Android :: Draw Text Using SurfaceView?
Nov 6, 2009
I want to write a graphics app using SurfaceView.
Basically my requirement is to draw some text frequently according to some time.
Is it possible to do this? can any one please provide me some source code which draws the text using SurfaceView.
View 2 Replies
Jul 22, 2009
I want to do the drawing in another thread to speed up the game(it is way to slow right now). I was told to do this but don't quite understand why that would speed things up. Is it GameView that should implement Runnable? Should I make the thread sleep when not drawing? where should I start the thread? package com.android.WWS;
import android.app.Activity; import android.content.Context; import android.graphics.*; import android.os.Bundle; import android.view.SurfaceView; import android.view.KeyEvent; import android.view.View; import android.view.View.OnKeyListener; import java.lang.Runnable; import java.lang.Thread;...................
View 4 Replies
View Related
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
Jun 14, 2009
Can i draw text on a bitmap? I cannot find any API support this.
View 4 Replies
View Related
Apr 12, 2010
how to draw text on GLSurfaceView in Android?
View 5 Replies
View Related
Aug 4, 2009
I have just started looking at developing for Google Android and want to draw a rectangle with some text in it that I then want to position where i want on screen. I have got as far as drawing a rectangle on screen using a ShapeDrawable and RectShape I now want to put some text in the rectangle. How can I best do this? Should I be looking at somehow adding a textView to the RectShape? Or am i going down the the wrong avenue completely?
View 3 Replies
View Related
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.
View 1 Replies
View Related
Aug 27, 2009
I'm currently developing a small OpenGL game for the Android platform and I wonder if there's an easy way to render text on top of the rendered frame (like a HUD with the players score etc). The text would need to use a custom font also. I've seen an example using a View as an overlay, but I don't know if I want to do that since I might want to port the game to other platforms later.
View 4 Replies
View Related
Apr 11, 2009
Is there any convenient method to draw a string (custom true type font) as big is possible inside a supplied rectangle or to calculate the font size of a paint object based on a string and some rectangle dimensions.
View 3 Replies
View Related
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);
View 2 Replies
View Related
Nov 12, 2009
I'm trying to draw some text onto an MapView on Android. The drawing of the text goes fine, but it's very hard to read the text because it's white with no black border (like the rest of the text that appears naturally on MapViews to denote cities, states, and countries). I can't seem to figure how to draw the text with a black border. This is the sort of code I'm using right now (this is just example code, found in one of my overlays):
@Override
public void draw(Canvas canvas, MapView mapView, boolean shadow) {
Paint textPaint = new Paint();
textPaint.setARGB(255, 255, 255, 255);
textPaint.setTextAlign(Paint.Align.CENTER);
textPaint.setTextSize(16);
textPaint.setTypeface(Typeface.DEFAULT_BOLD);
canvas.drawText("Some Text", 100, 100, textPaint);
super.draw(canvas, mapView, shadow);}
View 3 Replies
View Related
Jul 24, 2010
i have an activity and in the activity i have some buttons and textviews, and i would like to draw a rectangle with text inside. i saw some examples online but the all say to create my on view , override onDraw and the set this view as my layout, but i have my layout already.
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
TextView baramzona = (TextView) findViewById(R.id.TextView01);
baramzona.setText(R.string.baram_zona_textview);
final Button pocniparking = (Button) findViewById(R.id.ButtonStart);
final TextView momentalnazona = (TextView) findViewById(R.id.TextView02);
//momentalnazona.setText("Моментално се наоѓате во зоната");
pocniparking.setText(R.string.btn_Start_Parking);
pocniparking.setEnabled(false);
}
}
View 1 Replies
View Related
Sep 26, 2010
I've figured out how to draw Arabic characters properly (connected and right to left) using string literals like this:
textView.setTypeFace(Typeface.createFromAssets(getAssets(),"DejaVuSans.ttf"));
textView.setText("uFEB3uFE92uFE98uFE94");
But for some reason I cannot get the arabic to format properly if I read anything from a file using InputStreams like this:.....................
View 1 Replies
View Related
Sep 13, 2009
I'm trying to draw Arabic text onto a Bitmap for display:
CODE:...........
However, the bitmap that is generated looks like this:
When it should look like............
I believe the issue is because, unlike a TextView, the Bitmap class is not BiDi aware, so it draws the letters from left to write.
Try as I might, I can't figure out how to draw the text in the correct order.
View 2 Replies
View Related
Jan 8, 2013
I am wondering if there is a way to draw an image, or edit simple lines in a text box. The entire screen is a textView/ect and i would like to be able to write a sentence then draw an image and write again. By draw i think i would use the Canvas, so basically is there a way to include a canvas in a text view?
Evernote does do this, but to edit an image/draw you need to open another app "Skitch", my goal is to try and do this without any extra apps.
For example:
Hello
(canvas/editable graphical items)
World
View 3 Replies
View Related
Sep 5, 2010
In my android application I use this method in "draw" Overlay class for draw route on map. Can someone tell me if this method is good (in terms of performance) for route draw on map or I must to put code in Thread ??
I'm new to android.
public synchronized void draw(Canvas canvas, MapView mapView, boolean shadow) {
if (pointsAndTimes.isEmpty()) {
return;
}
Projection projection = mapView.getProjection();
Paint paint = new Paint();
paint.setARGB(250, 255, 0, 0);.............
View 1 Replies
View Related
Oct 31, 2010
Is there a way to draw on or modify the key guard wallpaper programmatically?It looks simple enough for the home wallpaper, you can use WallpaperManager. But how about for the lock screen wallpaper?
View 1 Replies
View Related
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
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
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
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
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
May 18, 2010
When exiting the activity in a thread in a SurfaceView. This log appears in this situation:.............
View 2 Replies
View Related
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
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
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
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
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
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
Jul 6, 2010
I'm trying to develop a little game, with 2D Graphics. I want my "gaming board" to be at a specific position on my screen, so that I can display in-game informations above and below the box. But since there is beginning to be a lot of Android phones out there, I was thinking about getting "dynamic" values so that I can adapt my font size to every device.
My game is not in full screen (but it could be, it's no big deal), but in a window with no title bar.
I'm using an extension of the default SurfaceView class, implementing SurfaceHolder.Callback. I tried writing the following method :
CODE:................
But the values returned are zeroes.
(even if it means changing display strategy) ?
View 1 Replies
View Related