How to use a custom compass image android - android

Let me start by saying that I have seen this thread: How can I replace the Compass image of MyLocationOverlay?
According to that thread, it tells me that I can't override the icon.
Not a big deal. That said, I'm trying to figure out a way to implement this.
Would I be correct in saying that I would need to create my own custom canvas that would simply draw the icon and rotate it and override the drawcompass method in another custom class that extends MyLocationOverlay?
If that is correct, how do I create this custom canvas of the icon/rotate it? (I have no experience with drawing in the android os).

Didn't need to make my own custom canvas, only had to override the drawCompass method, so it appears that the information in the initial question I linked was incorrect:
#Override
protected void drawCompass(Canvas canvas, float bearing) {
Bitmap arrowBitmap = BitmapFactory.decodeResource( mContext.getResources(), R.drawable.compass);
Matrix matrix = new Matrix();
matrix.postRotate(bearing);
Bitmap rotatedBmp = Bitmap.createBitmap(
arrowBitmap,
0, 0,
arrowBitmap.getWidth(),
arrowBitmap.getHeight(),
matrix,
true
);
canvas.drawBitmap(rotatedBmp, 20, 20, null );
}

Related

Force Android canvas to be on top of bitmap used for Google Maps markers

I'm drawing a circle with some text on top of a bitmap, and then using the bitmap as the icon for a Google Maps marker/pin.
Most of the time, it works perfectly, but sometimes the circle+text will show up BEHIND the bitmap - not good. It seems to consistently happen if i navigate to a new activity, and then go back.
Code:
// Make room for the circle
Bitmap myBitmap = Bitmap.createBitmap(dstWidth, dstHeight, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(myBitmap);
Matrix matrix = new Matrix();
int xMatrix = xPadding / 2;
matrix.setRectToRect(new RectF(0, 0, bitmap.getWidth(), bitmap.getHeight()), new RectF(xMatrix,yPadding, dstWidth - xMatrix, dstHeight), Matrix.ScaleToFit.CENTER);
canvas.drawBitmap(bitmap, matrix, null);
canvas.drawCircle(xPos, yPos, 30, backgroundPaint);
if(_badge != null && _badge.equalsIgnoreCase("") == false) {
canvas.drawText(_badge, xPos, yPos+10, textPaint);
}
return myBitmap;
Is there a way i can force my circle+text to be on top? Perhaps i should try to make my bitmap immutable (how do i do this?)
Identifying the issue:
It's seems that you "don't clean after finishing your work".
What is that mean?: You are correctly showing circle and text on the top.
But after close activity/fragment and reopen the map you get weird result because of drawing new canvas above last one. And you're doing that every time you open the map so it will be more weird of you navigated from map fragment much times.
Why that happened?:
Having multiple views (old canvas + old text and circle plus news of them) do that.
Solution:
Clear what you have made!.
One of the easiest ways is to clear your map in onStop() or onDestroy() : mMap.clear().
Other way: Is to draw canvas and objects only if needed.

Rotate icons/views along a circular path, on scroll - Android

I'm basically trying to implement something similar to this. Sadly, it's an iOS tutorial.
I have googled in most possible keywords to move something in circular manner, but couldn't find any to start off. Can any one atleast provide any hints on how this can be hacked on android? Please.
Thanks.
i used rotate animation to rotate an image about a point.
double r = Math.atan2(evt.getX() - turntable.getWidth() / 2, turntable.getHeight() / 2 - evt.getY());
rotation = (int) Math.toDegrees(r);
if (evt.getAction() == MotionEvent.ACTION_MOVE)
{
x= (int)evt.getX();
y = (int)evt.getY();
rotateAnim = new RotateAnimation(angle,rotation-50,200,100);
rotateAnim.setFillAfter(true);
ImageView.setanimation(rotateAnim );
ImageView.startAnimation(rotateAnim);
}
you can also use matrix
float newRot = new Float(rot);
Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.disc);
Matrix matrix = new Matrix();
matrix.postRotate(newRot - 50);
Bitmap redrawnBitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), matrix, true);
turntable.setImageBitmap(redrawnBitmap);
This would be pretty easy to do in a custom control. Just create a class that extends View and override the draw() method. Then you can listen for touches and calculate how far the user has rotated the control. Then you just need to use that data to rotate the canvas and draw the numbers on it.
-= Update =-
When you override the draw method you get a Canvas object. That object lets you draw to it what ever you want. It would look something like this:
#Override
public void draw(Canvas c)
{
c.rotate(amount);
c.drawBitmap(myImage);
}
This is a link to the full Canvas Documentation.

How to add images to bitmap

Hi every am new to this android development.
Currently am developing drawing application with adding stamps/labels to drawn image.so i have done drawing part so now i have to implement adding stamps/labels to that drawn image.
So please help me out this..
Bitmap Rbitmap = Bitmap.createBitmap(bitmap).copy(Config.ARGB_4444, true);
Canvas canvas = new Canvas(Rbitmap);
canvas.drawBitmap(label, -9, Rbitmap.getHeight()-label.getHeight()-10, null);
canvas.save();
return Rbitmap;
Making your question little more specific will help you more.If I understood is correct this piece of code will help you out to draw a bitmap to a drawn canvas.
private Paint green = new Paint();
private int greenx , greeny;
green.setColor(Color.GREEN);
green.setAntiAlias(false);
canvas.drawCircle(greenx,greeny,20,green);
how to add image in this code replace drawcircle with image how ?
You could be a little more specific, i.e posting some code to show what you have to get more specific answers. Anyway, you can draw a bitmap on top of another bitmap by using something like this:
//You will have a Bitmap bottomBmp, a Bitmap topBmp and a Canvas canvas.
//If you are inside an onDraw() method the canvas will be provided to you, otherwise you will have to create it yourself, use a mutable bitmap of the same size as the bottomBmp.
canvas.drawBitmap(bottomBmp, 0, 0, null); //Draw the bottom bitmap in the upper left corner of the canvas without any special paint effects.
canvas.drawBitmap(topBmp, 0, 0, null); //Draw the top bitmap over the bottom bitmap, change the zeroes to offset this bitmap.
Try with this code:
private Bitmap background;
public birdClass(Context context) {
super(context);
background = BitmapFactory.decodeResource(getResources(),R.drawable.splash );
}

Android: Drawing tiled bitmaps with bottom or some other alignments similar to css background-position

I want to set a background of a View with a tiled bitmap, but the tiling needs to be anchored to the bottom-left, instead of the top-left corner (the default). For example, if the tiles are the smiley faces below, I want it to be tiled like:
Using xml drawables I could achieve either tiling (using tileMode="repeat") or bottom positioning (using gravity="bottom"), but combining both is not possible, even the documentation says so:
android:tileMode
Keyword. Defines the tile mode. When the tile mode is
enabled, the bitmap is repeated. Gravity is ignored when the tile mode
is enabled.
Although it's not internally supported, is there any way to achieve this, perhaps using custom views?
Another way would be to extend BitmapDrawable and override the paint() method:
In this method we avoid creating a new bitmap having the size of the view.
class MyBitmapDrawable extends BitmapDrawable {
private Paint mPaint = new Paint(Paint.FILTER_BITMAP_FLAG | Paint.DITHER_FLAG);
private boolean mRebuildShader = true;
private Matrix mMatrix = new Matrix();
#Override
public void draw(Canvas canvas) {
Bitmap bitmap = getBitmap();
if (bitmap == null) {
return;
}
if (mRebuildShader) {
mPaint.setShader(new BitmapShader(bitmap, TileMode.REPEAT, TileMode.REPEAT));
mRebuildShader = false;
}
// Translate down by the remainder
mMatrix.setTranslate(0, getBounds().bottom % getIntrinsicHeight());
canvas.save();
canvas.setMatrix(mMatrix);
canvas.drawRect(getBounds(), mPaint);
canvas.restore();
}
}
It can be set to the view like this:
view.setBackgroundDrawable(new MyBitmapDrawable(getResources().getDrawable(R.drawable.smiley).getBitmap()));
Just a thought, and it's pretty roundabout, but could you flip your image vertically, and then apply a transform to your background to flip that vertically as well?
Using a custom view might involve handling all the drawing yourself, not just the background image.
Instead, I propose to set the view's background programmatically as shown:
// This drawable refers to an image directly and NOT an XML
BitmapDrawable smiley = (BitmapDrawable) getResources().getDrawable(R.drawable.smiley);
// Create a new bitmap with the size of the view
Bitmap bgBitmap = Bitmap.createBitmap(view.getWidth(), view.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bgBitmap);
// Translate down by the remainder
Matrix matrix = new Matrix();
matrix.setTranslate(0, view.getHeight() % smiley.getIntrinsicHeight());
canvas.setMatrix(matrix);
// Tile the smileys
Paint paint = new Paint();
paint.setShader(new BitmapShader(smiley.getBitmap(), TileMode.REPEAT, TileMode.REPEAT));
canvas.drawPaint(paint);
view.setBackgroundDrawable(new BitmapDrawable(bgBitmap));
Points to consider:
I'm not sure if view.getWidth() & view.getHeight() are the correct
methods to get the dimensions.
What if smiley size is bigger than the view?

Android: onDraw is too slow

I'm building a game using Android 2.2. The main game Activity uses a custom SurfaceView:
class GameView extends SurfaceView
From what I understand, the onDraw() method requires its own Thread to be executed. That in mind, I am planning to add a background image in onDraw():
canvas.drawBitmap(wallpaper, 0, 0, paint);
paint = new Paint();
But when I execute the game, it becomes very slow. If I comment out the new Paint() line, the game speeds up.
Is there something I am doing wrong, or is there a solution to my problem? For example, is there a way to reduce the number of calls to onDraw()? Or add an XML attribute to my custom SurfaceView class?
Here's the code how I load the drawable images.
public Bitmap loadBitmap(String image) {
Bitmap bitmap = null;
try {
int id = R.drawable.class.getField(image).getInt(new Integer(0));
bitmap = BitmapFactory.decodeResource(context.getResources(), id);
// bitmap = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), Bitmap.Config.RGB_565);
} catch(Exception ex) {
Log.e("loadBitmap", ex.getMessage());
}
return bitmap;
}
Here's the code of the onDraw method.
Unfortunately, I can't post everything.
paint.setColor(Color.BLACK);
canvas.drawRect(0, 0, getWidth(), getHeight(), paint);
canvas.drawBitmap(gameLevel.getBitmap(), 0, 0, paint);
// draw object(1) 320x25
// draw object(5) 50x50 each
// draw object(n) 15x15 each, estimate
// draw object(n) 50x50 each
// collision check, draw hit tile on the image sheet
// draw game information using canvas.drawText()
timeLine++;
Thanks in advance!
If the problem is only the "paint = new Paint();" line, why don't you create the Paint object only once? When the class is first created and make it a Class variable. Then just use the object everytime you want.
You could try to load the background as RGB_565 instead of ARGB_8888 in case you haven't already. Otherwise there is not much you can do except switching to OpenGL
EDIT:
Options options = new Options();
options.inDither = false;
options.inJustDecodeBounds = false;
options.inSampleSize = 1;
options.mCancel = false;
options.inPreferredConfig = Config.RGB_565;
bitmap = BitmapFactory.decodeResource(context.getResources(), id, options);
If that doesn't help other reasons may be:
You drawing code is wrong
You scale the background when you draw it
You run it on an emulator

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