Android :: Draw Multiple Shapes Using Loop - Canvas
Aug 7, 2010
I am very new to android development and have been trying to draw a square comprised of multiple smaller rectangles of different colours... Like a Mosaic essentially. Basically at the moment I am reading values from a file which assigns the colour to the smaller Rects. I am using a pair of nested for loops to try to draw the small Rects sequentially, line by line. However when the program finishes there is only one small Rect drawn which is the last one to be drawn and its colour corresponds to the first value read from the file. Here is some of my code to show you what I mean:
public SnapshotDraw(Context context) {
super(context);
for(int a = 0; a < 63; a++){
for(int b = 0; b < 63; b++){
fileName = PREFIX + "2" + EXTENSION;..............
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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..
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Mar 17, 2010
I'm trying to build a layout where some shapes will popup every 2 seconds. If the user will click one of these shapes, they have to disappear.
What is the correct way of doing this? I thought about a thread, but i missed out.
Here's my code at the moment (is not working):
CODE:..................
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Oct 28, 2010
I'm making an App that needs to be able to draw new graphics on top of the last set.
This is my current onDraw() method -
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
if(points.size() > 0) {
//do some stuff here - this is all working ok
canvas.drawLine(p1.x, p1.y, p2.x, p2.y, linePaint);
}
}
Basically, I need to draw the new graphics as a layer on top of the last, so what I'm looking for is a way to carry the image of the last canvas to the current. I have tried to figure it out myself using the canvas.setBitmap() method but it acts very funny.
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Oct 28, 2010
i'm trying to develop a simple pie chart class for android. For now, it can take a map of labels and values and draw the pie chart. I'm yet to add the legends for the pie, which is where i need to place the texts near small rectangles on the screen corner. Any help appreciated, since i'm new to Android dev.
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Sep 7, 2010
My requirement is to draw a line on canvas for every second. I am able to draw the line but its clearing the previously drawn lines when I call myview.invalidate(). Now my question is how to draw a new line retaining all the previously drawn line on the same canvas.
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May 26, 2009
I want to load an icon from resource and draw over it. But I cannot get it into a canvas. Can anyone please help me with the code below. If I uncomment c.drawColor(), I get blue color as expected. So the problem is on icon.draw(). code...
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Sep 28, 2010
I want to load e.g. LinearLayout with some Buttons from XML and draw it on Canvas in a way that the Views behave normally (I can set onClick actions for the Buttons and when I press a Button, it changes it's background drawable). Can I do this?
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Jan 24, 2010
I'm trying to draw a nine patch onto a Canvas object on the Android. What seems strange is that although I generated my nine patch using the draw9patch tool, the constructor for NinePatch requires an additional byte array called the "chunk" to construct the nine patch. Why isn't this simpler? What is the "chunk"? And if you have done this yourself, how did you go about it?
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Oct 26, 2010
I'm porting an app written in a graphics environment that allows drawing to happen outside the bounds of the clipping rectangle. Any way to do this in Android?
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Feb 4, 2010
I have figured out the static layout this far, but I have no idea how to make it display my text anywhere else but in the top left corner. StaticLayout layout = new StaticLayout(text, getTextPaint(), 140, android.text.Layout.Alignment.ALIGN_CENTER,(float)1.0, (float)0.0, true); layout.draw(canvas);
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Jan 18, 2010
First I want to say that I have read many articles on this subject in this forum and on some external resources(very helpful was Robert Green's diary at www.rbgrn.net and www.droidnova.com).
However, despite all of this I want to start topic regarding FPS, and ask for advice from experienced game developers on Android platform.
My main question is "How to improve FPS when draw on Canvas?"
I have implemented simple 2D arcade game skeleton for testing purpose. Now I have ~20 FPS and want to increase this value to 40-50 FPS, if this is possible of course. I know about Open GL ES, but so far I am interested in Canvas.
In every frame I draw following stuff on the screen: - Canvas.drawColor(Color.BLACK) - to clear the screen - 1 spaceship PNG 24x24 image 1.25 kb - 5 asteroids PNG 64x64 image ~8 kb each - from 1 to 30 bullets PNG 8x8 image 299 b - 4 30x30 Rectangles - to control objects on the screen
After running my app, in logcat I can see following output data: - Average FPS: 20 (Total frames drawn: 1945 in 97 seconds) - Average onDraw: 32 ms (clear canvas: 3, draw game stuff: 26, draw controls: 1) - Average updatePhysics: 1 ms
From this output I can assume, that my main problem here is "draw game stuff" wich includes: - draw 1 spaceship - draw 5 asteroids - draw from 1 to 30 bullets
Here is my code:........................
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Dec 30, 2009
I need do draw on Android's Canvas using Blur effect, it is a very simple feature, I need to draw a circular area, which is blurred (the foreground) and the background transparent, I can do everything with manipulating the colour alpha to do it with custom transparency but I need it to be blurred instead of transparent..
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Jun 28, 2010
I want to draw hands on the canvas which is smooth and closed arc. How can I draw it? Any code regarding graphics or reference class to draw it will be helpful.
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Sep 16, 2010
Can anybody tell me or send me some links if there is any..which tells how Google map draw on canvas in android. what is the logic behind that.
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Oct 11, 2010
There is no problem with portrait mode but when i try my app on landscape mode it doesn't look how it should.What is general approach to solve this problem.My first idea is replacing X and Y places.If i am on the right track how should i do this ? Should i use an if statement at the beginning of the onDraw() function and write entire same code twice (one for x,y and other is for y,x) ?
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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...
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Feb 24, 2010
I' trying to complete an assignment. I need to be able to draw circles with the canvas in Android and also draw the ten previous circles while my finger moves. I have saved the coordinates in an arraylist and tried to use a for loop to draw all of the circles. Here is my code, I'm just looking for suggestions not answers if anyone has any. I will attach my code. Right now it only draws one circle at a time.
`package edu.elon.cs.mobile;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.graphics.Paint.Style;............
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Mar 25, 2010
I want to draw a bitmap on a canvas with bigger size than it is. I can use canvas.drawBitmap(bitmap, null, destRect, null); but that gives a poor quality, as the result is pixelated, if the source image is sightly smaller than the destination rectangle. How can i draw my bitmap using bilinear or bicubic resampling?
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Mar 17, 2010
I have a Bitmap object and want to render it to a Canvas object with varying levels of translucency (i.e. make the whole bitmap partially see through). For example, I have sprites in a game (that are drawn over the top of a bitmap background) that I want to fade out from being opaque to being invisible. Can I do this without having to resort to OpenGL?
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Jun 15, 2010
I currently have a game written using the Android canvas. It is completely 2D, and I draw bitmaps as sprites on the canvas, and it technically works, but I have a few features that I need to add that will require drawing many more bitmaps on the screen, and there will be a lot more movement.
The app needs more power.
What is the best way to go from this method of drawing Bitmaps on a canvas to using OpenGL so I can draw them faster?
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May 7, 2010
i have a customized LinkedEditText extends from EditText, and override the onDraw method as below:...........................
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Nov 7, 2010
Basically what I am trying to accomplish is I want a canvas I can pass bitmaps to, to be displayed on the screen with the rest of my view objects (buttons, textviews, etc).
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May 7, 2010
Just want to start out by saying this seems like a great site, hope you guys can help! I'm trying to use the structure laid out in LunarLander to create a simple game in which the user can drag some bitmaps around on the screen (the actual game is more complex, but that's not important).
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Oct 1, 2010
I have multiple activities in my android app and one final activity "All" which should run all the activities of my app one after the other. When I kept all my activities in for loop and used startactivity(intent) for each activity in that for loop, at the end I could see not all my activities being ran although all activities are finished. Any clue how to implement this?
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Jun 16, 2010
I need a small help on rotating one image around its center of axis among multiple images which are drawn to canvas in android.
I am loading images to canvas like below.
canvas.drawBitmap(mMachineBackground, 0, 0, null);
canvas.drawBitmap(mMachineRotator, 0, 0, null);
I want to rotate only the second bitmap around its center of axis instead of rotating the entire canvas(which includes first bitmap also).
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Sep 26, 2010
I would like to make a game out of many cubes and am planning on putting it on mobile platforms and also on the web using webgl. My problem is when I make a drawelements call per cube I take a hit on the frame rate. Is there a way I can make a single draw call to opengl es to draw them? The only difference between the cubes would be position and color.
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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:.....................
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Oct 18, 2010
If I draw a round rect shape by code I can use setShadowLayer to get a shadow drawn for the shape. Is there an equivalent when defining shapes in XML?The following example draws a round rect background to a shape. What would I need to add to get a shadow added to the shape? Is it even possible using XML? Code...
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Apr 8, 2010
I've been looking around for this for a long time but can never seem to find it in the Android documentation. There's all sorts of advanced things I see, but I can never find any solid documentation - there's the shapes package, but it provides no insight on how to use them in xml. The best I can do so far is finding other people's examples.
Is there some magical documentation that exists for the XML shapes?
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