I have a layout like :
<ll vertical>
<ll horizental>
<textview></textview>
<textview></textview>
</ll>
<ll horizental>
<textview></textview>
<textview></textview>
</ll>
</ll>
The problem is i need to display this as part of my whole screen.
i am doing
mCustomDrawableView = new CustomDrawableView((Context)this, R.drawable.mychart);
setContentView(mCustomDrawableView);
and on ondraw of my custom view i am drawing the bitmaps etc.
The problem is how can I make above layout into a ibitmap, so that I can draw it in this custom drawing ?
I need to do this because in the layout, one TextView will have right aligned text which is difficult to do in custom drawing.
You should be able to inflate the layout and build the paramaters/child-text-views you want. Then, create a Canvas from your own Bitmap and call the layout's 'draw' function passing in your own canvas. The layout should then blit all of it's children into your custom bitmap, which, you can then do whatever you want with.
http://developer.android.com/reference/android/view/View.html#draw(android.graphics.Canvas)
Related
I have a custom ViewGroup that contains an ImageView and a few other TextViews that display white text on the image. I would like to draw ONE dark rectangle under all the textviews to improve the contrast.
To accomplish this, in the custom ViewGroup's onLayout, I compute the smallest rectangle that contain all of the TextViews. Now, I have no idea how to draw the rectangle on top of the first child (the image), but below the other children, the TextViews. So I would like to draw the children in the order:
ImageView (first child)
Computed dark Rect
TextViews (all other children)
I tried overriding dispatchDraw() and then after the call to super.dispatchDraw(canvas), I drew the rectangle. But that obviously put the rectangle over the TextViews.
I would appreciate any help.
Thanks!
I have a transparent layout in android, and behind the layout there is an image. how to make the linear blur ? I found examples to make the image itself blur but I don't want to make whole image blue, just only the part that is behind the linear layout.
Set a semitransparent Blur image to the linear layout or simplest set a color to linear layout and set it to semitransparent by defining alpha
edited solution
do this...
1.) create a blur copy of the image u have on background.
2.) clip the image by using
Bitmap croppedBmp = Bitmap.createBitmap(originalBmp, startX, startY, widthLayout , heightOfLayout);
3.) set this image in the Linear Layout using an image-view with height and width attribute as fill-parent.
I have pretty complex solution, so there won't be any code. So, here is idea, step by step:
Let's assume that your layout have just single custom LinearLayout. No ImageView as a background.
What we going to do, is draw background drawable of LinearLayout by our own, so it will first draw full image and then draw blurred square from the same image on top. Content of LinearLayout might be moved to desired position using paddings.
So, create something like MyLinearLayout and put it to your layout resource. Provide required constructors.
Override onAttachedToWindow() and onDetachedFromWindow() methods. Inside them we should load our background Bitmap and recycle it accordingly. Let's name it mBackground
Override draw() method. Inside it we're going to first draw our mBackground.
Then, you can use Canvas#clipRect() method to crop drawing area of Canvas to some specified rectangle. In your case, this rectangle should be the area below your content. You can figure it out using View#getPadding*() methods. Don't forget to call canvas#save() before clipping drawing area.
Now you can draw your bitmap once again with blur (I don't know which method exactly you're using, so let's assume that you know how to do it... but you still can share it with us :) ). Cool thing is that you can just draw the same Bitmap once again in full scale - since we had called clipRect before, it will be drawn only within this area. Don't forget to call canvas#restore() after drawing background.
Call super.draw() to draw rest of the stuff, that your LinearLayout contains.
I create a subclass of RelativeLayout,the use of it in the layout file.In the layout file also defines some components widget.Overwrite the OnDraw painted a picture,The picture can not draw on the top, but the control block.
Like this:
How do I get the picture to the layout of the above.the picture is and move according to the finger movement..thanks.
I am having two different circular images with different sizes.I have to place both in same place where the center point will be same.These two imageviews are in a relative layout.
please help..
When using a relative layout the only option to do that is to center both images in the layout, but if you start adding more elements, such as some text above/below any of the images, the result will not be as expected.
So my recommendation is to do it programatically. You can define a View and override the onDraw() method. Then you would load the bitmaps by means of two ImageView (or BitmapFactory). Then you paint it to the canvas at the desired location. To find out the center of each image you can use the Rect class that you obtain from the View method getDrawingRect after you apply the layout properties (so the size is calculated),, or by hand (create a Rect with de dimensions of the loaded Bitmap if you use BitmapFactory)
Other alterative is using LayerDrawable and define the image positions so they are centered (you need to know the image dimensions before hand).
Difficult to help without your layout XML code. Having said that, the moment you see "one on top of the other", you need to consider FrameLayout.
Use Framelayout, and set the background for the same with an image and then add images on top with setting layout gravity to left or right or middle.
In stead of creating a new sublayout, you can potentially have the ImageViews align on all sides and set the scaleType attribute to something like center:
<ImageView
android:id="#+id/circle_a"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/..."
android:scaleType="center"/>
<ImageView
android:id="#+id/circle_b"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/..."
android:layout_alignTop="#+id/circle_a"
android:layout_alignBottom="#+id/circle_a"
android:layout_alignLeft="#+id/circle_a"
android:layout_alignRight="#+id/circle_a"
android:scaleType="center" />
This will give the circle_b ImageView actually the same dimensions as circle_a, but setting the appropriate scaleType will prevent the image from being stretched or misaligned.
//Edit: ups, I meant to say center... corrected.
Is it possible to add TextView and ImageView on canvas?
Canvas does not inherit from ViewGroup, so it does not have the ability to add child views to it.
With Canvas, you use drawBitmap and drawText methods to draw images and text instead of adding child controls like TextView and ImageView.
It's a round about way, but this tutorial adds a textview to his canvas:
http://www.helloandroid.com/tutorials/how-draw-multiline-text-canvas-easily
If you need to freely position ImageViews and TextViews, you should use a RelativeLayout.
The RelativeLayout has advanced positioning features and allows overlapping.
- put your view (which is using canvas) inside the RelativeLayout,
public class YourComponent extends View{
#Override
protected void onDraw(Canvas canvas)
...
public void onDraw(){
....
....
ImageView yourImageView = .....
RelativeLayout.LayoutParams fParams = new RelativeLayout.LayoutParams(25,25);
fParams.leftMargin = 100; //x coordinate
fParams.topMargin = 25; /y coordinate
yourImageView.setLayoutParams(fParams);
((RelativeLayout) YourComponent.this.getParent()).addView(yourImageView);
}
}
above code : i created layout params which shows 25x25 dimensions for view. and after that , i used margins to set proper position on the parent layout. and set this LayoutParams to ImageView. and for last, i added this imageView to parent Layout.
But beware that during the onDraw() execution, calling operation on external view may stop onDraw(). so if you want to use this way be sure you already completed all onDraw operation.
I am not so sure why this happens. I did not try to observe too much on it yet.