Android View onDraw() Question - android

I'm wondering, will it be possible not working with a thread? could i still update the View's Canvas every time i will try to put an image every touch event?

You won't have to create a thread, just put your drawing stuff in the overrided method
View.onDraw
#Override
protected void onDraw(Canvas c) {
// blah blah blah........
}
Call View.invalidate everytime when updating is needed.

Related

View draw complete callback

What event signifies that the draw of a View is complete?
I know about ViewTreeObserver listeners, but I couldn't find the 'final' one, which indicates, that the job is done.
yourView.post(someRunnable) ensures, that someRunnable will be executed after the view is laid out and drawn.
What event signifies that the draw of a TextView is complete?
There is no such hook for View class (or TextView). There is, however, onDraw() method which is called when the view should render its content.
So you can do:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Finished drawing. Do other stuff.
// However you must check if this is the first or subsequent call.
// Each call to "invalidate()" will trigger re-drawing.
}
If I understand your question correctly the method you are looking for is onWindowFocusChanged(boolean hasFocus). Or else you could try the onPostResume() method.

Call method without a triggering condition

I'm trying to create a program which will randomly and continuously display circles all over the screen that will change sizes. I've created a method that will draw circles but I'm not sure how to call it. In the past I've only done buttons which will call a method when clicked, but I don't know how to just call a method out of the blue. Is there a 'main method equivalent' in android which is automatically run?
The onCreate method of the activity showing the circles will be automatically run. From here you can start a background timer thread to randomly call the method creating the circles.
There is a main method, but you can not touch it simply. In Android , the UI thread would be the main method you want though they are not the same thing.
You can run action in UI thread like this:
public static void runInUiThread(Runnable action) {
if (Looper.myLooper() == Looper.getMainLooper()) {
action.run();
} else {
new Handler(Looper.getMainLooper()).post(action);
}
}
But according to your question ,you want to display something. It is not a google idea that draw it directly on Activity, you can create a class and extends View. The Override the onDraw method , you can put your drawing code into onDraw. This function will be called automatically when it need to be display.
Now you can put your custom view into layout and if the custom view need to be display in screen , it would.
You can create your own class enxtends View, and put the code that controlls the appearance of the circle in the mothod onDraw() which you should override.When you want to get the size of your circle changed, call invalidate().As a result, the method onDraw() is called and the appearance just changes.

Android - listener after redrawing on invalidate()

I'd like to be notified after the view finishes redrawing after I ask it to invalidate. As said in this answer, the invalidate() method doesn't call a View's onDraw() the UI immediately, but schedules the repaint in a message queue which is executed after when the main thread is idle.
I'd like to show a progress dialog, do some UI modifications and then dismiss the dialog when the view is drawn properly. Is there some trick that I can do to know when the View was drawn? Maybe by subclassing the view, overriding the onDraw() method?
I think you answered your question yourself. Why not:
public class DrawListenerView extends View{
private Callback callback;
public DrawListenerView(Callback callback){
this.callback = callback;
}
#Override
protected void onDraw (Canvas canvas){
super.onDraw(canvas);
//add your method here you want to call
//Or use a Callback-pattern
callback.finish();
}
}
public interface Callback(){
public void finish();
}
If you look at the Source:
http://grepcode.com/file/repository.grepcode.com/java/ext/com.google.android/android/2.1_r2/android/view/View.java#View.invalidate%28%29
The comment above says
Invalidate the whole view. If the view is visible, onDraw(android.graphics.Canvas) will >be called at some point in the future. This must be called from a UI thread. To call from >a non-UI thread, call postInvalidate().
Try it :)
Edit: probably you want to use a Callback to handle this.
You're finding it strange to try to do this because you're going about it all wrong. ;)
You're talking about wanting to wait to dismiss a dialog until something is finished drawing. That implies that you have a drawing operation that is long enough that you want to wait for it.
Drawing a frame in onDraw should be fast. You have 16 milliseconds per frame to do any sort of input processing and drawing if you want to hit 60fps and have a smooth UI. Drawing should never take long enough that you would want to show a progress dialog while it's finishing. (Aside from that, drawing as a result of invalidating part of your UI blocks your UI thread, and your progress dialog wouldn't illustrate any progress until it's done anyway.)
If you need to do some complex off-screen rendering to show later, you should do it in an AsyncTask or similar off of your UI thread, not in a view's actual onDraw method. Once you get the finished callback from that, you can quickly draw the prerendered image you just created and dismiss your progress dialog.

The logic about onDraw of ImageView

The class MyImageView extended ImageView, In method onDraw(), I have following code:
#Override
protected void onDraw(Canvas canvas) {
this.setImageBitmap(someBitmap);
super.onDraw(canvas);
}
Although the code works, I am wonder why onDraw has not benn called infinitely, since setImageBitmap will call onDraw -->right or not? I am still want to know is there performance issue for above code?
setImageBitmap() will call invalidate() which will in turn call onDraw() later on. What you are doing is a really bad idea :)

What is the difference between Android's invalidate() and postInvalidate() methods?

What is the difference between Android's invalidate() and postInvalidate() methods? When does each one get called? Must the methods be called only in classes which extend View?
If you want to re-draw your view from the UI thread you can call invalidate() method.
If you want to re-draw your view from a non-UI thread you can call postInvalidate() method.
Each class which is derived from the View class has the invalidate and the postInvalidate method. If invalidate gets called it tells the system that the current view has changed and it should be redrawn as soon as possible. As this method can only be called from your UI thread another method is needed for when you are not in the UI thread and still want to notify the system that your View has been changed. The postInvalidate method notifies the system from a non-UI thread and the view gets redrawn in the next event loop on the UI thread as soon as possible. It is also shortly explained in the SDK documentation:
CLICK HERE
UPDATE:
There are some problems that arise when using postInvalidate from other threads (like not having the UI updated right-away), this will be more efficient:
runOnUiThread(new Runnable() {
public void run() {
myImageView.setImageBitmap(image);
imageView.invalidate();
}
});

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