In my app, when the user touches the screen, a circle is drawn, and if a circle has already been drawn at point a, then another circle cannot be drawn there.
when I use canvas.drawCircle(...), it's innacurate. if I tap close to the top of the screen, then it is just very minutely missing where I tapped it (slightly to the left or right). The farther I go down the farther up my circle is from where I touched. If I'm touching the left side of the screen, the circle goes to the right of the touch point, and if I touch the right side of the screen, the circle is on the left.
Here's my code:
public void onCreate(...){
super.onCreate();
setcontentView(...);
drawnX = new ArrayList<Float>();
drawnY = new ArrayList<Float>();
layout = (ImageView)findViewById(R.id.layout);
layout.setOnTouchListener(new View.OnTouchListener() {
#Override
public boolean onTouch(View view, MotionEvent me) {
newY = me.getY();
newX = me.getX();
int action = me.getAction();
if (action==0){
Log.v(tag, "New Touch");
Log.i(tag, String.valueOf("Action " + action +
" happened at X,Y: " + "("+newX+","+newY + ")"));
getDistance(newX, newY);
}
return true;
}
});
#Override
public void onResume(){
super.onResume();
display = getWindowManager().getDefaultDisplay();
screenHeight = display.getHeight();
screenWidth = display.getWidth();
bitmap = Bitmap.createBitmap(screenWidth, screenHeight, Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
paint = new Paint();
circleRadius = screenHeight/50;
}
public void getDistance(float xNew, float yNew){
// here I compare the new touch x and y values with the x and y values saved
// in the Array Lists I made above. If distance is > circleRadius, then:
drawPoint(xNew, yNew)
}
public void drawPoint(final float x, final float y){
minDistance = Float.NaN;
new Thread(new Runnable(){
#Override
public void run(){
paint.setColor(Color.RED);
canvas.drawCircle(x, y, circleRadius, paint);
layout.post(new Runnable(){
#Override
public void run(){
layout.setImageDrawable(new BitmapDrawable(bitmap));
//I have also tried setImageBitmap and setBackgroundDrawable
}
});
}
}).start();
}
Int the process of all of this, I also do some logging in the drawPoint, and it shows that the x and y coordinates match that which are gotten in the onTouch.
I've also tried maknig it a LinearLayout, but that had the same effect.
And, the bitmap size matches the screen size and canvas size. also, for testing I did
canvas.drawARGB(...)
and it covered the whole screen, so I know it's not just that the bitmap is not stretching to the bottom. The layout's height is less than the height of everything else, and the width of the layout is the same as everything else, but when I use layout.getHeight and layout.getWidth in my onResume, they always return 0, so I can't really use that.
I really have no clue what's causing it. I also tried it on two emulators and got the same response. Any help would be greatly appreciated.
Also, if I tap on the drawn circle (toward the bottom of the screen), another circle will then be drawn above that one, but if I tap where I previously tapped, then a new circle will not be drawn, which really is what's suppose to happen. the circle is just not showing on the screen correctly.
I found the answer.
Oddly enough, even though the width of the bitmap matched the width of the layout, when I did a little more testing, I found the dimensions didn't actually fit together on the left and right either.
I wasn't using the layout.getWidth() and layout.getHeight() due to it returning 0 in onResume()
But, I thought the different height from display.getHeight() very well may be causing the problem, so I did essentially:
new Handler().postDelayed(getLayoutSizeRunnable, 5000);
where getLayoutSizeRunnable was essentially:
screenWidth = layout.getWidth();
screenHeight = layout.getHeight();
Then everything worked perfectly.
And for the usage in my app, I'll use an if statement so the first time a touch point is made, the layout size will be calculated, and the bitmap will be created based on it.
Related
As is, 100 pink circles (same bitmap) appear scattered randomly over the phone screen (as is supposed to). When I tap one of the circles, that circle should disappear (change to the background color). I think I have a fundamental misunderstanding of Android and View in general.I think I have a couple obvious errors (that are not so obvious to me, but I've been staring at it so long that I figured I needed some help). Currently, the screen shows the random circles but nothing more. Touching the screen does nothing. Any better ideas to make the circles disappear? It recently reorganized all the bitmaps when you touched it, but I did something recently, and it stopped. The bitmap is 30px by 30px.
public class DrawV extends View {
private Bitmap bit_dot;
private int width;
private int height;
public int[] width_array = new int[100];
public int[] height_array = new int[100];
private View dotV = (View)findViewById(R.id.bigdocpic);//bitmap
Random rand = new Random();
public DrawV(Context context) {
super(context);
bit_dot = BitmapFactory.decodeResource(getResources(), R.drawable.dot_catch);
DisplayMetrics metrics = context.getResources().getDisplayMetrics();
width = metrics.widthPixels;
height = metrics.heightPixels;
}
#Override
//draws 100 randomly placed similar bitmaps
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
int height_dimension;
int width_dimension;
for (int i = 0; i < 100; i++){
height_dimension = rand.nextInt(height) + 1;
width_dimension = rand.nextInt(width) + 1;
canvas.drawBitmap(bit_dot, width_dimension, height_dimension, null);
width_array[i] = width_dimension;//
height_array[i] = height_dimension;//
}
}
#Override
public boolean onTouchEvent(MotionEvent event){
Paint p = new Paint();
p.setColor(Color.WHITE);
Path path = new Path();
Canvas c = new Canvas();
for (int i = 0; i < 100; i++){
if ((event.getX() == width_array[i]) && (event.getY() == height_array[i]))
c.drawCircle(width_array[i], height_array[i], 15, p);
}
invalidate();
return false;//false or true?
}
//set visibility of bitmap to invisible
public boolean onTouch(View v, MotionEvent event) {
dotV.setVisibility(View.INVISIBLE);
invalidate();
return false;//false or true? not understanding
}}
Help?
Your onTouchEvent isn't really doing anything important as-is, and you don't have the concept of a circle object.
onDraw should really be drawing these circles from an array/list created earlier - say a List<MyCircles> or MyCircles[]. On touch, you could iterate through all of your circles until you find one that is closest, remove that circle from the array or list, then invalidate.
The reason nothing is happening at all is even though you're drawing those circles again in onTouchEvent, you're redrawing everything yet again in onDraw (invalidate() calls draw/onDraw).
Ideally, create your list of circles in your initializer, draw them in onDraw, and update them in onTouch (That is, delete). There may be a simpler way to do this but this is, at the very least, a more proper approach.
i got some issue nagging me for quite some time now.
I got my custom Camera-App that shows a live Preview. Aswell i am using the FaceDetection for getting a better focus on peoples faces. When i check my taken Pictures in Gallery i can see the Rectangle correctly. The next step is to make the FaceDetection-Rectangle visible in the Live-Preview. So i decided to use a canvas that gets the coordinates from the Preview-Rectangle and transform them to coordinates that can be used by the canvas.
My problem is that i had to rotate the Preview by 90degrees that it shows the Preview correctly. So when i also rotate the View of the canvas before i draw it, the rectangle shows correctly and moves the right axis aswell. BUT the rectangle can move out of screen on left and right, and only uses about half of the available height. I assume that the rotating causes the trouble, but i can't manage to put things right. Someone got an idea?
Screenshot (i added purple lines to show the top/bottom-parts that cant be reached by red rectangle):
Preview:
mCamera = Camera.open();
mCamera.getParameters();
mCamera.setDisplayOrientation(90);
mCamera.setFaceDetectionListener(new FaceDetectionListener() {
#Override
public void onFaceDetection(Face[] faces, Camera camera) {
if(mDraw != null) {
mDraw.update(f.rect, f);
}
}
}
}
});
mCamera.startFaceDetection();
}
private DrawOnTop mDraw = null;
public void setDrawOnTop(DrawOnTop d) {
this.mDraw = d;
}
DrawOnTop:
public DrawOnTop(Context context) {
super(context);
myColor = new Paint();
myColor.setStyle(Paint.Style.STROKE);
myColor.setColor(Color.RED);
}
#Override
protected void onDraw(Canvas canvas) {
rect.set((((rect.left+1000)*1000) / WIDTH_DIVISOR),(((rect.top+1000)*1000) / HEIGHT_DIVISOR),(((rect.right+1000)*1000) / WIDTH_DIVISOR),(((rect.bottom+1000)*1000) / HEIGHT_DIVISOR ));
setRotation(90);
canvas.drawRect(rect, myColor);
}
public void update(Rect rect, Face face) {
this.invalidate();
this.rect = rect;
this.face = face;
}
----------------------------------------------------------------------------------------
EDIT:
i came to the conclusion that this is a rare but known bug and that there is so far no other solution but forcing the application to landscape-mode. Works ok, but dimensions look a bit stretched or clinched depending on which perspective the user is operating.
EDIT: I misread the question and talked about the wrong rectangle. This is what i meant:
Basically, you just need to scale the purple rectangle. Find ut where it is defined, then put it onto a canvas and do the following:
float screenWidth = /*get the width of your screen here*/;
float xScale = rect.width / screenWidth;
float screenHeight = /*get the height of your screen here*/;
float yScale = rect.height / screenWidth;
canvas.setScaleX(xScale);
canvas.setScaleY(yScale);
This way, the coordinates will be translated properly.
SECOND EDIT (in response to your comment): You can also do this with views, if you like.
Have fun.
I'm trying to rotate my Bitmap using a readymade solution I found somewhere. The code is below:
public void onDraw(Canvas canvas) {
float x = ship.Position.left;
float y = ship.Position.top;
canvas.drawBitmap(ship.ship, x,y,null);
invalidate();
}
However, when I do it, the X and Y axii change their direction - if I increase the Y the image goes towards the top of the screen, not towards the bottom. Same happens to X if I rotate by 90 degrees.
I need to rotate it but without changing the Y and X axii directions.
Even rotated, I still want the Bitmap to go towards the bottom if I increase Y and to the right if I increase the X.
public void update()
{
if(!moving)
{
fall();
}
else //moving
{
move();
faceDirection();
}
Position.top += Speed;
}
private void move() {
if(Speed < MAXSPEED)
Speed -= 0.5f;
}
private void fall() {
if(Speed > MAXSPEED*-1)
Speed += 0.2f;
}
private void faceDirection() {
double OldDiretion = Direction;
Direction = DirectionHelper.FaceObject(Position, ClickedDiretion);
if (Direction != OldDiretion)
{
Matrix matrix = new Matrix();
matrix.postRotate((float)Direction);
ship = Bitmap.createBitmap(ship, 0, 0, ship.getWidth(),ship.getHeight(), matrix, false);
}
I tried the code above, but it's still changing the Y direction, It's going to bottom of the BitMap, not bottom of the screen.
Here is the project: https://docs.google.com/file/d/0B8V9oTk0eiOKOUZJMWtsSmUtV3M/edit?usp=sharing
You should first rotate, than translate:
matrix.postTranslate(x, y);
matrix.postRotate(degree);
alternative would be to try to use preRotate() instead of postRotate().
I also strongly recommend to translate/rotate the original while drawing. So your createBitmap() call shouldn't modify the orientation. At least not when you change it dynamically on user interaction. Otherwise you would create a lot of bitmaps to represent rotations over and over again which would impact the performance.
The problem is that you don't actually rotate the bitmap - you just draw it rotated. So, the next time you redraw it, you first push it towards the bottom or right by incrementing x/y and then rotate it.
You have to actually rotate the bitmap itself. You could use the following code:
ship.ship = Bitmap.createBitmap(ship.ship, 0, 0, ship.ship.getWidth(), ship.ship.getHeight(), matrix, false);
Here you create a new rotated bitmap and set your reference to point to it.
Note! You must do this only once! So you can't do it in the onDraw method, since then it will get rotated every time it's redrawn. You have to do it somewhere else and then draw it as usual in onDraw (without the matrix rotations).
I have a problem, I have tried resolve the problem but I haven't found a solution.
I have two columns of images. I want to join them through the midpoint of each image. The problem I have is that the attachment point moves down, like the image
I have a "main" class and I have the internal class: public class DrawView extends LinearLayout
with the atribute:
private Paint paint = new Paint();
and I set the next values:
paint.setColor(Color.BLACK);
paint.setStrokeWidth(6);
I use the next code for draw the lines:
public void onDraw(Canvas canvas) {
}
#SuppressLint("UseValueOf")
#Override
public void dispatchDraw(Canvas canvas) {
super.dispatchDraw(canvas);
if (activateDraw) {
for (int i = 0; i < 5; i++) {
//I not include the color selection.
x1= Image[i].x + Image[i].width;
y1=Image[i].y+ (new Double(Image[i].height / 2).intValue()));
x2=ImagePr[i].x;
y2=ImagePr[i].y + (new Double((ImagePr[i].height) / 2).intValue()));
canvas.drawLine(x1, y1, x2, y2, paint);
}
activateDraw = false;
}
}
To set the x and y values I use the method:
public void setData(ImageView img) {
image = img;
int[] values = new int[2];
image.getLocationInWindow(values);
x = values[0];
y = values[1];
width = image.getWidth();
height = image.getHeight();
}
In the main class I have the atribute:
Canvas auxCanvas = new Canvas();
and I execute the onDraw(auxCanvas) method when I want draw the lines. Why the lines don't draw joining the "midpoints"?
Anyone can help me?Thanks!!
#Shaunak Sorry, it was a fail. I've removed it and it doesn't affect, the problem continues. Thank you!
#anthropomo I tried your change but the problem continues.
I don't understand why in the emulator seems to work fine, but not on the device.
SOLUTION:
(I thought I had written the answer, sorry)
The solution was very simple. The app is destinated to students that have 6-8 years, so I decided to hide the status bar and the above code works perfect without do changes!
Hide the status bar:
Hide Notification bar
How to hide the title bar for an Activity in XML with existing custom theme
If other people want to show the status bar, I suppose you need to subtract the status bar height.
reference: http://developer.android.com/reference/android/util/DisplayMetrics.html#density
does something like this work for you?:
float d = getResources().getDisplayMetrics().density;
canvas.drawLine(x1*d, y1*d, x2*d, y2*d, paint);
note: if the multiplication doesn't work try dividing by d... i can never remember what to do.
I am trying to gain some more familiarity with the Android SurfaceView class, and in doing so am attempting to create a simple application that allows a user to move a Bitmap around the screen. The troublesome part of this implementation is that I am also including the functionality that the user may drag the image again after it has been placed. In order to do this, I am mapping the bitmap to a simple set of coordinates that define the Bitmap's current location. The region I am mapping the image to, however, does not match up with the image.
The Problem
After placing an image on the SurfaceView using canvas.drawBitmap(), and recording the coordinates of the placed image, the mapping system that I have set up misinterprets the Bitmap's coordinates somehow and does not display correctly. As you can see in this image, I have simply used canvas.drawLine() to draw lines representing the space of my touch region, and the image is always off and to the right:
The Code
Here, I shall provide the relevant code excerpts to help answer my question.
CustomSurface.java
This method encapsulates the drawing of the objects onto the canvas. The comments clarify each element:
public void onDraw(Canvas c){
//Simple black paint
Paint paint = new Paint();
//Draw a white background
c.drawColor(Color.WHITE);
//Draw the bitmap at the coordinates
c.drawBitmap(g.getResource(), g.getCenterX(), g.getCenterY(), null);
//Draws the actual surface that is receiving touch input
c.drawLine(g.left, g.top, g.right, g.top, paint);
c.drawLine(g.right, g.top, g.right, g.bottom, paint);
c.drawLine(g.right, g.bottom, g.left, g.bottom, paint);
c.drawLine(g.left, g.bottom, g.left, g.top, paint);
}
This method encapsulates how I capture touch events:
public boolean onTouchEvent(MotionEvent e){
switch(e.getAction()){
case MotionEvent.ACTION_DOWN:{
if(g.contains((int) e.getX(), (int) e.getY()))
item_selected = true;
break;
}
case MotionEvent.ACTION_MOVE:{
if(item_selected)
g.move((int) e.getX(), (int) e.getY());
break;
}
case MotionEvent.ACTION_UP:{
item_selected = false;
break;
}
default:{
//Do nothing
break;
}
}
return true;
}
Graphic.java
This method is used to construct the Graphic:
//Initializes the graphic assuming the coordinate is in the upper left corner
public Graphic(Bitmap image, int start_x, int start_y){
resource = image;
left = start_x;
top = start_y;
right = start_x + image.getWidth();
bottom = start_y + image.getHeight();
}
This method detects if a user is clicking inside the image:
public boolean contains(int x, int y){
if(x >= left && x <= right){
if(y >= top && y <= bottom){
return true;
}
}
return false;
}
This method is used to move the graphic:
public void move(int x, int y){
left = x;
top = y;
right = x + resource.getWidth();
bottom = y + resource.getHeight();
}
I also have 2 methods that determine the center of the region (used for redrawing):
public int getCenterX(){
return (right - left) / 2 + left;
}
public int getCenterY(){
return (bottom - top) / 2 + top;
}
Any help would be greatly appreciated, I feel as though many other StackOverflow users could really benefit from a solution to this issue.
There's a very nice and thorough explanation of touch/multitouch/gestures on Android Developers blog, that includes free and open source code example at google code.
Please, take a look. If you don't need gestures -- just skip that part, read about touch events only.
This issue ended up being much simpler than I had thought, and after some tweaking I realized that this was an issue of image width compensation.
This line in the above code is where the error stems from:
c.drawBitmap(g.getResource(), g.getCenterX(), g.getCenterY(), null);
As you can tell, I manipulated the coordinates from within the Graphic class to produce the center of the bitmap, and then called canvas.drawBitmap() assuming that it would draw from the center outward.
Obviously, this would not work because the canvas always drops from the top left of an image downwards and to the right, so the solution was simple.
The Solution
Create the touch region with regards to the touch location, but draw it relative to a distance equal to the image width subtracted from the center location in the x and y directions. I basically changed the architecture of the Graphic class to implement a getDrawX() and getDrawY() method that would return the modified x and y coordinates of where it should be drawn in order to have the center_x and center_y values (determined in the constructor) actually appear to be at the center of the region.
It all comes down to the fact that in an attempt to compensate for the way the canvas draws bitmaps, I unfortunately incorporated some bad behaviors and in the end had to handle the offset in a completely different way.