizontal lines on it like a music staff, little calculating is involved.
The drawCursor is what makes the scrolling vertical line and when I just let it loop the scrolling from left to right, it eventually lags much slower than the first scroll.
public class MySurfaceView extends SurfaceView implements Runnable
{
Thread renderThread = null;
SurfaceHolder holder;
volatile boolean running = false;
public MySurfaceView() {
super(mainActivity);
this.holder = getHolder();
holder.setFixedSize(screenW, screenH);
}
public void resume() {
running = true;
renderThread = new Thread(this);
renderThread.start();
}
#Override
public void run() {
while (running) {
if (!holder.getSurface().isValid()) {
continue;
}
Canvas canvas = holder.lockCanvas();
if(canvas != null) {
doDraw(canvas);
holder.unlockCanvasAndPost(canvas);
}
}
}
public void pause() {
running = false;
while (true) {
try {
renderThread.join();
break;
} catch (InterruptedException e) {
// retry
}
}
}
protected void doDraw(Canvas canvas)
{
canvas.drawColor(Color.rgb(56, 56, 62));
lastNotePlayed = OptionsContainer.getNotePlaying();
//Draw contours (rows).
paint.setColor(Color.rgb(0, 255, 255));
paint.setStrokeWidth(3);
paint.setTextSize(35);
drawContours(canvas, paint);
//Beats per measure (BPM).
paint.setColor(Color.rgb(233, 232, 232));
paint.setStrokeWidth(1);
paint.setStyle(Paint.Style.STROKE);
paint.setPathEffect(bpmLines);
drawBPM(canvas, paint);
paint.setPathEffect(null);
//Draw measures.
paint.setStrokeWidth(5);
drawMeasures(canvas, paint);
//Draw note node inputs.
paint.setColor(Color.rgb(76, 255, 0));
for (int i = 0; i < OptionsContainer.noteList.length; i++) {
if (OptionsContainer.noteList[i].getContour() != 0) {
if (OptionsContainer.noteList[i].getContour() > (OptionsContainer.contour / 2)) {
//Staff on left side, below note.
canvas.drawBitmap(lowerStaffBmp, OptionsContainer.noteList[i].getX(), OptionsContainer.noteList[i].getY(), null);
} else {
canvas.drawBitmap(higherStaffBmp, OptionsContainer.noteList[i].getX(), OptionsContainer.noteList[i].getY() - 40, null);
}
}
}
//Draw cursor.
paint.setStrokeWidth(2);
paint.setColor(Color.WHITE);
drawCursor(canvas, paint);
if (OptionsContainer.isRest)
canvas.drawBitmap(restBmp, (OptionsContainer.screenWidth / 2), (screenHeight - 100) / 2, null);
}
}
#Override
public void init() {
surfaceView = new MySurfaceView();
surfaceView.setLayoutParams(layoutParams);
surfaceView.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_UP) {
// Normalize x,y between 0 and 1
float x = event.getX();
float y = event.getY();
if (x < (OptionsContainer.screenWidth) && y < screenH) {
NoteNode note = new NoteNode(x, y, MainActivity.options);
if (note.getContour() == OptionsContainer.noteList[note.getBeat() - 1].getContour()) {
OptionsContainer.noteList[note.getBeat() - 1] = new NoteNode(x, screenHeight + 200, MainActivity.options);
} else {
OptionsContainer.noteList[note.getBeat() - 1] = note;
}
}
}
return true;
}
});
mainActivity.addContentView(surfaceView, layoutParams);
surfaceView.resume();
}
EDIT #2: Final Answer
Add Path.reset() after the path is drawn in drawBPM(). I'd imagine that stops a memory leak of that path which is trying to keep track of ALL the paths it has been writing and overwriting, little to our knowledge just looking at the lines on the screen. There was a similar Stack Overflow question but fadden's debugging tips below were very helpful for initially trying to figure out what and where it was going wrong.
"Squeezing performance" and Canvas-rendering don't really go together on a SurfaceView, but you can do okay on many devices.
Grafika's "multi-surface test" Activity features a bouncing circle, rendered in software. I haven't noticed it get slower over time, so I suspect something is wrong in your code. Note Grafika does not subclass SurfaceView, and I generally recommend against doing so -- it's too easy to do the wrong thing. The only valid reason to subclass SurfaceView is if you want to draw on both the Surface and the View, e.g. for some sort of mask effect.
You didn't show any code, so there's not much more we can tell you.
I don't see anything blatantly wrong in the code; seems pretty straightforward. I'd check to make sure OptionsContainer.noteList.length isn't growing without bound. Next step would be to use traceview to figure out which part of the rendering is slow, or just spread System.nanoTime() calls around to identify which part is getting progressively slower. If everything in the method shown is executing at a consistent speed except drawCursor(), move the time-check calls into there, narrowing it down until you find what's draining your performance.
If something is consuming memory quickly enough to cause heap issues, you should see a great deal of GC activity in the logcat output. The DDMS allocation tracker tool can help with that.
Currently I'm trying to implement a simple animation: I draw on the canvas of an Surfaceview and want to move a single-colored circle smoothly across the screen.
To achieve that I calculate a slightly moved circle, draw the canvas and let the thread then sleep for a few miliseconds. This doesn't run very smoothly.
So I found the animator object of google, that was written for that use. Does it something different then my code or will it just similarly calculate the moved circle every few miliseconds?
Here is the code I use for the drawing:
public void run() {
circle= new Circle(getRandPoint());
Canvas canvas = null;
while (running) {
if(!circle.IsMoving()){
try {
Thread.sleep(500);
} catch (InterruptedException e) {
e.printStackTrace();
}
newPos = getRandPoint();
circle.setNewPos(newPos);
}
circle.calculateMovement();
// PAINT
try {
canvas = holder.lockCanvas();
synchronized (holder) {
draw(canvas);
}
} finally {
if (canvas != null) {
holder.unlockCanvasAndPost(canvas);
}
}
// WAIT
try {
Thread.sleep(30); // Wait some time until I need to display again
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
And here are the important methods of my Circle class:
public void setNewPos(Point p){
nPosX = p.x;
nPosY = p.y;
dx = (nPosX - posX);
dy = (nPosY - posY);
// normalize dx and dy and multiply it by speed
double dxdy = Math.abs(dx+dy);
dx = dx/dxdy;
dy = dy/dxdy;
dx *= speed;
dy *= speed;
}
public void calculateMovement(){
posX += dx;
posY += dy;
}
Thanks for every answer.
Does it something different then my code or will it just similarly calculate the moved circle every few miliseconds?
Android's animation framework does a number of things that your code does not. Some of the convenient things it offers out of the box are the ability to pause animations, or play animations on different views in coordination with each other (either at the same time or in sequence, for example).
It also has the distinct benefit of already being written and tested, so you don't need to do that yourself.
There are some much bigger benefits that you can from the framework though-
First, one issue that you have in your code is that it doesn't care about when your graphics are actually rendered on screen. By blindly delaying for 30 milliseconds, you could be skipping GPU frames or performing draws that won't actually be visible to the user. The framework's animation functions are optimized to avoid these issues. This is likely the source of the jank you are seeing in your implementation.
Second, the framework provides the ability to define more authentic motion through the use of interpolators. Real objects don't move in a linear fashion, so using an interpolator allows you to define more realistic motion, such as slowing down as the animation reaches the final position.
I am pretty new to Android development and I am trying to make a game in which my character moves on tiles across the screen. Since each tile is a bitmap of its own I redraw it after the character has moved on it.
Now for some reason every time I draw the character sprite the entire view sort of flickers.
It seems like on every even draw the background I created is visible and on every odd draw the background is black. Also, the character sprite leaves a trail but only half of it is visible, depending on whether it's an even or an odd draw. My guess is that for some reason there are two views or something on which the canvas is drawing.
I would've uploaded images but I can't :(
Does anyone have a clue what I'm doing wrong? Thanks a lot for any kind of help.
Here is the method moving the character:
// Moves sprite on screen
private void MoveSprite()
{
// Run as long as the sprite's location didn't reach its destination
while (m_gameView.m_playerControl.m_MoveDestination.x != m_gameView.m_playerControl.m_CharSprite.m_SpriteLocationOnMatrix.x ||
m_gameView.m_playerControl.m_MoveDestination.y != m_gameView.m_playerControl.m_CharSprite.m_SpriteLocationOnMatrix.y)
{
// Draw sprite with FPS control
Canvas c = null;
startTime = System.currentTimeMillis();
try
{
c = m_gameView.getHolder().lockCanvas();
synchronized (m_gameView.getHolder())
{
// Draws player and refreshes the tiles it was previously on
m_gameView.m_playerControl.onDraw(c);
}
}
finally
{
if (c != null)
{
m_gameView.getHolder().unlockCanvasAndPost(c);
}
}
sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
try
{
if (sleepTime > 0)
Thread.sleep(sleepTime);
else
Thread.sleep(10);
}
catch (Exception e)
{
}
}
// After drawing char movement, changing flag to false
m_fIsCharMoved = false;
Check out screen width and height based drawing.
you should draw inside the screen.
I think u r drawing the characters out of the screen width or height
I was trying to make moving bitmap with accelerometer smoother and accidentally noticed that when I call invalidate(); at the end of onDraw() method instead of calling it at the end of onSensorChanged() I get much smoother movement, even if I don't have any kind of low-pass filters. Then I tried to do the same with my LiveWallpaper, but as you know there is no onDraw() method in Engine of WallpaperService, but you have to create one yourself and call it for example with Handler. But doing it that way doesn't give any smoother result even if the rest of the code is same as in other programs.
This is the code that I use in my non-Wallpaper programs and it works fine:
public void onDraw(Canvas c) {
xPosition += xAcceleration;
yPosition += yAcceleration;
drawable = BitmapFactory.decodeResource(getResources(),R.drawable.ball);
c.drawBitmap(drawable, xPosition,yPosition, paint);
invalidate();
}
So I went and tried to create my own invalidate-like solution for WallpaperService and came up with this:
void drawFrame() {
final SurfaceHolder holder = getSurfaceHolder();
Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
xPosition += xAcceleration;
yPosition += yAcceleration;
background = BitmapFactory.decodeResource(getResources(),R.drawable.bg);
drawable = BitmapFactory.decodeResource(getResources(),R.drawable.ball);
c.drawBitmap(background, 0,0, null);
c.drawBitmap(drawable, xPosition,yPosition, null);
}
} catch (Exception ex){
}
holder.unlockCanvasAndPost(c);
drawFrame();
}
So what I am doing is:
Get Canvas.
Draw on Canvas.
Unlock Canvas and start over.
As I have understood this should give me invalidate();-like behaviour, but instead it tries to show wallpaper and after while it gives me StackOverflowError.
Ok I got this solved already. All I had to to was move bitmap initializations into onCreate() method.
Hi I am not getting a smooth move, in my game train moves front and back it is nice, but train movement is not smooth(like not train move fixed speed and smooth). Please help............
public void run() {
Canvas canvas = null;
while (mRun) {
long beginTimeMillis, timeTakenMillis, timeLeftMillis;
canvas = mHolder.lockCanvas();
if (canvas != null) {
beginTimeMillis = System.currentTimeMillis();
gp.doDraw(canvas);
gp.animate();
timeTakenMillis = System.currentTimeMillis() - beginTimeMillis;
timeLeftMillis = (1000L / 30) - timeTakenMillis;
Log.i("timeLeftMillis"+timeLeftMillis,"");
mHolder.unlockCanvasAndPost(canvas);
if (timeLeftMillis < 5) {
timeLeftMillis = 5;
}
try {
TimeUnit.MILLISECONDS.sleep(timeLeftMillis);
} catch (InterruptedException ie) {
}
}
}
}
Edit: I don't know how to use the thread while getting a smooth move.
are you using View or SurfaceView. If your using View, use surfaceview. It will make your application much smoother.