Draw rectangles with space between them in Android - android

I want to draw five rectangle bars in Android. I have the regtangles, but now I want them to be a bit spaced apart.
I want them to be aligned at the bottom, and with the same distance between them.
for (int i= 0; i<4; i++) {
int ce = heigth[i];
Paint rectanglePaint = new Paint();
rectanglePaint.setARGB(255, 0, 0, 0);
rectanglePaint.setStrokeWidth(2);
rectanglePaint.setColor(Color.BLUE);
rectanglePaint.setStyle(Style.STROKE);
Rect rectangle = new Rect(35+10*ce, 150, 10, 10*ce); //in pixels
//rectangle.offset(50, 50);
rectangle.offsetTo(55+10*ce, 150);
//canvas.translate(10, 0);
canvas.drawRect(rectangle, rectanglePaint);
I have tried with offset, offsetTo, translate, but can't find the logic in using them. I want them all to start at different spots, like they move 35 dip to the right and are all 30 dip wide. Although I add 35 to the left, they still originate from the same spot.

Perhaps height[i] do not change?
Thisn should create four 10x10 rectangles separated 35 px to the left each other. BTW, you do not need to create four Paint objects. Reuse the same for the four rectangles for improved efficiency.
Paint rectanglePaint = new Paint();
rectanglePaint.setARGB(255, 0, 0, 0);
rectanglePaint.setStrokeWidth(2);
rectanglePaint.setColor(Color.BLUE);
rectanglePaint.setStyle(Style.STROKE);
for (int i= 0; i<4; i++) {
Rect rectangle = new Rect(35*i, 150, 35*i+10, 160);
canvas.drawRect(rectangle, rectanglePaint);
}

Related

Drawing a rounded hollow thumb over arc

I want to create a rounded graph that will display a range of values from my app. The values can be classified to 3 categories: low, mid, high - that are represented by 3 colors: blue, green and red (respectively).
Above this range, I want to show the actually measured values - in a form of a "thumb" over the relevant range part:
The location of the white thumb over the range arc may change, according to the measured values.
Currently, I'm able to draw the 3-colored range by drawing 3 arcs over the same center, inside the view's onDraw method:
width = (float) getWidth();
height = (float) getHeight();
float radius;
if (width > height) {
radius = height / 3;
} else {
radius = width / 3;
}
paint.setAntiAlias(true);
paint.setStrokeWidth(arcLineWidth);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setStyle(Paint.Style.STROKE);
center_x = width / 2;
center_y = height / 1.6f;
left = center_x - radius;
float top = center_y - radius;
right = center_x + radius;
float bottom = center_y + radius;
oval.set(left, top, right, bottom);
//blue arc
paint.setColor(colorLow);
canvas.drawArc(oval, 135, 55, false, paint);
//red arc
paint.setColor(colorHigh);
canvas.drawArc(oval, 350, 55, false, paint);
//green arc
paint.setColor(colorNormal);
canvas.drawArc(oval, 190, 160, false, paint);
And this is the result arc:
My question is, how do I:
Create a smooth gradient between those 3 colors (I tried using
SweepGradient but it didn't give me the correct result).
Create the overlay white thumb as shown in the picture, so that I'll be able to control where to display it.
Animate this white thumb over my range arc.
Note: the 3-colored range is static - so another solution can be to just take the drawable and paint the white thumb over it (and animate it), so I'm open to hear such a solution as well :)
I would use masks for your first two problems.
1. Create a smooth gradient
The very first step would be drawing two rectangles with a linear gradient. The first
rectangle contains the colors blue and green while the second rectangle contains green
and red as seen in the following picture. I marked the line where both rectangles touch each other
black to clarify that they are infact two different rectangles.
This can be achieved using the following code (excerpt):
// Both color gradients
private Shader shader1 = new LinearGradient(0, 400, 0, 500, Color.rgb(59, 242, 174), Color.rgb(101, 172, 242), Shader.TileMode.CLAMP);
private Shader shader2 = new LinearGradient(0, 400, 0, 500, Color.rgb(59, 242, 174), Color.rgb(255, 31, 101), Shader.TileMode.CLAMP);
private Paint paint = new Paint();
// ...
#Override
protected void onDraw(Canvas canvas) {
float width = 800;
float height = 800;
float radius = width / 3;
// Arc Image
Bitmap.Config conf = Bitmap.Config.ARGB_8888; // See other config types
Bitmap mImage = Bitmap.createBitmap(800, 800, conf); // This creates a mutable bitmap
Canvas imageCanvas = new Canvas(mImage);
// Draw both rectangles
paint.setShader(shader1);
imageCanvas.drawRect(0, 0, 400, 800, paint);
paint.setShader(shader2);
imageCanvas.drawRect(400, 0, 800, 800, paint);
// /Arc Image
// Draw the rectangle image
canvas.save();
canvas.drawBitmap(mImage, 0, 0, null);
canvas.restore();
}
As your goal is having a colored arc with rounded caps, we next need to define the area of
both rectangles that should be visible to the user. This means that most of both rectangles
will be masked away and thus not visible. Instead the only thing to remain is the arc area.
The result should look like this:
In order to achieve the needed behavior we define a mask that only reveals the arc area within
the rectangles. For this we make heavy use of the setXfermode method of Paint. As argument
we use different instances of a PorterDuffXfermode.
private Paint maskPaint;
private Paint imagePaint;
// ...
// To be called within all constructors
private void init() {
// I encourage you to research what this does in detail for a better understanding
maskPaint = new Paint();
maskPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
imagePaint = new Paint();
imagePaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_OVER));
}
#Override
protected void onDraw(Canvas canvas) {
// #step1
// Mask
Bitmap mMask = Bitmap.createBitmap(800, 800, conf);
Canvas maskCanvas = new Canvas(mMask);
paint.setColor(Color.WHITE);
paint.setShader(null);
paint.setStrokeWidth(70);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setAntiAlias(true);
final RectF oval = new RectF();
center_x = 400;
center_y = 400;
oval.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
maskCanvas.drawArc(oval, 135, 270, false, paint);
// /Mask
canvas.save();
// This is new compared to step 1
canvas.drawBitmap(mMask, 0, 0, maskPaint);
canvas.drawBitmap(mImage, 0, 0, imagePaint); // Notice the imagePaint instead of null
canvas.restore();
}
2. Create the overlay white thumb
This solves your first problem. The second one can be achieved using masks again, though this
time we want to achieve something different. Before, we wanted to show only a specific area (the arc)
of the background image (being the two rectangles). This time we want to do the opposite:
We define a background image (the thumb) and mask away its inner content, so that only
the stroke seems to remain. Applied to the arc image the thumb overlays the colored arc with
a transparent content area.
So the first step would be drawing the thumb. We use an arc for this with the same radius as
the background arc but different angles, resulting in a much smaller arc. But becaus the
thumb should "surround" the background arc, its stroke width has to be bigger than the
background arc.
#Override
protected void onDraw(Canvas canvas) {
// #step1
// #step2
// Thumb Image
mImage = Bitmap.createBitmap(800, 800, conf);
imageCanvas = new Canvas(mImage);
paint.setColor(Color.WHITE);
paint.setStrokeWidth(120);
final RectF oval2 = new RectF();
center_x = 400;
center_y = 400;
oval2.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
imageCanvas.drawArc(oval2, 270, 45, false, paint);
// /Thumb Image
canvas.save();
canvas.drawBitmap(RotateBitmap(mImage, 90f), 0, 0, null);
canvas.restore();
}
public static Bitmap RotateBitmap(Bitmap source, float angle)
{
Matrix matrix = new Matrix();
matrix.postRotate(angle);
return Bitmap.createBitmap(source, 0, 0, source.getWidth(), source.getHeight(), matrix, true);
}
The result of the code is shown below.
So now that we have a thumb that is overlaying the background arc, we need to define the mask
that removes the inner part of the thumb, so that the background arc becomes visible again.
To achieve this we basically use the same parameters as before to create another arc, but
this time the stroke width has to be identical to the width used for the background arc as
this marks the area we want to remove inside the thumb.
Using the following code, the resulting image is shown in picture 4.
#Override
protected void onDraw(Canvas canvas) {
// #step1
// #step2
// Thumb Image
// ...
// /Thumb Image
// Thumb Mask
mMask = Bitmap.createBitmap(800, 800, conf);
maskCanvas = new Canvas(mMask);
paint.setColor(Color.WHITE);
paint.setStrokeWidth(70);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
final RectF oval3 = new RectF();
center_x = 400;
center_y = 400;
oval3.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
maskCanvas.drawBitmap(mImage, 0, 0, null);
maskCanvas.drawArc(oval3, 270, 45, false, paint);
// /Thumb Mask
canvas.save();
canvas.drawBitmap(RotateBitmap(mMask, 90f), 0, 0, null); // Notice mImage changed to mMask
canvas.restore();
}
3. Animate the white thumb
The last part of your question would be animating the movement of the arc. I have no solid
solution for this, but maybe can guide you in a useful direction. I would try the following:
First define the thumb as a ImageView that is part of your whole arc graph. When changing
the selected values of your graph, you rotate the thumb image around the center of the background
arc. Because we want to animate the movement, just setting the rotation of the thumb image would
not be adequate. Instead we use a RotateAnimation kind of like so:
final RotateAnimation animRotate = new RotateAnimation(0.0f, -90.0f, // You have to replace these values with your calculated angles
RotateAnimation.RELATIVE_TO_SELF, // This may be a tricky part. You probably have to change this to RELATIVE_TO_PARENT
0.5f, // x pivot
RotateAnimation.RELATIVE_TO_SELF,
0.5f); // y pivot
animRotate.setDuration(1500);
animRotate.setFillAfter(true);
animSet.addAnimation(animRotate);
thumbView.startAnimation(animSet);
This is far from final I guess, but it very well may aid you in your search for the needed
solution. It is very important that your pivot values have to refer to the center of your
background arc as this is the point your thumb image should rotate around.
I have tested my (full) code with API Level 16 and 22, 23, so I hope that this answer at least
gives you new ideas on how to solve your problems.
Please note that allocation operations within the onDraw method are a bad idea and should
be avoided. For simplicity I failed to follow this advise. Also the code is to be used as
a guide in the right direction and not to be simply copy & pasted, because it makes heavy
use of magic numbers and generally does not follow good coding standards.
I would change a bit of the way you draw your view, by looking on the original design, instead of drawing 3 caps I would draw just 1 line, that way the SweepGradient will work.
This migth be a bit tricky, you have 2 options:
create a Path with 4 arcs
draw 2 arcs- one is the big white (filled with white so you still want to use Paint.Style.STROKE) and another on top of that make it fill transparent, you can achieve it with PorterDuff xfermode, it probably take you couple of tries until you get that without clearing the green circle too.
I imagine you want to animate thumb position, so just use simple Animation that invalidate the view and draw the thumb view position accordingly.
Hopes this helps
Create a gradient than follow a path is not so simple.
So I can suggest you to use some libraries than already did it.
Include the library:
dependencies {
...
compile 'com.github.paroca72:sc-gauges:3.0.7'
}
Create the gauge in XML:
<com.sccomponents.gauges.library.ScArcGauge
android:id="#+id/gauge"
android:layout_width="300dp"
android:layout_height="wrap_content"
android:layout_gravity="center_horizontal" />
Your code:
ScArcGauge gauge = this.findViewById(R.id.gauge);
gauge.setAngleSweep(270);
gauge.setAngleStart(135);
gauge.setHighValue(90);
int lineWidth = 50;
ScCopier baseLine = gauge.getBase();
baseLine.setWidths(lineWidth);
baseLine.setColors(Color.parseColor("#dddddd"));
baseLine.getPainter().setStrokeCap(Paint.Cap.ROUND);
ScCopier progressLine = gauge.getProgress();
progressLine.setWidths(lineWidth);
progressLine.setColors(
Color.parseColor("#65AAF2"),
Color.parseColor("#3EF2AD"),
Color.parseColor("#FF2465")
);
progressLine.getPainter().setStrokeCap(Paint.Cap.ROUND);
Your result:
You can find something more complex on this site:
ScComponents

How to create emboss around a Bitmap?

The popular game Words with Friends draws letter tiles at the game board as a single entity -
You can see a yellow linear gradient applied to all letter tiles in the following screenshot and also an emboss effect on the edge:
In my word game I would like to have similar effects:
So I create a game board sized mBitmap, then draw all tiles into it and finally draw the bitmap into my custom view -
Setup:
setLayerType(View.LAYER_TYPE_SOFTWARE, null);
// create yellow linear gradient
mGradStart = new Point(3 * mWidth / 4, mHeight / 3);
mGradEnd = new Point(mWidth / 4, 2 * mHeight / 3);
LinearGradient gradient = new LinearGradient(
mGradStart.x,
mGradStart.y,
mGradEnd.x,
mGradEnd.y,
new int[]{ 0xCCFFCC00, 0xCCFFCC99, 0xCCFFCC00 },
null,
TileMode.CLAMP);
// create the big bitmap holding all tiles
mBitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
mPaintGrad = new Paint();
mPaintGrad.setShader(gradient);
mPaintEmboss = new Paint();
mPaintEmboss.setShader(gradient);
EmbossMaskFilter filter = new EmbossMaskFilter(
new float[] { 0f, 1f, 0.5f }, 0.8f, 3f, 3f);
mPaintEmboss.setMaskFilter(filter);
Drawing:
#Override
protected void onDraw(Canvas canvas) {
mGameBoard.draw(canvas);
// draw all tiles as rectangles into big bitmap
// (this code will move to onTouchEvent later)
mBitmap.eraseColor(Color.TRANSPARENT);
for (SmallTile tile: mTiles) {
mCanvas.drawRect(
tile.left,
tile.top,
tile.left + tile.width,
tile.top + tile.height,
mPaintGrad);
tile.draw(mCanvas);
}
canvas.drawBitmap(mBitmap, 0, 0, mPaintEmboss); // emboss NOT displayed
canvas.drawText("TEXT WORKS OK", 400, 400, mPaintEmboss); // ebmoss OK
canvas.drawRect(300, 600, 800, 1200, mPaintEmboss); // emboss OK
}
The EmbossMaskFilter effect works OK with drawText() and drawRect() calls, but it does NOT work for the drawBitmap():
My question: is it possible to use some combinations of PorterDuff.Mode (and extractAlpha?) to draw an emboss around my big bitmap?
UPDATE:
By looking at HolographicOutlineHelper.java I have been able to add an outer shadow:
with the following code in MyView.java -
Setup:
public MyView(Context context, AttributeSet attrs) {
super(context, attrs);
mScale = getResources().getDisplayMetrics().density;
mGradStart = new Point(3 * mWidth / 4, mHeight / 3);
mGradEnd = new Point(mWidth / 4, 2 * mHeight / 3);
LinearGradient gradient = new LinearGradient(
mGradStart.x,
mGradStart.y,
mGradEnd.x,
mGradEnd.y,
new int[]{ 0xCCFFCC00, 0xCCFFCC99, 0xCCFFCC00 },
null,
TileMode.CLAMP);
mBitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
mPaintGrad = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
mPaintGrad.setShader(gradient);
mPaintBlur = new Paint();
mPaintBlur.setColor(Color.BLACK);
BlurMaskFilter blurFilter = new BlurMaskFilter(mScale * 1, Blur.OUTER);
mPaintBlur.setMaskFilter(blurFilter);
}
Drawing:
private void prepareBitmaps() {
mBitmap.eraseColor(Color.TRANSPARENT);
for (SmallTile tile: mTiles) {
mCanvas.drawRect(
tile.left,
tile.top,
tile.left + tile.width,
tile.top + tile.height,
mPaintGrad);
tile.draw(mCanvas);
}
mAlphaBitmap = mBitmap.extractAlpha(mPaintBlur, mOffset);
}
#Override
protected void onDraw(Canvas canvas) {
mGameBoard.draw(canvas);
canvas.drawBitmap(mAlphaBitmap, mOffset[0], mOffset[1], mPaintBlur);
canvas.drawBitmap(mBitmap, 0, 0, mPaintGrad);
}
but unfortunately the app is acting slow now - and I still don't know how to add an emboss effect around the bitmap.
I'm not sure i got exacly what you need, but if you just want to apply EmbossMaskFilter around some png letter with alpha channel, you can pretty much do this trick with
EmbossMaskFilter filter = new EmbossMaskFilter(new float[]{1, 1, 1}, 0.5f, 0.6f, 2f);
Paint paintEmboss = new Paint();
paintEmboss.setMaskFilter(embossMaskFilter);
Bitmap helperBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas helperCanvas = new Canvas(helperBitmap);
Bitmap alpha = src.extractAlpha();
helperCanvas.drawBitmap(alpha, 0, 0, paintEmboss);
alpha.recycle();
...
canvas.drawBitmap(helperBitmap, 0, 0, anyPaint);
You will never want all of this code in 1 onDraw, because it creates lots of objects in memory. And src.extractAlpha(); creates new Bitmap each time. (Btw i always get out of memory error from your project git . Added mAlphaBitmap.recycle(); and it could at least boot. But it still lagges like hell)
So, i played with your git repository and got some results. Here is demo image and git repo of first commit:
But then i realized, that you don't need EmbossMaskFilter around letters, you need them around rectangles. And it can be done pretty much the same way. Here is how i done this:
Create new helper static Bitmap and Canvas for emboss background, just like mAlphaBitmap
On each prepareBitmaps() paint rects on helper bitmap. Solid color with no alpha.
Extract alpha from created bitmap like this Bitmap alpha = helperCanvas.extractAlpha();
Draw extracted alpha bitmap on helper with paint with emboss filter helperCanvas.drawBitmap(alpha, 0, 0, paintEmboss);
In onDraw print helperBitmap with some alpha before main Bitmap.
Here is screenshot without alpha(because it is much easier to see the shapes this way)
Here is git demo of this version: https://github.com/varren/AndroidEmbossMaskFilterForPng/blob/1d692d576e78bd434252a8a6c6ad2ee9f4c6dbd8/app/src/main/java/de/afarber/mytiles2/MyView.java
And here is essential part of code i changed in your project:
private static final EmbossMaskFilter filter =
new EmbossMaskFilter(new float[]{1, 1, 1}, 0.5f, 0.6f, 2f);
private static Canvas helperCanvas;
private static Paint paintEmboss;
public Canvas getHelperCanvas(int width, int height){
if (mAlphaBitmap == null) {
mAlphaBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
helperCanvas = new Canvas(mAlphaBitmap);
paintEmboss = new Paint();
paintEmboss.setColor(Color.BLACK);
}
return helperCanvas;
}
private void prepareBitmaps() {
mCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
helperCanvas = getHelperCanvas(mBitmap.getWidth(),mBitmap.getHeight());
helperCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
paintEmboss.setMaskFilter(null);
paintEmboss.setAlpha(255);
for (SmallTile tile: mTiles) {
if (!tile.visible) continue;
helperCanvas.drawRect(tile.left,tile.top,tile.left + tile.width,
tile.top + tile.height,paintEmboss);
mCanvas.drawRect(tile.left, tile.top,tile.left + tile.width,
tile.top + tile.height, mPaintGrad);
tile.draw(mCanvas);
}
paintEmboss.setMaskFilter(filter);
Bitmap alpha = mAlphaBitmap.extractAlpha();
helperCanvas.drawBitmap(alpha, 0, 0, paintEmboss);
}
protected void onDraw(Canvas canvas) {
// ...
paintEmboss.setAlpha(255); //todo change alpha here
if(mAlphaBitmap!= null)canvas.drawBitmap(mAlphaBitmap, 0,0, paintEmboss);
if(mBitmap!= null)canvas.drawBitmap(mBitmap, 0, 0, mPaintGrad);
// ...
}
And the last 3-d step i made is to move everything from onDraw to prepareBitmaps() and preformance is fine now, but we have text destortion on resize. so here is source code for this step.
And here is kinda fine working final solution. Moving all paints with filters solved preformance issues, but i think there are still better options to implement this. As i said erlier i don't know is it what you need, but this code pretty much creates Emboss around Bitmap
PS: kinda cool effect when splitting and adding cells together
PS2: new EmbossMaskFilter(new float[] { 0f, 1f, 0.5f }, 0.8f, 3f, 3f); this will not look the same on diferent devices with diferent screen resolution
Here's a suggestion using a custom layout.
You'll need your own layout for the scrabble board. Since it's grid, this should be pretty easy to code.
The basic idea is to have a set of PNG shadow images, one for each type of combination of adjacent cells. In your layout onDraw(), draw the shadows first, then draw the tile in onLayout().
In onDraw(), iterate through your array of tiles placeholders. If you have a tile, then for each edge, inspect the adjacent cells. Depending on what's adjacent, choose the correct shadow image and draw it.
You can reduce the number of shadow images substantially by having a shadow image which is exactly the width of a tile and then specializing the corner area: one for 270 degrees, one for straight alignment, one for 90 degrees.
I don't know if using porter-duff can help since you still need to determine all these "edge" cases (no pun intended).

Speeding up bitmap drawing on android

I have been battling with trying to draw a bitmap and then highlighting a region on it with a rectangle. Originally, I was drawing a bitmap with alpha black in paint to make image darker and then on top drawing original bitmap in a region creating effect of highlight. I discovered that largest slowdown was because of alpha in Paint. So I have reworked the code and ended up with following in my draw thread:
private synchronized void drawSquare(int xStart, int yStart, int xEnd, int yEnd) {
Canvas c = holder.lockCanvas();
if(c != null) {
// Draw the background picture on top with some changed alpha channel to blend
Paint paint = new Paint();
paint.setAntiAlias(true);
if(bg != null && cWidth > 0 && cHeight > 0) {
c.clipRect(xStart, yStart, xEnd, yEnd, Region.Op.DIFFERENCE);
c.drawBitmap(bg, gTransform, blackSqr); // Draw derker background
c.clipRect(xStart, yStart, xEnd, yEnd, Region.Op.REPLACE);
c.drawBitmap(bg, gTransform, paint); ///draw original in selection
c.clipRect(0, 0, cWidth, cHeight,Region.Op.REPLACE);
}
Matrix RTcorner = new Matrix();
RTcorner.setRotate(90);
RTcorner.postTranslate(xEnd + 13, yStart - 13);
Matrix RBcorner = new Matrix();
RBcorner.setRotate(180);
RBcorner.postTranslate(xEnd + 13, yEnd + 13);
Matrix LBcorner = new Matrix();
LBcorner.setRotate(270);
LBcorner.postTranslate(xStart - 13, yEnd + 13);
// Draw the fancy bounding box
c.drawRect(xStart, yStart, xEnd, yEnd, linePaintB);
// Draw corners for the fancy box
c.drawBitmap(corner, xStart - 13, yStart - 13, new Paint());
c.drawBitmap(corner, RBcorner, new Paint());
c.drawBitmap(corner, LBcorner, new Paint());
c.drawBitmap(corner, RTcorner, new Paint());
}
holder.unlockCanvasAndPost(c);
}
So this clips out my selection area, I draw with paint that has this code to make it darker.
blackSqr.setColorFilter(new LightingColorFilter(Color.rgb(100,100,100),0));
And in the area inside the clip I draw my original bitmap. It works. But I am not happy with response time. After profiling Bitmap is what takes the longest. I have scaled the bitmap to the size of the screen already so it's drawing 300x800-ish image. The biggest resource hog seems to be the Lighting effect. Because when I turn it off I get decent response time.
So I was wondering if I have missed anything to improve how quickly bitmap is drawn, maybe caching? Or am I just stuck with this because I want darker image and actually should rethink the "highlighting/selection" altogether? Why is is so expensive to draw a bitmap with alpha colour in 2D image?
if I understand what you want, you want a rectangle (with rounded corners) to highlight a part from another image.
if it is that, then I would use an image with the square wit draw9patch and use it as a floating view over the image view
RelativeLaoyut (Image container)
+- ImageView (your actual image)
+- view (it has the square as a background, and you only have to move it to the area you want to highlight)
I'm sorry, I'm not good explaining myself.
For anyone that is interested, perhaps facing similar problem. This solution applies to my particular situation, but I have a separate background bitmap with darkened pixels manually set using:
for(int i = 0; i < cWidth; i++){
for(int j = 0; j < cHeight; j++){
int c = bg2.getPixel(i, j);
float mult = 0.15f;
int r = (int) (Color.red(c) * mult);
int g = (int) (Color.green(c) * mult);
int b = (int) (Color.blue(c) * mult);
bg2.setPixel(i, j, Color.rgb(r, g, b));
}
}
Then use the bg2 to draw main part and the original (not darkened) for the clip rectangle of the selection. There is a bit of overhead for creating and maintaining the second bitmap but the draw speed and response time is quick and smooth in comparison to bitmaps with alpha.

Sprite sheet scheme for a three-style grid in AndEngine

I am working in some game idea with Android and AndEngine, but I can't find a good tiling approach.
Some part of the game will consist on a rectangular grid. Three "styles" are possible, for each square side of the grid or the inner square. For simplicity we can think about gray, blue and red.
The problem is, when I think about making the sprite sheet, I'm not sure how to do it.
This is a quick (and bad drawing) of my first thoughts, being black the grid and green the cuts. Problem with this one is I would need to have up to 512 versions of the line crossing.
Is there a better approach? Can I do that without sprite sheets, just drawing lines and filling rectangles?
Sorry, I can't follow your thoughts completely. But, I understand you are handling a lot of squares and lines in different styles. And that's where you are right, you don't need any Sprites for that, AndEngine has some classes to draw simple things and it is way faster than Sprites.
basic example that reproduces your graphic with lines
// first the green lines (they are under the black ones)
Line[] greenLines = new Line[8];
// from (x0 ,y0) to (x1,y1) with lineWidth=5px
// the outer square
greenLines[0] = new Line(0, 0, 100, 0, 5, vertexBufferObjectManager); // top line
greenLines[1] = new Line(100, 0, 100, 100, 5, vertexBufferObjectManager); // right line
greenLines[2] = new Line(100, 100, 0, 100, 5, vertexBufferObjectManager); // bottom line
greenLines[3] = new Line(0, 100, 0, 0, 5, vertexBufferObjectManager); // left line
// inner horizontal lines
greenLines[4] = new Line(0, 33, 100, 33, 5, vertexBufferObjectManager);
greenLines[5] = new Line(0, 66, 100, 66, 5, vertexBufferObjectManager);
// inner vertical lines
greenLines[6] = new Line(33, 0, 33, 100, 5, vertexBufferObjectManager);
greenLines[7] = new Line(66, 0, 66, 100, 5, vertexBufferObjectManager);
// now the black lines
Line[] blackLines = new Line[4];
blackLines[0] = new Line(0, 15, 100, 15, 5, vertexBufferObjectManager);
blackLines[1] = new Line(0, 81, 100, 81, 5, vertexBufferObjectManager);
blackLines[2] = new Line(15, 0, 15, 100, 5, vertexBufferObjectManager);
blackLines[3] = new Line(81, 0, 81, 100, 5, vertexBufferObjectManager);
// now set the color and attach the lines to the scene (green)
for(Line line: greenLines){
line.setColor(0f,1f,0f);
myScene.attachChild(line);
}
// now set the color and attach the lines to the scene (black)
for(Line line: blackLines){
line.setColor(0f,0f,0f);
myScene.attachChild(line);
}
this above example should actually work. Now you only have to change it and adjust it to your needs. If you want to change a line you could call myLine.setPosition(fromX, fromY, toX, toY); oh and a rectangle is quite simple as well: Rectangle rectangle = new Rectangle(50,50,100,100, 5, vertexBufferObjectManager); for a rectangle that starts at (50,50) and is 100 pixels wide and 100 pixels high. And has a line width of 5 pixels. You can set the color of the Rectangle as you can for the lines. The only problem is, that the rectangle is always filled. If you want an empty rectangle you have to draw it with lines.
public Line buildGrid(int pWidth, int pHeight, float pRed, float pGreen, float pBlue){
Line grid = new Line(0, 0, 0, pHeight);
grid.setColor(0.5f, 0.5f, 0.5f);
int cont = 0;
while(cont < pWidth){
cont += 10;
grid.attachChild(new Line(cont, 0, cont, pHeight));
grid.getLastChild().setColor(pRed, pGreen, pBlue);
}
cont = 0;
while (cont < pHeight){
cont += 10;
grid.attachChild(new Line(0, cont, pWidth, cont));
grid.getLastChild().setColor(pRed, pGreen, pBlue);
}
return grid;
}

canvas drawtext direction

how to make that text was written vertically? how to rotate text 90 degrees?
Write each letter individually is stupid, but now ,i don't know another way.
Paint paint = new Paint();
public DrawView(Context context, double arr[])
{
super(context);
paint.setColor(Color.BLACK);
}
#Override
public void onDraw(Canvas canvas)
{
canvas.drawText("Test",50, 50, paint);
}
Simply rotating text (or anything else) is easy: Use the rotate() method to rotate the canvas (afterwards it is rotated back, otherwise everything you draw becomes rotated):
canvas.save();
canvas.rotate(90f, 50, 50);
canvas.drawText("Text",50, 50, paint);
canvas.restore();
The save() and restore()methods respectively save the state of the canvas and restores it. So the rest of your drawn elements are not rotated. If you only want to paint the text these two methods are not necessary.
If you want to put the characters of the string under each other, you need to process each character separately. First you'd need to obtain the font height and when drawing each character you need to increase the y-coordinate with this height over and over again.
int y = 50;
int fontHeight = 12; // I am (currently) too lazy to properly request the fontHeight and it does not matter for this example :P
for(char c: "Text".toCharArray()) {
canvas.drawText(c, 50, y, paint);
y += fontHeight;
}
Correct version is :
Canvas canvas_front = new Canvas(bitmap_front);
Paint paint = new Paint();
paint.setColor(Color.rgb(140, 0, 0));
paint.setAlpha(80);
paint.setStrokeWidth(2);
canvas_front.drawLine(0, (float) (frontIV.getHeight() * 0.9),frontIV.getWidth(), (float) (frontIV.getHeight() * 0.9), paint);
canvas_front.save();
canvas_front.rotate((float) 90 , 50, 50);
canvas_front.drawText("Text",50, 50, paint);
canvas_front.restore();
frontIV.setImageBitmap(bitmap_front);

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