Android :: Drawing View On My Own SurfaceView / Canvas

Sep 9, 2010

I am using SurfaceView to draw my game on the screen of the phone. Basically now I want to be able to draw Android Views on my View, such as a Button or ListView. I am simlpy getting a Canvas and then I draw on that... does anybody know how to draw AndroidViews (Button, ListView.) on my Canvas?

ADVERTISEMENT

Android :: Drawing Text In Custom View Using Canvas.drawtext

Jul 19, 2010

I am drawing text in my custom view in android using canvas.drawtext. i need to change back color, and want text right aligned. for example i want to print the text in a 10, 10, 100, 20 rectangle of color yellow and text color red and right aligned. how can i do that ?

View 2 Replies View Related

Android :: SurfaceView Vs Custom View / SurfaceView Is Slower

Aug 20, 2010

One using a Surfaceview, and the other using a custom view. According to the android SDK development guide, using a surface view is better because you can spawn a separate thread to handle graphics. Th SDK development guide claims that using a custom view with invalidate calls is only good for slower animations, less intense graphics.However, in my simple app, I can clearly see that using a custom view with calls to invalidate seems to render faster.What do you guys know/think about this?My touchEvent code is exactly the same, and my drawing code is exactly the same. The only difference is that one is all in the UI thread, and the other is using a tread to handle the drawing.

View 1 Replies View Related

Android :: Should I Use Canvas / SurfaceView For A Chess Game?

Oct 10, 2009

I am developing a chess game, what view should I use for the chessboard, Canvas or SurfaceView? I want to implement some animations like moving a piece, fading the chessboard or maybe rotating the chessboard.

View 4 Replies View Related

Android :: SurfaceView.setbackground() Dominates My Canvas

Aug 20, 2010

When I set the background to my surfaceview, I see what I set as the background. However, I cannot draw simple things like circles when I lock/unlock the surfaceview's canvas. All I see is the background image.

View 1 Replies View Related

Android :: Drawing Canvas With Given Matrix Transformation?

Aug 2, 2009

I got this code from another post and modified it to work for me as a TextView. I tried using the code below but no transformation is happening? I trying to draw the canvas of the TextView with the given Matrix transformation.

import android.content.Context; import android.graphics.Canvas; import android.graphics.Matrix; import android.util.AttributeSet; import android.view.MotionEvent; import android.widget.TextView;
public class CTextView extends TextView { private Matrix mForward = new Matrix(); private Matrix mReverse = new Matrix(); private float[] mTemp = new float[2];
public CTextView(Context context) { super(context); mForward.postRotate(90); mForward.invert(mReverse); } public CTextView(Context context, AttributeSet attrs) { super(context, attrs);
mForward.postRotate(90); mForward.invert(mReverse); } public CTextView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle);
mForward.postRotate(90); mForward.invert(mReverse); }
@Override protected void dispatchDraw(Canvas canvas) { canvas.save(); canvas.concat(mForward); canvas.restore(); super.dispatchDraw(canvas); }
@Override public boolean dispatchTouchEvent(MotionEvent event) { final float[] temp = mTemp; temp[0] = event.getX(); temp[1] = event.getY();
mReverse.mapPoints(temp); event.setLocation(temp[0], temp[1]); return super.dispatchTouchEvent(event); }

View 3 Replies View Related

Android :: App Gets Too Slow While Drawing Two Bitmaps On A Canvas / Fix It?

Nov 4, 2010

I have two bitmap overlapped .The top bitmap is transparent and when user touch to screen i copy pixels from another bitmap to top bitmap.My goal is to give to users the feeling of erasing image with touching to see another image.However it is not working properly especially when user drags his finger too fast on the screen.I made a few tests and i beleive drawing bitmaps to the canvas every time cause the lag but i don't know how to fix it.

View 1 Replies View Related

Android :: Animating A Drawable On A Canvas Inside A Surfaceview

Sep 2, 2010

Is there a way to animate drawables on a canvas using the android built-in animation classes?

Ive been modeling my test application, a game, after the example apps lunarlander and jetboy. They contain a lot of reusable code, but they manually update the drawable objects in real time. It seems like using the android animation built ins would be so much easier since they provide the type of animation I need¦a simple linear movement.

Is there a way to do this, or am I better off updating my canvas in real time much like the example apps.

If there is a way, could anyone get me started with some sample code? I am currently inheriting SurfaceView in my class.

View 1 Replies View Related

Android :: Crash At Drawing WebView Into Canvas / Solve This?

Sep 10, 2009

I am facing a problem. I launched a webview with some url. After url is completely loaded I try to get its content in a Canvas. But I am unable to do so. its crashing at libsgl.so

My goal is to get webview complete data in a bitmap. There is one api getDrawingCache() which gets the webview data in a bitmap format, but it gets only the visible content. I actually want the whole content in a bitmap.

If there is some another way, then how can I go about that.

Here is mine code....

View 2 Replies View Related

Android :: Drawing Word-wrapped Text At Arbitrary Position On A Canvas

Jan 16, 2010

I believe I know the basics and have successfully published a nice graphical game (Tairu). I know about inflating an xml layout and instantiating views that work.

For my current project, I really just want something similar to the Windows 'DrawText' function where it will draw a bit of a text inside an arbitrary rectangle of the surface, and do word wrap within that rectangles boundaries.  That's what I really WANT, but I can't find any form of drawText that will wrap.

So, while that's what I WANT, I can accept the thought of programmatically instantiating a TextView (which wraps beautifully). But I still need to be able to provide the rectangle, which is highly dynamic.  (which is why I want to call a form of drawText inside of my onDraw method).  In this particular case, I have something which is static to a particular view instance (I mean, the View becomes visible, the position is set, and does not change after that.  but the text position is dependent on game state and cannot be pre-determined inside an XML layout).  So in this one case, I could afford the expense of runtime recalculation of the layout when the view is displayed.

OK, fine. So I do something like this:

CODE:......

Pretend you didn't see 'AbsoluteLayout' there, I am desperate and have tried all possible layout classes

main_frame is defined in my main XML layout (it is the outermost layout, fills the parent, and, as I said, I've tried all the offered layouts)

With this code, the textView appears, but along the top of the layout, and not using the width I provided either.

Adding, out of desperation.

CODE:.......

makes no difference. In fact, so far, NOTHING has made any difference. So I thought, ok, while this seems like a useful thing to be able to do, I can accept if it can't.  I accept that it is impossible to provide dimensions in advance and that you have to override the measure and layout callbacks then requestLayout and in your overrides, force the final layout for the TextView.

Of course, that is completely unacceptable for my FIRST desire (a drawText that wraps to a rectangle, called from onDraw as needed). But the point is I feel something like that OUGHT to work, and it doesn't, so clearly this is MY fault.

Getting back to what I WANT, I guess I can do it myself by repeated calls to measure text and parsing the string for spaces until I get the N characters which fit on the first line, then repeat for additional lines, calling a normal drawText for each line (and using textMetrics to determine the vertical offset to the next line.)

But why wouldn't that method already exist?  I promise not to fill the screen with a zillion calls, and/or to cache pre-rendered text on some bitmap somewhere if antialiased drawText is too expensive to repeat frequently.

View 7 Replies View Related

Android :: Difference Between SurfaceView And View?

Aug 7, 2009

When is it necessary, or better to use a SurfaceView instead of a View?

View 3 Replies View Related

Android :: Having Offscreen Drawing Of A View

May 26, 2010

I'm having a small problem with drawing a View offscreen to a Bitmap. The View is created using LayoutInflater.inflate(int resource, ViewGroup root) with null passed to the root parameter. The View has a fixed size (200x180 pixels). I can create a Bitmap for this View either by using the method View.getDrawingCache() or by calling View.draw(Canvas canvas) using a Canvas that in turn has a backing Bitmap. This works fine if the View doesn't change after the inflate. However, if I have a TextView inside my View that I will update, the size of the TextView is never updated regardless of what method I call on the View (requestLayout(), forceLayout() invalidate() etc.). If I display the View on screen directly, everything works fine (sizes are updated as needed, etc.). What is the correct way of drawing Views off screen and being able to update their layout when needed?

View 3 Replies View Related

Android :: Why Drawing In View Not Take Effect?

Mar 31, 2009

I'm trying to create a custom widget which looks lick HTML table. I chose to derive from TableLayout, which is the subclass of ViewGroup and View. What's confusing me is that the drawing I put into my override of View.onDraw did not take effect, until I moved the codes to the override of ViewGroup.dispatchDraw. I know dispatchDraw is a good place to draw something, but I'm just wondering why there's such difference in my practice?

View 3 Replies View Related

Android :: Setup Background Of SurfaceView Just Like A 2D View?

Mar 27, 2009

Code...

Is there a way to set the background of the SurfaceView just like a 2D view?

View 4 Replies View Related

Android :: Drawing Lines On Top Of A Image View

Jul 13, 2010

I am trying to put a background image and draw on top of that screen. I assumed activity will have a on draw method, but it does not have. it seems i need to use surfaceview. Can I put a surfaceview on top of the image view and make it transparent ? any example/tutorial i can refer to ?

View 5 Replies View Related

Android :: How Drawing Cache In View Works?

May 4, 2009

Can you please tell me how does android determine when View should enable the drawing cache? I try calling in my class (which inherits form LinearLayout) Bitmap drawingCache = getDrawingCache(); I get a null in my drawingCache.

View 5 Replies View Related

Android :: Want Simple Drawing View / Program

Aug 30, 2010

I'm trying to create the simplest 2D drawing program possible to isolate what exactly I can't figure out about drawing. This program should literally just draw a 20x20 rectangle. Here's what I have: Code...

View 1 Replies View Related

Android :: View Flipper Custom Drawing

Jul 6, 2010

I have a few doubts about view flipper I am using viewflipper to go to another view using scroll_left animation. i have kept 2 linearlayouts inside the ViewFlipper Code...

View 2 Replies View Related

Android :: Drawing A Border Using A Custom View

Sep 26, 2010

I'm trying to draw a custom border by drawing a custom view. Here is a sample of one side of the border: Code...

View 1 Replies View Related

Android :: Possible For A View Having More Than One Canvas?

Aug 26, 2009

I have a View and that has a canvas. I am rotating the canvas, for rotating a bitmap. But after that, I need to draw one more bitmap on the Canvas and, this should not rotate. The second bitmap has to be static.

I tried with matrix rotation for bitmap. But its not rotating in the specified co-ordinates.

View 3 Replies View Related

Android :: Adding GestureOverlayView To My SurfaceView Class - How To Add To View Hierarchy

Jul 30, 2010

I was informed in a later answer that I have to add the GestureOverlayView I create in code to my view hierarchy, and I am not 100% how to do that. Below is the original question for completeness.

I want my game to be able to recognize gestures. I have this nice SurfaceView class that I do an onDraw to draw my sprites, and I have a thread thats running it to call the onDraw etc .

This all works great.

I am trying to add the GestureOverlayView to this and it just isn't working. Finally hacked to where it doesn't crash but this is what i have

CODE:..........

The onGesturePerformed is never called. Their example has the GestureOverlay in the xml, I am not using that, my activity is simple:

CODE:................

So I am at a bit of a loss of the missing piece of information here, it doesn't call the onGesturePerformed and the nice pretty yellow "you are drawing a gesture" never shows up.

View 1 Replies View Related

Android :: View Get Drawing Cache Method Always Returns Null

May 12, 2010

I'm working with Android 2.1 and have the following problem:
Using the method View.getDrawingCache() always returns null. getDrawingCache() should return a Bitmap, which is the presentation of View's content.

Example code:
public void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
final View view = findViewById(R.id.ImageView01);
view.setDrawingCacheEnabled(true);
view.buildDrawingCache();
final Bitmap bmp = view.getDrawingCache();
System.out.println(bmp);
}

I've already tried different ways to configure the View object for generating the drawing cache (e.g. View.setWillNotDraw(boolean) and View.setWillNotCacheDrawing(boolean)), but nothing works. What is the right way, or what I'm doing wrong? In real code I want to apply getDrawingCache() on a ViewGroup like RelativeLayout. Is the behaviour the same when using a ViewGroup?

View 2 Replies View Related

Android :: Adding View Extending From SurfaceView To Layout Gives Blank Screen

Jun 5, 2010

I'm very new to Android programming, so this is probably something pretty basic. I just have an xml layout with a few buttons. I'm trying to follow the model given by the JetBoy demo, so I'm adding a view to the layout which extends SurfaceView. When this new view is put in my xml layout, I just get a blank screen.

Here's the XML layout if it helps. The gameview element is what causes the screen to be blank

CODE:......................

View 2 Replies View Related

Android :: View.onDraw() Always Clean Canvas?

Mar 11, 2010

I am trying to draw an animation. To do so I have extended View and overridden the onDraw() method. What I would expect is that each time onDraw() is called the canvas would be in the state that I left it in and I could choose to clear it or just draw over parts of it (This is how it worked when I used a SurfaceView) but each time the canvas comes back already cleared. Is there a way that I can not have it cleared? Or maybe save the previous state into a Bitmap so I can just draw that Bitmap and then draw over top of it?

View 4 Replies View Related

Android :: Difference Between View's And Bitmap's Canvas?

Mar 6, 2009

Can anyone explain me the difference between View's Canvas and Bitmaps Canvas

View 2 Replies View Related

Android : Can I Create A View / Canvas That Is Not Rectangular?

Sep 29, 2010

I have a view that is round and hovering above (-> in z-axis direction coming out of the screen) the main content. When the someone taps the screen I want either the main content to be selected or the view hovering above, when it covers the main view.

So far that works perfectly. I have a round shaped item on a transparent canvas. Meaning you can see everything of the background that is outside of that circle. However, you cannot select it, because it is still the hovering canvas, just with a transparent paint.

Now I'm wondering, to solve this issue, if it is possible to make the view/canvas itself round shaped?

Update

I added an image for better explanation what I try to achieve.

View 2 Replies View Related

Android :: Draw A View On A Canvas By Giving X , Y Postion?

Sep 29, 2010

How can i draw a view on a canvas by giving the x,y position in the canvas.

For example,
I have custom view myView, which was created by inflating one of my layout.xml file.
Now i want to draw this myView on the canvas at position (x, y).

How can i do that? code...

View 1 Replies View Related

Android :: Canvas.drawBitmap Somehow Shows Up Behind View / Explain This?

Apr 4, 2010

I called canvas.drawBitmap to draw an image, but somehow it's showing up behind/underneath the custom view (or it's background). can someone explain this?

View 1 Replies View Related

Android :: Drawings Of View.onDraw Not Shown When Canvas Rotated

Mar 7, 2010

I have create a subclass of View and overwritten onDraw() - see some test code below. It draws a line consisting of some points. Before the line is drawn the canvas is rotated and restore after the drawing. The angle by which the canvas is rotated increases by 5 degrees every time onDraw() is called. The view is invalidated about once a second causing the view to be redrawn. Due to the rotated canvas the line drawn looks like a clock hand rotating counter-clockwise. This works - but not always. Sometimes the line is not drawn for one or more seconds, although I know from the log statement that onDraw() was called. Sometimes means: The line may be not shown after 8 seconds, then again after 35 seconds and so on. If the canvas is not rotated the problem does not occur. This also happens when I use a SurfaceView instead of a View. It does not only occur in the simulator but also on my G1 - both using Android 1.6.

CODE:.............

View 2 Replies View Related

Android :: One View Displays Multiple Canvas - Back Button Doesn't Work

Apr 7, 2010

I have a views on the main class and many other class with an onDraw() method to draw a canvas.

Java:

CODE:.....................

View 3 Replies View Related

Android :: Reset Canvas - Draw A New Bitmap Into The Canvas

Jul 7, 2010

My loadMap() method generate a canvas.throwIfRecycled exception when i try to load a new map.
When i start the game, the initial map loads and work fine though,
its only when i try to load a new map that i get the exception ..

How can i "reset" canvas and the bitmap i use to draw into, so i can startover fresh with them ?
here's what i use to create and draw my maps:

CODE:.........

So basicaly once i created and used picDest and canvas, i cannot figure how to reset it all for when i want to load a new map..

View 1 Replies View Related

Android :: Android View Or SurfaceView?

Jul 30, 2010

Ive been trying to make a scrollable/zoomable app and everything has gone great except for drawing bitmaps. It is a very large image (6656 by 4096) that i have split into tiles. There is a rectangle array that the bitmaps are drawn to, and it detects what rectangle is in the top left corner so it can draw the bitmaps that will cover the user's viewable screen. My problem is this all lags when the app has to load the bitmaps into memory; Once they are loaded it isnt an issue. I started with 512 by 512 tiles, then went down to 128 by 128. although it helped, there still is some noticeable lag. I have been looking into surfaceView and wanted your opinions if i should stick with View, or use surfaceView to solve my lag.

View 1 Replies View Related

Android :: Switch To SurfaceView

Mar 25, 2009

Im creating a simple game using a SurfaceView for drawing the Graphics. It works fine, but now I tried to add a title screen, which is (for now) only a LinearLayout and a Start-button, specified in XML. However, when I click this button and try to switch to my SurfaceView (By doing setContentView(R.layout.game), the screen turns black. But if I do setContentView(R.layout.game) immediatly in my Activity.onCreate it works. But not if I start with my Title-screen and then try to switch

View 3 Replies View Related

Android :: SurfaceView On G1 - Crashes

Apr 30, 2009

I am finally testing my application on a G1 and even though it works fine on the emulator, it crashes on the G1

It crashes when it does:

CODE:.........

And the view is defined like this:

CODE:..............

View 3 Replies View Related

Android :: 2 Mediaplayer Using One Surfaceview

Jun 16, 2009

I want to play 2 videos one after one minimizing delay between each video. so I created 2 mediaplayer, one playing the current video and the other preparing to play the following video.

The 1st video is played correctely but I couldn't get the video track of the second video. only sound without any error.

This is my source code : (note that here, I am using files on sdcard but the application will use files on a web server. that's why I need to prepare the second video while the 1st is playing)

CODE:...................................

View 5 Replies View Related

Android :: OnActivityResult Fc When Using SurfaceView?

Sep 4, 2010

My app fc when activity that's using SurfaceView as content view calls startActivityForResult(...) and activity that has been started calls finish()

This does not happen if I change content view to something else than SurfaceView.

This would be the requested logcat:

CODE:..................

View 1 Replies View Related

Android : Put GLSurfaceview On Top On A SurfaceView

Dec 16, 2009

Look at this: http://nhenze.net/?p=172

They show that it is possible to put an GLSurfaceview on top on a SurfaceView. I hope it would be useful.

View 2 Replies View Related

Android : Best Drawing App?

Jul 21, 2010

What is your best drawing app?

I've tried Draw!, Draw(er), and MagicMarker, but I dunno, they each have their pros and cons and can't find one that suits me well. I'm not looking for Photoshop on my phone, but something better than a colored line. So what is your best drawing app?

View 3 Replies View Related

Android :: How To Exit Activity Using SurfaceView

May 18, 2010

When exiting the activity in a thread in a SurfaceView. This log appears in this situation:.............

View 2 Replies View Related

Android :: SurfaceView Fast Enough For Emulation

Sep 11, 2010

For years now I've maintained a Tandy Color Computer Emulator applet on my home page. With the purchase of an Incredible I decided to do a port. Getting it going in Android didn't take long but I'm really surprised how slow it runs. You can literally see the pixels painting. I know there are other successful Android emulators so I must be doing something wrong.

My approach was to use a SurfaceView for rendering. There's a separate thread that runs a virtual 6809 CPU. Whenever that thread updates the emulated video memory, it calls SurfaceHolder.lockCanvas() with a Rect describing the part of the screen requiring a repaint. Then it calls the gfx routines with the resulting Canvas...this is where I did a repaint() in AWT/Swing. The gfx routines are smart enough to just render what's in the clipRect. Perhaps I'm still stuck in AWT but I can't think of any way to make this thing run at an acceptable speed. I tried to coalesce the gfx calls but that didn't work either. Any thoughts?

View 1 Replies View Related

Android :: SurfaceView Transparent Through Its Parent

Feb 11, 2009

I have a SurfaceView that is covering a portion of its parent, a RelativeLayout.  I have a background image covering the full RelativeLayout area, and this is my Activity's main layout.

I would like to have the SurfaceView be transparent so that I can see through to the background image on its parent RelativeLayout.  I have tried the approach shown in the API Demos example TranslucentGLSurfaceViewActivity, but this succeeds in making the transparency go all the way through my Activity to my desktop!

I'm using the "style/Theme.Translucent" theme on my activity, and setting this on my SurfaceView:    mySurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);

The transparency to the desktop it kinda cool, but not what I'm trying to do!  Is it possible to make a SurfaceView transparent only through to its parent?

View 2 Replies View Related

Android :: Difficulty Resuming SurfaceView

Apr 24, 2009

I am stuck.My main activity creates and starts a SurfaceView.My app needs to access a listview via the options menu to change properties of the items shown in the view.Two strange things occur:

1.) When I scroll the listview quickly, the list sometimes gets farklempt.Words overlap each other.

2.) When I select the item and the app returns to the main activity, the thread is no longer alive.

If someone out there can offer help I will post the code.This will take a little effort.My code is loosely based upon LunarLander and the GLSurfaceView examples.If there is a good example (more recent example) someone can point me to, that would be boss.

View 8 Replies View Related

Android :: Regaining Focus Using SurfaceView

Mar 23, 2009

I'm currently getting to grips with Android, playing around with the Lunar Lander sample. I've found that if you navigate away from the app (eg, hit the call button) it will destroy the underlying surface (calling surfaceDestroyed). Navigating back (which will trigger onWindowVisibilityChanged) the app will crash, as it will try to draw to the surface without recreating it. Is there some code I can put in onWindowVisibilityChanged (or anywhere else) that will regenerate the SurfaceView's underlying surface and resume execution nicely? It feels like this should be a simple function call but I can't find anything in the API docs.

View 2 Replies View Related

Android :: Processing Events In SurfaceView

Jun 10, 2009

I am creating a custom Widget which extends SurfaceView and I am planning to use it for camera preview.In the main activity I tried to implement some event listeners but can't catch any event.If I press a button the LogCat outputs "Continuing to wait for key to be dispatched" line.Does anyone know how to implement event listeners in main activity using SurfaceView classes?

View 3 Replies View Related

Android :: Use SurfaceView Properly , Nothing Is Drawn

May 31, 2009

I had it working with a normal View but that is to slow. I was told to use SurfaceView but can't figure out how to use OnKey with it and if I should use onDraw or draw? And how do I pass stuff to draw? does it happen automatically? code...

View 3 Replies View Related

ADVERTISEMENT