How to mark a given Latitude and Longtitude into still image map - android

#Dan S, gave the below statement in this post -> display a still image map
Then using a second ImageView (for the indicator) draw it on top and
move it to the correct place on the screen and make sure the
background in this View is transparent as well as the background of
your indicator
How can I create the second ImageView for my indicator? It should be transparent imageview as well as the indicator image.
UPDATE:
I am asking here on how to overlap my image map ImageView and transparent indicator ImageView in order to mark the current location.

An ImageView is transparent by default.
Your indicator image resource should have a transparent background (e.g. transparent .PNG image).
Just set the ImageView's imageResource or backgroundResource to the PNG file.
So your code for creating your ImageView will be something like this:
ImageView myImageView = new ImageView(context);
myImageView.setBackgroundColor(0x0); // not needed - it's the default
myImageView.setImageResource(R.drawable.indicator_icon);
but again, this's the default and you still have to make sure your image's background is transparent otherwise the ImageView's background won't matter.
UPDATE: following #eros update of the question, here's an updated answer:
There are two options, i can think of, to achieve positioning of one imageview on top of the other:
use the LayoutParams and set the margins to the position the indicator imageview
draw the indicator imageview on top of the map bmp's canvas
personally i like the first option better because future changes won't force you to repaint the indicator.
here's a class demonstrating option (1):
public class MyMapView extends RelativeLayout {
private ImageView mBackImageView;
private ImageView mIndicatorImageView;
public MyMapView(Context context) {
super(context);
mBackImageView = new ImageView(context);
RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams(
LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT);
mBackImageView.setImageResource(R.drawable.image1);
mBackImageView.setScaleType(ImageView.ScaleType.FIT_XY);
addView(mBackImageView, params);
mIndicatorImageView = new ImageView(context);
RelativeLayout.LayoutParams indParams = new RelativeLayout.LayoutParams(
LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT);
mIndicatorImageView.setImageResource(R.drawable.image2);
addView(mIndicatorImageView, indParams);
}
#Override
protected void onLayout(boolean changed, int l, int t, int r, int b) {
super.onLayout(changed, l, t, r, b);
centerIndicatorPosition();
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
centerIndicatorPosition();
}
// #eros: this's the part you want. this method just centers the indicator view
// but if you have the relative position like you say, use it for the margins
private void centerIndicatorPosition() {
int xPos = (getMeasuredWidth() - mIndicatorImageView.getMeasuredWidth()) / 2;
int yPos = (getMeasuredHeight() - mIndicatorImageView.getMeasuredHeight()) / 2;
((RelativeLayout.LayoutParams)mIndicatorImageView.getLayoutParams())
.setMargins(xPos, yPos, 0, 0);
}
}

Related

Mask and Clip GLSurfaceView

I work with an SDK that provides a rectangular glsurfaceview through a callback.
I want to be able to render this view in a circular layout. (i.e.) I would like to display the view on a circular view
I have tried using masking layout such as using a maskable layout https://github.com/christophesmet/android_maskable_layout (works great for images, not so much for videos)
How do I go about clipping and rendering this as a circle?
(The background is constantly changing, so i cant overlay a transparent view on top of this video view. The aim is to have a rectangular glsurface view on top of which there is a circular glsurface view)
**UI Objective : **
I have pretty much the same requirement with a project right now, which involves masking a GLSurfaceView provided by PexKit. The solution that works for me is making a subclass of FrameLayout (or any other ViewGroup) and placing the GLSurfaceView inside it.
Then in the FrameLayout subclass use canvas.clipPath:
private Path clippingPath;
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
if (w != oldw || h != oldh) {
int radius = Math.min(w, h)/2;
clippingPath = new Path();
clippingPath.addCircle(w/2, h/2, radius, Path.Direction.CW);
}
}
#Override
protected void dispatchDraw(Canvas canvas) {
int count = canvas.save();
canvas.clipPath(clippingPath);
super.dispatchDraw(canvas);
canvas.restoreToCount(count);
}

How to programmatically check If string is not to wide to fit onto the screen in Android

I have a custom ListView. inside a custom ListView, I have a TextView & it's look like this
Now, my question is
1) is there any way to check If names is not to wide to fit onto the screen in Android ? I mean I don't want two lines. Like here Wachler is on 2nd line. So, how do I check if all names are wide to fit onto the screen in one line.
//1)
layout_width = yourLayout.getWidth(); //in order to measure the width of the ListView rows container
To find text size:
//2)
Paint paint = new Paint();
Rect bounds = new Rect();
int text_height = 0;
int text_width = 0;
paint.setTypeface(Typeface.DEFAULT);// your preference here
paint.setTextSize(25);// have this the same as your text size
String text = "Some random text";
paint.getTextBounds(text, 0, text.length(), bounds);
text_height = bounds.height();
text_width = bounds.width();
//3)
if(text_width < layout_width){
//..do your magic
}
Source
you can set your custom listview layout's TextView property as android:ellipsize="end" and also set the android:singleLine="true" in your TextView.
The TextView will use an ellipsize when it can not expand to show all of its text. The attribute ellipsized sets the position of the three dots if it is necessary.
I've solved this issue by checking how many lines does the TextView have after onSizeChanged finish, since only then you will have the real value of the number of lines.
First create an interface (you can define it on your desired Fragment/Activity)
public interface OnCustomTextViewSizeChangedListener {
public void SizeChanged(int size);
}
Then create your custom TextView, Override onSizeChanged and create a function to define your listener.
public class CustomTextView extends TextView {
private OnCustomTextViewSizeChangedListener sizeChangeListener;
...
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
// TODO Auto-generated method stub
super.onSizeChanged(w, h, oldw, oldh);
if(this.sizeChangeListener != null){
this.sizeChangeListener.SizeChanged(getLineCount());
}
}
public void setSizeChangeListener( OnCustomTextViewSizeChangedListener listener){
this.sizeChangeListener = listener;
}
}
Then just create your listener on your Fragment/Activity, define it for your desired TextView and your good to go!
OnCustomTextViewSizeChangedListener textViewSizeChanged = new OnCustomTextViewSizeChangedListener() {
#Override
public void SizeChanged(int size) {
if(size == 2){
//Do your stuff here, like changing text size
}
}
}
PS: don't forget to change your layout to use your CustomTextView
Hope it helps!
If you want your text view display in one line then do this-
textView.setMaxLines(1);
but Remember it cuts out the text which not fit in textview
I suppose you have a TextView displaying the text?
You can check if a textviews text is trimmed by calculating the width of TextView and also calculate the width of text which will be displayed in the textview:
#Override
public void onWindowFocusChanged(boolean hasFocus) {
// TODO Auto-generated method stub
super.onWindowFocusChanged(hasFocus);
isMarqueed("I am fine here. How r u", textView.getWidth(), textView);
isMarqueed("I am fine", textView.getWidth(), textView);
}
private boolean isMarqueed(String text, int textWidth, TextView tv) {
Paint testPaint = new Paint();
testPaint.set(tv.getPaint());
boolean isMarquee = true;
if (textWidth > 0) {
int availableWidth = (int) (textWidth - tv.getPaddingLeft() - tv.getPaddingRight()-testPaint.measureText(text));
System.out.println("...available width..."+availableWidth);
isMarquee = false;
}
return isMarquee;
}
Taken from here: How to check if a TextView String has been trimmed (marquee)?
Since you're using a TextView you can use it's method getLineCount() to determine how many lines this TextView expands over. But be careful when using this method, you must be sure that the view has been drawn before invoking this method. See documentation for more information.

Only the first of three custom views draws properly

I have a custom ScoreView that consists of two lines of text (a name and a score). Behind that text, I am drawing a bar representing the score.
I have a fragment that contains three such ScoreViews. When I update the ScoreViews with a new name or score, everything works fine. However, if I update the rectangle behind them, only the first rectangle is redrawn.
The end result is something like this:
All three ScoreViews should have a gray bar behind the text.
To prevent the possibility of my fill color attribute causing this, I am statically setting the bar's color in the ScoreView.
ScoreView snippet:
public class ScoreView extends View {
public void setFillPercent(float percent) {
mFillPercent = percent;
mFillRect = new Rect(getLeft(), getTop(), getLeft() + Math.round(mFillPercent*getWidth()), getBottom());
invalidate();
requestLayout();
}
#Override
protected void onSizeChanged (int w, int h, int oldw, int oldh) {
mFillRect = new Rect(getLeft(), getTop(), getLeft() + Math.round(mFillPercent*w), getBottom());
mTextXPos = getLeft() + 20; // TODO dp?
mNameTextYPos = h/2 - (int)mNameTextSize;
mScoreTextYPos = h/2 + (int)mScoreTextSize;
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawRect(mFillRect, mFillPaint);
canvas.drawText(mName, mTextXPos, mNameTextYPos, mNameTextPaint);
canvas.drawText(String.valueOf(mScore), mTextXPos, mScoreTextYPos, mScoreTextPaint);
}
}
In my fragment, I call:
oneScoreView.setFillPercent(.5f);
twoScoreView.setFillPercent(.5f);
threeScoreView.setFillPercent(.5f);
I set a breakpoint in onDraw() and I can see that it is being called, and that mFillRect has the correct size and position. It simply doesn't get displayed.
I also discovered that if I rearrange the three ScoreViews, it is always the first ScoreView that updates properly.
I am not sure, but mFillRect = new Rect(getLeft(), getTop(), getLeft() it means you set offset left and top of the view, but then you use this rectangle to draw inside the same view. I think it's just out of view's canvas area, that's why you cannot see it. I might be wrong though.

How do you add a custom view on a view in Android?

I have a graph view (custom view) in Android and a main view. Depending on the user's preference I want to add 1-5 graph views onto my main view but am not quite sure how to. (I'm using purely Java and not xml). I was reading that I might have to use a Relative Layout or something in order to stack views.
Any advice or suggestions are welcome
in your activity you probably have something like this towards the begining of your onCreate() method:
setContentView(R.layout.main);
inside your main.xml file you probably have an element that is some kind of layout. I will assume LinearLayout for now, but it works similarly with all types. You'll need to get a reference to this layout and to do that it must have an id. So if that layout does not have something like this in it you need to add it:
android:id="#+id/myMainLayout"
Then back in your java sometime after you've called setContentView() you can find the reference to your layout with something like this:
LinearLayout myLayout = (LinearLayout)findViewById(R.id.myMainLayout);
Once you have a reference to your layout you can add your graph views to it with something like this:
myLayout.addView(graph1);
myLayout.addView(graph2);
//etc...
If you want to skip the xml layout all together you are allowed to make your layout in java. To do that it would like this:
LinearLayout myLayout = new LinearLayout(YourActivity.this);
myLayout.addView(graph1);
myLayout.addView(graph2);
setContentView(myLayout);
Note that you can only call setContentView() once so you'll need to pass some kind of Layout to it if you want to add more than 1 View.
Edit:
I have never specifically tried but I would think you could call addView() from the constructor in your custom view:
public CustomView() {
this.addView(anotherView);
}
do you have a custom view for your layout too?
Here is an example of a custom view as graph. One needs to have a LinearLayout somewhere in the layout which has ID set to #+id/ll and size of the graph:
public class RootActivity extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
int[] graphData = {3,5,2,7,4,8,1,5,9};
LinearLayout ll = (LinearLayout) findViewById(R.id.ll);
GraphView graphView = new GraphView(this);
ll.addView(graphView);
//call this method with every new set of data
graphView.drawGraph(graphData);
}
class GraphView extends View{
int[] graphData;
Paint graphPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
int screenH;
int screenW;
int colW;
int colH;
int columnCount;
public GraphView(Context context) {
super(context);
graphPaint.setColor(Color.MAGENTA);
graphPaint.setStyle(Style.FILL);
}
#Override
public void onSizeChanged (int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
screenW = w;
screenH = h;
}
public void drawGraph(int[] graphData){
this.graphData = graphData;
columnCount = graphData.length;
invalidate();
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
colW = (screenW - 10) / columnCount;
int graphStep = 20;
int columnSpace = 5;
canvas.drawText("GRAPH", 10, 10, graphPaint);
for (int i= 0 ; i < columnCount; i++){
//draw columns from bottom up
canvas.drawRect(
new Rect(
i * colW + 5,
screenH - 5 - (graphData[i] * graphStep),
i * colW + 5 + colW - columnSpace,
screenH - 5
),
graphPaint);
}
}

Rotate View Hierarchy 90 degrees

I am working on a subclass of FrameLayout that is supposed to rotate all of its children by 90 degrees. I am doing this to overcome the landscape-only camera limitation present in android 2.1 and below, by having the activity be in landscape, but placing my camera overlay into this framelayout overlay to cause it to appear as if it was portrait (this is how Layar does it) To accomplish this, I'm adapting Jeff Sharkey's code to rotate views. My problem is that I can rotate the Framelayout, but I cannot resize it to match the new dimensions. So on my g1, instead of a 320x480 portrait view over a 480x320 camera view in landscape, I get a 320x320 box in the middle showing my portrait view with the sides chopped off.
Here is my code so far:
public class RotateLayout extends FrameLayout {
private Matrix mForward = new Matrix();
private Matrix mReverse = new Matrix();
private float[] mTemp = new float[2];
public RotateLayout(Context context) {
super(context);
}
public RotateLayout(Context context, AttributeSet attrs) {
super(context, attrs);
}
/* (non-Javadoc)
* #see android.widget.FrameLayout#onMeasure(int, int)
*/
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
//This didn't work:
//super.onMeasure(heightMeasureSpec, widthMeasureSpec);
}
/* (non-Javadoc)
* #see android.widget.FrameLayout#onSizeChanged(int, int, int, int)
*/
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
#Override
protected void dispatchDraw(Canvas canvas) {
canvas.rotate(270, getWidth()/2, getHeight()/2);
//This code will stretch the canvas to accommodate the new screen size. This is not what I want.
//float scaleX=(float)getHeight()/getWidth();
//float scaleY=(float)getWidth()/getHeight();
//canvas.scale(scaleX, scaleY, getWidth()/2, getHeight()/2);
mForward = canvas.getMatrix();
mForward.invert(mReverse);
canvas.save();
canvas.setMatrix(mForward); //This is the matrix we need to use for proper positioning of touch events
super.dispatchDraw(canvas);
canvas.restore();
}
#Override
public boolean dispatchTouchEvent(MotionEvent event) {
final float[] temp = mTemp;
temp[0] = event.getX();
temp[1] = event.getY();
mReverse.mapPoints(temp);
event.setLocation(temp[0], temp[1]);
return super.dispatchTouchEvent(event);
}
}
I have tried overriding OnMeasure to switch the X and Y dimensions of the View, but have not been able to get that to work.
Any help you can provide is greatly appreciated.
I had the same problem and managed to solve it.
Instead of rotating each view or the layout by hand, I used a LayoutAnimationController.
First, place a file in /res/anim/ called rotation.xml
<?xml version="1.0" encoding="utf-8"?>
<rotate
xmlns:android="http://schemas.android.com/apk/res/android"
android:fromDegrees="0"
android:toDegrees="-90"
android:pivotX="50%"
android:pivotY="50%"
android:duration="0" android:fillAfter="true">
</rotate>
Then, in your Activity's onCreate, do
#Override
public void onCreate(Bundle icicle) {
super.onCreate(icicle);
setContentView(R.layout.myscreen);
Animation rotateAnim = AnimationUtils.loadAnimation(this, R.anim.rotation);
LayoutAnimationController animController = new LayoutAnimationController(rotateAnim, 0);
FrameLayout layout = (FrameLayout)findViewById(R.id.MyScreen_ContentLayout);
layout.setLayoutAnimation(animController);
}
If you want to rotate elements that lie above your camera preview view (SurfaceHolder), simply place a FrameLayout above the SurfaceHolder, place all your elements in that FrameLayout and call the Layout "MyScreen_ContentLayout". Done.
Hope that helped someone out, took me quite a while to get everything together.
Using API level 11 and later you can use the method setRotation(degreesFloat); to change the rotation of a view programmatically, or you can use the XML attribute android:rotation="" to change it in your XML. There are also methods/attributes for changing only the X or Y values of a view's rotation: Android Docs - View (setRotation).
So nowadays as long as you're using API level 11 or above, you should be able to apply the rotation to a wrapper layout node. However, you probably will also have to change the dimensions of the top-level layout to match the dimensions you desire after the rotation. I.e. if you have a portrait view w/ dimensions 800x1280, you'll have to change them to 1280x800 in order for it to line up after rotating to landscape.
Using this library you can rotate whole view hierarchy https://github.com/rongi/rotate-layout
Like this
This is what has worked for me in general.
private void init() {
setRotation(90f);
}
public YourViewOrViewGroup(final Context context) {
super(context);
init();
}
... (all the View/ViewGroup constructors) ...
#Override
protected void onLayout(final boolean changed, final int l, final int t, final int r, final int b) {
super.onLayout(changed, l, t, r, b);
final int width = getWidth();
final int height = getHeight();
final int offset = Math.abs(width - height) / 2;
setTranslationX(-offset);
setTranslationY(offset);
}
#Override
protected void onMeasure(final int widthMeasureSpec, final int heightMeasureSpec) {
super.onMeasure(heightMeasureSpec, widthMeasureSpec);
}
What you want to do is swap the width with height and then put the X & Y offsets so that the view becomes full screen after the rotation.
The above is a 'landscape'-rotated version. To achieve a landscape inverted just apply 270-deg rotation. You can either modify code within the snippet or apply the rotation outside in a more generic way, i.e
final YourViewOrViewGroup layout = inflater.inflate(...);
if (currentOrientation.isInverted()) {
layout.setRotation(layout.getRotation + 180f);
}
this way you are able to embed the rotated View/ViewGroup within the xml definition and inflate 'port' and 'land' versions while the screen orientation changes, but this seems out of this topic.
Edit: actually it is much better to defer the offset setting until at least one layout pass is over.
This is due the fact that in my case after first onMeasure() the view would be drawn (before the offsets were set). Eventually it could be experienced as glitching because the view/layout would not get drawn within the final bounds at first.
(updated the snippet)
I think you forgot one line in your onMeasure.
#Override
protected synchronized void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(heightMeasureSpec, widthMeasureSpec);
setMeasuredDimension(getMeasuredHeight(), getMeasuredWidth());
}
Taken from the code for a vertical seekbar here:
How can I get a working vertical SeekBar in Android?
You might need to fiddle with the getMeasuredHeight() to make it the correct size of your screen.
Try turning off children clipping of your view root: call setClipChildren(false) on parent of your RotateLayout and in onMeasure method of your RotateLayout put these lines:
super.onMeasure(heightMeasureSpec, widthMeasureSpec);
setMeasuredDimension(getMeasuredHeight(), getMeasuredWidth());
I'm having basically the same problem as you and I still haven't tested my solution - I'll do it tomorrow and tell if it is working correctly.

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